public struct WorldGroupingCell : IEquatable<WorldGroupingCell>, IComparable<WorldGroupingCell>
Represents a cell on a Streamable Grid layer. In addition to regular cell indexes, contains the LOD and index of the World Grouping that the cell belongs to.
Name | Type | Default Value | Description |
---|---|---|---|
Cell | readonly Cell |
The actual Cell this struct details. |
|
LOD | readonly int |
The LOD of the WorldGroupingCell. |
|
WorldGroupingIndex | readonly int |
The index of the World Grouping that this cell is associated with. |
public WorldGroupingCell(Cell cell, int groupingIndex, int lod)
Initializes a new instance of the WorldGroupingCell structure.
Name | Type | Description |
---|---|---|
cell | Cell |
The cell of the WorldGroupingCell. |
groupingIndex | int |
The index of the World Grouping that this cell is associated with. |
lod | int |
The LOD of the WorldGroupingCell. |
public static bool operator !=(WorldGroupingCell left, WorldGroupingCell right)
!= operater implementation that allows you check if two WorldGroupingCells are not
equal
The two WorldGroupingCells will not be equal if the GridLayerIndex, LOD, rows, columns,
or
layers do not match each other from one WorldGroupingCell to
the other (row != row, etc.)
Name | Type | Description |
---|---|---|
left | WorldGroupingCell |
The first WorldGroupingCell. |
right | WorldGroupingCell |
The second WorldGroupingCell. |
bool
Returns true if the WorldGroupingCells are not equal, false if they are equal.
public static bool operator <(WorldGroupingCell left, WorldGroupingCell right)
< operater implementation that allows you check if the left WorldGroupingCell is less than the right WorldGroupingCell.
Name | Type | Description |
---|---|---|
left | WorldGroupingCell |
The left WorldGroupingCell. |
right | WorldGroupingCell |
The right WorldGroupingCell. |
bool
Please refer to the CompareTo method documentation to understand
how WorldGroupingCell comparison works.
public static bool operator <=(WorldGroupingCell left, WorldGroupingCell right)
<= operater implementation that allows you check if the left WorldGroupingCell is less than or equal to the right WorldGroupingCell.
Name | Type | Description |
---|---|---|
left | WorldGroupingCell |
The left WorldGroupingCell. |
right | WorldGroupingCell |
The right WorldGroupingCell. |
bool
Please refer to the CompareTo method documentation to understand
how WorldGroupingCell comparison works.
public static bool operator ==(WorldGroupingCell left, WorldGroupingCell right)
!= operater implementation that allows you check if two WorldGroupingCells are equal
The two WorldGroupingCells will be equal if the GridLayerIndex, LOD, rows, columns,
or layers all match each other from one WorldGroupingCell to
the other (row == row, etc.)
Name | Type | Description |
---|---|---|
left | WorldGroupingCell |
The first WorldGroupingCell. |
right | WorldGroupingCell |
The second WorldGroupingCell. |
bool
Returns true if the WorldGroupingCells are equal, false if they are not equal.
public static bool operator >(WorldGroupingCell left, WorldGroupingCell right)
> operater implementation that allows you check if the left WorldGroupingCell is greater than the right WorldGroupingCell.
Name | Type | Description |
---|---|---|
left | WorldGroupingCell |
The left WorldGroupingCell. |
right | WorldGroupingCell |
The right WorldGroupingCell. |
bool
Please refer to the CompareTo method documentation to understand
how WorldGroupingCell comparison works.
public static bool operator >=(WorldGroupingCell left, WorldGroupingCell right)
>= operater implementation that allows you check if the left WorldGroupingCell is greater than or equal to the right WorldGroupingCell.
Name | Type | Description |
---|---|---|
left | WorldGroupingCell |
The left WorldGroupingCell. |
right | WorldGroupingCell |
The right WorldGroupingCell. |
bool
Please refer to the CompareTo method documentation to understand
how WorldGroupingCell comparison works.
public int CompareTo(WorldGroupingCell other)
Compares the input WorldGroupingCell against this WorldGroupingCell to determine whether this WorldGroupingCell procedes, follows, or is at the same position of the input WorldGroupingCell. This can be used to order a collection of WorldGroupingCells in the same manner as they would appear in the scene (if they were associated with World WorldGroupingCells, that is). The method utilizes the LOD, row, column, and layer values. If you know the layer value is not used (such as in a 2D world), you may choose to use a different method rather than this one.
Name | Type | Description |
---|---|---|
other | object |
The other WorldGroupingCell to compare this WorldGroupingCell against. |
int
-1 if this WorldGroupingCell precedes (is less than) the input "other" WorldGroupingCell,
+1 if this WorldGroupingCell follows (is greater than)
the input "other" WorldGroupingCell, and 0 if the WorldGroupingCells are at the same
position (are equal).
The following logic is used to determine the order. First, the GridLayerIndex of the
two cell's is compared. If this cell's
GridLayerIndex is less than the input cell's GridLayerIndex, -1 is returned. If it
is greater than the input cell's
GridLayerIndex, +1 is returned. If they are equal, the LOD values are compared. If
this cell's LOD value is
less than the LOD value of the input cell, -1 is returned. If it is greater, +1 is
returned. If they are the same, then the
Layer value is copared in the same manner. If this WorldGroupingCell's
layer is less than the input WorldGroupingCell's layer, -1 is returned. If this WorldGroupingCell's
layer is greater than the input WorldGroupingCell's layer,
+1 is returned. If the two have the same layer value, the row is compared in the same
manner. If the rows are the same,
the columns are compared. If the columns are compared, 0 is returned as the two WorldGroupingCell's
are equal and have the same placement
in the order.
An important thing to note is that higher quality LODs (which have a smaller value)
will precede lower quality LODs. However, this
also means that according to SAM, WorldGroupingCell's with higher quality LODs are
less than WorldGroupingCell's with lower quality LODs. In addition,
lower World Groupings (which are actually probably more important) will be before
higher World Groupings. As such, they are considered less
than the higher World Grouping cells.
public bool Equals(WorldGroupingCell other)
Implementation of IEquatable<WorldGroupingCell>.Equals method. Use this, as it does
not box input struct.
This method compares the GridLayerIndex, LOD, row, column, and layer. In some instances
where you know the layer does not
matter (on 2D worlds for instance), it may be slightly more performant to use a custom
WorldGroupingCell EqualityComparer
that ignores the layer
Name | Type | Description |
---|---|---|
other | object |
The other WorldGroupingCell to compare this WorldGroupingCell against. |
bool
false if the row, column, and/or layer value on
the other WorldGroupingCell is not equal to this WorldGroupingCell's LOD, row, column,
and/or layer value.
public override bool Equals(object obj)
Override of Equals method. You shouldn't need to use this, and you should not use it since it will cause the input WorldGroupingCell to be boxed.
Name | Type | Description |
---|---|---|
obj | object |
The object to check this WorldGroupingCell against. |
bool
false if the object is not a WorldGroupingCell or it is but the LOD, row, column,
and/or layer value on
the obj is not equal to this WorldGroupingCell's LOD, row, column, and/or layer value.
public override int GetHashCode()
Returns a hash code for this WorldGroupingCell. Uses all five indexes (GridLayerIndex, LOD, Row, Column and Layer) to compute it, so the WorldGroupingCell is treated as a 3D WorldGroupingCell. You could also create a custom EqualityComparer that only utilizes the row, column, and LOD, if you know that you do not need the layer value.
int
The hash code of the WorldGroupingCell, calculated using all five fields (GridLayerIndex,
LOD, row, column, and layer).