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Container class that helps work with NativeArray<T> as a 2D data. Adds few utilities and QOL improvements.

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andrew-raphael-lukasik/NativeGrid

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NativeGrid

NativeGrid:

A bunch of 2D data utilities for ECS and Unity.Jobs.

NativeGrid<T>:

Managed container that stores NativeArray with it's basic info to use in 2d/grid manner.


  • Decent A*/AStar implementation

    Test window available under: Test>NativeGrid>Pathfinding

  • Here is an example how you can store store RawTextureData (pointer to a CPU-side texture buffer) inside this NativeGrid<ARGB32>-thing and do something ambiguously useful with it, like idk, trace and draw lines/paths on that texture:

var fillLineJob = GRID.FillLine( startPixel , endPixel , fillColor );
fillLineJob.Complete();

Full example code: a relative link Note: this saves RAM because texture memory is not being duplicated on CPU-side anymore.

  • Performant, allocation-free enumerator to find all neighbouring cells (NeighbourEnumerator : INativeEnumerator<int2>)
var enumerator = new NeighbourEnumerator( coord:new int2(0,1) , gridWidth:128 , gridHeight:128 );
while( enumerator.MoveNext(out int2 neighbourCoord) )
{
    /* wow, it's so easy :O */
}
  • Trace lines (Bresenham's algorithm)
  • Schedule your jobs to read/write to grid.Array using grid.Dependency JobHandle

installation

Add this line in manifest.json / dependencies:

"com.andrewraphaellukasik.nativegrid": "https://github.com/andrew-raphael-lukasik/NativeGrid.git#upm",

Or via Package Manager / Add package from git URL:

https://github.com/andrew-raphael-lukasik/NativeGrid.git#upm

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Container class that helps work with NativeArray<T> as a 2D data. Adds few utilities and QOL improvements.

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