使用此结构来设置要在作业过程中异步执行的盒体投射命令。
使用此结构计划一批盒体投射时,这些盒体投射会以异步方式并行执行。每个盒体投射的结果会写入结果缓冲区。由于结果是异步写入,因此在作业完成之前无法访问结果缓冲区。
The results for a command at index N in the command buffer are stored at index N * maxHits in the results buffer.
Boxcast command also allows you to control whether or not Trigger colliders and back-face triangles generate a hit. Use QueryParameters to control hit flags.
Note: Only BatchQuery.ExecuteBoxcastJob is logged into the profiler. Query count information is not logged.
另请参阅:Physics.Boxcast。
using Unity.Collections; using Unity.Jobs; using UnityEngine;
public class BoxcastCommandExample : MonoBehaviour { void Start() { // Perform a single boxcast using BoxcastCommand and wait for it to complete // Set up the command and result buffers var results = new NativeArray<RaycastHit>(2, Allocator.TempJob); var commands = new NativeArray<BoxcastCommand>(1, Allocator.TempJob);
// Set the data of the first command Vector3 center = Vector3.zero; Vector2 halfExtents = Vector3.one * 0.5f; Quaternion orientation = Quaternion.identity; Vector3 direction = Vector3.forward;
commands[0] = new BoxcastCommand(center, halfExtents, orientation, direction, QueryParameters.Default);
// Schedule the batch of boxcasts var handle = BoxcastCommand.ScheduleBatch(commands, results, 1, 2, default(JobHandle));
// Wait for the batch processing job to complete handle.Complete();
// If batchedHit.collider is not null there was a hit foreach (var hit in results) { if (hit.collider != null) { // Do something with results } }
// Dispose the buffers results.Dispose(); commands.Dispose(); } }
center | 盒体的中心。 |
direction | 扫射盒体的方向。 |
distance | 扫射的最大距离。 |
halfExtents | The half size of the box in each dimension. |
orientation | The rotation of the box. |
physicsScene | The physics scene this command is run in. |
queryParameters | Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. |
BoxcastCommand | 创建 BoxcastCommand。 |
ScheduleBatch | 安排在一个作业中要执行的一批盒体投射。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.