public void Execute(Entity octreeRootNodeEntity, int jobIndex, ref IsCollidingData isColliding, [ReadOnly] ref BoundsEntityPair4CollisionData rayEntityPair4Collision) // public void Execute ( int i_arrayIndex ) { // Entity octreeRootNodeEntity = 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 [octreeRootNodeEntity] ; isColliding.i_nearestInstanceCollisionIndex = 0; isColliding.f_nearestDistance = float.PositiveInfinity; isColliding.i_collisionsCount = 0; // Reset colliding instances counter. RootNodeData octreeRootNode = 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]; // BoundsEntityPair4CollisionData rayEntityPair4CollisionData = a_boundsEntityPair4CollisionData [octreeRootNodeEntity] ; // Ray entity pair, for collision checks Entity bounds2CheckEntity = rayEntityPair4Collision.bounds2CheckEntity; // Is target octree active if (a_isActiveTag.Exists(bounds2CheckEntity)) { BoundsData checkBounds = a_boundsData [bounds2CheckEntity]; // To even allow instances collision checks, octree must have at least one instance. if (octreeRootNode.i_totalInstancesCountInTree > 0) { if (IsBoundsColliding_Common._IsNodeColliding(ref octreeRootNode, octreeRootNode.i_rootNodeIndex, checkBounds.bounds, ref isColliding, ref a_nodesBuffer, ref a_nodeChildrenBuffer, ref a_nodeInstancesIndexBuffer, ref a_instanceBuffer)) { // Debug Debug.Log("Is colliding."); } } } // a_isCollidingData [octreeRootNodeEntity] = isCollidingData ; // Set back. }
protected override JobHandle OnUpdate(JobHandle inputDeps) { NativeArray <Entity> na_collisionChecksEntities = group.ToEntityArray(Allocator.TempJob); // ComponentDataFromEntity <BoundsEntityPair4CollisionData> a_boundsEntityPair4CollisionData = GetComponentDataFromEntity <BoundsEntityPair4CollisionData> () ; ComponentDataFromEntity <IsCollidingData> a_isCollidingData = GetComponentDataFromEntity <IsCollidingData> (true); // Ray entity pair, for collision checks //ComponentDataFromEntity <IsActiveTag> a_isActiveTag = GetComponentDataFromEntity <IsActiveTag> () ; ComponentDataFromEntity <BoundsData> a_boundsData = GetComponentDataFromEntity <BoundsData> (); // Test bounds // Debug // ! Ensure test this only with single, or at most few ray entiities. IsBoundsColliding_Common._DebugBounds(ref na_collisionChecksEntities, ref a_isCollidingData, false); na_collisionChecksEntities.Dispose(); // Test bounds Bounds checkBounds = new Bounds() { center = new float3(10, 2, 3), size = new float3(1, 1, 1) * 5 // Total size of boundry }; // int i_groupLength = group.CalculateLength () ; JobHandle setBoundsTestJobHandle = new SetBoundsTestJob { checkBounds = checkBounds, // a_collisionChecksEntities = na_collisionChecksEntities, // a_boundsEntityPair4CollisionData = a_boundsEntityPair4CollisionData, a_boundsData = a_boundsData, }.Schedule(group, inputDeps); JobHandle jobHandle = new Job { //ecb = ecb, // a_collisionChecksEntities = na_collisionChecksEntities, // a_boundsEntityPair4CollisionData = a_boundsEntityPair4CollisionData, // a_isCollidingData = a_isCollidingData, a_octreeRootNodeData = GetComponentDataFromEntity <RootNodeData> (true), nodeBufferElement = GetBufferFromEntity <NodeBufferElement> (true), nodeInstancesIndexBufferElement = GetBufferFromEntity <NodeInstancesIndexBufferElement> (true), nodeChildrenBufferElement = GetBufferFromEntity <NodeChildrenBufferElement> (true), instanceBufferElement = GetBufferFromEntity <InstanceBufferElement> (true), // Ray entity pair, for collision checks a_isActiveTag = GetComponentDataFromEntity <IsActiveTag> (true), a_boundsData = a_boundsData, }.Schedule(group, setBoundsTestJobHandle); return(jobHandle); }