public static GenerateChunkVerts_t New(SmoothingVertsOut_t smoothVerts, VoxelArray1D voxels, NativeArray <PinnedChunkData_t> area, TableStorage tableStorage, NativeArray <int> blockMaterials)
 {
     return(new GenerateChunkVerts_t {
         _smoothVerts = smoothVerts,
         _voxels = voxels,
         _tables = Tables.New(tableStorage),
         _blockMaterials = blockMaterials,
         _area = area,
         _vn = new VoxelNeighbors_t()
     });
 }
 public static SmoothingVertsIn_t New(SmoothingVertsOut_t smv)
 {
     return(new SmoothingVertsIn_t {
         positions = smv.positions,
         normals = smv.normals,
         colors = smv.colors,
         smoothFactor = smv.smoothFactor,
         smgs = smv.smgs,
         layers = smv.layers,
         indices = smv.indices,
         counts = smv.counts,
         vtoiCounts = smv.vtoiCounts,
         vertMaterials = smv.vertMaterials,
         vertMaterialCount = smv.vertMaterialCount
     });
 }
                public static SmoothingVertsOut_t New()
                {
                    var verts = new SmoothingVertsOut_t {
                        positions         = AllocatePersistentNoInit <Vector3>(MAX_OUTPUT_VERTICES),
                        normals           = AllocatePersistentNoInit <Vector3>(MAX_OUTPUT_VERTICES * BANK_SIZE),
                        colors            = AllocatePersistentNoInit <Color32>(MAX_OUTPUT_VERTICES * BANK_SIZE),
                        smoothFactor      = AllocatePersistentNoInit <float>(MAX_OUTPUT_VERTICES * BANK_SIZE),
                        smgs              = AllocatePersistentNoInit <uint>(MAX_OUTPUT_VERTICES * BANK_SIZE),
                        layers            = AllocatePersistentNoInit <int>(MAX_OUTPUT_VERTICES * BANK_SIZE),
                        indices           = AllocatePersistentNoInit <int>(MAX_OUTPUT_VERTICES),
                        counts            = AllocatePersistentNoInit <int>(2),
                        vtoiCounts        = AllocatePersistentNoInit <int>(MAX_OUTPUT_VERTICES),
                        vertMaterials     = AllocatePersistentNoInit <int>(MAX_OUTPUT_VERTICES * MAX_MATERIALS_PER_VERTEX),
                        vertMaterialCount = AllocatePersistentNoInit <int>(MAX_OUTPUT_VERTICES)
                    };

                    return(verts);
                }