// Schedule a set of jobs which will write all overlapping body pairs to the given steam, // where at least one of the bodies is dynamic. The results are unsorted. public SimulationJobHandles ScheduleFindOverlapsJobs(out NativeStream dynamicVsDynamicPairsStream, out NativeStream staticVsDynamicPairsStream, JobHandle inputDeps, int threadCountHint = 0) { return(Broadphase.ScheduleFindOverlapsJobs(out dynamicVsDynamicPairsStream, out staticVsDynamicPairsStream, inputDeps, threadCountHint)); }
// Schedule a set of jobs which will write all overlapping body pairs to the given steam, // where at least one of the bodies is dynamic. The results are unsorted. public SimulationJobHandles ScheduleFindOverlapsJobs(out NativeStream dynamicVsDynamicPairsStream, out NativeStream staticVsDynamicPairsStream, JobHandle inputDeps, bool multiThreaded = true) { return(Broadphase.ScheduleFindOverlapsJobs(out dynamicVsDynamicPairsStream, out staticVsDynamicPairsStream, inputDeps, multiThreaded)); }