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RayBoundsIntersection.cs
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RayBoundsIntersection.cs
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using UnityEngine;
using Unity.Collections;
using Unity.Jobs;
public class RayBoundsIntersection : BaseJobObjectExample
{
NativeArray<Bounds> m_NativeBounds;
NativeArray<int> m_RayIntersectionResults;
RayIntersectionJob m_RayIntersectionJob;
RayIntersectionListJob m_RayIntersectionListJob;
JobHandle m_RayIntersectionJobHandle;
JobHandle m_RayIntersectionListJobHandle;
protected virtual void Start()
{
m_NativeBounds = new NativeArray<Bounds>(m_ObjectCount, Allocator.Persistent);
m_RayIntersectionResults = new NativeArray<int>(m_ObjectCount, Allocator.Persistent);
m_Objects = SetupUtils.PlaceRandomCubes(m_ObjectCount, m_ObjectPlacementRadius);
for (int i = 0; i < m_ObjectCount; i++)
{
m_Renderers[i] = m_Objects[i].GetComponent<Renderer>();
m_NativeBounds[i] = m_Renderers[i].bounds;
}
}
// assemble an array representing which input Bounds in the parallel array was intersected
struct RayIntersectionJob : IJobParallelFor
{
[ReadOnly]
public NativeArray<Bounds> boundsArray;
// we can't use bools in NativeArray<T>, since the type must be blittable,
// so i'm representing boolean results as 0 or 1
[WriteOnly]
public NativeArray<int> results;
public Ray ray;
public void Execute(int i)
{
if (boundsArray[i].IntersectRay(ray))
results[i] = 1;
else
results[i] = 0;
}
}
// use a non-parallel job to assemble a friendlier results array
struct RayIntersectionListJob : IJob
{
[ReadOnly]
public NativeArray<Bounds> boundsArray;
[ReadOnly]
public NativeArray<int> boundsIntersected;
[WriteOnly]
public NativeArray<Bounds> results;
public void Execute()
{
int resultIndex = 0;
for (int i = 0; i < boundsArray.Length; i++)
{
if (resultIndex == results.Length)
break;
if (boundsIntersected[i] == 1)
{
results[resultIndex] = boundsArray[i];
resultIndex++;
}
}
}
}
public void Update()
{
// generate a new Ray to test against every frame
var point = UnityEngine.Random.insideUnitSphere;
var testRay = new Ray(Vector3.zero - point, Vector3.right + Vector3.up + point);
m_RayIntersectionJob = new RayIntersectionJob()
{
ray = testRay,
results = m_RayIntersectionResults,
boundsArray = m_NativeBounds
};
// instead of keeping a results array between frames and clearing it, here we
// use the TempJob allocator for an array we'll dispose quickly (within 4 frames)
var results = new NativeArray<Bounds>(new Bounds[10], Allocator.TempJob);
m_RayIntersectionListJob = new RayIntersectionListJob()
{
boundsIntersected = m_RayIntersectionResults,
boundsArray = m_NativeBounds,
results = results
};
m_RayIntersectionJobHandle = m_RayIntersectionJob.Schedule(m_NativeBounds.Length, 64);
m_RayIntersectionListJobHandle = m_RayIntersectionListJob.Schedule(m_RayIntersectionJobHandle);
}
public void LateUpdate()
{
m_RayIntersectionListJobHandle.Complete();
var results = m_RayIntersectionListJob.results;
var resultCount = GetResultCount(results);
if (resultCount > 0)
Debug.Log(resultCount + " total intersections, first result: " + results[0]);
// make sure to dispose any temp allocations made for this job
m_RayIntersectionListJob.results.Dispose();
}
public int GetResultCount(NativeArray<Bounds> bounds)
{
var zeroBounds = new Bounds();
for (int i = 0; i < bounds.Length; i++)
{
if (bounds[i] == zeroBounds)
{
return i;
}
}
return 0;
}
private void OnDestroy()
{
m_NativeBounds.Dispose();
m_RayIntersectionResults.Dispose();
}
}