#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS) using UnityEngine; using Unity.Jobs; using Unity.Collections; using Unity.Mathematics; using Unity.Burst; using System; using System.Collections; namespace Obi { [BurstCompile] struct FindFluidParticlesJob : IJob { [ReadOnly] public NativeArray activeParticles; [ReadOnly] public NativeArray phases; public NativeList fluidParticles; public void Execute() { fluidParticles.Clear(); for (int i = 0; i < activeParticles.Length; ++i) { int p = activeParticles[i]; if ((phases[p] & (int)ObiUtils.ParticleFlags.Fluid) != 0) fluidParticles.Add(p); } } } } #endif