// TODO: find a better place static bool IsSurfaceVisible(MeshQuery[] meshQueries, ref ChiselSurfaceRenderBuffer surface) { // Compare surface with 'current' meshquery (is this surface even being rendered???) for (int n = 0; n < meshQueries.Length; n++) { var meshQuery = meshQueries[n]; var core_surface_flags = surface.surfaceLayers.layerUsage; if ((core_surface_flags & meshQuery.LayerQueryMask) == meshQuery.LayerQuery) { return(true); } } return(false); }
// TODO: find a better place static bool IsPointInsideSurface(ref ChiselSurfaceRenderBuffer surface, float3 treeSpacePoint, out float3 treeSpaceNormal) { ref var triangles = ref surface.indices;