Example #1
0
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            // EntityCommandBuffer ecb = barrier.CreateCommandBuffer () ;
            NativeArray <Entity> na_collisionChecksEntities = group.ToEntityArray(Allocator.TempJob);

            ComponentDataFromEntity <OctreeEntityPair4CollisionData> a_octreeEntityPair4CollisionData = GetComponentDataFromEntity <OctreeEntityPair4CollisionData> ();
            ComponentDataFromEntity <RayData>            a_rayData            = GetComponentDataFromEntity <RayData> ();
            ComponentDataFromEntity <RayMaxDistanceData> a_rayMaxDistanceData = GetComponentDataFromEntity <RayMaxDistanceData> ();

            ComponentDataFromEntity <IsCollidingData> a_isCollidingData = GetComponentDataFromEntity <IsCollidingData> ();



            // Test ray
            // Debug
            // ! Ensure test this only with single, or at most few ray entiities.
            ComponentDataFromEntity <RayEntityPair4CollisionData> a_rayEntityPair4CollisionData = new ComponentDataFromEntity <RayEntityPair4CollisionData> (); // As empty.

            IsRayColliding_Common._DebugRays(ref na_collisionChecksEntities, ref a_rayData, ref a_rayMaxDistanceData, ref a_isCollidingData, ref a_rayEntityPair4CollisionData, false, false);

            na_collisionChecksEntities.Dispose();

            // Test ray
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

            // Debug.DrawLine ( ray.origin, ray.origin + ray.direction * 100, Color.red )  ;

            // int i_groupLength = group.CalculateLength () ;

            JobHandle setRayTestJobHandle = new SetRayTestJob
            {
                // a_collisionChecksEntities           = na_collisionChecksEntities,

                ray = ray,
                // a_rayData                           = a_rayData,
                // a_rayMaxDistanceData                = a_rayMaxDistanceData,
            }.Schedule(group, inputDeps);


            JobHandle jobHandle = new Job
            {
                // a_collisionChecksEntities           = na_collisionChecksEntities,

                // Octree entity pair, for collision checks

                a_isActiveTag = GetComponentDataFromEntity <IsActiveTag> (true),

                a_octreeRootNodeData = GetComponentDataFromEntity <RootNodeData> (true),

                nodeBufferElement = GetBufferFromEntity <NodeBufferElement> (true),
                nodeInstancesIndexBufferElement = GetBufferFromEntity <NodeInstancesIndexBufferElement> (true),
                nodeChildrenBufferElement       = GetBufferFromEntity <NodeChildrenBufferElement> (true),
                instanceBufferElement           = GetBufferFromEntity <InstanceBufferElement> (true)
            }.Schedule(group, setRayTestJobHandle);


            return(jobHandle);
        }
Example #2
0
            public void Execute(ref IsCollidingData isColliding, [ReadOnly] ref OctreeEntityPair4CollisionData octreeEntityPair4Collision, [ReadOnly] ref RayData rayData, [ReadOnly] ref RayMaxDistanceData rayMaxDistance)
            // public void Execute ( int i_arrayIndex )
            {
                // Entity octreeRayEntity = a_collisionChecksEntities [i_arrayIndex] ;


                // Its value should be 0, if no collision is detected.
                // And >= 1, if instance collision is detected, or there is more than one collision,
                // indicating number of collisions.
                // IsCollidingData isCollidingData                                                     = a_isCollidingData [octreeRayEntity] ;

                isColliding.i_collisionsCount = 0;  // Reset colliding instances counter.
                // isCollidingData.i_nearestInstanceCollisionIndex  = 0 ; // Unused
                // isCollidingData.f_nearestDistance                = float.PositiveInfinity ; // Unused



                // OctreeEntityPair4CollisionData octreeEntityPair4CollisionData                       = a_octreeEntityPair4CollisionData [octreeRayEntity] ;
                // RayData rayData                                                                     = a_rayData [octreeRayEntity] ;
                // RayMaxDistanceData rayMaxDistanceData   = a_rayMaxDistanceData [octreeRayEntity] ;


                // Octree entity pair, for collision checks

                Entity octreeRootNodeEntity = octreeEntityPair4Collision.octree2CheckEntity;

                // Is target octree active
                if (a_isActiveTag.Exists(octreeRootNodeEntity))
                {
                    RootNodeData rootNode = a_octreeRootNodeData [octreeRootNodeEntity];

                    DynamicBuffer <NodeBufferElement> a_nodesBuffer = nodeBufferElement [octreeRootNodeEntity];
                    DynamicBuffer <NodeInstancesIndexBufferElement> a_nodeInstancesIndexBuffer = nodeInstancesIndexBufferElement [octreeRootNodeEntity];
                    DynamicBuffer <NodeChildrenBufferElement>       a_nodeChildrenBuffer       = nodeChildrenBufferElement [octreeRootNodeEntity];
                    DynamicBuffer <InstanceBufferElement>           a_instanceBuffer           = instanceBufferElement [octreeRootNodeEntity];



                    // To even allow instances collision checks, octree must have at least one instance.
                    if (rootNode.i_totalInstancesCountInTree > 0)
                    {
                        if (IsRayColliding_Common._IsNodeColliding(ref rootNode, rootNode.i_rootNodeIndex, rayData.ray, ref isColliding, ref a_nodesBuffer, ref a_nodeChildrenBuffer, ref a_nodeInstancesIndexBuffer, ref a_instanceBuffer, rayMaxDistance.f))
                        {
                            /*
                             * // Debug
                             * Debug.Log ( "Is colliding." ) ;
                             */
                        }
                    }
                }

                // a_isCollidingData [octreeRayEntity] = isCollidingData ; // Set back.
            }