diff options
author | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 |
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committer | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 |
commit | 8722a9920c1f6119bf6e769cba270e63097f8e25 (patch) | |
tree | 2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareRaycasts.cs | |
parent | 3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff) |
+ astar project
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareRaycasts.cs')
-rw-r--r-- | Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareRaycasts.cs | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareRaycasts.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareRaycasts.cs new file mode 100644 index 0000000..8a7fc7a --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareRaycasts.cs @@ -0,0 +1,51 @@ +using UnityEngine; +using Unity.Burst; +using Unity.Collections; +using Unity.Jobs; +using Unity.Collections.LowLevel.Unsafe; +using Pathfinding.Util; + +namespace Pathfinding.Graphs.Grid.Jobs { + /// <summary> + /// Prepares a set of raycast commands for a grid graph. + /// + /// This is very similar to <see cref="JobPrepareGridRaycast"/> but it uses an array of origin points instead of a grid pattern. + /// + /// See: <see cref="GraphCollision"/> + /// </summary> + [BurstCompile] + public struct JobPrepareRaycasts : IJob { + public Vector3 direction; + public Vector3 originOffset; + public float distance; + public LayerMask mask; + public PhysicsScene physicsScene; + + [ReadOnly] + public NativeArray<Vector3> origins; + + [WriteOnly] + public NativeArray<RaycastCommand> raycastCommands; + + public void Execute () { + // In particular Unity 2022.2 seems to assert that RaycastCommands use normalized directions + var direction = this.direction.normalized; + var commands = raycastCommands.AsUnsafeSpan(); + +#if UNITY_2022_2_OR_NEWER + var queryParameters = new QueryParameters(mask, false, QueryTriggerInteraction.Ignore, false); + var defaultCommand = new RaycastCommand(physicsScene, Vector3.zero, direction, queryParameters, distance); + // This is about 30% faster than setting each command individually. MemCpy is fast. + commands.Fill(defaultCommand); +#endif + + for (int i = 0; i < raycastCommands.Length; i++) { +#if UNITY_2022_2_OR_NEWER + commands[i].from = origins[i] + originOffset; +#else + raycastCommands[i] = new RaycastCommand(origins[i] + originOffset, direction, distance, mask, 1); +#endif + } + } + } +} |