Singularity/Library/PackageCache/com.unity.2d.animation@7.0.10/Editor/SkinningModule/Triangulation/ITriangulator.cs

14 lines
1.0 KiB
C#
Raw Normal View History

2024-05-06 14:45:45 -04:00
using Unity.Collections;
using Unity.Mathematics;
namespace UnityEditor.U2D.Animation
{
internal interface ITriangulator
{
void Triangulate(ref int2[] edges, ref float2[] vertices, out int[] indices);
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);
void Tessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float areaThreshold, int smoothIterations, ref float2[] vertices, ref int2[] edges, out int[] indices);
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);
}
}