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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
}
}
}
}
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