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

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2024-05-06 14:45:45 -04:00
using Unity.Collections;
using Unity.Mathematics;
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal class Triangulator : ITriangulator
{
public void Triangulate(ref int2[] edges, ref float2[] vertices, out int[] indices)
{
TriangulationUtility.Triangulate(ref edges, ref vertices, out indices, Allocator.Persistent);
}
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)
{
return TriangulationUtility.ScheduleTriangulate(in vertices, in edges, ref outputVertices, ref outputEdges, ref outputIndices, ref result);
}
public void Tessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float areaThreshold, int smoothIterations, ref float2[] vertices, ref int2[] edges, out int[] indices)
{
TriangulationUtility.Tessellate(minAngle, maxAngle, meshAreaFactor, largestTriangleAreaFactor, areaThreshold, 10, smoothIterations, ref vertices, ref edges, out indices, Allocator.Persistent);
}
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)
{
return TriangulationUtility.ScheduleTessellate(minAngle, maxAngle, meshAreaFactor, largestTriangleAreaFactor, areaThreshold, 10, smoothIterations, in vertices, in edges, ref outputVertices, ref outputEdges, ref outputIndices, ref result);
}
}
}