Esempio n. 1
0
        public static BuildCollisionLayerConfig BuildCollisionLayer(EntityQuery query, ComponentSystemBase system)
        {
            var config = new BuildCollisionLayerConfig();

            config.query        = query;
            config.system       = system;
            config.typeGroup    = BuildCollisionLayerInternal.BuildLayerChunkTypeGroup(system);
            config.hasQueryData = true;
            config.settings     = BuildCollisionLayerConfig.defaultSettings;
            config.count        = query.CalculateEntityCount();
            return(config);
        }
Esempio n. 2
0
        public static void RunImmediate(this BuildCollisionLayerConfig config, out CollisionLayer layer, Allocator allocator)
        {
            config.ValidateSettings();

            if (config.hasQueryData)
            {
                ThrowEntityQueryInImmediateMode();
                layer = default;
            }
            else if (config.hasAabbsArray && config.hasBodiesArray)
            {
                layer = new CollisionLayer(config.bodies.Length, config.settings, allocator);
                if (config.hasRemapSrcIndices)
                {
                    BuildCollisionLayerInternal.BuildImmediate(layer, config.remapSrcIndices, config.bodies, config.aabbs);
                }
                else
                {
                    var remapArray = new NativeArray <int>(layer.Count, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
                    BuildCollisionLayerInternal.BuildImmediate(layer, remapArray, config.bodies, config.aabbs);
                }
            }
            else if (config.hasBodiesArray)
            {
                layer = new CollisionLayer(config.bodies.Length, config.settings, allocator);
                if (config.hasRemapSrcIndices)
                {
                    BuildCollisionLayerInternal.BuildImmediate(layer, config.remapSrcIndices, config.bodies, config.aabbs);
                }
                else
                {
                    var remapArray = new NativeArray <int>(layer.Count, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
                    BuildCollisionLayerInternal.BuildImmediate(layer, remapArray, config.bodies, config.aabbs);
                }
            }
            else
            {
                ThrowUnknownConfiguration();
                layer = default;
            }
        }