UniVRM/Assets/VRM10_Samples/ClothSample/RotateParticle/Runtime/Jobs/Collision.cs
2024-11-20 20:12:37 +09:00

52 lines
1.5 KiB
C#

using UniGLTF.SpringBoneJobs.Blittables;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Jobs;
namespace RotateParticle.Jobs
{
public struct InputColliderJob : IJobParallelForTransform
{
[WriteOnly] public NativeArray<Matrix4x4> CurrentCollider;
public void Execute(int index, TransformAccess transform)
{
CurrentCollider[index] = transform.localToWorldMatrix;
}
}
public struct CollisionJob : IJobParallelFor
{
[ReadOnly] public NativeArray<BlittableCollider> Colliders;
[ReadOnly] public NativeArray<Matrix4x4> CurrentColliders;
[WriteOnly] public NativeArray<Vector3> NextPositions;
public void Execute(int index)
{
for (int i = 0; i < Colliders.Length; ++i)
{
var c = Colliders[i];
switch (c.colliderType)
{
case BlittableColliderType.Sphere:
break;
default:
// TODO
break;
}
}
// var d = Vector3.Distance(from, to);
// if (d > (ra + rb))
// {
// resolved = default;
// return false;
// }
// Vector3 normal = (to - from).normalized;
// resolved = new(from, from + normal * (d - rb));
// return true;
}
}
}