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authorchai <215380520@qq.com>2024-05-23 10:08:29 +0800
committerchai <215380520@qq.com>2024-05-23 10:08:29 +0800
commit8722a9920c1f6119bf6e769cba270e63097f8e25 (patch)
tree2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareGridRaycast.cs
parent3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff)
+ astar project
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareGridRaycast.cs')
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareGridRaycast.cs61
1 files changed, 61 insertions, 0 deletions
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareGridRaycast.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareGridRaycast.cs
new file mode 100644
index 0000000..e05347d
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareGridRaycast.cs
@@ -0,0 +1,61 @@
+using UnityEngine;
+using Unity.Burst;
+using Unity.Collections;
+using Unity.Jobs;
+using Unity.Collections.LowLevel.Unsafe;
+using Pathfinding.Util;
+using UnityEngine.Assertions;
+
+namespace Pathfinding.Graphs.Grid.Jobs {
+ /// <summary>
+ /// Prepares a set of raycast commands for a grid graph.
+ ///
+ /// Each ray will start at <see cref="raycastOffset"/> from the node's position. The end point of the raycast will be the start point + <see cref="raycastDirection"/>.
+ ///
+ /// See: <see cref="GraphCollision"/>
+ /// </summary>
+ [BurstCompile]
+ public struct JobPrepareGridRaycast : IJob {
+ public Matrix4x4 graphToWorld;
+ public IntBounds bounds;
+ public Vector3 raycastOffset;
+ public Vector3 raycastDirection;
+ public LayerMask raycastMask;
+ public PhysicsScene physicsScene;
+
+ [WriteOnly]
+ public NativeArray<RaycastCommand> raycastCommands;
+
+ public void Execute () {
+ float raycastLength = raycastDirection.magnitude;
+ var size = bounds.size;
+
+ // In particular Unity 2022.2 seems to assert that RaycastCommands use normalized directions
+ var direction = raycastDirection.normalized;
+ var commands = raycastCommands.AsUnsafeSpan();
+
+ Assert.AreEqual(commands.Length, size.x * size.z);
+
+#if UNITY_2022_2_OR_NEWER
+ var queryParameters = new QueryParameters(raycastMask, false, QueryTriggerInteraction.Ignore, false);
+ // This is about 30% faster than setting each command individually. MemCpy is fast.
+ commands.Fill(new RaycastCommand(physicsScene, Vector3.zero, direction, queryParameters, raycastLength));
+#else
+ const int RaycastMaxHits = 1;
+#endif
+
+ for (int z = 0; z < size.z; z++) {
+ int zw = z * size.x;
+ for (int x = 0; x < size.x; x++) {
+ int idx = zw + x;
+ var pos = JobNodeGridLayout.NodePosition(graphToWorld, x + bounds.min.x, z + bounds.min.z);
+#if UNITY_2022_2_OR_NEWER
+ commands[idx].from = pos + raycastOffset;
+#else
+ commands[idx] = new RaycastCommand(pos + raycastOffset, direction, raycastLength, raycastMask, RaycastMaxHits);
+#endif
+ }
+ }
+ }
+ }
+}