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);