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using Unity.Burst;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using UnityEngine;
namespace Pathfinding.Graphs.Navmesh.Jobs {
/// <summary>
/// Transforms vertices from voxel coordinates to tile coordinates.
///
/// This essentially constitutes multiplying the vertices by the <see cref="matrix"/>.
///
/// Note: The input space is in raw voxel coordinates, the output space is in tile coordinates stored in millimeters (as is typical for the Int3 struct. See <see cref="Int3.Precision"/>).
/// </summary>
[BurstCompile(FloatMode = FloatMode.Fast)]
public struct JobTransformTileCoordinates : IJob {
/// <summary>Element type Int3</summary>
public unsafe UnsafeAppendBuffer* vertices;
public Matrix4x4 matrix;
public void Execute () {
unsafe {
int vertexCount = vertices->Length / UnsafeUtility.SizeOf<Int3>();
for (int i = 0; i < vertexCount; i++) {
// Transform from voxel indices to a proper Int3 coordinate, then convert it to a Vector3 float coordinate
var vPtr1 = (Int3*)vertices->Ptr + i;
var p = new Vector3(vPtr1->x, vPtr1->y, vPtr1->z);
*vPtr1 = (Int3)matrix.MultiplyPoint3x4(p);
}
}
}
}
}
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