public static bool RayIntersectToMesh(int *triangles, int triangleCount, MeshAppdata *appdatas, float3 origin, float3 dir, float4x4 *transformMatrix, out RayIntersectResult result) { NativeList <RayIntersectResult> allResults = new NativeList <RayIntersectResult>(triangleCount, Allocator.Temp); RayIntersectJob jb = new RayIntersectJob { appdatas = appdatas, dir = dir, origin = origin, results = allResults, triangles = triangles, transformMatrix = transformMatrix }; jb.Schedule(triangleCount, max(1, triangleCount / 10)).Complete(); if (allResults.Length <= 0) { result = new RayIntersectResult(); return(false); } float minT = allResults[0].t; int index = 0; for (int i = 1; i < allResults.Length; ++i) { if (minT > allResults[i].t) { index = i; } } result = allResults[index]; return(true); }
public static NativeList <RayIntersectResult> RayIntersectToMesh(int *triangles, int triangleCount, MeshAppdata *appdatas, float3 origin, float3 dir, float4x4 *transformMatrix, Allocator alloc) { NativeList <RayIntersectResult> allResults = new NativeList <RayIntersectResult>(triangleCount, alloc); RayIntersectJob jb = new RayIntersectJob { appdatas = appdatas, dir = dir, origin = origin, results = allResults, triangles = triangles, transformMatrix = transformMatrix }; jb.Schedule(triangleCount, max(1, triangleCount / 10)).Complete(); return(allResults); }