A game about forced loneliness, made by TACStudios
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1using Unity.Collections; 2using Unity.Mathematics; 3using UnityEngine; 4 5namespace UnityEditor.U2D.Animation 6{ 7 internal class Triangulator : ITriangulator 8 { 9 public void Triangulate(ref int2[] edges, ref float2[] vertices, out int[] indices) 10 { 11 TriangulationUtility.Triangulate(ref edges, ref vertices, out indices, Allocator.Persistent); 12 } 13 14 public Unity.Jobs.JobHandle ScheduleTriangulate(in float2[] vertices, in int2[] edges, ref NativeArray<float2> outputVertices, ref NativeArray<int> outputIndices, ref NativeArray<int2> outputEdges, ref NativeArray<int4> result) 15 { 16 return TriangulationUtility.ScheduleTriangulate(in vertices, in edges, ref outputVertices, ref outputEdges, ref outputIndices, ref result); 17 } 18 19 public void Tessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float areaThreshold, int smoothIterations, ref float2[] vertices, ref int2[] edges, out int[] indices) 20 { 21 TriangulationUtility.Tessellate(minAngle, maxAngle, meshAreaFactor, largestTriangleAreaFactor, areaThreshold, 10, smoothIterations, ref vertices, ref edges, out indices, Allocator.Persistent); 22 } 23 24 public Unity.Jobs.JobHandle ScheduleTessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float areaThreshold, int smoothIterations, in float2[] vertices, in int2[] edges, ref NativeArray<float2> outputVertices, ref NativeArray<int> outputIndices, ref NativeArray<int2> outputEdges, ref NativeArray<int4> result) 25 { 26 return TriangulationUtility.ScheduleTessellate(minAngle, maxAngle, meshAreaFactor, largestTriangleAreaFactor, areaThreshold, 10, smoothIterations, in vertices, in edges, ref outputVertices, ref outputEdges, ref outputIndices, ref result); 27 } 28 } 29}