Пример #1
0
        //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);
        }
Пример #2
0
        public static JobHandle BuildCollisionLayer(EntityQuery query,
                                                    LayerChunkTypeGroup typeGroup,
                                                    CollisionLayerSettings settings,
                                                    Allocator allocator,
                                                    JobHandle inputDeps,
                                                    out CollisionLayer collisionLayer)
        {
            int count = query.CalculateEntityCount();

            collisionLayer = new CollisionLayer(count, settings, allocator);
            NativeArray <int>            layerIndices    = new NativeArray <int>(collisionLayer.Count, allocator, NativeArrayOptions.UninitializedMemory);
            NativeArray <AABB>           aabbs           = new NativeArray <AABB>(collisionLayer.Count, allocator, NativeArrayOptions.UninitializedMemory);
            NativeArray <RigidTransform> rigidTransforms = new NativeArray <RigidTransform>(collisionLayer.Count, allocator, NativeArrayOptions.UninitializedMemory);

            JobHandle jh = new BuildCollisionLayerPart1
            {
                layer           = collisionLayer,
                layerIndices    = layerIndices,
                aabbs           = aabbs,
                rigidTransforms = rigidTransforms,
                typeGroup       = typeGroup
            }.Schedule(query, inputDeps);

            jh = new BuildCollisionLayerPart2
            {
                layer        = collisionLayer,
                layerIndices = layerIndices
            }.Schedule(jh);

            jh = new BuildCollisionLayerPart3
            {
                layer          = collisionLayer,
                layerIndices   = layerIndices,
                aabbs          = aabbs,
                rigidTranforms = rigidTransforms,
                typeGroup      = typeGroup
            }.Schedule(query, jh);
            //layerIndices, aabbs, and rigidTransforms are deallocated in Part3

            jh = new BuildCollisionLayerPart4
            {
                layer = collisionLayer
            }.Schedule(collisionLayer.BucketCount, 1, jh);

            return(jh);
        }
 public static BuildCollisionLayerConfig WithSettings(this BuildCollisionLayerConfig config, CollisionLayerSettings settings)
 {
     config.settings = settings;
     return(config);
 }