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#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 capsule commands for collision checking in a grid graph.
///
/// See: <see cref="GraphCollision"/>
/// </summary>
[BurstCompile]
public struct JobPrepareCapsuleCommands : IJob {
public Vector3 direction;
public Vector3 originOffset;
public float radius;
public LayerMask mask;
public PhysicsScene physicsScene;
[ReadOnly]
public NativeArray<Vector3> origins;
[WriteOnly]
public NativeArray<OverlapCapsuleCommand> 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 point0 and point1,
// rather than setting each command individually (about 30% faster even).
// MemCpy is very fast.
var queryParameters = new QueryParameters(mask, false, QueryTriggerInteraction.Ignore, false);
commandSpan.Fill(new OverlapCapsuleCommand(physicsScene, Vector3.zero, Vector3.zero, radius, queryParameters));
for (int i = 0; i < commandSpan.Length; i++) {
var origin = origins[i] + originOffset;
commandSpan[i].point0 = origin;
commandSpan[i].point1 = origin + direction;
}
}
}
}
#endif
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