/// Transforms vertices from voxel coordinates to tile coordinates.
///
/// This essentially constitutes multiplying the vertices by the <see cref="matrix"/>.
///
/// Note: The input space is in raw voxel coordinates, the output space is in tile coordinates stored in millimeters (as is typical for the Int3 struct. See <see cref="Int3.Precision"/>).
/// </summary>
[BurstCompile(FloatMode = FloatMode.Fast)]
publicstructJobTransformTileCoordinates:IJob{
publicunsafeUnsafeSpan<Int3>vertices;
publicMatrix4x4matrix;
publicvoidExecute(){
unsafe{
for(uinti=0;i<vertices.length;i++){
// Transform from voxel indices to a proper Int3 coordinate, then convert it to a Vector3 float coordinate