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path: root/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobPrepareSphereCommands.cs
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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 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