コード例 #1
0
        public SimulationContext(HavokConfiguration config)
        {
            // Unlock the plugin if it hasn't already been done.
            // If it remains locked, the simulation will do nothing.
            Plugin.EnsureUnlocked();

            TimeStep        = default;
            InputVelocities = default;

            Camera = default;

            unsafe
            {
                // Allocate this at a fixed memory location. The plugin writes to it.
                StepContext = (HavokSimulation.StepContext *)UnsafeUtility.Malloc(sizeof(HavokSimulation.StepContext), 16, Allocator.Persistent);
                UnsafeUtility.MemClear(StepContext, sizeof(HavokSimulation.StepContext));

                VisualDebuggerEnabled = config.VisualDebugger.Enable != 0;
                WorldIndex            = Plugin.HP_AllocateWorld(ref config, StepContext);
                m_WorldAllocated      = true;
            }
        }
コード例 #2
0
        public static unsafe BlobAssetReference <Collider> Create(NativeArray <float3> vertices, NativeArray <int3> triangles, CollisionFilter filter, Material material)
        {
            // Copy vertices
            var tempVertices = new NativeArray <float3>(vertices, Allocator.Temp);

            // Triangle indices - needed for WeldVertices
            var tempIndices = new NativeArray <int>(triangles.Length * 3, Allocator.Temp);

            for (int iTriangle = 0; iTriangle < triangles.Length; iTriangle++)
            {
                if (triangles[iTriangle][0] >= 0 && triangles[iTriangle][0] < vertices.Length &&
                    triangles[iTriangle][1] >= 0 && triangles[iTriangle][1] < vertices.Length &&
                    triangles[iTriangle][2] >= 0 && triangles[iTriangle][2] < vertices.Length)
                {
                    tempIndices[iTriangle * 3]     = triangles[iTriangle][0];
                    tempIndices[iTriangle * 3 + 1] = triangles[iTriangle][1];
                    tempIndices[iTriangle * 3 + 2] = triangles[iTriangle][2];
                }
                else
                {
                    throw new ArgumentException("Tried to create a MeshCollider with indices referencing outside vertex array");
                }
            }

            // Build connectivity and primitives

            NativeList <float3> uniqueVertices = MeshConnectivityBuilder.WeldVertices(tempIndices, tempVertices);

            var tempTriangleIndices = new NativeArray <int3>(triangles.Length, Allocator.Temp);

            UnsafeUtility.MemCpy(tempTriangleIndices.GetUnsafePtr(), tempIndices.GetUnsafePtr(), tempIndices.Length * UnsafeUtility.SizeOf <int>());

            var connectivity = new MeshConnectivityBuilder(tempTriangleIndices, uniqueVertices);
            NativeList <MeshConnectivityBuilder.Primitive> primitives = connectivity.EnumerateQuadDominantGeometry(tempTriangleIndices, uniqueVertices);

            // Build bounding volume hierarchy
            int nodeCount = math.max(primitives.Length * 2 + 1, 2); // We need at least two nodes - an "invalid" node and a root node.
            var nodes     = new NativeArray <BoundingVolumeHierarchy.Node>(nodeCount, Allocator.Temp);
            int numNodes  = 0;

            {
                // Prepare data for BVH
                var points = new NativeList <BoundingVolumeHierarchy.PointAndIndex>(primitives.Length, Allocator.Temp);
                var aabbs  = new NativeArray <Aabb>(primitives.Length, Allocator.Temp);

                for (int i = 0; i < primitives.Length; i++)
                {
                    MeshConnectivityBuilder.Primitive p = primitives[i];

                    // Skip degenerate triangles
                    if (MeshConnectivityBuilder.IsTriangleDegenerate(p.Vertices[0], p.Vertices[1], p.Vertices[2]))
                    {
                        continue;
                    }

                    aabbs[i] = Aabb.CreateFromPoints(p.Vertices);
                    points.Add(new BoundingVolumeHierarchy.PointAndIndex
                    {
                        Position = aabbs[i].Center,
                        Index    = i
                    });
                }

                var bvh = new BoundingVolumeHierarchy(nodes);

                bvh.Build(points.AsArray(), aabbs, out numNodes, useSah: true);
            }

            // Build mesh sections
            BoundingVolumeHierarchy.Node *nodesPtr = (BoundingVolumeHierarchy.Node *)nodes.GetUnsafePtr();
            MeshBuilder.TempSection       sections = MeshBuilder.BuildSections(nodesPtr, numNodes, primitives);

            // Allocate collider
            int meshDataSize      = Mesh.CalculateMeshDataSize(numNodes, sections.Ranges);
            int totalColliderSize = Math.NextMultipleOf(sizeof(MeshCollider), 16) + meshDataSize;

            MeshCollider *meshCollider = (MeshCollider *)UnsafeUtility.Malloc(totalColliderSize, 16, Allocator.Temp);

            // Initialize it
            {
                UnsafeUtility.MemClear(meshCollider, totalColliderSize);
                meshCollider->MemorySize = totalColliderSize;

                meshCollider->m_Header.Type          = ColliderType.Mesh;
                meshCollider->m_Header.CollisionType = CollisionType.Composite;
                meshCollider->m_Header.Version      += 1;
                meshCollider->m_Header.Magic         = 0xff;

                ref var mesh = ref meshCollider->Mesh;

                mesh.Init(nodesPtr, numNodes, sections, filter, material);

                // Calculate combined filter
                meshCollider->m_Header.Filter = mesh.Sections.Length > 0 ? mesh.Sections[0].Filters[0] : CollisionFilter.Default;
                for (int i = 0; i < mesh.Sections.Length; ++i)
                {
                    for (var j = 0; j < mesh.Sections[i].Filters.Length; ++j)
                    {
                        var f = mesh.Sections[i].Filters[j];
                        meshCollider->m_Header.Filter = CollisionFilter.CreateUnion(meshCollider->m_Header.Filter, f);
                    }
                }

                meshCollider->m_Aabb             = meshCollider->Mesh.BoundingVolumeHierarchy.Domain;
                meshCollider->NumColliderKeyBits = meshCollider->Mesh.NumColliderKeyBits;
            }
コード例 #3
0
        // followed by variable sized convex hull data

        #region Construction

        // Create a convex collider from the given point cloud.
        public static unsafe BlobAssetReference <Collider> Create(
            NativeArray <float3> points, float convexRadius,
            float3?scale = null, CollisionFilter?filter = null, Material?material = null)
        {
            if (convexRadius < 0.0f || !math.isfinite(convexRadius))
            {
                throw new ArgumentException("Tried to create ConvexCollider with invalid convex radius");
            }

            // Build convex hull
            int    verticesCapacity = points.Length;
            int    triangleCapacity = 2 * verticesCapacity;
            var    vertices         = (ConvexHullBuilder.Vertex *)UnsafeUtility.Malloc(verticesCapacity * sizeof(ConvexHullBuilder.Vertex), 16, Allocator.Temp);
            var    triangles        = (ConvexHullBuilder.Triangle *)UnsafeUtility.Malloc(triangleCapacity * sizeof(ConvexHullBuilder.Triangle), 16, Allocator.Temp);
            var    builder          = new ConvexHullBuilder(vertices, verticesCapacity, triangles, triangleCapacity);
            float3 s = scale ?? new float3(1);

            // Build the points' AABB and validate them
            var domain = new Aabb();

            foreach (var point in points)
            {
                if (math.any(!math.isfinite(point)))
                {
                    throw new ArgumentException("Tried to create ConvexCollider with invalid points");
                }
                domain.Include(point * s);
            }

            // Add points to the hull
            builder.IntegerSpaceAabb = domain;
            foreach (float3 point in points)
            {
                builder.AddPoint(point * s);
            }

            // TODO: shrink by convex radius

            // Build face information
            float maxAngle = 0.1f * (float)math.PI / 180.0f;

            builder.BuildFaceIndices(maxAngle);

            // Simplify the hull until it's under the max vertices requirement
            // TODO.ma this is just a failsafe. We need to think about user-controlled simplification settings & how to warn the user if their shape is too complex.
            {
                const int maxVertices = 252;    // as per Havok

                float maxSimplificationError = 1e-3f;
                int   iterations             = 0;
                while (builder.Vertices.PeakCount > maxVertices)
                {
                    if (iterations++ > 10) // don't loop forever
                    {
                        Assert.IsTrue(false);
                        return(new BlobAssetReference <Collider>());
                    }
                    builder.SimplifyVertices(maxSimplificationError);
                    builder.BuildFaceIndices();
                    maxSimplificationError *= 2.0f;
                }
            }

            // Convert hull to compact format
            var tempHull = new TempHull(ref builder);

            // Allocate collider
            int totalSize = UnsafeUtility.SizeOf <ConvexCollider>();

            totalSize += tempHull.Vertices.Count * sizeof(float3);
            totalSize  = Math.NextMultipleOf16(totalSize); // planes currently must be aligned for Havok
            totalSize += tempHull.Planes.Count * sizeof(Plane);
            totalSize += tempHull.Faces.Count * sizeof(ConvexHull.Face);
            totalSize += tempHull.FaceVertexIndices.Count * sizeof(short);
            totalSize += tempHull.VertexEdges.Count * sizeof(ConvexHull.Edge);
            totalSize += tempHull.FaceLinks.Count * sizeof(ConvexHull.Edge);
            ConvexCollider *collider = (ConvexCollider *)UnsafeUtility.Malloc(totalSize, 16, Allocator.Temp);

            // Initialize it
            {
                UnsafeUtility.MemClear(collider, totalSize);
                collider->MemorySize = totalSize;

                collider->m_Header.Type          = ColliderType.Convex;
                collider->m_Header.CollisionType = CollisionType.Convex;
                collider->m_Header.Version       = 0;
                collider->m_Header.Magic         = 0xff;
                collider->m_Header.Filter        = filter ?? CollisionFilter.Default;
                collider->m_Header.Material      = material ?? Material.Default;

                ref var hull = ref collider->ConvexHull;

                hull.ConvexRadius = convexRadius;

                // Initialize blob arrays
                {
                    byte *end = (byte *)collider + UnsafeUtility.SizeOf <ConvexCollider>();

                    hull.VerticesBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.VerticesBlob.Offset));
                    hull.VerticesBlob.Length = tempHull.Vertices.Count;
                    end += sizeof(float3) * tempHull.Vertices.Count;

                    end = (byte *)Math.NextMultipleOf16((ulong)end); // planes currently must be aligned for Havok

                    hull.FacePlanesBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.FacePlanesBlob.Offset));
                    hull.FacePlanesBlob.Length = tempHull.Planes.Count;
                    end += sizeof(Plane) * tempHull.Planes.Count;

                    hull.FacesBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.FacesBlob.Offset));
                    hull.FacesBlob.Length = tempHull.Faces.Count;
                    end += sizeof(ConvexHull.Face) * tempHull.Faces.Count;

                    hull.FaceVertexIndicesBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.FaceVertexIndicesBlob.Offset));
                    hull.FaceVertexIndicesBlob.Length = tempHull.FaceVertexIndices.Count;
                    end += sizeof(byte) * tempHull.FaceVertexIndices.Count;

                    hull.VertexEdgesBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.VertexEdgesBlob.Offset));
                    hull.VertexEdgesBlob.Length = tempHull.VertexEdges.Count;
                    end += sizeof(ConvexHull.Edge) * tempHull.VertexEdges.Count;

                    hull.FaceLinksBlob.Offset = (int)(end - (byte *)UnsafeUtility.AddressOf(ref hull.FaceLinksBlob.Offset));
                    hull.FaceLinksBlob.Length = tempHull.FaceLinks.Count;
                    end += sizeof(ConvexHull.Edge) * tempHull.FaceLinks.Count;
                }

                // Fill blob arrays
                {
                    for (int i = 0; i < tempHull.Vertices.Count; i++)
                    {
                        hull.Vertices[i]    = tempHull.Vertices[i];
                        hull.VertexEdges[i] = tempHull.VertexEdges[i];
                    }

                    for (int i = 0; i < tempHull.Faces.Count; i++)
                    {
                        hull.Planes[i] = tempHull.Planes[i];
                        hull.Faces[i]  = tempHull.Faces[i];
                    }

                    for (int i = 0; i < tempHull.FaceVertexIndices.Count; i++)
                    {
                        hull.FaceVertexIndices[i] = tempHull.FaceVertexIndices[i];
                        hull.FaceLinks[i]         = tempHull.FaceLinks[i];
                    }
                }

                // Fill mass properties
                {
                    var massProperties = builder.ComputeMassProperties();
                    Math.DiagonalizeSymmetricApproximation(massProperties.InertiaTensor, out float3x3 orientation, out float3 inertia);

                    float maxLengthSquared = 0.0f;
                    foreach (float3 vertex in hull.Vertices)
                    {
                        maxLengthSquared = math.max(maxLengthSquared, math.lengthsq(vertex - massProperties.CenterOfMass));
                    }

                    collider->MassProperties = new MassProperties
                    {
                        MassDistribution = new MassDistribution
                        {
                            Transform     = new RigidTransform(orientation, massProperties.CenterOfMass),
                            InertiaTensor = inertia
                        },
                        Volume = massProperties.Volume,
                        AngularExpansionFactor = math.sqrt(maxLengthSquared)
                    };
                }
            }
コード例 #4
0
        // Create a compound collider containing an array of other colliders.
        // The source colliders are copied into the compound, so that it becomes one blob.
        public static unsafe BlobAssetReference <Collider> Create(NativeArray <ColliderBlobInstance> children)
        {
            SafetyChecks.CheckNotEmptyAndThrow(children, nameof(children));

            // Get the total required memory size for the compound plus all its children,
            // and the combined filter of all children
            // TODO: Verify that the size is enough
            int             totalSize = Math.NextMultipleOf16(UnsafeUtility.SizeOf <CompoundCollider>());
            CollisionFilter filter    = children[0].Collider.Value.Filter;
            var             srcToDestInstanceAddrs = new NativeHashMap <long, long>(children.Length, Allocator.Temp);

            for (var childIndex = 0; childIndex < children.Length; childIndex++)
            {
                var child       = children[childIndex];
                var instanceKey = (long)child.Collider.GetUnsafePtr();
                if (srcToDestInstanceAddrs.ContainsKey(instanceKey))
                {
                    continue;
                }
                totalSize += Math.NextMultipleOf16(child.Collider.Value.MemorySize);
                filter     = CollisionFilter.CreateUnion(filter, child.Collider.Value.Filter);
                srcToDestInstanceAddrs.Add(instanceKey, 0L);
            }
            totalSize += (children.Length + BoundingVolumeHierarchy.Constants.MaxNumTreeBranches) * UnsafeUtility.SizeOf <BoundingVolumeHierarchy.Node>();

            // Allocate the collider
            var compoundCollider = (CompoundCollider *)UnsafeUtility.Malloc(totalSize, 16, Allocator.Temp);

            UnsafeUtility.MemClear(compoundCollider, totalSize);
            compoundCollider->m_Header.Type          = ColliderType.Compound;
            compoundCollider->m_Header.CollisionType = CollisionType.Composite;
            compoundCollider->m_Header.Version       = 0;
            compoundCollider->m_Header.Magic         = 0xff;
            compoundCollider->m_Header.Filter        = filter;

            // Initialize children array
            Child *childrenPtr = (Child *)((byte *)compoundCollider + UnsafeUtility.SizeOf <CompoundCollider>());

            compoundCollider->m_ChildrenBlob.Offset = (int)((byte *)childrenPtr - (byte *)(&compoundCollider->m_ChildrenBlob.Offset));
            compoundCollider->m_ChildrenBlob.Length = children.Length;
            byte *end = (byte *)childrenPtr + UnsafeUtility.SizeOf <Child>() * children.Length;

            end = (byte *)Math.NextMultipleOf16((ulong)end);

            uint maxTotalNumColliderKeyBits = 0;

            // Copy children
            for (int i = 0; i < children.Length; i++)
            {
                Collider *collider       = (Collider *)children[i].Collider.GetUnsafePtr();
                var       srcInstanceKey = (long)collider;
                var       dstAddr        = srcToDestInstanceAddrs[srcInstanceKey];
                if (dstAddr == 0L)
                {
                    dstAddr = (long)end;
                    srcToDestInstanceAddrs[srcInstanceKey] = dstAddr;
                    UnsafeUtility.MemCpy(end, collider, collider->MemorySize);
                    end += Math.NextMultipleOf16(collider->MemorySize);
                }
                childrenPtr[i].m_ColliderOffset  = (int)((byte *)dstAddr - (byte *)(&childrenPtr[i].m_ColliderOffset));
                childrenPtr[i].CompoundFromChild = children[i].CompoundFromChild;

                maxTotalNumColliderKeyBits = math.max(maxTotalNumColliderKeyBits, collider->TotalNumColliderKeyBits);
            }

            // Build mass properties
            compoundCollider->MassProperties = compoundCollider->BuildMassProperties();

            // Build bounding volume
            int numNodes = compoundCollider->BuildBoundingVolume(out NativeArray <BoundingVolumeHierarchy.Node> nodes);
            int bvhSize  = numNodes * UnsafeUtility.SizeOf <BoundingVolumeHierarchy.Node>();

            compoundCollider->m_BvhNodesBlob.Offset = (int)(end - (byte *)(&compoundCollider->m_BvhNodesBlob.Offset));
            compoundCollider->m_BvhNodesBlob.Length = numNodes;
            UnsafeUtility.MemCpy(end, nodes.GetUnsafeReadOnlyPtr(), bvhSize);
            end += bvhSize;

            // Validate nesting level of composite colliders.
            compoundCollider->TotalNumColliderKeyBits = maxTotalNumColliderKeyBits + compoundCollider->NumColliderKeyBits;

            // If TotalNumColliderKeyBits is greater than 32, it means maximum nesting level of composite colliders has been breached.
            // ColliderKey has 32 bits so it can't handle infinite nesting of composite colliders.
            if (compoundCollider->TotalNumColliderKeyBits > 32)
            {
                SafetyChecks.ThrowArgumentException(nameof(children), "Composite collider exceeded maximum level of nesting!");
            }

            // Copy to blob asset
            int usedSize = (int)(end - (byte *)compoundCollider);

            UnityEngine.Assertions.Assert.IsTrue(usedSize < totalSize);
            compoundCollider->MemorySize = usedSize;
            var blob = BlobAssetReference <Collider> .Create(compoundCollider, usedSize);

            UnsafeUtility.Free(compoundCollider, Allocator.Temp);

            return(blob);
        }
コード例 #5
0
ファイル: CompoundCollider.cs プロジェクト: taotao111/ainav
        // Create a compound collider containing an array of other colliders.
        // The source colliders are copied into the compound, so that it becomes one blob.
        public static unsafe BlobAssetReference <Collider> Create(NativeArray <ColliderBlobInstance> children)
        {
            if (children.Length == 0)
            {
                throw new ArgumentException();
            }

            // Get the total required memory size for the compound plus all its children,
            // and the combined filter of all children
            // TODO: Verify that the size is enough
            int             totalSize = Math.NextMultipleOf16(UnsafeUtility.SizeOf <CompoundCollider>());
            CollisionFilter filter    = children[0].Collider.Value.Filter;

            foreach (var child in children)
            {
                totalSize += Math.NextMultipleOf16(child.Collider.Value.MemorySize);
                filter     = CollisionFilter.CreateUnion(filter, child.Collider.Value.Filter);
            }
            totalSize += (children.Length + BoundingVolumeHierarchy.Constants.MaxNumTreeBranches) * UnsafeUtility.SizeOf <BoundingVolumeHierarchy.Node>();

            // Allocate the collider
            var compoundCollider = (CompoundCollider *)UnsafeUtility.Malloc(totalSize, 16, Allocator.Temp);

            UnsafeUtility.MemClear(compoundCollider, totalSize);
            compoundCollider->m_Header.Type          = ColliderType.Compound;
            compoundCollider->m_Header.CollisionType = CollisionType.Composite;
            compoundCollider->m_Header.Version       = 0;
            compoundCollider->m_Header.Magic         = 0xff;
            compoundCollider->m_Header.Filter        = filter;

            // Initialize children array
            Child *childrenPtr = (Child *)((byte *)compoundCollider + UnsafeUtility.SizeOf <CompoundCollider>());

            compoundCollider->m_ChildrenBlob.Offset = (int)((byte *)childrenPtr - (byte *)(&compoundCollider->m_ChildrenBlob.Offset));
            compoundCollider->m_ChildrenBlob.Length = children.Length;
            byte *end = (byte *)childrenPtr + UnsafeUtility.SizeOf <Child>() * children.Length;

            end = (byte *)Math.NextMultipleOf16((ulong)end);

            // Copy children
            for (int i = 0; i < children.Length; i++)
            {
                Collider *collider = (Collider *)children[i].Collider.GetUnsafePtr();
                UnsafeUtility.MemCpy(end, collider, collider->MemorySize);
                childrenPtr[i].m_ColliderOffset  = (int)(end - (byte *)(&childrenPtr[i].m_ColliderOffset));
                childrenPtr[i].CompoundFromChild = children[i].CompoundFromChild;
                end += Math.NextMultipleOf16(collider->MemorySize);
            }

            // Build mass properties
            compoundCollider->MassProperties = compoundCollider->BuildMassProperties();

            // Build bounding volume
            int numNodes = compoundCollider->BuildBoundingVolume(out NativeArray <BoundingVolumeHierarchy.Node> nodes);
            int bvhSize  = numNodes * UnsafeUtility.SizeOf <BoundingVolumeHierarchy.Node>();

            compoundCollider->m_BvhNodesBlob.Offset = (int)(end - (byte *)(&compoundCollider->m_BvhNodesBlob.Offset));
            compoundCollider->m_BvhNodesBlob.Length = numNodes;
            UnsafeUtility.MemCpy(end, nodes.GetUnsafeReadOnlyPtr(), bvhSize);
            end += bvhSize;
            nodes.Dispose();

            // Copy to blob asset
            int usedSize = (int)(end - (byte *)compoundCollider);

            UnityEngine.Assertions.Assert.IsTrue(usedSize < totalSize);
            compoundCollider->MemorySize = usedSize;
            var blob = BlobAssetReference <Collider> .Create(compoundCollider, usedSize);

            UnsafeUtility.Free(compoundCollider, Allocator.Temp);

            return(blob);
        }
コード例 #6
0
        // followed by variable sized mesh data

        #region Construction

        // Create a mesh collider asset from a set of triangles
        public static unsafe BlobAssetReference <Collider> Create(float3[] vertices, int[] indices, CollisionFilter?filter = null, Material?material = null)
        {
            int numVertices  = vertices.Length;
            int numIndices   = indices.Length;
            int numTriangles = numIndices / 3;

            // Copy vertices
            float3[] tempVertices = new float3[numVertices];
            Array.Copy(vertices, tempVertices, numVertices);

            // Copy indices
            int[] tempIndices = new int[numIndices];
            for (int iTriangle = 0; iTriangle < numTriangles; iTriangle++)
            {
                int iIndex0 = iTriangle * 3;
                int iIndex1 = iIndex0 + 1;
                int iIndex2 = iIndex0 + 2;
                tempIndices[iIndex0] = indices[iIndex0];
                tempIndices[iIndex1] = indices[iIndex1];
                tempIndices[iIndex2] = indices[iIndex2];
            }

            // Build connectivity and primitives
            List <MeshConnectivityBuilder.Primitive> primitives = null;
            {
                MeshConnectivityBuilder.WeldVertices(tempIndices, ref tempVertices);
                var connectivity = new MeshConnectivityBuilder(tempIndices, tempVertices);
                primitives = connectivity.EnumerateQuadDominantGeometry(tempIndices, tempVertices);
            }

            // Build bounding volume hierarchy
            var nodes    = new NativeArray <BoundingVolumeHierarchy.Node>(primitives.Count * 2 + 1, Allocator.Temp);
            int numNodes = 0;

            {
                // Prepare data for BVH
                var points = new NativeArray <BoundingVolumeHierarchy.PointAndIndex>(primitives.Count, Allocator.Temp);
                var aabbs  = new NativeArray <Aabb>(primitives.Count, Allocator.Temp);

                for (int i = 0; i < primitives.Count; i++)
                {
                    MeshConnectivityBuilder.Primitive p = primitives[i];

                    // Skip degenerate triangles
                    if (MeshConnectivityBuilder.IsTriangleDegenerate(p.Vertices[0], p.Vertices[1], p.Vertices[2]))
                    {
                        continue;
                    }

                    aabbs[i]  = Aabb.CreateFromPoints(p.Vertices);
                    points[i] = new BoundingVolumeHierarchy.PointAndIndex
                    {
                        Position = aabbs[i].Center,
                        Index    = i
                    };
                }

                var bvh = new BoundingVolumeHierarchy(nodes);
                bvh.Build(points, aabbs, out numNodes, useSah: true);

                points.Dispose();
                aabbs.Dispose();
            }

            // Build mesh sections
            BoundingVolumeHierarchy.Node * nodesPtr = (BoundingVolumeHierarchy.Node *)nodes.GetUnsafePtr();
            List <MeshBuilder.TempSection> sections = MeshBuilder.BuildSections(nodesPtr, numNodes, primitives);

            // Allocate collider
            int           meshDataSize      = Mesh.CalculateMeshDataSize(numNodes, sections);
            int           totalColliderSize = Math.NextMultipleOf(sizeof(MeshCollider), 16) + meshDataSize;
            MeshCollider *meshCollider      = (MeshCollider *)UnsafeUtility.Malloc(totalColliderSize, 16, Allocator.Temp);

            // Initialize it
            {
                UnsafeUtility.MemClear(meshCollider, totalColliderSize);
                meshCollider->MemorySize = totalColliderSize;

                meshCollider->m_Header.Type          = ColliderType.Mesh;
                meshCollider->m_Header.CollisionType = CollisionType.Composite;
                meshCollider->m_Header.Version      += 1;
                meshCollider->m_Header.Magic         = 0xff;

                ref var mesh = ref meshCollider->Mesh;

                mesh.Init(nodesPtr, numNodes, sections, filter ?? CollisionFilter.Default, material ?? Material.Default);

                // Calculate combined filter
                meshCollider->m_Header.Filter = mesh.Sections[0].Filters[0];
                for (int i = 0; i < mesh.Sections.Length; ++i)
                {
                    foreach (CollisionFilter f in mesh.Sections[i].Filters)
                    {
                        meshCollider->m_Header.Filter = CollisionFilter.CreateUnion(meshCollider->m_Header.Filter, f);
                    }
                }

                meshCollider->m_Aabb             = meshCollider->Mesh.BoundingVolumeHierarchy.Domain;
                meshCollider->NumColliderKeyBits = meshCollider->Mesh.NumColliderKeyBits;
            }