//Todo: World settings? internal CollisionLayer(int bodyCount, CollisionLayerSettings settings, Allocator allocator) { worldMin = settings.worldAABB.min; worldAxisStride = (settings.worldAABB.max - worldMin) / settings.worldSubdivisionsPerAxis; worldSubdivisionsPerAxis = settings.worldSubdivisionsPerAxis; bucketStartsAndCounts = new NativeArray <int2>(settings.worldSubdivisionsPerAxis.x * settings.worldSubdivisionsPerAxis.y * settings.worldSubdivisionsPerAxis.z + 1, allocator, NativeArrayOptions.UninitializedMemory); xmins = new NativeArray <float>(bodyCount, allocator, NativeArrayOptions.UninitializedMemory); xmaxs = new NativeArray <float>(bodyCount, allocator, NativeArrayOptions.UninitializedMemory); yzminmaxs = new NativeArray <float4>(bodyCount, allocator, NativeArrayOptions.UninitializedMemory); bodies = new NativeArray <ColliderBody>(bodyCount, allocator, NativeArrayOptions.UninitializedMemory); }
public static BuildCollisionLayerConfig WithSettings(this BuildCollisionLayerConfig config, CollisionLayerSettings settings) { config.settings = settings; return(config); }