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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/JobPrepareSphereCommands.cs
parent3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff)
+ astar project
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareSphereCommands.cs')
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareSphereCommands.cs42
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diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareSphereCommands.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareSphereCommands.cs
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+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareSphereCommands.cs
@@ -0,0 +1,42 @@
+#if UNITY_2022_2_OR_NEWER
+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 sphere commands for collision checking in a grid graph.
+ ///
+ /// See: <see cref="GraphCollision"/>
+ /// </summary>
+ [BurstCompile]
+ public struct JobPrepareSphereCommands : IJob {
+ public Vector3 originOffset;
+ public float radius;
+ public LayerMask mask;
+ public PhysicsScene physicsScene;
+
+ [ReadOnly]
+ public NativeArray<Vector3> origins;
+
+ [WriteOnly]
+ public NativeArray<OverlapSphereCommand> commands;
+
+ public void Execute () {
+ var commandSpan = commands.AsUnsafeSpan();
+ // It turns out it is faster to set all commands to the same value using MemCpyReplicate and then patch point,
+ // rather than setting each command individually.
+ var queryParameters = new QueryParameters(mask, false, QueryTriggerInteraction.Ignore, false);
+ commandSpan.Fill(new OverlapSphereCommand(physicsScene, Vector3.zero, radius, queryParameters));
+
+ for (int i = 0; i < commandSpan.Length; i++) {
+ var origin = origins[i] + originOffset;
+ commandSpan[i].point = origin;
+ }
+ }
+ }
+}
+#endif