public unsafe static void Compute(List <Vertex> vertices, TriangleList[] triangleLists, RelevanceSphere[] aRelevanceSpheres, bool bUseEdgeLength, bool bUseCurvature, float fBorderCurvature, float fOriginalMeshSize, float[] costs, int[] collapses) { ComputeCostJob job = new ComputeCostJob(); job.UseEdgeLength = bUseEdgeLength; job.UseCurvature = bUseCurvature; job.BorderCurvature = fBorderCurvature; job.OriginalMeshSize = fOriginalMeshSize; List <StructTriangle> structTriangles = new List <StructTriangle>(); int intAlignment = UnsafeUtility.SizeOf <int>(); for (int n = 0; n < triangleLists.Length; n++) { List <Triangle> triangles = triangleLists[n].ListTriangles; for (int i = 0; i < triangles.Count; i++) { Triangle t = triangles[i]; StructTriangle st = new StructTriangle() { Index = t.Index, Indices = (int *)UnsafeUtility.Malloc(t.Indices.Length * intAlignment, intAlignment, Allocator.TempJob), Normal = t.Normal, }; for (int j = 0; j < t.Indices.Length; j++) { st.Indices[j] = t.Indices[j]; } structTriangles.Add(st); } } job.Triangles = new NativeArray <StructTriangle>(structTriangles.ToArray(), Allocator.TempJob); job.Vertices = new NativeArray <StructVertex>(vertices.Count, Allocator.TempJob); for (int i = 0; i < vertices.Count; i++) { Vertex v = vertices[i]; StructVertex sv = new StructVertex() { Position = v.Position, PositionWorld = v.PositionWorld, ID = v.ID, Neighbors = v.ListNeighbors.Count == 0 ? null : (int *)UnsafeUtility.Malloc(v.ListNeighbors.Count * intAlignment, intAlignment, Allocator.TempJob), NeighborCount = v.ListNeighbors.Count, Faces = (int *)UnsafeUtility.Malloc(v.ListFaces.Count * intAlignment, intAlignment, Allocator.TempJob), FaceCount = v.ListFaces.Count, IsBorder = v.IsBorder() ? 1 : 0, }; for (int j = 0; j < v.ListNeighbors.Count; j++) { sv.Neighbors[j] = v.ListNeighbors[j].ID; } for (int j = 0; j < v.ListFaces.Count; j++) { sv.Faces[j] = v.ListFaces[j].Index; } job.Vertices[i] = sv; } job.Spheres = new NativeArray <StructRelevanceSphere>(aRelevanceSpheres.Length, Allocator.TempJob); for (int i = 0; i < aRelevanceSpheres.Length; i++) { RelevanceSphere rs = aRelevanceSpheres[i]; StructRelevanceSphere srs = new StructRelevanceSphere() { Transformation = Matrix4x4.TRS(rs.Position, rs.Rotation, rs.Scale), Relevance = rs.Relevance, }; job.Spheres[i] = srs; } job.Result = new NativeArray <float>(costs, Allocator.TempJob); job.Collapse = new NativeArray <int>(collapses, Allocator.TempJob); #if !JOB_DEBUG JobHandle handle = job.Schedule(costs.Length, 1); handle.Complete(); #else for (int i = 0; i < costs.Length; i++) { job.Execute(i); } #endif job.Result.CopyTo(costs); job.Collapse.CopyTo(collapses); for (int i = 0; i < job.Triangles.Length; i++) { UnsafeUtility.Free(job.Triangles[i].Indices, Allocator.TempJob); } for (int i = 0; i < job.Vertices.Length; i++) { UnsafeUtility.Free(job.Vertices[i].Neighbors, Allocator.TempJob); UnsafeUtility.Free(job.Vertices[i].Faces, Allocator.TempJob); } job.Vertices.Dispose(); job.Triangles.Dispose(); job.Spheres.Dispose(); job.Result.Dispose(); job.Collapse.Dispose(); }