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ImmediatePhysicsStep.cs
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48 lines (47 loc) · 2.1 KB
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using Unity.Burst;
using Unity.Entities;
using Unity.Jobs;
using Unity.Physics;
using Unity.Physics.Systems;
namespace Unity.NetCode
{
/// <summary>
/// Run the physics step using the Immediate mode. this is usually way faster than running jobs when the number of
/// entities is relatively small.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(PhysicsSimulationGroup))]
[BurstCompile]
public partial struct ImmediatePhysicsStep : ISystem
{
public void OnCreate(ref SystemState state)
{
state.Enabled = false;
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var pw = SystemAPI.GetSingletonRW<PhysicsWorldSingleton>();
state.CompleteDependency();
var stepTime = SystemAPI.Time.DeltaTime;
var simulation = SystemAPI.GetSingleton<SimulationSingleton>().AsSimulation();
if (!SystemAPI.TryGetSingleton<PhysicsStep>(out var physicsStep))
physicsStep = PhysicsStep.Default;
ref var buildPhysicData = ref state.EntityManager.GetComponentDataRW<BuildPhysicsWorldData>(
state.WorldUnmanaged.GetExistingUnmanagedSystem<BuildPhysicsWorld>()).ValueRW;
var simulationStepInput = new SimulationStepInput
{
World = pw.ValueRW.PhysicsWorld,
TimeStep = stepTime,
Gravity = physicsStep.Gravity,
NumSolverIterations = physicsStep.SolverIterationCount,
SynchronizeCollisionWorld = physicsStep.SynchronizeCollisionWorld != 0,
SolverStabilizationHeuristicSettings = physicsStep.SolverStabilizationHeuristicSettings,
HaveStaticBodiesChanged = buildPhysicData.PhysicsData.HaveStaticBodiesChanged
};
//This can also be executed on a job worker thread technically speaking.
simulation.ResetSimulationContext(simulationStepInput);
simulation.Step(simulationStepInput);
}
}
}