Example #1
0
        public RenderChunkMeshJob(ComputeMeshData data,
                                  NativeArray <float2> uvLookup,
                                  NativeArray <BlockDefData> blockDataLookup,
                                  NativeArray <int3> neighbours,
                                  NativeArray <int2x4> lightNeighbours,
                                  NativeArray <int> indexToVertex,
                                  NativeArray <int3> verticesLookup,
                                  NativeArray <int> trianglesLookup)
        {
            _currentVertexIndex = 0;

            MapData     = data.MapWithNeighbours;
            LightLevels = data.LightMapWithNeighbours;

            UvLookup        = uvLookup;
            BlockDataLookup = blockDataLookup;
            Neighbours      = neighbours;
            LightNeighbours = lightNeighbours;
            IndexToVertex   = indexToVertex;
            VerticesLookup  = verticesLookup;
            TrianglesLookup = trianglesLookup;

            Vertices  = data.Vertices;
            Normals   = data.Normals;
            Triangles = data.Triangles;
            Uvs       = data.Uvs;
            Colors    = data.Colors;
        }
Example #2
0
        public DiffuseLightsJob(ComputeMeshData data, NativeArray <BlockDefData> blockDataLookup, NativeArray <int3> neighbours)
        {
            _currentVertexIndex = 0;

            BlockDataLookup = blockDataLookup;
            MapData         = data.MapWithNeighbours;

            Neighbours  = neighbours;
            LightLevels = data.LightMapWithNeighbours;
            LitVoxels   = data.LitVoxels;
        }