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#if UNITY_2022_2_OR_NEWER
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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 sphere commands for collision checking in a grid graph.
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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 JobPrepareSphereCommands : IJob {
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public Vector3 originOffset;
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public float radius;
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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<OverlapSphereCommand> commands;
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public void Execute () {
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var commandSpan = commands.AsUnsafeSpan();
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// It turns out it is faster to set all commands to the same value using MemCpyReplicate and then patch point,
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// rather than setting each command individually.
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var queryParameters = new QueryParameters(mask, false, QueryTriggerInteraction.Ignore, false);
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commandSpan.Fill(new OverlapSphereCommand(physicsScene, Vector3.zero, radius, queryParameters));
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for (int i = 0; i < commandSpan.Length; i++) {
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var origin = origins[i] + originOffset;
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commandSpan[i].point = origin;
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}
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}
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}
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}
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#endif
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