39 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System.Collections.Generic;
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| using UnityEngine;
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| using Unity.Collections;
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| 
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| 
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| internal struct VertexDictionary
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| {
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|     static Dictionary<Vector3, int> m_VertexDictionary = new Dictionary<Vector3, int>();
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| 
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|     public NativeArray<int> GetIndexRemap(NativeArray<Vector3> vertices, NativeArray<int> indices)
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|     {
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|         // Create a mapping to unique vertices
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|         NativeArray<int> vertexMapping = new NativeArray<int>(vertices.Length, Allocator.Temp);
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|         m_VertexDictionary.Clear();
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|         m_VertexDictionary.EnsureCapacity(vertices.Length);
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|         for (int i = 0; i < vertices.Length; i++)
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|         {
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|             Vector3 vertex = vertices[i];
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|             if (!m_VertexDictionary.ContainsKey(vertex))
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|             {
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|                 vertexMapping[i] = i;
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|                 m_VertexDictionary.Add(vertex, i);
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|             }
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|             else
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|             {
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|                 vertexMapping[i] = m_VertexDictionary[vertex];
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|             }
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|         }
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| 
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|         NativeArray<int> remappedIndices = new NativeArray<int>(indices.Length, Allocator.Temp);
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|         for (int i = 0; i < indices.Length; i++)
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|         {
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|             remappedIndices[i] = vertexMapping[indices[i]];
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|         }
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| 
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|         return remappedIndices;
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|     }
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| }
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