using Unity.Collections; using Unity.Mathematics; using UnityEngine.Jobs; namespace Misaki.ArtTool { public struct TransformAccessJob : IJobParallelForTransform { public NativeArray points; public void Execute(int index, TransformAccess transform) { if (index > points.Length || !transform.isValid) { return; } MatrixHelper.DecomposeMatrix(points[index], out var position, out var rotation, out var scale); transform.SetPositionAndRotation(position, rotation); transform.localScale = scale; } } }