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Game.Objects.RaycastJobs+RaycastStaticObjectsJob

Assembly: Game
Namespace: Game.Objects

Type: struct sealed public

Base: System.ValueType
Implements: Unity.Jobs.IJobParallelForDefer

Attributes: BurstCompile

Code

public sealed struct RaycastStaticObjectsJob : 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_Objects;
    public Unity.Collections.NativeArray<Game.Common.RaycastResult> m_TerrainResults;
    public Unity.Collections.NativeList<Game.Rendering.PreCullingData> m_CullingData;
    public Unity.Entities.ComponentLookup<Game.Objects.Transform> m_TransformData;
    public Unity.Entities.ComponentLookup<Game.Objects.Elevation> m_ElevationData;
    public Unity.Entities.ComponentLookup<Game.Objects.Placeholder> m_PlaceholderData;
    public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_AttachmentData;
    public Unity.Entities.ComponentLookup<Game.Objects.Tree> m_TreeData;
    public Unity.Entities.ComponentLookup<Game.Objects.NetObject> m_NetObjectData;
    public Unity.Entities.ComponentLookup<Game.Objects.Quantity> m_QuantityData;
    public Unity.Entities.ComponentLookup<Game.Objects.Stack> m_StackData;
    public Unity.Entities.ComponentLookup<Game.Objects.Secondary> m_SecondaryData;
    public Unity.Entities.ComponentLookup<Game.Objects.UnderConstruction> m_UnderConstructionData;
    public Unity.Entities.ComponentLookup<Game.Objects.OutsideConnection> m_OutsideConnectionData;
    public Unity.Entities.ComponentLookup<Game.Tools.EditorContainer> m_EditorContainerData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.GrowthScaleData> m_PrefabGrowthScaleData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.QuantityObjectData> m_PrefabQuantityObjectData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.StackData> m_PrefabStackData;
    public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
    public Unity.Entities.ComponentLookup<Game.Common.Overridden> m_OverriddenData;
    public Unity.Entities.ComponentLookup<Game.Common.Destroyed> m_DestroyedData;
    public Unity.Entities.ComponentLookup<Game.Rendering.CullingInfo> m_CullingInfoData;
    public Unity.Entities.ComponentLookup<Game.Net.Node> m_NodeData;
    public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData;
    public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
    public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData;
    public Unity.Entities.ComponentLookup<Game.Net.Orphan> m_OrphanData;
    public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData;
    public Unity.Entities.ComponentLookup<Game.Buildings.ServiceUpgrade> m_ServiceUpgradeData;
    public Unity.Entities.ComponentLookup<Game.Areas.Lot> m_LotAreaData;
    public Unity.Entities.BufferLookup<Game.Net.SubNet> m_SubNets;
    public Unity.Entities.BufferLookup<Game.Net.ConnectedEdge> m_ConnectedEdges;
    public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
    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.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.MeshData> m_PrefabMeshData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.ImpostorData> m_PrefabImpostorData;
    public Unity.Entities.ComponentLookup<Game.Prefabs.SharedMeshData> m_PrefabSharedMeshData;
    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;

    private System.Boolean CheckCompositionCollisionMask(Game.Common.RaycastInput& input, Unity.Entities.Entity composition);
    private System.Boolean CheckNetCollisionMask(Game.Common.RaycastInput& input, Unity.Entities.Entity owner);
    private System.Boolean CheckPlaceholder(Game.Common.RaycastInput& input, Unity.Entities.Entity& entity);
    public System.Void Execute(System.Int32 index);
    private System.Boolean FindClosestNode(Game.Common.RaycastInput& input, Game.Common.RaycastResult& result);
    private System.Boolean HasCachedMesh(Unity.Entities.Entity mesh, Unity.Entities.Entity& sharedMesh);
    private System.Boolean IsNearCamera(Unity.Entities.Entity entity);
    private System.Void RaycastLot(Game.Common.RaycastResult& result, Game.Prefabs.ObjectGeometryData prefabObjectData, Colossal.Mathematics.Line3+Segment worldLine, System.Int32 raycastIndex, Unity.Mathematics.quaternion inverseRotation, Unity.Mathematics.float3 position);
    private System.Boolean RaycastMeshes(Game.Common.RaycastInput& input, Game.Common.RaycastResult& result, Unity.Entities.Entity entity, Game.Prefabs.PrefabRef prefabRef, Colossal.Mathematics.Line3+Segment worldLine, Colossal.Mathematics.Line3+Segment localLine, Unity.Mathematics.quaternion localToWorldRotation, Unity.Mathematics.float2 cutOffset);
    private System.Boolean ValidateResult(Game.Common.RaycastInput& input, Game.Common.RaycastResult& result);
}

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_Objects
public Unity.Collections.NativeArray<Game.Common.RaycastSystem+EntityResult> m_Objects;
  • public Unity.Collections.NativeArray<Game.Common.RaycastResult> m_TerrainResults
public Unity.Collections.NativeArray<Game.Common.RaycastResult> m_TerrainResults;
  • 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.Elevation> m_ElevationData
public Unity.Entities.ComponentLookup<Game.Objects.Elevation> m_ElevationData;
  • public Unity.Entities.ComponentLookup<Game.Objects.Placeholder> m_PlaceholderData
public Unity.Entities.ComponentLookup<Game.Objects.Placeholder> m_PlaceholderData;
  • public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_AttachmentData
public Unity.Entities.ComponentLookup<Game.Objects.Attachment> m_AttachmentData;
  • public Unity.Entities.ComponentLookup<Game.Objects.Tree> m_TreeData
public Unity.Entities.ComponentLookup<Game.Objects.Tree> m_TreeData;
  • public Unity.Entities.ComponentLookup<Game.Objects.NetObject> m_NetObjectData
public Unity.Entities.ComponentLookup<Game.Objects.NetObject> m_NetObjectData;
  • public Unity.Entities.ComponentLookup<Game.Objects.Quantity> m_QuantityData
public Unity.Entities.ComponentLookup<Game.Objects.Quantity> m_QuantityData;
  • public Unity.Entities.ComponentLookup<Game.Objects.Stack> m_StackData
public Unity.Entities.ComponentLookup<Game.Objects.Stack> m_StackData;
  • public Unity.Entities.ComponentLookup<Game.Objects.Secondary> m_SecondaryData
public Unity.Entities.ComponentLookup<Game.Objects.Secondary> m_SecondaryData;
  • public Unity.Entities.ComponentLookup<Game.Objects.UnderConstruction> m_UnderConstructionData
public Unity.Entities.ComponentLookup<Game.Objects.UnderConstruction> m_UnderConstructionData;
  • public Unity.Entities.ComponentLookup<Game.Objects.OutsideConnection> m_OutsideConnectionData
public Unity.Entities.ComponentLookup<Game.Objects.OutsideConnection> m_OutsideConnectionData;
  • public Unity.Entities.ComponentLookup<Game.Tools.EditorContainer> m_EditorContainerData
public Unity.Entities.ComponentLookup<Game.Tools.EditorContainer> m_EditorContainerData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectData
public Unity.Entities.ComponentLookup<Game.Prefabs.ObjectGeometryData> m_PrefabObjectData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.GrowthScaleData> m_PrefabGrowthScaleData
public Unity.Entities.ComponentLookup<Game.Prefabs.GrowthScaleData> m_PrefabGrowthScaleData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.QuantityObjectData> m_PrefabQuantityObjectData
public Unity.Entities.ComponentLookup<Game.Prefabs.QuantityObjectData> m_PrefabQuantityObjectData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.StackData> m_PrefabStackData
public Unity.Entities.ComponentLookup<Game.Prefabs.StackData> m_PrefabStackData;
  • public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData
public Unity.Entities.ComponentLookup<Game.Common.Owner> m_OwnerData;
  • public Unity.Entities.ComponentLookup<Game.Common.Overridden> m_OverriddenData
public Unity.Entities.ComponentLookup<Game.Common.Overridden> m_OverriddenData;
  • public Unity.Entities.ComponentLookup<Game.Common.Destroyed> m_DestroyedData
public Unity.Entities.ComponentLookup<Game.Common.Destroyed> m_DestroyedData;
  • public Unity.Entities.ComponentLookup<Game.Rendering.CullingInfo> m_CullingInfoData
public Unity.Entities.ComponentLookup<Game.Rendering.CullingInfo> m_CullingInfoData;
  • public Unity.Entities.ComponentLookup<Game.Net.Node> m_NodeData
public Unity.Entities.ComponentLookup<Game.Net.Node> m_NodeData;
  • public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData
public Unity.Entities.ComponentLookup<Game.Net.Edge> m_EdgeData;
  • public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData
public Unity.Entities.ComponentLookup<Game.Net.Curve> m_CurveData;
  • public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData
public Unity.Entities.ComponentLookup<Game.Net.Composition> m_CompositionData;
  • public Unity.Entities.ComponentLookup<Game.Net.Orphan> m_OrphanData
public Unity.Entities.ComponentLookup<Game.Net.Orphan> m_OrphanData;
  • public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData
public Unity.Entities.ComponentLookup<Game.Buildings.Building> m_BuildingData;
  • public Unity.Entities.ComponentLookup<Game.Buildings.ServiceUpgrade> m_ServiceUpgradeData
public Unity.Entities.ComponentLookup<Game.Buildings.ServiceUpgrade> m_ServiceUpgradeData;
  • public Unity.Entities.ComponentLookup<Game.Areas.Lot> m_LotAreaData
public Unity.Entities.ComponentLookup<Game.Areas.Lot> m_LotAreaData;
  • public Unity.Entities.BufferLookup<Game.Net.SubNet> m_SubNets
public Unity.Entities.BufferLookup<Game.Net.SubNet> m_SubNets;
  • public Unity.Entities.BufferLookup<Game.Net.ConnectedEdge> m_ConnectedEdges
public Unity.Entities.BufferLookup<Game.Net.ConnectedEdge> m_ConnectedEdges;
  • public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades
public Unity.Entities.BufferLookup<Game.Buildings.InstalledUpgrade> m_InstalledUpgrades;
  • 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.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData
public Unity.Entities.ComponentLookup<Game.Prefabs.PrefabRef> m_PrefabRefData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetData> m_PrefabNetData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData
public Unity.Entities.ComponentLookup<Game.Prefabs.NetCompositionData> m_PrefabCompositionData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.MeshData> m_PrefabMeshData
public Unity.Entities.ComponentLookup<Game.Prefabs.MeshData> m_PrefabMeshData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.ImpostorData> m_PrefabImpostorData
public Unity.Entities.ComponentLookup<Game.Prefabs.ImpostorData> m_PrefabImpostorData;
  • public Unity.Entities.ComponentLookup<Game.Prefabs.SharedMeshData> m_PrefabSharedMeshData
public Unity.Entities.ComponentLookup<Game.Prefabs.SharedMeshData> m_PrefabSharedMeshData;
  • 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

  • private CheckCompositionCollisionMask(Game.Common.RaycastInput& input, Unity.Entities.Entity composition) : System.Boolean
private System.Boolean CheckCompositionCollisionMask(Game.Common.RaycastInput& input, Unity.Entities.Entity composition);
  • private CheckNetCollisionMask(Game.Common.RaycastInput& input, Unity.Entities.Entity owner) : System.Boolean
private System.Boolean CheckNetCollisionMask(Game.Common.RaycastInput& input, Unity.Entities.Entity owner);
  • private CheckPlaceholder(Game.Common.RaycastInput& input, Unity.Entities.Entity& entity) : System.Boolean
private System.Boolean CheckPlaceholder(Game.Common.RaycastInput& input, Unity.Entities.Entity& entity);
  • public Execute(System.Int32 index) : System.Void
public System.Void Execute(System.Int32 index);
  • private FindClosestNode(Game.Common.RaycastInput& input, Game.Common.RaycastResult& result) : System.Boolean
private System.Boolean FindClosestNode(Game.Common.RaycastInput& input, Game.Common.RaycastResult& result);
  • 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 RaycastLot(Game.Common.RaycastResult& result, Game.Prefabs.ObjectGeometryData prefabObjectData, Colossal.Mathematics.Line3+Segment worldLine, System.Int32 raycastIndex, Unity.Mathematics.quaternion inverseRotation, Unity.Mathematics.float3 position) : System.Void
private System.Void RaycastLot(Game.Common.RaycastResult& result, Game.Prefabs.ObjectGeometryData prefabObjectData, Colossal.Mathematics.Line3+Segment worldLine, System.Int32 raycastIndex, Unity.Mathematics.quaternion inverseRotation, Unity.Mathematics.float3 position);
  • private RaycastMeshes(Game.Common.RaycastInput& input, Game.Common.RaycastResult& result, Unity.Entities.Entity entity, Game.Prefabs.PrefabRef prefabRef, 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 prefabRef, Colossal.Mathematics.Line3+Segment worldLine, Colossal.Mathematics.Line3+Segment localLine, Unity.Mathematics.quaternion localToWorldRotation, Unity.Mathematics.float2 cutOffset);
  • private ValidateResult(Game.Common.RaycastInput& input, Game.Common.RaycastResult& result) : System.Boolean
private System.Boolean ValidateResult(Game.Common.RaycastInput& input, Game.Common.RaycastResult& result);