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using UnityEngine;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Pathfinding.Collections;
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namespace Pathfinding.Graphs.Grid.Jobs {
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/// <summary>
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/// Prepares a set of raycast commands for a grid graph.
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///
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/// This is very similar to <see cref="JobPrepareGridRaycast"/> but it uses an array of origin points instead of a grid pattern.
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///
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/// See: <see cref="GraphCollision"/>
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/// </summary>
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[BurstCompile]
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public struct JobPrepareRaycasts : IJob {
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public Vector3 direction;
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public Vector3 originOffset;
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public float distance;
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public LayerMask mask;
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public PhysicsScene physicsScene;
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[ReadOnly]
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public NativeArray<Vector3> origins;
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[WriteOnly]
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public NativeArray<RaycastCommand> raycastCommands;
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public void Execute () {
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// In particular Unity 2022.2 seems to assert that RaycastCommands use normalized directions
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var direction = this.direction.normalized;
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var commands = raycastCommands.AsUnsafeSpan();
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#if UNITY_2022_2_OR_NEWER
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var queryParameters = new QueryParameters(mask, false, QueryTriggerInteraction.Ignore, false);
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var defaultCommand = new RaycastCommand(physicsScene, Vector3.zero, direction, queryParameters, distance);
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// This is about 30% faster than setting each command individually. MemCpy is fast.
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commands.Fill(defaultCommand);
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#endif
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for (int i = 0; i < raycastCommands.Length; i++) {
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#if UNITY_2022_2_OR_NEWER
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commands[i].from = origins[i] + originOffset;
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#else
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raycastCommands[i] = new RaycastCommand(origins[i] + originOffset, direction, distance, mask, 1);
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#endif
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}
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}
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}
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}
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