14 lines
1.0 KiB
C#
14 lines
1.0 KiB
C#
using Unity.Collections;
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using Unity.Mathematics;
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namespace UnityEditor.U2D.Animation
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{
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internal interface ITriangulator
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{
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void Triangulate(ref int2[] edges, ref float2[] vertices, out int[] indices);
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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);
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void Tessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float areaThreshold, int smoothIterations, ref float2[] vertices, ref int2[] edges, out int[] indices);
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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);
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}
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}
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