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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using UnityEngine.Bindings;
using Unity.Jobs;
using Unity.Jobs.LowLevel.Unsafe;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.Internal;
using System.Runtime.InteropServices;
using System.Collections.Generic;
namespace UnityEngine
{
[StructLayout(LayoutKind.Sequential)]
public struct QueryParameters
{
public int layerMask;
public bool hitMultipleFaces;
public QueryTriggerInteraction hitTriggers;
public bool hitBackfaces;
public QueryParameters(int layerMask = Physics.DefaultRaycastLayers, bool hitMultipleFaces = false, QueryTriggerInteraction hitTriggers = QueryTriggerInteraction.UseGlobal, bool hitBackfaces = false)
{
this.layerMask = layerMask;
this.hitMultipleFaces = hitMultipleFaces;
this.hitTriggers = hitTriggers;
this.hitBackfaces = hitBackfaces;
}
public static QueryParameters Default => new QueryParameters(Physics.DefaultRaycastLayers, false, QueryTriggerInteraction.UseGlobal, false);
}
[StructLayout(LayoutKind.Sequential)]
public struct ColliderHit
{
private int m_ColliderInstanceID;
public int instanceID => m_ColliderInstanceID;
// note this is a main-thread only API
public Collider collider => Object.FindObjectFromInstanceID(instanceID) as Collider;
}
[NativeHeader("Modules/Physics/BatchCommands/RaycastCommand.h")]
[NativeHeader("Runtime/Jobs/ScriptBindings/JobsBindingsTypes.h")]
public partial struct RaycastCommand
{
public RaycastCommand(Vector3 from, Vector3 direction, QueryParameters queryParameters, float distance = float.MaxValue)
{
this.from = from;
this.direction = direction;
this.physicsScene = Physics.defaultPhysicsScene;
this.distance = distance;
this.queryParameters = queryParameters;
}
public RaycastCommand(PhysicsScene physicsScene, Vector3 from, Vector3 direction, QueryParameters queryParameters, float distance = float.MaxValue)
{
this.from = from;
this.direction = direction;
this.physicsScene = physicsScene;
this.distance = distance;
this.queryParameters = queryParameters;
}
public Vector3 from { get; set; }
public Vector3 direction {get; set; }
public PhysicsScene physicsScene { get; set; }
public float distance { get; set; }
public QueryParameters queryParameters;
public unsafe static JobHandle ScheduleBatch(NativeArray<RaycastCommand> commands, NativeArray<RaycastHit> results, int minCommandsPerJob, int maxHits, JobHandle dependsOn = new JobHandle())
{
if (maxHits < 1)
{
Debug.LogWarning("maxHits should be greater than 0.");
return new JobHandle();
}
else if (results.Length < maxHits * commands.Length)
{
Debug.LogWarning("The supplied results buffer is too small, there should be at least maxHits space per each command in the batch.");
return new JobHandle();
}
var jobData = new BatchQueryJob<RaycastCommand, RaycastHit>(commands, results);
var scheduleParams = new JobsUtility.JobScheduleParameters(UnsafeUtility.AddressOf(ref jobData), BatchQueryJobStruct<BatchQueryJob<RaycastCommand, RaycastHit>>.Initialize(), dependsOn, ScheduleMode.Parallel);
return ScheduleRaycastBatch(ref scheduleParams, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(commands), commands.Length, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(results), results.Length, minCommandsPerJob, maxHits);
}
public unsafe static JobHandle ScheduleBatch(NativeArray<RaycastCommand> commands, NativeArray<RaycastHit> results, int minCommandsPerJob, JobHandle dependsOn = new JobHandle())
{
return ScheduleBatch(commands, results, minCommandsPerJob, 1, dependsOn);
}
[FreeFunction("ScheduleRaycastCommandBatch", ThrowsException = true)]
unsafe extern private static JobHandle ScheduleRaycastBatch(ref JobsUtility.JobScheduleParameters parameters, void* commands, int commandLen, void* result, int resultLen, int minCommandsPerJob, int maxHits);
}
[NativeHeader("Modules/Physics/BatchCommands/SpherecastCommand.h")]
[NativeHeader("Runtime/Jobs/ScriptBindings/JobsBindingsTypes.h")]
public partial struct SpherecastCommand
{
public SpherecastCommand(Vector3 origin, float radius, Vector3 direction, QueryParameters queryParameters, float distance = float.MaxValue)
{
this.origin = origin;
this.direction = direction;
this.radius = radius;
this.distance = distance;
this.physicsScene = Physics.defaultPhysicsScene;
this.queryParameters = queryParameters;
}
public SpherecastCommand(PhysicsScene physicsScene, Vector3 origin, float radius, Vector3 direction, QueryParameters queryParameters, float distance = float.MaxValue)
{
this.origin = origin;
this.direction = direction;
this.radius = radius;
this.distance = distance;
this.physicsScene = physicsScene;
this.queryParameters = queryParameters;
}
public Vector3 origin { get; set; }
public float radius { get; set; }
public Vector3 direction { get; set; }
public float distance { get; set; }
public PhysicsScene physicsScene { get; set; }
public QueryParameters queryParameters;
public unsafe static JobHandle ScheduleBatch(NativeArray<SpherecastCommand> commands, NativeArray<RaycastHit> results, int minCommandsPerJob, int maxHits, JobHandle dependsOn = new JobHandle())
{
if (maxHits < 1)
{
Debug.LogWarning("maxHits should be greater than 0.");
return new JobHandle();
}
else if (results.Length < maxHits * commands.Length)
{
Debug.LogWarning("The supplied results buffer is too small, there should be at least maxHits space per each command in the batch.");
return new JobHandle();
}
var jobData = new BatchQueryJob<SpherecastCommand, RaycastHit>(commands, results);
var scheduleParams = new JobsUtility.JobScheduleParameters(UnsafeUtility.AddressOf(ref jobData), BatchQueryJobStruct<BatchQueryJob<SpherecastCommand, RaycastHit>>.Initialize(), dependsOn, ScheduleMode.Parallel);
return ScheduleSpherecastBatch(ref scheduleParams, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(commands), commands.Length, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(results), results.Length, minCommandsPerJob, maxHits);
}
public unsafe static JobHandle ScheduleBatch(NativeArray<SpherecastCommand> commands, NativeArray<RaycastHit> results, int minCommandsPerJob, JobHandle dependsOn = new JobHandle())
{
return ScheduleBatch(commands, results, minCommandsPerJob, 1, dependsOn);
}
[FreeFunction("ScheduleSpherecastCommandBatch", ThrowsException = true)]
unsafe extern private static JobHandle ScheduleSpherecastBatch(ref JobsUtility.JobScheduleParameters parameters, void* commands, int commandLen, void* result, int resultLen, int minCommandsPerJob, int maxHits);
}
[NativeHeader("Modules/Physics/BatchCommands/CapsulecastCommand.h")]
[NativeHeader("Runtime/Jobs/ScriptBindings/JobsBindingsTypes.h")]
public partial struct CapsulecastCommand
{
public CapsulecastCommand(Vector3 p1, Vector3 p2, float radius, Vector3 direction, QueryParameters queryParameters, float distance = float.MaxValue)
{
this.point1 = p1;
this.point2 = p2;
this.direction = direction;
this.radius = radius;
this.distance = distance;
this.physicsScene = Physics.defaultPhysicsScene;
this.queryParameters = queryParameters;
}
public CapsulecastCommand(PhysicsScene physicsScene, Vector3 p1, Vector3 p2, float radius, Vector3 direction, QueryParameters queryParameters, float distance = float.MaxValue)
{
this.point1 = p1;
this.point2 = p2;
this.direction = direction;
this.radius = radius;
this.distance = distance;
this.physicsScene = physicsScene;
this.queryParameters = queryParameters;
}
public Vector3 point1 { get; set; }
public Vector3 point2 { get; set; }
public float radius {get; set; }
public Vector3 direction {get; set; }
public float distance { get; set; }
public PhysicsScene physicsScene { get; set; }
public QueryParameters queryParameters;
public unsafe static JobHandle ScheduleBatch(NativeArray<CapsulecastCommand> commands, NativeArray<RaycastHit> results, int minCommandsPerJob, int maxHits, JobHandle dependsOn = new JobHandle())
{
if (maxHits < 1)
{
Debug.LogWarning("maxHits should be greater than 0.");
return new JobHandle();
}
else if (results.Length < maxHits * commands.Length)
{
Debug.LogWarning("The supplied results buffer is too small, there should be at least maxHits space per each command in the batch.");
return new JobHandle();
}
var jobData = new BatchQueryJob<CapsulecastCommand, RaycastHit>(commands, results);
var scheduleParams = new JobsUtility.JobScheduleParameters(UnsafeUtility.AddressOf(ref jobData), BatchQueryJobStruct<BatchQueryJob<CapsulecastCommand, RaycastHit>>.Initialize(), dependsOn, ScheduleMode.Parallel);
return ScheduleCapsulecastBatch(ref scheduleParams, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(commands), commands.Length, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(results), results.Length, minCommandsPerJob, maxHits);
}
public unsafe static JobHandle ScheduleBatch(NativeArray<CapsulecastCommand> commands, NativeArray<RaycastHit> results, int minCommandsPerJob, JobHandle dependsOn = new JobHandle())
{
return ScheduleBatch(commands, results, minCommandsPerJob, 1, dependsOn);
}
[FreeFunction("ScheduleCapsulecastCommandBatch", ThrowsException = true)]
unsafe extern private static JobHandle ScheduleCapsulecastBatch(ref JobsUtility.JobScheduleParameters parameters, void* commands, int commandLen, void* result, int resultLen, int minCommandsPerJob, int maxHits);
}
[NativeHeader("Modules/Physics/BatchCommands/BoxcastCommand.h")]
[NativeHeader("Runtime/Jobs/ScriptBindings/JobsBindingsTypes.h")]
public partial struct BoxcastCommand
{
public BoxcastCommand(Vector3 center, Vector3 halfExtents, Quaternion orientation, Vector3 direction, QueryParameters queryParameters, float distance = float.MaxValue)
{
this.center = center;
this.halfExtents = halfExtents;
this.orientation = orientation;
this.direction = direction;
this.distance = distance;
this.physicsScene = Physics.defaultPhysicsScene;
this.queryParameters = queryParameters;
}
public BoxcastCommand(PhysicsScene physicsScene, Vector3 center, Vector3 halfExtents, Quaternion orientation, Vector3 direction, QueryParameters queryParameters, float distance = float.MaxValue)
{
this.center = center;
this.halfExtents = halfExtents;
this.orientation = orientation;
this.direction = direction;
this.distance = distance;
this.physicsScene = physicsScene;
this.queryParameters = queryParameters;
}
public Vector3 center { get; set; }
public Vector3 halfExtents {get; set; }
public Quaternion orientation {get; set; }
public Vector3 direction {get; set; }
public float distance { get; set; }
public PhysicsScene physicsScene { get; set; }
public QueryParameters queryParameters;
public unsafe static JobHandle ScheduleBatch(NativeArray<BoxcastCommand> commands, NativeArray<RaycastHit> results, int minCommandsPerJob, int maxHits, JobHandle dependsOn = new JobHandle())
{
if (maxHits < 1)
{
Debug.LogWarning("maxHits should be greater than 0.");
return new JobHandle();
}
else if (results.Length < maxHits * commands.Length)
{
Debug.LogWarning("The supplied results buffer is too small, there should be at least maxHits space per each command in the batch.");
return new JobHandle();
}
var jobData = new BatchQueryJob<BoxcastCommand, RaycastHit>(commands, results);
var scheduleParams = new JobsUtility.JobScheduleParameters(UnsafeUtility.AddressOf(ref jobData), BatchQueryJobStruct<BatchQueryJob<BoxcastCommand, RaycastHit>>.Initialize(), dependsOn, ScheduleMode.Parallel);
return ScheduleBoxcastBatch(ref scheduleParams, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(commands), commands.Length, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(results), results.Length, minCommandsPerJob, maxHits);
}
public unsafe static JobHandle ScheduleBatch(NativeArray<BoxcastCommand> commands, NativeArray<RaycastHit> results, int minCommandsPerJob, JobHandle dependsOn = new JobHandle())
{
return ScheduleBatch(commands, results, minCommandsPerJob, 1, dependsOn);
}
[FreeFunction("ScheduleBoxcastCommandBatch", ThrowsException = true)]
unsafe extern private static JobHandle ScheduleBoxcastBatch(ref JobsUtility.JobScheduleParameters parameters, void* commands, int commandLen, void* result, int resultLen, int minCommandsPerJob, int maxHits);
}
[NativeHeader("Modules/Physics/BatchCommands/ClosestPointCommand.h")]
[NativeHeader("Runtime/Jobs/ScriptBindings/JobsBindingsTypes.h")]
public struct ClosestPointCommand
{
public ClosestPointCommand(Vector3 point, int colliderInstanceID, Vector3 position, Quaternion rotation, Vector3 scale)
{
this.point = point;
this.colliderInstanceID = colliderInstanceID;
this.position = position;
this.rotation = rotation;
this.scale = scale;
}
public ClosestPointCommand(Vector3 point, Collider collider, Vector3 position, Quaternion rotation, Vector3 scale)
{
this.point = point;
this.colliderInstanceID = collider.GetInstanceID();
this.position = position;
this.rotation = rotation;
this.scale = scale;
}
public Vector3 point { get; set; }
public int colliderInstanceID { get; set; }
public Vector3 position { get; set; }
public Quaternion rotation { get; set; }
public Vector3 scale { get; set; }
public unsafe static JobHandle ScheduleBatch(NativeArray<ClosestPointCommand> commands, NativeArray<Vector3> results, int minCommandsPerJob, JobHandle dependsOn = new JobHandle())
{
var jobData = new BatchQueryJob<ClosestPointCommand, Vector3>(commands, results);
var scheduleParams = new JobsUtility.JobScheduleParameters(UnsafeUtility.AddressOf(ref jobData), BatchQueryJobStruct<BatchQueryJob<ClosestPointCommand, Vector3>>.Initialize(), dependsOn, ScheduleMode.Parallel);
return ScheduleClosestPointCommandBatch(ref scheduleParams, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(commands), commands.Length, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(results), results.Length, minCommandsPerJob);
}
[FreeFunction("ScheduleClosestPointCommandBatch", ThrowsException = true)]
unsafe extern private static JobHandle ScheduleClosestPointCommandBatch(ref JobsUtility.JobScheduleParameters parameters, void* commands, int commandLen, void* result, int resultLen, int minCommandsPerJob);
}
[NativeHeader("Modules/Physics/BatchCommands/OverlapSphereCommand.h")]
public struct OverlapSphereCommand
{
public OverlapSphereCommand(Vector3 point, float radius, QueryParameters queryParameters)
{
this.point = point;
this.radius = radius;
this.queryParameters = queryParameters;
this.physicsScene = Physics.defaultPhysicsScene;
}
public OverlapSphereCommand(PhysicsScene physicsScene, Vector3 point, float radius, QueryParameters queryParameters)
{
this.physicsScene = physicsScene;
this.point = point;
this.radius = radius;
this.queryParameters = queryParameters;
}
public Vector3 point { get; set; }
public float radius {get; set; }
public PhysicsScene physicsScene { get; set; }
public QueryParameters queryParameters;
public unsafe static JobHandle ScheduleBatch(NativeArray<OverlapSphereCommand> commands, NativeArray<ColliderHit> results, int minCommandsPerJob, int maxHits, JobHandle dependsOn = new JobHandle())
{
if (maxHits < 1)
{
Debug.LogWarning("maxHits should be greater than 0.");
return new JobHandle();
}
else if (results.Length < maxHits * commands.Length)
{
Debug.LogWarning("The supplied results buffer is too small, there should be at least maxHits space per each command in the batch.");
return new JobHandle();
}
var jobData = new BatchQueryJob<OverlapSphereCommand, ColliderHit>(commands, results);
var scheduleParams = new JobsUtility.JobScheduleParameters(UnsafeUtility.AddressOf(ref jobData), BatchQueryJobStruct<BatchQueryJob<OverlapSphereCommand, ColliderHit>>.Initialize(), dependsOn, ScheduleMode.Parallel);
return ScheduleOverlapSphereBatch(ref scheduleParams, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(commands), commands.Length, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(results), results.Length, minCommandsPerJob, maxHits);
}
[FreeFunction("ScheduleOverlapSphereCommandBatch", ThrowsException = true)]
unsafe extern private static JobHandle ScheduleOverlapSphereBatch(ref JobsUtility.JobScheduleParameters parameters, void* commands, int commandLen, void* result, int resultLen, int minCommandsPerJob, int maxHits);
}
[NativeHeader("Modules/Physics/BatchCommands/OverlapBoxCommand.h")]
public struct OverlapBoxCommand
{
public OverlapBoxCommand(Vector3 center, Vector3 halfExtents, Quaternion orientation, QueryParameters queryParameters)
{
this.center = center;
this.halfExtents = halfExtents;
this.orientation = orientation;
this.queryParameters = queryParameters;
this.physicsScene = Physics.defaultPhysicsScene;
}
public OverlapBoxCommand(PhysicsScene physicsScene, Vector3 center, Vector3 halfExtents, Quaternion orientation, QueryParameters queryParameters)
{
this.physicsScene = physicsScene;
this.center = center;
this.halfExtents = halfExtents;
this.orientation = orientation;
this.queryParameters = queryParameters;
}
public Vector3 center { get; set; }
public Vector3 halfExtents { get; set; }
public Quaternion orientation { get; set; }
public PhysicsScene physicsScene { get; set; }
public QueryParameters queryParameters;
public unsafe static JobHandle ScheduleBatch(NativeArray<OverlapBoxCommand> commands, NativeArray<ColliderHit> results, int minCommandsPerJob, int maxHits, JobHandle dependsOn = new JobHandle())
{
if (maxHits < 1)
{
Debug.LogWarning("maxHits should be greater than 0.");
return new JobHandle();
}
else if (results.Length < maxHits * commands.Length)
{
Debug.LogWarning("The supplied results buffer is too small, there should be at least maxHits space per each command in the batch.");
return new JobHandle();
}
var jobData = new BatchQueryJob<OverlapBoxCommand, ColliderHit>(commands, results);
var scheduleParams = new JobsUtility.JobScheduleParameters(UnsafeUtility.AddressOf(ref jobData), BatchQueryJobStruct<BatchQueryJob<OverlapBoxCommand, ColliderHit>>.Initialize(), dependsOn, ScheduleMode.Parallel);
return ScheduleOverlapBoxBatch(ref scheduleParams, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(commands), commands.Length, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(results), results.Length, minCommandsPerJob, maxHits);
}
[FreeFunction("ScheduleOverlapBoxCommandBatch", ThrowsException = true)]
unsafe extern private static JobHandle ScheduleOverlapBoxBatch(ref JobsUtility.JobScheduleParameters parameters, void* commands, int commandLen, void* result, int resultLen, int minCommandsPerJob, int maxHits);
}
[NativeHeader("Modules/Physics/BatchCommands/OverlapCapsuleCommand.h")]
public struct OverlapCapsuleCommand
{
public OverlapCapsuleCommand(Vector3 point0, Vector3 point1, float radius, QueryParameters queryParameters)
{
this.point0 = point0;
this.point1 = point1;
this.radius = radius;
this.queryParameters = queryParameters;
this.physicsScene = Physics.defaultPhysicsScene;
}
public OverlapCapsuleCommand(PhysicsScene physicsScene, Vector3 point0, Vector3 point1, float radius, QueryParameters queryParameters)
{
this.physicsScene = physicsScene;
this.point0 = point0;
this.point1 = point1;
this.radius = radius;
this.queryParameters = queryParameters;
}
public Vector3 point0 { get; set; }
public Vector3 point1 { get; set; }
public float radius { get; set; }
public PhysicsScene physicsScene { get; set; }
public QueryParameters queryParameters;
public unsafe static JobHandle ScheduleBatch(NativeArray<OverlapCapsuleCommand> commands, NativeArray<ColliderHit> results, int minCommandsPerJob, int maxHits, JobHandle dependsOn = new JobHandle())
{
if (maxHits < 1)
{
Debug.LogWarning("maxHits should be greater than 0.");
return new JobHandle();
}
else if (results.Length < maxHits * commands.Length)
{
Debug.LogWarning("The supplied results buffer is too small, there should be at least maxHits space per each command in the batch.");
return new JobHandle();
}
var jobData = new BatchQueryJob<OverlapCapsuleCommand, ColliderHit>(commands, results);
var scheduleParams = new JobsUtility.JobScheduleParameters(UnsafeUtility.AddressOf(ref jobData), BatchQueryJobStruct<BatchQueryJob<OverlapCapsuleCommand, ColliderHit>>.Initialize(), dependsOn, ScheduleMode.Parallel);
return ScheduleOverlapCapsuleBatch(ref scheduleParams, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(commands), commands.Length, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(results), results.Length, minCommandsPerJob, maxHits);
}
[FreeFunction("ScheduleOverlapCapsuleCommandBatch", ThrowsException = true)]
unsafe extern private static JobHandle ScheduleOverlapCapsuleBatch(ref JobsUtility.JobScheduleParameters parameters, void* commands, int commandLen, void* result, int resultLen, int minCommandsPerJob, int maxHits);
}
}