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/JobPrepareSphereCommands.cs | |
parent | 3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (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.cs | 42 |
1 files changed, 42 insertions, 0 deletions
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 new file mode 100644 index 0000000..50562a2 --- /dev/null +++ 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 |