用于设置在作业期间异步执行的最近点命令的结构体。
当您使用此结构体来安排一批最近点命令时,它们会异步执行,并且彼此并行。最近点的结果被写入结果缓冲区。由于结果是异步写入的,因此在作业完成之前无法访问结果缓冲区。
命令缓冲区中索引为 N 的命令的结果存储在结果缓冲区中索引为 N 的位置。
其他资源:Physics.ClosestPoint。
using Unity.Collections; using Unity.Jobs; using UnityEngine;
public class ClosestPoint : MonoBehaviour { private void Start() { var collider = new GameObject().AddComponent<BoxCollider>(); // Perform a single closest point using ClosestPointCommand and wait for it to complete // Set up the command and result buffers var results = new NativeArray<Vector3>(1, Allocator.TempJob);
var commands = new NativeArray<ClosestPointCommand>(1, Allocator.TempJob);
commands[0] = new ClosestPointCommand(Vector3.one * 5, collider.GetInstanceID(), Vector3.zero, Quaternion.identity, collider.transform.lossyScale);
// Schedule the batch of closest points JobHandle handle = ClosestPointCommand.ScheduleBatch(commands, results, 1, default(JobHandle));
// Wait for the batch processing job to complete handle.Complete();
// Copy the result. If the point is inside of the Collider, it is returned as a result Vector3 closestPoint = results[0];
// Dispose of the buffers results.Dispose(); commands.Dispose(); } }
colliderInstanceID | 您要查找最近点的碰撞器的 ID。 |
point | 您要查找最近点的点。 |
position | 碰撞器的位置。 |
rotation | 碰撞器的旋转。 |
scale | 碰撞器的全局缩放。 |
ClosestPointCommand | 使用碰撞器的实例 ID 创建 ClosestPointCommand。 |
ScheduleBatch | 安排一批最近点,这些最近点将在作业中执行。 |
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