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Copy pathBuildingRenderSystem.cs
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51 lines (43 loc) · 1.34 KB
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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
namespace Tutorials.Tornado
{
/*
* Updates the transforms of the bars.
*/
public partial struct BuildingRenderSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<Config>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
new PointRenderJob
{
CurrentPoints = SystemAPI.GetSingleton<PointArrays>().current
}.ScheduleParallel();
}
[BurstCompile]
public partial struct PointRenderJob : IJobEntity
{
[ReadOnly] public NativeArray<float3> CurrentPoints;
public void Execute(ref LocalToWorld ltw, in Bar bar, in BarThickness thickness)
{
var a = CurrentPoints[bar.pointA];
var b = CurrentPoints[bar.pointB];
var d = math.distance(a, b);
var norm = (a - b) / d;
var t = (a + b) / 2;
var r = quaternion.LookRotationSafe(norm, norm.yzx);
var s = new float3(new float2(thickness.Value), d);
ltw.Value = float4x4.TRS(t, r, s);
}
}
}
}