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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/JobPrepareRaycasts.cs
parent3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (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.cs51
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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
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+++ 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
+ }
+ }
+ }
+}