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- using System.Collections.Generic;
- using UnityEngine;
- using Unity.Collections;
-
-
- internal struct VertexDictionary
- {
- static Dictionary<Vector3, int> m_VertexDictionary = new Dictionary<Vector3, int>();
-
- public NativeArray<int> GetIndexRemap(NativeArray<Vector3> vertices, NativeArray<int> indices)
- {
- // Create a mapping to unique vertices
- NativeArray<int> vertexMapping = new NativeArray<int>(vertices.Length, Allocator.Temp);
- m_VertexDictionary.Clear();
- m_VertexDictionary.EnsureCapacity(vertices.Length);
- for (int i = 0; i < vertices.Length; i++)
- {
- Vector3 vertex = vertices[i];
- if (!m_VertexDictionary.ContainsKey(vertex))
- {
- vertexMapping[i] = i;
- m_VertexDictionary.Add(vertex, i);
- }
- else
- {
- vertexMapping[i] = m_VertexDictionary[vertex];
- }
- }
-
- NativeArray<int> remappedIndices = new NativeArray<int>(indices.Length, Allocator.Temp);
- for (int i = 0; i < indices.Length; i++)
- {
- remappedIndices[i] = vertexMapping[indices[i]];
- }
-
- return remappedIndices;
- }
- }
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