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Unity: SpatialHash
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/* | |
http://entitycrisis.blogspot.com/2010/02/spatial-hash-class-in-c.html | |
This is a rather useful class, the Spatial Hash. It is used for creating an index of spatial data (3D things in space) and allowing fast queries to be run against the index. | |
Effectively, you can use this class to ask, "I'm at this position, what other objects are near me?". | |
*/ | |
using UnityEngine; //This needs to be 'removed' to make 'universal', i.e. not tied to Unity3D | |
using System.Collections; | |
public class SpatialHash | |
{ | |
private Hashtable idx; | |
private int cellSize; | |
public SpatialHash(int cellSize) { | |
this.cellSize = cellSize; | |
this.idx = new Hashtable(); | |
} | |
public int Count { | |
get { return idx.Count; } | |
} | |
public ICollection Cells { | |
get { return idx.Keys; } | |
} | |
public void Insert(Vector3 v, object obj) { | |
ArrayList cell; | |
foreach(string key in Keys(v)) { | |
if(idx.Contains(key)) | |
cell = (ArrayList)idx[key]; | |
else { | |
cell = new ArrayList(); | |
idx.Add(key, cell); | |
} | |
if(!cell.Contains(obj)) | |
cell.Add(obj); | |
} | |
} | |
public ArrayList Query(Vector3 v) { | |
string key = Key(v); | |
if(idx.Contains(key)) | |
return (ArrayList)idx[key]; | |
return new ArrayList(); | |
} | |
private ArrayList Keys(Vector3 v) { | |
int o = cellSize / 2; | |
ArrayList keys = new ArrayList(); | |
keys.Add(Key(new Vector3(v.x-o, v.y-0, v.z-o))); | |
keys.Add(Key(new Vector3(v.x-o, v.y-0, v.z-0))); | |
keys.Add(Key(new Vector3(v.x-o, v.y-0, v.z+o))); | |
keys.Add(Key(new Vector3(v.x-0, v.y-0, v.z-o))); | |
keys.Add(Key(new Vector3(v.x-0, v.y-0, v.z-0))); | |
keys.Add(Key(new Vector3(v.x-0, v.y-0, v.z+o))); | |
keys.Add(Key(new Vector3(v.x+o, v.y-0, v.z-o))); | |
keys.Add(Key(new Vector3(v.x+o, v.y-0, v.z-o))); | |
keys.Add(Key(new Vector3(v.x+o, v.y-0, v.z-0))); | |
keys.Add(Key(new Vector3(v.x-o, v.y-o, v.z-o))); | |
keys.Add(Key(new Vector3(v.x-o, v.y-o, v.z-0))); | |
keys.Add(Key(new Vector3(v.x-o, v.y-o, v.z+o))); | |
keys.Add(Key(new Vector3(v.x-0, v.y-o, v.z-o))); | |
keys.Add(Key(new Vector3(v.x-0, v.y-o, v.z-0))); | |
keys.Add(Key(new Vector3(v.x-0, v.y-o, v.z+o))); | |
keys.Add(Key(new Vector3(v.x+o, v.y-o, v.z-o))); | |
keys.Add(Key(new Vector3(v.x+o, v.y-o, v.z-o))); | |
keys.Add(Key(new Vector3(v.x+o, v.y-o, v.z-0))); | |
keys.Add(Key(new Vector3(v.x-o, v.y+o, v.z-o))); | |
keys.Add(Key(new Vector3(v.x-o, v.y+o, v.z-0))); | |
keys.Add(Key(new Vector3(v.x-o, v.y+o, v.z+o))); | |
keys.Add(Key(new Vector3(v.x-0, v.y+o, v.z-o))); | |
keys.Add(Key(new Vector3(v.x-0, v.y+o, v.z-0))); | |
keys.Add(Key(new Vector3(v.x-0, v.y+o, v.z+o))); | |
keys.Add(Key(new Vector3(v.x+o, v.y+o, v.z-o))); | |
keys.Add(Key(new Vector3(v.x+o, v.y+o, v.z-o))); | |
keys.Add(Key(new Vector3(v.x+o, v.y+o, v.z-0))); | |
return keys; | |
} | |
private string Key(Vector3 v) { | |
int x = (int)Mathf.Floor(v.x/cellSize)*cellSize; | |
int y = (int)Mathf.Floor(v.y/cellSize)*cellSize; | |
int z = (int)Mathf.Floor(v.z/cellSize)*cellSize; | |
return x.ToString() + ":" + y.ToString() + ":" + z.ToString(); | |
} | |
} |
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