ScenePartition/Runtime/SceneGrid.cs

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using System.Collections.Generic;
using UnityEngine;
namespace VertexColor.ScenePartition.Editor
{
[System.Serializable]
public class SceneGrid
{
[SerializeField]
private int cellSize = 10;
[SerializeField]
private SceneGridDictionary grid = new SceneGridDictionary();
public SceneGridDictionary Grid => grid;
public void Insert(uint id, Vector3 point)
{
int gridId = CalculateGridPosition(point);
if (grid.TryGetValue(gridId, out List<uint> ids))
{
ids.Add(id);
}
else
{
grid.Add(gridId, new List<uint> { id });
}
}
public int CalculateGridPosition(Vector3 point)
{
int x = Mathf.FloorToInt(point.x / cellSize);
int z = Mathf.FloorToInt(point.z / cellSize);
return IntPairToInt(x, z);
}
public static int IntPairToInt(int x, int y)
{
// Combine x and y components into a single int
return (x << 16) | (ushort)y;
}
public static (int, int) IntToIntPair(int value)
{
// Extract x and y components from the combined int
int x = value >> 16;
int y = (short)value;
return (x, y);
}
}
}