Game.Objects.RaycastJobs+RaycastMovingObjectsJob
Assembly: Game
Namespace: Game.Objects
Type: struct sealed public
Base: System.ValueType
Implements: Unity.Jobs.IJobParallelForDefer
Attributes: BurstCompile
Code
public sealed struct RaycastMovingObjectsJob : Unity.Jobs.IJobParallelForDefer
{
public System.Boolean m_EditorMode;
public System.Boolean m_LeftHandTraffic;
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Collections.NativeArray<Game.Common.RaycastSystem+EntityResult> m_ObjectList;
public Unity.Collections.NativeList<Game.Rendering.PreCullingData> m_CullingData;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
public Unity.Entities.ComponentLookup<Game.Objects.Quantity> m_QuantityData;
public Unity.Entities.ComponentLookup<Game.Rendering.CullingInfo> m_CullingInfoData;
public Unity.Entities.ComponentLookup<Game.Rendering.InterpolatedTransform> m_InterpolatedTransformData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectData;
public Unity.Entities.ComponentLookup<Game.Prefabs.QuantityObjectData> m_PrefabQuantityObjectData;
public Unity.Entities.ComponentLookup<Game.Prefabs.MeshData> m_PrefabMeshData;
public Unity.Entities.ComponentLookup<Game.Prefabs.SharedMeshData> m_PrefabSharedMeshData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.BufferLookup<Game.Objects.SubObject> m_SubObjects;
public Unity.Entities.BufferLookup<Game.Vehicles.Passenger> m_Passengers;
public Unity.Entities.BufferLookup<Game.Rendering.Skeleton> m_Skeletons;
public Unity.Entities.BufferLookup<Game.Rendering.Bone> m_Bones;
public Unity.Entities.BufferLookup<Game.Rendering.MeshGroup> m_MeshGroups;
public Unity.Entities.BufferLookup<Game.Prefabs.SubMesh> m_Meshes;
public Unity.Entities.BufferLookup<Game.Prefabs.SubMeshGroup> m_SubMeshGroups;
public Unity.Entities.BufferLookup<Game.Prefabs.LodMesh> m_Lods;
public Unity.Entities.BufferLookup<Game.Prefabs.MeshVertex> m_Vertices;
public Unity.Entities.BufferLookup<Game.Prefabs.MeshIndex> m_Indices;
public Unity.Entities.BufferLookup<Game.Prefabs.MeshNode> m_Nodes;
public Unity.Entities.BufferLookup<Game.Prefabs.ProceduralBone> m_ProceduralBones;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
public System.Void Execute(System.Int32 index);
private System.Boolean HasCachedMesh(Unity.Entities.Entity mesh, Unity.Entities.Entity& sharedMesh);
private System.Boolean IsNearCamera(Unity.Entities.Entity entity);
private System.Boolean RaycastMeshes(Game.Common.RaycastInput input, Game.Common.RaycastResult& result, Unity.Entities.Entity entity, Game.Prefabs.PrefabRef prefabRefData, Colossal.Mathematics.Line3+Segment worldLine, Colossal.Mathematics.Line3+Segment localLine, Unity.Mathematics.quaternion localToWorldRotation, Unity.Mathematics.float2 cutOffset);
private System.Void RaycastObject(System.Int32 raycastIndex, Game.Common.RaycastInput input, Unity.Entities.Entity owner, Unity.Entities.Entity entity);
private System.Void RaycastObjects(System.Int32 raycastIndex, Game.Common.RaycastInput input, Unity.Entities.Entity owner, Unity.Entities.Entity entity);
}
Fields
public System.Boolean m_EditorMode
public System.Boolean m_EditorMode;
public System.Boolean m_LeftHandTraffic
public System.Boolean m_LeftHandTraffic;
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input
public Unity.Collections.NativeArray<Game.Common.RaycastInput> m_Input;
public Unity.Collections.NativeArray<Game.Common.RaycastSystem+EntityResult> m_ObjectList
public Unity.Collections.NativeArray<Game.Common.RaycastSystem+EntityResult> m_ObjectList;
public Unity.Collections.NativeList<Game.Rendering.PreCullingData> m_CullingData
public Unity.Collections.NativeList<Game.Rendering.PreCullingData> m_CullingData;
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData
public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
public Unity.Entities.ComponentLookup<Game.Objects.Quantity> m_QuantityData
public Unity.Entities.ComponentLookup<Game.Objects.Quantity> m_QuantityData;
public Unity.Entities.ComponentLookup<Game.Rendering.CullingInfo> m_CullingInfoData
public Unity.Entities.ComponentLookup<Game.Rendering.CullingInfo> m_CullingInfoData;
public Unity.Entities.ComponentLookup<Game.Rendering.InterpolatedTransform> m_InterpolatedTransformData
public Unity.Entities.ComponentLookup<Game.Rendering.InterpolatedTransform> m_InterpolatedTransformData;
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectData
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectData;
public Unity.Entities.ComponentLookup<Game.Prefabs.QuantityObjectData> m_PrefabQuantityObjectData
public Unity.Entities.ComponentLookup<Game.Prefabs.QuantityObjectData> m_PrefabQuantityObjectData;
public Unity.Entities.ComponentLookup<Game.Prefabs.MeshData> m_PrefabMeshData
public Unity.Entities.ComponentLookup<Game.Prefabs.MeshData> m_PrefabMeshData;
public Unity.Entities.ComponentLookup<Game.Prefabs.SharedMeshData> m_PrefabSharedMeshData
public Unity.Entities.ComponentLookup<Game.Prefabs.SharedMeshData> m_PrefabSharedMeshData;
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
public Unity.Entities.BufferLookup<Game.Objects.SubObject> m_SubObjects
public Unity.Entities.BufferLookup<Game.Objects.SubObject> m_SubObjects;
public Unity.Entities.BufferLookup<Game.Vehicles.Passenger> m_Passengers
public Unity.Entities.BufferLookup<Game.Vehicles.Passenger> m_Passengers;
public Unity.Entities.BufferLookup<Game.Rendering.Skeleton> m_Skeletons
public Unity.Entities.BufferLookup<Game.Rendering.Skeleton> m_Skeletons;
public Unity.Entities.BufferLookup<Game.Rendering.Bone> m_Bones
public Unity.Entities.BufferLookup<Game.Rendering.Bone> m_Bones;
public Unity.Entities.BufferLookup<Game.Rendering.MeshGroup> m_MeshGroups
public Unity.Entities.BufferLookup<Game.Rendering.MeshGroup> m_MeshGroups;
public Unity.Entities.BufferLookup<Game.Prefabs.SubMesh> m_Meshes
public Unity.Entities.BufferLookup<Game.Prefabs.SubMesh> m_Meshes;
public Unity.Entities.BufferLookup<Game.Prefabs.SubMeshGroup> m_SubMeshGroups
public Unity.Entities.BufferLookup<Game.Prefabs.SubMeshGroup> m_SubMeshGroups;
public Unity.Entities.BufferLookup<Game.Prefabs.LodMesh> m_Lods
public Unity.Entities.BufferLookup<Game.Prefabs.LodMesh> m_Lods;
public Unity.Entities.BufferLookup<Game.Prefabs.MeshVertex> m_Vertices
public Unity.Entities.BufferLookup<Game.Prefabs.MeshVertex> m_Vertices;
public Unity.Entities.BufferLookup<Game.Prefabs.MeshIndex> m_Indices
public Unity.Entities.BufferLookup<Game.Prefabs.MeshIndex> m_Indices;
public Unity.Entities.BufferLookup<Game.Prefabs.MeshNode> m_Nodes
public Unity.Entities.BufferLookup<Game.Prefabs.MeshNode> m_Nodes;
public Unity.Entities.BufferLookup<Game.Prefabs.ProceduralBone> m_ProceduralBones
public Unity.Entities.BufferLookup<Game.Prefabs.ProceduralBone> m_ProceduralBones;
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results
public Colossal.Collections.NativeAccumulator<Game.Common.RaycastResult> m_Results;
Methods
public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);
private HasCachedMesh(Unity.Entities.Entity mesh, Unity.Entities.Entity& sharedMesh) : System.Boolean
private System.Boolean HasCachedMesh(Unity.Entities.Entity mesh, Unity.Entities.Entity& sharedMesh);
private IsNearCamera(Unity.Entities.Entity entity) : System.Boolean
private System.Boolean IsNearCamera(Unity.Entities.Entity entity);
private RaycastMeshes(Game.Common.RaycastInput input, Game.Common.RaycastResult& result, Unity.Entities.Entity entity, Game.Prefabs.PrefabRef prefabRefData, Colossal.Mathematics.Line3+Segment worldLine, Colossal.Mathematics.Line3+Segment localLine, Unity.Mathematics.quaternion localToWorldRotation, Unity.Mathematics.float2 cutOffset) : System.Boolean
private System.Boolean RaycastMeshes(Game.Common.RaycastInput input, Game.Common.RaycastResult& result, Unity.Entities.Entity entity, Game.Prefabs.PrefabRef prefabRefData, Colossal.Mathematics.Line3+Segment worldLine, Colossal.Mathematics.Line3+Segment localLine, Unity.Mathematics.quaternion localToWorldRotation, Unity.Mathematics.float2 cutOffset);
private RaycastObject(System.Int32 raycastIndex, Game.Common.RaycastInput input, Unity.Entities.Entity owner, Unity.Entities.Entity entity) : System.Void
private System.Void RaycastObject(System.Int32 raycastIndex, Game.Common.RaycastInput input, Unity.Entities.Entity owner, Unity.Entities.Entity entity);
private RaycastObjects(System.Int32 raycastIndex, Game.Common.RaycastInput input, Unity.Entities.Entity owner, Unity.Entities.Entity entity) : System.Void
private System.Void RaycastObjects(System.Int32 raycastIndex, Game.Common.RaycastInput input, Unity.Entities.Entity owner, Unity.Entities.Entity entity);