使用此结构来设置在作业过程中异步执行的球体投射命令。
使用此结构计划一批球体投射时,这些球体投射会以异步方式并行执行。每个球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.
Spherecast 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.ExecuteSpherecastJob is logged into the profiler. Query count information is not logged.
另请参阅:Physics.Spherecast。
using Unity.Collections; using Unity.Jobs; using UnityEngine;
public class SpherecastExample : MonoBehaviour { void Start() { // Perform a single sphere cast using SpherecastCommand 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<SpherecastCommand>(1, Allocator.TempJob);
// Set the data of the first command Vector3 origin = Vector3.forward * -10; Vector3 direction = Vector3.forward; float radius = 0.5f;
commands[0] = new SpherecastCommand(origin, radius, direction, QueryParameters.Default);
// Schedule the batch of sphere casts var handle = SpherecastCommand.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(); } }
direction | 球体投射的方向。 |
distance | 球体应检查碰撞的最大距离。 |
origin | 球体投射在世界坐标系中的起点。 |
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. |
radius | 投射球体的半径。 |
SpherecastCommand | 创建 SpherecastCommand。 |
ScheduleBatch | 安排在一个作业中要执行的一批球体投射。 |
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