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]; isCollidingData.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 = octreeEntityPair4CollisionData.octree2CheckEntity; // Is target octree active if (a_isActiveTag.Exists(octreeRootNodeEntity)) { RootNodeData octreeRootNodeData = 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 (octreeRootNodeData.i_totalInstancesCountInTree > 0) { if (IsRayColliding_Common._IsNodeColliding(octreeRootNodeData, octreeRootNodeData.i_rootNodeIndex, rayData.ray, ref isCollidingData, a_nodesBuffer, a_nodeChildrenBuffer, a_nodeInstancesIndexBuffer, a_instanceBuffer, rayMaxDistanceData.f)) { /* * // Debug * Debug.Log ( "Is colliding." ) ; */ } } } a_isCollidingData [octreeRayEntity] = isCollidingData; // Set back. }
protected override JobHandle OnUpdate(JobHandle inputDeps) { // EntityCommandBuffer ecb = barrier.CreateCommandBuffer () ; EntityArray a_collisionChecksEntities = group.GetEntityArray(); ComponentDataFromEntity <OctreeEntityPair4CollisionData> a_octreeEntityPair4CollisionData = GetComponentDataFromEntity <OctreeEntityPair4CollisionData> (); ComponentDataFromEntity <RayData> a_rayData = GetComponentDataFromEntity <RayData> (); ComponentDataFromEntity <RayMaxDistanceData> a_rayMaxDistanceData = GetComponentDataFromEntity <RayMaxDistanceData> (); ComponentDataFromEntity <IsCollidingData> a_isCollidingData = GetComponentDataFromEntity <IsCollidingData> (); ComponentDataFromEntity <IsActiveTag> a_isActiveTag = GetComponentDataFromEntity <IsActiveTag> (); // Octree entity pair, for collision checks ComponentDataFromEntity <RootNodeData> a_octreeRootNodeData = GetComponentDataFromEntity <RootNodeData> (); BufferFromEntity <NodeBufferElement> nodeBufferElement = GetBufferFromEntity <NodeBufferElement> (); BufferFromEntity <NodeInstancesIndexBufferElement> nodeInstancesIndexBufferElement = GetBufferFromEntity <NodeInstancesIndexBufferElement> (); BufferFromEntity <NodeChildrenBufferElement> nodeChildrenBufferElement = GetBufferFromEntity <NodeChildrenBufferElement> (); BufferFromEntity <InstanceBufferElement> instanceBufferElement = GetBufferFromEntity <InstanceBufferElement> (); // 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(a_collisionChecksEntities, a_rayData, a_rayMaxDistanceData, a_isCollidingData, a_rayEntityPair4CollisionData, false, false); // 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(); var setRayTestJob = new SetRayTestJob { a_collisionChecksEntities = a_collisionChecksEntities, ray = ray, a_rayData = a_rayData, // a_rayMaxDistanceData = a_rayMaxDistanceData, }.Schedule(i_groupLength, 8, inputDeps); var job = new Job { a_collisionChecksEntities = a_collisionChecksEntities, a_octreeEntityPair4CollisionData = a_octreeEntityPair4CollisionData, a_rayData = a_rayData, a_rayMaxDistanceData = a_rayMaxDistanceData, a_isCollidingData = a_isCollidingData, // Octree entity pair, for collision checks a_isActiveTag = a_isActiveTag, a_octreeRootNodeData = a_octreeRootNodeData, nodeBufferElement = nodeBufferElement, nodeInstancesIndexBufferElement = nodeInstancesIndexBufferElement, nodeChildrenBufferElement = nodeChildrenBufferElement, instanceBufferElement = instanceBufferElement }.Schedule(i_groupLength, 8, setRayTestJob); return(job); }