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StatefulJobs.cs
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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
namespace Unity.Physics.Stateful
{
public static class StatefulEventCollectionJobs
{
[BurstCompile]
public struct CollectTriggerEvents : ITriggerEventsJob
{
public NativeList<StatefulTriggerEvent> TriggerEvents;
public void Execute(TriggerEvent triggerEvent) => TriggerEvents.Add(new StatefulTriggerEvent(triggerEvent));
}
[BurstCompile]
public struct CollectCollisionEvents : ICollisionEventsJob
{
public NativeList<StatefulCollisionEvent> CollisionEvents;
public void Execute(CollisionEvent collisionEvent) => CollisionEvents.Add(new StatefulCollisionEvent(collisionEvent));
}
[BurstCompile]
public struct CollectCollisionEventsWithDetails : ICollisionEventsJob
{
public NativeList<StatefulCollisionEvent> CollisionEvents;
[ReadOnly] public PhysicsWorld PhysicsWorld;
[ReadOnly] public ComponentLookup<StatefulCollisionEventDetails> EventDetails;
public bool ForceCalculateDetails;
public void Execute(CollisionEvent collisionEvent)
{
var statefulCollisionEvent = new StatefulCollisionEvent(collisionEvent);
// Check if we should calculate the collision details
bool calculateDetails = ForceCalculateDetails;
if (!calculateDetails && EventDetails.HasComponent(collisionEvent.EntityA))
{
calculateDetails = EventDetails[collisionEvent.EntityA].CalculateDetails;
}
if (!calculateDetails && EventDetails.HasComponent(collisionEvent.EntityB))
{
calculateDetails = EventDetails[collisionEvent.EntityB].CalculateDetails;
}
if (calculateDetails)
{
var details = collisionEvent.CalculateDetails(ref PhysicsWorld);
statefulCollisionEvent.CollisionDetails = new StatefulCollisionEvent.Details(
details.EstimatedContactPointPositions.Length,
details.EstimatedImpulse,
details.AverageContactPointPosition);
}
CollisionEvents.Add(statefulCollisionEvent);
}
}
[BurstCompile]
public struct ConvertEventStreamToDynamicBufferJob<T, C> : IJob
where T : unmanaged, IBufferElementData, IStatefulSimulationEvent<T>
where C : unmanaged, IComponentData
{
public NativeList<T> PreviousEvents;
public NativeList<T> CurrentEvents;
public BufferLookup<T> EventLookup;
public bool UseExcludeComponent;
[ReadOnly] public ComponentLookup<C> EventExcludeLookup;
public void Execute()
{
var statefulEvents = new NativeList<T>(CurrentEvents.Length, Allocator.Temp);
StatefulSimulationEventBuffers<T>.GetStatefulEvents(PreviousEvents, CurrentEvents, statefulEvents);
for (int i = 0; i < statefulEvents.Length; i++)
{
var statefulEvent = statefulEvents[i];
var addToEntityA = EventLookup.HasBuffer(statefulEvent.EntityA) &&
(!UseExcludeComponent || !EventExcludeLookup.HasComponent(statefulEvent.EntityA));
var addToEntityB = EventLookup.HasBuffer(statefulEvent.EntityB) &&
(!UseExcludeComponent || !EventExcludeLookup.HasComponent(statefulEvent.EntityB));
if (addToEntityA)
{
EventLookup[statefulEvent.EntityA].Add(statefulEvent);
}
if (addToEntityB)
{
EventLookup[statefulEvent.EntityB].Add(statefulEvent);
}
}
}
}
}
}