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static JobHandle | AllRadiusParallelQuery2D (float allRadius, NativeArray< float2 > points, ref NativeList< UnsafeList< int > > result, int batchSize=512, Allocator allocator=Allocator.TempJob, JobHandle dependsOn=default) |
| Given a collection of points and a radius, it will return for each point all other points that are within that radius. T The core algorithm is executed in parallel.
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static JobHandle | AllRadiusParallelQuery3D (float allRadius, NativeArray< float3 > points, ref NativeList< UnsafeList< int > > result, int batchSize=512, Allocator allocator=Allocator.TempJob, JobHandle dependsOn=default) |
| Given a collection of points and a radius, it will return for each point all other points that are within that radius. T The core algorithm is executed in parallel.
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static JobHandle | AllRadiusQuery2D (float allRadius, NativeArray< float2 > points, ref NativeList< UnsafeList< int > > result, Allocator allocator=Allocator.TempJob, JobHandle dependsOn=default) |
| Given a collection of points and a radius, it will return for each point all other points that are within that radius.
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static JobHandle | AllRadiusQuery3D (float allRadius, NativeArray< float3 > points, ref NativeList< UnsafeList< int > > result, Allocator allocator=Allocator.TempJob, JobHandle dependsOn=default) |
| Given a collection of points and a radius it will return for each point all other points that are within that radius.
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static JobHandle | AllRectangleParallelQuery (Rect allRectangle, NativeArray< float2 > points, ref NativeList< UnsafeList< int > > result, int batchSize=512, Allocator allocator=Allocator.TempJob, JobHandle dependsOn=default) |
| Given a collection of points and a rectangle, it will return for each point all other points that are within that rectangle. It is assumed that the points lie in the center of the search rectangle The core algorithm is executed in parallel.
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static JobHandle | AllRectangleQuery (Rect allRectangle, NativeArray< float2 > points, ref NativeList< UnsafeList< int > > result, Allocator allocator=Allocator.TempJob, JobHandle dependsOn=default) |
| Given a collection of points and a rectangle, it will return for each point all other points that are within that rectangle. It is assumed that the points lie in the center of the search rectangle.
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static JobHandle | CreateSortedRadiusEventQueue2D (float allRadius, NativeArray< float2 > points, ref NativeArray< SpecialQueryJobs.ShapeEventPoint2D > queue, JobHandle dependsOn=default) |
| Creates a 2D radius event queue that can be presorted and reused for faster query times (see example scenes)
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static JobHandle | CreateSortedRadiusEventQueue3D (float allRadius, NativeArray< float3 > points, ref NativeArray< SpecialQueryJobs.ShapeEventPoint3D > queue, JobHandle dependsOn=default) |
| Creates a 3D radius event queue that can be presorted and reused for faster query times (see example scenes)
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static JobHandle | CreateSortedRectangleEventQueue (Rect allRectangle, NativeArray< float2 > points, ref NativeArray< SpecialQueryJobs.ShapeEventPoint2D > queue, JobHandle dependsOn=default) |
| Creates a rectangle event queue that can be presorted and reused for faster query times (see example scenes)
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static JobHandle | PresortedAllRadiusParallelQuery2D (float allRadius, NativeArray< float2 > points, ref NativeList< UnsafeList< int > > result, ref NativeArray< SpecialQueryJobs.ShapeEventPoint2D > presortedQueue, int batchSize=512, Allocator allocator=Allocator.TempJob, JobHandle dependsOn=default) |
| Given a collection of points and a radius, it will return for each point all other points that are within that radius. A presorted queue is used for quicker sorting and the core algorithm is executed in parallel.
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static JobHandle | PresortedAllRadiusParallelQuery3D (float allRadius, NativeArray< float3 > points, ref NativeList< UnsafeList< int > > result, ref NativeArray< SpecialQueryJobs.ShapeEventPoint3D > presortedQueue, int batchSize=512, Allocator allocator=Allocator.TempJob, JobHandle dependsOn=default) |
| Given a collection of points and a radius, it will return for each point all other points that are within that radius. A presorted queue is used for quicker sorting and the core algorithm is executed in parallel.
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static JobHandle | PresortedAllRectangleParallelQuery (Rect allRectangle, NativeArray< float2 > points, ref NativeList< UnsafeList< int > > result, ref NativeArray< SpecialQueryJobs.ShapeEventPoint2D > presortedQueue, int batchSize=512, Allocator allocator=Allocator.TempJob, JobHandle dependsOn=default) |
| Given a collection of points and a rectangle, it will return for each point all other points that are within that rectangle.
It is assumed that the points lie in the center of the search rectangle. A presorted queue is used for quicker sorting and the core algorithm is executed in parallel.
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