Files
HauntedBloodlines/Assets/Obi/Scripts/Common/Backends/Burst/Solver/BoundsReductionJob.cs
2025-05-29 22:31:40 +03:00

53 lines
1.5 KiB
C#

#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 ParticleToBoundsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> activeParticles;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> radii;
public NativeArray<BurstAabb> bounds;
public void Execute(int i)
{
int p = activeParticles[i];
bounds[i] = new BurstAabb(positions[p] - radii[p].x, positions[p] + radii[p].x);
}
}
[BurstCompile]
struct BoundsReductionJob : IJobParallelFor
{
[NativeDisableParallelForRestriction] public NativeArray<BurstAabb> bounds; // the length of bounds must be a multiple of size.
[ReadOnly] public int stride;
[ReadOnly] public int size;
public void Execute(int first)
{
int baseIndex = first * size;
for (int i = 1; i < size; ++i)
{
int dest = baseIndex * stride;
int source = (baseIndex + i) * stride;
if (source < bounds.Length)
{
var v = bounds[dest];
v.EncapsulateBounds(bounds[source]);
bounds[dest] = v;
}
}
}
}
}
#endif