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Updated ECSSamples
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davidv-unity committed Dec 17, 2019
1 parent c1744f4 commit 71ee202
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6 changes: 1 addition & 5 deletions ECSSamples/Assets/Advanced/Boids/Scripts/BoidConversion.cs
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Expand Up @@ -7,7 +7,7 @@
namespace Samples.Boids
{
[UpdateInGroup(typeof(GameObjectConversionGroup))]
[ConverterVersion("macton", 4)]
[ConverterVersion("macton", 5)]
public class BoidConversion : GameObjectConversionSystem
{
protected override void OnUpdate()
Expand All @@ -29,10 +29,6 @@ protected override void OnUpdate()
// Remove default transform system components
DstEntityManager.RemoveComponent<Translation>(entity);
DstEntityManager.RemoveComponent<Rotation>(entity);

// Add world render bounds components so they do not need to be added at initialization time.
DstEntityManager.AddComponent(entity, ComponentType.ChunkComponent<ChunkWorldRenderBounds>());
DstEntityManager.AddComponent<WorldRenderBounds>(entity);
});
}
}
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8 changes: 8 additions & 0 deletions ECSSamples/Assets/Advanced/GridPath.Tests.meta

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using System;
using NUnit.Framework;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Entities.Tests;
using Unity.Mathematics;

namespace Samples.GridPath.Tests
{
[TestFixture]
unsafe class CartesianGridOnPlaneShortestPathTests : ECSTestsFixture
{
struct TestGrid : IDisposable
{
public int RowCount;
public int ColCount;
public byte* Walls;
public int WallRowStride => (ColCount + 1) / 2;

public TestGrid(int rowCount, int colCount)
{
RowCount = rowCount;
ColCount = colCount;

int wallRowStride = (colCount + 1) / 2;
int wallsSize = rowCount * wallRowStride;

Walls = (byte*) UnsafeUtility.Malloc(wallsSize, 16, Allocator.Temp);
UnsafeUtility.MemClear(Walls, wallsSize);

// Add outer boundary walls.
for (var x = 0; x < colCount; x++)
AddWallNorth(new CartesianGridCoordinates {x = (short) x, y = (short) (rowCount - 1)});
for (var x = 0; x < colCount; x++)
AddWallSouth(new CartesianGridCoordinates {x = (short) x, y = (short) 0});
for (var y = 0; y < rowCount; y++)
AddWallWest(new CartesianGridCoordinates {x = (short) 0, y = (short) y});
for (var y = 0; y < rowCount; y++)
AddWallEast(new CartesianGridCoordinates {x = (short) (colCount-1), y = (short) y});
}

public void Dispose()
{
if (Walls != null)
UnsafeUtility.Free(Walls, Allocator.Temp);
}

public void SetWallBit(int x, int y, CartesianGridDirectionBit directionBit)
{
if (new CartesianGridCoordinates { x=(short)x, y=(short)y}.OnGrid(RowCount,ColCount))
Walls[y * WallRowStride + (x >> 1)] |= (byte)((byte)directionBit << (4 * (x & 1)));
}

public bool TestWallBit(int x, int y, CartesianGridDirectionBit directionBit)
{
if (!(new CartesianGridCoordinates {x = (short) x, y = (short) y}.OnGrid(RowCount, ColCount)))
return false;

return (((Walls[y * WallRowStride + (x >> 1)] >> (4 * (x&1))) & (byte)directionBit) == (byte)directionBit);
}

public void AddWallNorth(CartesianGridCoordinates cellPosition)
{
SetWallBit(cellPosition.x, cellPosition.y, CartesianGridDirectionBit.North);
SetWallBit(cellPosition.x, cellPosition.y+1, CartesianGridDirectionBit.South);
}
public void AddWallSouth(CartesianGridCoordinates cellPosition)
{
SetWallBit(cellPosition.x, cellPosition.y, CartesianGridDirectionBit.South);
SetWallBit(cellPosition.x, cellPosition.y-1, CartesianGridDirectionBit.North);
}
public void AddWallWest(CartesianGridCoordinates cellPosition)
{
SetWallBit(cellPosition.x, cellPosition.y, CartesianGridDirectionBit.West);
SetWallBit(cellPosition.x-1, cellPosition.y, CartesianGridDirectionBit.East);
}
public void AddWallEast(CartesianGridCoordinates cellPosition)
{
SetWallBit(cellPosition.x, cellPosition.y, CartesianGridDirectionBit.East);
SetWallBit(cellPosition.x+1, cellPosition.y, CartesianGridDirectionBit.West);
}

int WalkPath(CartesianGridCoordinates startPosition, NativeArray<byte> targetDirections, int pathOffset)
{
var validDirections = CartesianGridOnPlaneShortestPath.LookupDirectionToTarget(startPosition, RowCount, ColCount, targetDirections);
var direction = CartesianGridMovement.PathVariation[((pathOffset&3) * 16) + validDirections];

if (direction == 0xff) // No path
return 0;

var nextPosition = new CartesianGridCoordinates();
if (direction == 0)
nextPosition = new CartesianGridCoordinates {x = startPosition.x, y = (short) (startPosition.y + 1)};
else if (direction == 1)
nextPosition = new CartesianGridCoordinates {x = startPosition.x, y = (short) (startPosition.y - 1)};
else if (direction == 2)
nextPosition = new CartesianGridCoordinates {x = (short)(startPosition.x-1), y = (short) startPosition.y};
else if (direction == 3)
nextPosition = new CartesianGridCoordinates {x = (short)(startPosition.x+1), y = (short) startPosition.y};
else
Assert.Fail();

// Test no wall in the direction given
if (direction == 0)
Assert.IsFalse(TestWallBit(startPosition.x, startPosition.y, CartesianGridDirectionBit.North));
else if (direction == 1)
Assert.IsFalse(TestWallBit(startPosition.x, startPosition.y, CartesianGridDirectionBit.South));
else if (direction == 2)
Assert.IsFalse(TestWallBit(startPosition.x, startPosition.y, CartesianGridDirectionBit.West));
else if (direction == 3)
Assert.IsFalse(TestWallBit(startPosition.x, startPosition.y, CartesianGridDirectionBit.East));

return 1 + WalkPath(nextPosition, targetDirections, pathOffset);
}

public int WalkPathDistance(CartesianGridCoordinates sourcePosition, CartesianGridCoordinates targetPosition)
{
var directionsRowStride = (ColCount + 1) / 2;
var directionsSize = RowCount * directionsRowStride;

var targetDirections = new NativeArray<byte>(directionsSize, Allocator.Temp);
var sourceDirections= new NativeArray<byte>(directionsSize, Allocator.Temp);

// For testing purposes, recalculate paths every time.
CartesianGridOnPlaneShortestPath.CalculateShortestPathsToTarget(targetDirections, RowCount, ColCount, targetPosition, Walls);
CartesianGridOnPlaneShortestPath.CalculateShortestPathsToTarget(sourceDirections, RowCount, ColCount, sourcePosition, Walls);

// Test distance form source->target is same as target->source
var sourceToTargetDistance = WalkPath(sourcePosition, targetDirections, 0);
var targetToSourceDistance = WalkPath(targetPosition, sourceDirections, 0);
Assert.AreEqual(sourceToTargetDistance, targetToSourceDistance);

var expectedDistance = sourceToTargetDistance;

// Sample path variations (not exhaustive, always follow the variation path option)
for (int i = 1; i < 4; i++)
{
// Test distance form source->target is same as target->source
// Test distance is same for all variations
sourceToTargetDistance = WalkPath(sourcePosition, targetDirections, i);
Assert.AreEqual(expectedDistance, sourceToTargetDistance);
targetToSourceDistance = WalkPath(targetPosition, sourceDirections, i);
Assert.AreEqual(expectedDistance, targetToSourceDistance);
}

targetDirections.Dispose();
sourceDirections.Dispose();

return expectedDistance;
}
}

[Test]
public void PathOnEmptyGrid()
{
using (var grid = new TestGrid(16, 16))
{
var targetPosition = new CartesianGridCoordinates {x = 15, y = 15};
var dist = 0;

dist = grid.WalkPathDistance(new CartesianGridCoordinates {x = 0, y = 0}, targetPosition);
Assert.AreEqual(dist, 30 );
dist = grid.WalkPathDistance(new CartesianGridCoordinates {x = 8, y = 7}, targetPosition);
Assert.AreEqual(dist, 15 );
}
}

[Test]
public void PathOnIsland()
{
using (var grid = new TestGrid(16, 16))
{
// create island left/right side
for (int y = 0; y < grid.RowCount; y++)
grid.AddWallWest(new CartesianGridCoordinates {x = 8, y = (short)y});

var targetPosition = new CartesianGridCoordinates {x = 15, y = 15};
var dist = 0;

// right side has open path
dist = grid.WalkPathDistance(new CartesianGridCoordinates {x = 8, y = 8}, targetPosition);
Assert.AreEqual(dist, 14);
dist = grid.WalkPathDistance(new CartesianGridCoordinates {x = 8, y = 0}, targetPosition);
Assert.AreEqual(dist, 22);

// left side blocked
dist = grid.WalkPathDistance(new CartesianGridCoordinates {x = 0, y = 8}, targetPosition);
Assert.AreEqual(dist, 0);
dist = grid.WalkPathDistance(new CartesianGridCoordinates {x = 0, y = 0}, targetPosition);
Assert.AreEqual(dist, 0);
}
}

[Test]
public void PathRandomObstacles()
{
using (var grid = new TestGrid(32, 15))
{
int obstacleCount = 32;
var rand = new Unity.Mathematics.Random(0xF545AA3F);
for (int i = 0; i < obstacleCount; i++)
{
var xy = rand.NextInt2(new int2(grid.ColCount, grid.RowCount));
if (rand.NextBool())
grid.AddWallWest(new CartesianGridCoordinates {x = (short)xy.x, y = (short)xy.y});
else
grid.AddWallSouth(new CartesianGridCoordinates {x = (short)xy.x, y = (short)xy.y});
}

int testCount = 64;
for (int i = 0; i < testCount; i++)
{
var sourceXY = rand.NextInt2(new int2(grid.ColCount, grid.RowCount));
var targetXY = rand.NextInt2(new int2(grid.ColCount, grid.RowCount));
var sourcePosition = new CartesianGridCoordinates {x = (short)sourceXY.x, y = (short)sourceXY.y};
var targetPosition = new CartesianGridCoordinates {x = (short)targetXY.x, y = (short)targetXY.y};
grid.WalkPathDistance(sourcePosition, targetPosition);
}
}
}
}
}

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{
"name": "Samples.GridPath.Tests",
"references": [
"Unity.Entities",
"Unity.Collections",
"Unity.Jobs",
"Unity.Burst",
"Unity.Mathematics",
"Unity.Transforms",
"Unity.Entities.Tests",
"Samples.GridPath"
],
"optionalUnityReferences": [
"TestAssemblies"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": true,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": []
}

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4 changes: 2 additions & 2 deletions ECSSamples/Assets/Advanced/GridPath/Assets/BasicActor0.prefab
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Expand Up @@ -14,7 +14,7 @@ GameObject:
- component: {fileID: 3139632156233265087}
- component: {fileID: 8085697106929772112}
m_Layer: 0
m_Name: BasicActor
m_Name: BasicActor0
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
Expand Down Expand Up @@ -106,5 +106,5 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: ede02fc5d83e4273ad9b2b008f644a5a, type: 3}
m_Name:
m_EditorClassIdentifier:
Version: 3-macton
Speed: 1.53
Movement: 0
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Expand Up @@ -77,5 +77,10 @@ PrefabInstance:
propertyPath: Speed
value: 1.93
objectReference: {fileID: 0}
- target: {fileID: 8085697106929772112, guid: 185fc72fe6b8347aa833fe241a0dd4de,
type: 3}
propertyPath: Movement
value: 0
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 185fc72fe6b8347aa833fe241a0dd4de, type: 3}
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