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using UnityEngine;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
namespace Pathfinding.Graphs.Grid.Jobs {
/// <summary>
/// Calculates if either of the two input hits actually hit something.
///
/// result[i] = true if hit1[i] or hit2[i] is a valid hit.
///
/// A valid hit will always have a non-zero normal.
/// </summary>
[BurstCompile]
public struct JobMergeRaycastCollisionHits : IJob {
[ReadOnly]
public NativeArray<RaycastHit> hit1;
[ReadOnly]
public NativeArray<RaycastHit> hit2;
[WriteOnly]
public NativeArray<bool> result;
public void Execute () {
for (int i = 0; i < hit1.Length; i++) {
result[i] = hit1[i].normal == Vector3.zero && hit2[i].normal == Vector3.zero;
}
}
}
}
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