#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS) using UnityEngine; using Unity.Mathematics; using System.Collections; using System; namespace Obi { public struct BurstCellSpan : IEquatable { public int4 min; public int4 max; public BurstCellSpan(CellSpan span) { this.min = new int4(span.min.x, span.min.y, span.min.z, span.min.w); this.max = new int4(span.max.x, span.max.y, span.max.z, span.max.w); } public BurstCellSpan(int4 min, int4 max) { this.min = min; this.max = max; } public int level { get{return min.w;} } public bool Equals(BurstCellSpan other) { return min.Equals(other.min) && max.Equals(other.max); } public override bool Equals(object obj) { return this.Equals((BurstCellSpan)obj); } public override int GetHashCode() { return 0; // we don't have any non-mutable fields, so just return 0. } public static bool operator ==(BurstCellSpan a, BurstCellSpan b) { return a.Equals(b); } public static bool operator !=(BurstCellSpan a, BurstCellSpan b) { return !a.Equals(b); } } } #endif