687 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			687 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | using UnityEngine; | |||
|  | using System; | |||
|  | using System.Linq; | |||
|  | using System.Collections; | |||
|  | using System.Collections.Generic; | |||
|  | using UnityEngine.Rendering; | |||
|  | 
 | |||
|  | 
 | |||
|  | namespace TMPro | |||
|  | { | |||
|  |     public enum VertexSortingOrder { Normal, Reverse }; | |||
|  | 
 | |||
|  |     /// <summary> | |||
|  |     /// Structure which contains the vertex attributes (geometry) of the text object. | |||
|  |     /// </summary> | |||
|  |     public struct TMP_MeshInfo | |||
|  |     { | |||
|  |         private static readonly Color32 s_DefaultColor = new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue); | |||
|  |         private static readonly Vector3 s_DefaultNormal = new Vector3(0.0f, 0.0f, -1f); | |||
|  |         private static readonly Vector4 s_DefaultTangent = new Vector4(-1f, 0.0f, 0.0f, 1f); | |||
|  |         private static readonly Bounds s_DefaultBounds = new Bounds(); | |||
|  | 
 | |||
|  |         public Mesh mesh; | |||
|  |         public int vertexCount; | |||
|  | 
 | |||
|  |         public Vector3[] vertices; | |||
|  |         public Vector3[] normals; | |||
|  |         public Vector4[] tangents; | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// UV0 contains the following information | |||
|  |         /// X, Y are the UV coordinates of the glyph in the atlas texture. | |||
|  |         /// Z is the texture index in the texture atlas array | |||
|  |         /// W is the SDF Scale where a negative value represents bold text | |||
|  |         /// </summary> | |||
|  |         public Vector4[] uvs0; | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// | |||
|  |         /// </summary> | |||
|  |         public Vector2[] uvs2; | |||
|  | 
 | |||
|  |         //public Vector2[] uvs4; | |||
|  |         public Color32[] colors32; | |||
|  |         public int[] triangles; | |||
|  | 
 | |||
|  |         public Material material; | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Function to pre-allocate vertex attributes for a mesh of size X. | |||
|  |         /// </summary> | |||
|  |         /// <param name="mesh"></param> | |||
|  |         /// <param name="size"></param> | |||
|  |         public TMP_MeshInfo(Mesh mesh, int size) | |||
|  |         { | |||
|  |             // Reference to the TMP Text Component. | |||
|  |             //this.textComponent = null; | |||
|  | 
 | |||
|  |             // Clear existing mesh data | |||
|  |             if (mesh == null) | |||
|  |                 mesh = new Mesh(); | |||
|  |             else | |||
|  |                 mesh.Clear(); | |||
|  | 
 | |||
|  |             this.mesh = mesh; | |||
|  | 
 | |||
|  |             // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh. | |||
|  |             size = Mathf.Min(size, 16383); | |||
|  | 
 | |||
|  |             int sizeX4 = size * 4; | |||
|  |             int sizeX6 = size * 6; | |||
|  | 
 | |||
|  |             this.vertexCount = 0; | |||
|  | 
 | |||
|  |             this.vertices = new Vector3[sizeX4]; | |||
|  |             this.uvs0 = new Vector4[sizeX4]; | |||
|  |             this.uvs2 = new Vector2[sizeX4]; | |||
|  |             //this.uvs4 = new Vector2[sizeX4]; // SDF scale data | |||
|  |             this.colors32 = new Color32[sizeX4]; | |||
|  | 
 | |||
|  |             this.normals = new Vector3[sizeX4]; | |||
|  |             this.tangents = new Vector4[sizeX4]; | |||
|  | 
 | |||
|  |             this.triangles = new int[sizeX6]; | |||
|  | 
 | |||
|  |             int index_X6 = 0; | |||
|  |             int index_X4 = 0; | |||
|  |             while (index_X4 / 4 < size) | |||
|  |             { | |||
|  |                 for (int i = 0; i < 4; i++) | |||
|  |                 { | |||
|  |                     this.vertices[index_X4 + i] = Vector3.zero; | |||
|  |                     this.uvs0[index_X4 + i] = Vector2.zero; | |||
|  |                     this.uvs2[index_X4 + i] = Vector2.zero; | |||
|  |                     //this.uvs4[index_X4 + i] = Vector2.zero; | |||
|  |                     this.colors32[index_X4 + i] = s_DefaultColor; | |||
|  |                     this.normals[index_X4 + i] = s_DefaultNormal; | |||
|  |                     this.tangents[index_X4 + i] = s_DefaultTangent; | |||
|  |                 } | |||
|  | 
 | |||
|  |                 this.triangles[index_X6 + 0] = index_X4 + 0; | |||
|  |                 this.triangles[index_X6 + 1] = index_X4 + 1; | |||
|  |                 this.triangles[index_X6 + 2] = index_X4 + 2; | |||
|  |                 this.triangles[index_X6 + 3] = index_X4 + 2; | |||
|  |                 this.triangles[index_X6 + 4] = index_X4 + 3; | |||
|  |                 this.triangles[index_X6 + 5] = index_X4 + 0; | |||
|  | 
 | |||
|  |                 index_X4 += 4; | |||
|  |                 index_X6 += 6; | |||
|  |             } | |||
|  | 
 | |||
|  |             // Pre-assign base vertex attributes. | |||
|  |             this.mesh.vertices = this.vertices; | |||
|  |             this.mesh.normals = this.normals; | |||
|  |             this.mesh.tangents = this.tangents; | |||
|  |             this.mesh.triangles = this.triangles; | |||
|  |             this.mesh.bounds = s_DefaultBounds; | |||
|  |             this.material = null; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Function to pre-allocate vertex attributes for a mesh of size X. | |||
|  |         /// </summary> | |||
|  |         /// <param name="mesh"></param> | |||
|  |         /// <param name="size"></param> | |||
|  |         /// <param name="isVolumetric"></param> | |||
|  |         public TMP_MeshInfo(Mesh mesh, int size, bool isVolumetric) | |||
|  |         { | |||
|  |             // Reference to the TMP Text Component. | |||
|  |             //this.textComponent = null; | |||
|  | 
 | |||
|  |             // Clear existing mesh data | |||
|  |             if (mesh == null) | |||
|  |                 mesh = new Mesh(); | |||
|  |             else | |||
|  |                 mesh.Clear(); | |||
|  | 
 | |||
|  |             this.mesh = mesh; | |||
|  | 
 | |||
|  |             int s0 = !isVolumetric ? 4 : 8; | |||
|  |             int s1 = !isVolumetric ? 6 : 36; | |||
|  | 
 | |||
|  |             // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh. | |||
|  |             size = Mathf.Min(size, 65532 / s0); | |||
|  | 
 | |||
|  |             int size_x_s0 = size * s0; | |||
|  |             int size_x_s1 = size * s1; | |||
|  | 
 | |||
|  |             this.vertexCount = 0; | |||
|  | 
 | |||
|  |             this.vertices = new Vector3[size_x_s0]; | |||
|  |             this.uvs0 = new Vector4[size_x_s0]; | |||
|  |             this.uvs2 = new Vector2[size_x_s0]; | |||
|  |             //this.uvs4 = new Vector2[sizeX8]; // SDF scale data | |||
|  |             this.colors32 = new Color32[size_x_s0]; | |||
|  | 
 | |||
|  |             this.normals = new Vector3[size_x_s0]; | |||
|  |             this.tangents = new Vector4[size_x_s0]; | |||
|  | 
 | |||
|  |             this.triangles = new int[size_x_s1]; | |||
|  | 
 | |||
|  |             int index_x_s0 = 0; | |||
|  |             int index_x_s1 = 0; | |||
|  |             while (index_x_s0 / s0 < size) | |||
|  |             { | |||
|  |                 for (int i = 0; i < s0; i++) | |||
|  |                 { | |||
|  |                     this.vertices[index_x_s0 + i] = Vector3.zero; | |||
|  |                     this.uvs0[index_x_s0 + i] = Vector2.zero; | |||
|  |                     this.uvs2[index_x_s0 + i] = Vector2.zero; | |||
|  |                     //this.uvs4[index_X4 + i] = Vector2.zero; | |||
|  |                     this.colors32[index_x_s0 + i] = s_DefaultColor; | |||
|  |                     this.normals[index_x_s0 + i] = s_DefaultNormal; | |||
|  |                     this.tangents[index_x_s0 + i] = s_DefaultTangent; | |||
|  |                 } | |||
|  | 
 | |||
|  |                 // Front Face | |||
|  |                 this.triangles[index_x_s1 + 0] = index_x_s0 + 0; | |||
|  |                 this.triangles[index_x_s1 + 1] = index_x_s0 + 1; | |||
|  |                 this.triangles[index_x_s1 + 2] = index_x_s0 + 2; | |||
|  |                 this.triangles[index_x_s1 + 3] = index_x_s0 + 2; | |||
|  |                 this.triangles[index_x_s1 + 4] = index_x_s0 + 3; | |||
|  |                 this.triangles[index_x_s1 + 5] = index_x_s0 + 0; | |||
|  | 
 | |||
|  |                 if (isVolumetric) | |||
|  |                 { | |||
|  |                     // Left Face | |||
|  |                     this.triangles[index_x_s1 + 6] = index_x_s0 + 4; | |||
|  |                     this.triangles[index_x_s1 + 7] = index_x_s0 + 5; | |||
|  |                     this.triangles[index_x_s1 + 8] = index_x_s0 + 1; | |||
|  |                     this.triangles[index_x_s1 + 9] = index_x_s0 + 1; | |||
|  |                     this.triangles[index_x_s1 + 10] = index_x_s0 + 0; | |||
|  |                     this.triangles[index_x_s1 + 11] = index_x_s0 + 4; | |||
|  | 
 | |||
|  |                     // Right Face | |||
|  |                     this.triangles[index_x_s1 + 12] = index_x_s0 + 3; | |||
|  |                     this.triangles[index_x_s1 + 13] = index_x_s0 + 2; | |||
|  |                     this.triangles[index_x_s1 + 14] = index_x_s0 + 6; | |||
|  |                     this.triangles[index_x_s1 + 15] = index_x_s0 + 6; | |||
|  |                     this.triangles[index_x_s1 + 16] = index_x_s0 + 7; | |||
|  |                     this.triangles[index_x_s1 + 17] = index_x_s0 + 3; | |||
|  | 
 | |||
|  |                     // Top Face | |||
|  |                     this.triangles[index_x_s1 + 18] = index_x_s0 + 1; | |||
|  |                     this.triangles[index_x_s1 + 19] = index_x_s0 + 5; | |||
|  |                     this.triangles[index_x_s1 + 20] = index_x_s0 + 6; | |||
|  |                     this.triangles[index_x_s1 + 21] = index_x_s0 + 6; | |||
|  |                     this.triangles[index_x_s1 + 22] = index_x_s0 + 2; | |||
|  |                     this.triangles[index_x_s1 + 23] = index_x_s0 + 1; | |||
|  | 
 | |||
|  |                     // Bottom Face | |||
|  |                     this.triangles[index_x_s1 + 24] = index_x_s0 + 4; | |||
|  |                     this.triangles[index_x_s1 + 25] = index_x_s0 + 0; | |||
|  |                     this.triangles[index_x_s1 + 26] = index_x_s0 + 3; | |||
|  |                     this.triangles[index_x_s1 + 27] = index_x_s0 + 3; | |||
|  |                     this.triangles[index_x_s1 + 28] = index_x_s0 + 7; | |||
|  |                     this.triangles[index_x_s1 + 29] = index_x_s0 + 4; | |||
|  | 
 | |||
|  |                     // Back Face | |||
|  |                     this.triangles[index_x_s1 + 30] = index_x_s0 + 7; | |||
|  |                     this.triangles[index_x_s1 + 31] = index_x_s0 + 6; | |||
|  |                     this.triangles[index_x_s1 + 32] = index_x_s0 + 5; | |||
|  |                     this.triangles[index_x_s1 + 33] = index_x_s0 + 5; | |||
|  |                     this.triangles[index_x_s1 + 34] = index_x_s0 + 4; | |||
|  |                     this.triangles[index_x_s1 + 35] = index_x_s0 + 7; | |||
|  |                 } | |||
|  | 
 | |||
|  |                 index_x_s0 += s0; | |||
|  |                 index_x_s1 += s1; | |||
|  |             } | |||
|  | 
 | |||
|  |             // Pre-assign base vertex attributes. | |||
|  |             this.mesh.vertices = this.vertices; | |||
|  |             this.mesh.normals = this.normals; | |||
|  |             this.mesh.tangents = this.tangents; | |||
|  |             this.mesh.triangles = this.triangles; | |||
|  |             this.mesh.bounds = s_DefaultBounds; | |||
|  |             this.material = null; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Function to resized the content of MeshData and re-assign normals, tangents and triangles. | |||
|  |         /// </summary> | |||
|  |         /// <param name="meshData"></param> | |||
|  |         /// <param name="size"></param> | |||
|  |         public void ResizeMeshInfo(int size) | |||
|  |         { | |||
|  |             // If the requested size will exceed the 16 bit mesh limit, switch mesh to use 32 bit. | |||
|  |             //if (size > 16383 && this.mesh.indexFormat == IndexFormat.UInt16) | |||
|  |             //    this.mesh.indexFormat = IndexFormat.UInt32; | |||
|  |             size = Mathf.Min(size, 16383); | |||
|  | 
 | |||
|  |             int size_X4 = size * 4; | |||
|  |             int size_X6 = size * 6; | |||
|  | 
 | |||
|  |             int previousSize = this.vertices.Length / 4; | |||
|  | 
 | |||
|  |             Array.Resize(ref this.vertices, size_X4); | |||
|  |             Array.Resize(ref this.normals, size_X4); | |||
|  |             Array.Resize(ref this.tangents, size_X4); | |||
|  | 
 | |||
|  |             Array.Resize(ref this.uvs0, size_X4); | |||
|  |             Array.Resize(ref this.uvs2, size_X4); | |||
|  |             //Array.Resize(ref this.uvs4, size_X4); | |||
|  | 
 | |||
|  |             Array.Resize(ref this.colors32, size_X4); | |||
|  | 
 | |||
|  |             Array.Resize(ref this.triangles, size_X6); | |||
|  | 
 | |||
|  | 
 | |||
|  |             // Re-assign Normals, Tangents and Triangles | |||
|  |             if (size <= previousSize) | |||
|  |             { | |||
|  |                 this.mesh.triangles = this.triangles; | |||
|  |                 this.mesh.vertices = this.vertices; | |||
|  |                 this.mesh.normals = this.normals; | |||
|  |                 this.mesh.tangents = this.tangents; | |||
|  | 
 | |||
|  |                 return; | |||
|  |             } | |||
|  | 
 | |||
|  |             for (int i = previousSize; i < size; i++) | |||
|  |             { | |||
|  |                 int index_X4 = i * 4; | |||
|  |                 int index_X6 = i * 6; | |||
|  | 
 | |||
|  |                 this.normals[0 + index_X4] = s_DefaultNormal; | |||
|  |                 this.normals[1 + index_X4] = s_DefaultNormal; | |||
|  |                 this.normals[2 + index_X4] = s_DefaultNormal; | |||
|  |                 this.normals[3 + index_X4] = s_DefaultNormal; | |||
|  | 
 | |||
|  |                 this.tangents[0 + index_X4] = s_DefaultTangent; | |||
|  |                 this.tangents[1 + index_X4] = s_DefaultTangent; | |||
|  |                 this.tangents[2 + index_X4] = s_DefaultTangent; | |||
|  |                 this.tangents[3 + index_X4] = s_DefaultTangent; | |||
|  | 
 | |||
|  |                 // Setup Triangles | |||
|  |                 this.triangles[0 + index_X6] = 0 + index_X4; | |||
|  |                 this.triangles[1 + index_X6] = 1 + index_X4; | |||
|  |                 this.triangles[2 + index_X6] = 2 + index_X4; | |||
|  |                 this.triangles[3 + index_X6] = 2 + index_X4; | |||
|  |                 this.triangles[4 + index_X6] = 3 + index_X4; | |||
|  |                 this.triangles[5 + index_X6] = 0 + index_X4; | |||
|  |             } | |||
|  | 
 | |||
|  |             this.mesh.vertices = this.vertices; | |||
|  |             this.mesh.normals = this.normals; | |||
|  |             this.mesh.tangents = this.tangents; | |||
|  |             this.mesh.triangles = this.triangles; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Function to resized the content of MeshData and re-assign normals, tangents and triangles. | |||
|  |         /// </summary> | |||
|  |         /// <param name="size"></param> | |||
|  |         /// <param name="isVolumetric"></param> | |||
|  |         public void ResizeMeshInfo(int size, bool isVolumetric) | |||
|  |         { | |||
|  |             int s0 = !isVolumetric ? 4 : 8; | |||
|  |             int s1 = !isVolumetric ? 6 : 36; | |||
|  | 
 | |||
|  |             // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh. | |||
|  |             size = Mathf.Min(size, 65532 / s0); | |||
|  | 
 | |||
|  |             int size_X4 = size * s0; | |||
|  |             int size_X6 = size * s1; | |||
|  | 
 | |||
|  |             int previousSize = this.vertices.Length / s0; | |||
|  | 
 | |||
|  |             Array.Resize(ref this.vertices, size_X4); | |||
|  |             Array.Resize(ref this.normals, size_X4); | |||
|  |             Array.Resize(ref this.tangents, size_X4); | |||
|  | 
 | |||
|  |             Array.Resize(ref this.uvs0, size_X4); | |||
|  |             Array.Resize(ref this.uvs2, size_X4); | |||
|  |             //Array.Resize(ref this.uvs4, size_X4); | |||
|  | 
 | |||
|  |             Array.Resize(ref this.colors32, size_X4); | |||
|  | 
 | |||
|  |             Array.Resize(ref this.triangles, size_X6); | |||
|  | 
 | |||
|  | 
 | |||
|  |             // Re-assign Normals, Tangents and Triangles | |||
|  |             if (size <= previousSize) | |||
|  |             { | |||
|  |                 this.mesh.triangles = this.triangles; | |||
|  |                 this.mesh.vertices = this.vertices; | |||
|  |                 this.mesh.normals = this.normals; | |||
|  |                 this.mesh.tangents = this.tangents; | |||
|  | 
 | |||
|  |                 return; | |||
|  |             } | |||
|  | 
 | |||
|  |             for (int i = previousSize; i < size; i++) | |||
|  |             { | |||
|  |                 int index_X4 = i * s0; | |||
|  |                 int index_X6 = i * s1; | |||
|  | 
 | |||
|  |                 this.normals[0 + index_X4] = s_DefaultNormal; | |||
|  |                 this.normals[1 + index_X4] = s_DefaultNormal; | |||
|  |                 this.normals[2 + index_X4] = s_DefaultNormal; | |||
|  |                 this.normals[3 + index_X4] = s_DefaultNormal; | |||
|  | 
 | |||
|  |                 this.tangents[0 + index_X4] = s_DefaultTangent; | |||
|  |                 this.tangents[1 + index_X4] = s_DefaultTangent; | |||
|  |                 this.tangents[2 + index_X4] = s_DefaultTangent; | |||
|  |                 this.tangents[3 + index_X4] = s_DefaultTangent; | |||
|  | 
 | |||
|  |                 if (isVolumetric) | |||
|  |                 { | |||
|  |                     this.normals[4 + index_X4] = s_DefaultNormal; | |||
|  |                     this.normals[5 + index_X4] = s_DefaultNormal; | |||
|  |                     this.normals[6 + index_X4] = s_DefaultNormal; | |||
|  |                     this.normals[7 + index_X4] = s_DefaultNormal; | |||
|  | 
 | |||
|  |                     this.tangents[4 + index_X4] = s_DefaultTangent; | |||
|  |                     this.tangents[5 + index_X4] = s_DefaultTangent; | |||
|  |                     this.tangents[6 + index_X4] = s_DefaultTangent; | |||
|  |                     this.tangents[7 + index_X4] = s_DefaultTangent; | |||
|  |                 } | |||
|  | 
 | |||
|  |                 // Setup Triangles | |||
|  |                 this.triangles[0 + index_X6] = 0 + index_X4; | |||
|  |                 this.triangles[1 + index_X6] = 1 + index_X4; | |||
|  |                 this.triangles[2 + index_X6] = 2 + index_X4; | |||
|  |                 this.triangles[3 + index_X6] = 2 + index_X4; | |||
|  |                 this.triangles[4 + index_X6] = 3 + index_X4; | |||
|  |                 this.triangles[5 + index_X6] = 0 + index_X4; | |||
|  | 
 | |||
|  |                 if (isVolumetric) | |||
|  |                 { | |||
|  |                     // Left Face | |||
|  |                     this.triangles[index_X6 + 6] = index_X4 + 4; | |||
|  |                     this.triangles[index_X6 + 7] = index_X4 + 5; | |||
|  |                     this.triangles[index_X6 + 8] = index_X4 + 1; | |||
|  |                     this.triangles[index_X6 + 9] = index_X4 + 1; | |||
|  |                     this.triangles[index_X6 + 10] = index_X4 + 0; | |||
|  |                     this.triangles[index_X6 + 11] = index_X4 + 4; | |||
|  | 
 | |||
|  |                     // Right Face | |||
|  |                     this.triangles[index_X6 + 12] = index_X4 + 3; | |||
|  |                     this.triangles[index_X6 + 13] = index_X4 + 2; | |||
|  |                     this.triangles[index_X6 + 14] = index_X4 + 6; | |||
|  |                     this.triangles[index_X6 + 15] = index_X4 + 6; | |||
|  |                     this.triangles[index_X6 + 16] = index_X4 + 7; | |||
|  |                     this.triangles[index_X6 + 17] = index_X4 + 3; | |||
|  | 
 | |||
|  |                     // Top Face | |||
|  |                     this.triangles[index_X6 + 18] = index_X4 + 1; | |||
|  |                     this.triangles[index_X6 + 19] = index_X4 + 5; | |||
|  |                     this.triangles[index_X6 + 20] = index_X4 + 6; | |||
|  |                     this.triangles[index_X6 + 21] = index_X4 + 6; | |||
|  |                     this.triangles[index_X6 + 22] = index_X4 + 2; | |||
|  |                     this.triangles[index_X6 + 23] = index_X4 + 1; | |||
|  | 
 | |||
|  |                     // Bottom Face | |||
|  |                     this.triangles[index_X6 + 24] = index_X4 + 4; | |||
|  |                     this.triangles[index_X6 + 25] = index_X4 + 0; | |||
|  |                     this.triangles[index_X6 + 26] = index_X4 + 3; | |||
|  |                     this.triangles[index_X6 + 27] = index_X4 + 3; | |||
|  |                     this.triangles[index_X6 + 28] = index_X4 + 7; | |||
|  |                     this.triangles[index_X6 + 29] = index_X4 + 4; | |||
|  | 
 | |||
|  |                     // Back Face | |||
|  |                     this.triangles[index_X6 + 30] = index_X4 + 7; | |||
|  |                     this.triangles[index_X6 + 31] = index_X4 + 6; | |||
|  |                     this.triangles[index_X6 + 32] = index_X4 + 5; | |||
|  |                     this.triangles[index_X6 + 33] = index_X4 + 5; | |||
|  |                     this.triangles[index_X6 + 34] = index_X4 + 4; | |||
|  |                     this.triangles[index_X6 + 35] = index_X4 + 7; | |||
|  |                 } | |||
|  |             } | |||
|  | 
 | |||
|  |             this.mesh.vertices = this.vertices; | |||
|  |             this.mesh.normals = this.normals; | |||
|  |             this.mesh.tangents = this.tangents; | |||
|  |             this.mesh.triangles = this.triangles; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Function to clear the vertices while preserving the Triangles, Normals and Tangents. | |||
|  |         /// </summary> | |||
|  |         public void Clear() | |||
|  |         { | |||
|  |             if (this.vertices == null) return; | |||
|  | 
 | |||
|  |             Array.Clear(this.vertices, 0, this.vertices.Length); | |||
|  |             this.vertexCount = 0; | |||
|  | 
 | |||
|  |             if (this.mesh != null) | |||
|  |                 this.mesh.vertices = this.vertices; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Function to clear the vertices while preserving the Triangles, Normals and Tangents. | |||
|  |         /// </summary> | |||
|  |         public void Clear(bool uploadChanges) | |||
|  |         { | |||
|  |             if (this.vertices == null) return; | |||
|  | 
 | |||
|  |             Array.Clear(this.vertices, 0, this.vertices.Length); | |||
|  |             this.vertexCount = 0; | |||
|  | 
 | |||
|  |             if (uploadChanges && this.mesh != null) | |||
|  |                 this.mesh.vertices = this.vertices; | |||
|  | 
 | |||
|  |             if (this.mesh != null) | |||
|  |                 this.mesh.bounds = s_DefaultBounds; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Function to clear the vertices while preserving the Triangles, Normals and Tangents. | |||
|  |         /// </summary> | |||
|  |         public void ClearUnusedVertices() | |||
|  |         { | |||
|  |             int length = vertices.Length - vertexCount; | |||
|  | 
 | |||
|  |             if (length > 0) | |||
|  |                 Array.Clear(vertices, vertexCount, length); | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Function used to mark unused vertices as degenerate. | |||
|  |         /// </summary> | |||
|  |         /// <param name="startIndex"></param> | |||
|  |         public void ClearUnusedVertices(int startIndex) | |||
|  |         { | |||
|  |             int length = this.vertices.Length - startIndex; | |||
|  | 
 | |||
|  |             if (length > 0) | |||
|  |                 Array.Clear(this.vertices, startIndex, length); | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Function used to mark unused vertices as degenerate an upload resulting data to the mesh. | |||
|  |         /// </summary> | |||
|  |         /// <param name="startIndex"></param> | |||
|  |         public void ClearUnusedVertices(int startIndex, bool updateMesh) | |||
|  |         { | |||
|  |             int length = this.vertices.Length - startIndex; | |||
|  | 
 | |||
|  |             if (length > 0) | |||
|  |                 Array.Clear(this.vertices, startIndex, length); | |||
|  | 
 | |||
|  |             if (updateMesh && mesh != null) | |||
|  |                 this.mesh.vertices = this.vertices; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         public void SortGeometry (VertexSortingOrder order) | |||
|  |         { | |||
|  |             switch (order) | |||
|  |             { | |||
|  |                 case VertexSortingOrder.Normal: | |||
|  |                     // Do nothing | |||
|  |                     break; | |||
|  |                 case VertexSortingOrder.Reverse: | |||
|  |                     int size = vertexCount / 4; | |||
|  |                     for (int i = 0; i < size; i++) | |||
|  |                     { | |||
|  |                         int src = i * 4; | |||
|  |                         int dst = (size - i - 1) * 4; | |||
|  | 
 | |||
|  |                         if (src < dst) | |||
|  |                             SwapVertexData(src, dst); | |||
|  | 
 | |||
|  |                     } | |||
|  |                     break; | |||
|  |                 //case VertexSortingOrder.Depth: | |||
|  |                 //    break; | |||
|  | 
 | |||
|  |             } | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Function to rearrange the quads of the text object to change their rendering order. | |||
|  |         /// </summary> | |||
|  |         /// <param name="sortingOrder"></param> | |||
|  |         public void SortGeometry(IList<int> sortingOrder) | |||
|  |         { | |||
|  |             // Make sure the sorting order array is not larger than the vertices array. | |||
|  |             int indexCount = sortingOrder.Count; | |||
|  | 
 | |||
|  |             if (indexCount * 4 > vertices.Length) return; | |||
|  | 
 | |||
|  |             int src_index; | |||
|  | 
 | |||
|  |             for (int dst_index = 0; dst_index < indexCount; dst_index++) | |||
|  |             { | |||
|  |                 src_index = sortingOrder[dst_index]; | |||
|  | 
 | |||
|  |                 while (src_index < dst_index) | |||
|  |                 { | |||
|  |                     src_index = sortingOrder[src_index]; | |||
|  |                 } | |||
|  | 
 | |||
|  |                 // Swap items | |||
|  |                 if (src_index != dst_index) | |||
|  |                     SwapVertexData(src_index * 4, dst_index * 4); | |||
|  | 
 | |||
|  |                 //Debug.Log("Swap element [" + dst_index + "] with [" + src_index + "]. Vertex[" + dst_index + "] is " + vertices[dst_index * 4].z); | |||
|  |             } | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Method to swap the vertex attributes between src and dst quads. | |||
|  |         /// </summary> | |||
|  |         /// <param name="src">Index of the first vertex attribute of the source character / quad.</param> | |||
|  |         /// <param name="dst">Index of the first vertex attribute of the destination character / quad.</param> | |||
|  |         public void SwapVertexData(int src, int dst) | |||
|  |         { | |||
|  |             int src_Index = src; //  * 4; | |||
|  |             int dst_Index = dst; // * 4; | |||
|  | 
 | |||
|  |             // Swap vertices | |||
|  |             Vector3 vertex; | |||
|  |             vertex = vertices[dst_Index + 0]; | |||
|  |             vertices[dst_Index + 0] = vertices[src_Index + 0]; | |||
|  |             vertices[src_Index + 0] = vertex; | |||
|  | 
 | |||
|  |             vertex = vertices[dst_Index + 1]; | |||
|  |             vertices[dst_Index + 1] = vertices[src_Index + 1]; | |||
|  |             vertices[src_Index + 1] = vertex; | |||
|  | 
 | |||
|  |             vertex = vertices[dst_Index + 2]; | |||
|  |             vertices[dst_Index + 2] = vertices[src_Index + 2]; | |||
|  |             vertices[src_Index + 2] = vertex; | |||
|  | 
 | |||
|  |             vertex = vertices[dst_Index + 3]; | |||
|  |             vertices[dst_Index + 3] = vertices[src_Index + 3]; | |||
|  |             vertices[src_Index + 3] = vertex; | |||
|  | 
 | |||
|  | 
 | |||
|  |             //Swap UVs0 | |||
|  |             Vector4 uvs; | |||
|  |             uvs = uvs0[dst_Index + 0]; | |||
|  |             uvs0[dst_Index + 0] = uvs0[src_Index + 0]; | |||
|  |             uvs0[src_Index + 0] = uvs; | |||
|  | 
 | |||
|  |             uvs = uvs0[dst_Index + 1]; | |||
|  |             uvs0[dst_Index + 1] = uvs0[src_Index + 1]; | |||
|  |             uvs0[src_Index + 1] = uvs; | |||
|  | 
 | |||
|  |             uvs = uvs0[dst_Index + 2]; | |||
|  |             uvs0[dst_Index + 2] = uvs0[src_Index + 2]; | |||
|  |             uvs0[src_Index + 2] = uvs; | |||
|  | 
 | |||
|  |             uvs = uvs0[dst_Index + 3]; | |||
|  |             uvs0[dst_Index + 3] = uvs0[src_Index + 3]; | |||
|  |             uvs0[src_Index + 3] = uvs; | |||
|  | 
 | |||
|  |             // Swap UVs2 | |||
|  |             uvs = uvs2[dst_Index + 0]; | |||
|  |             uvs2[dst_Index + 0] = uvs2[src_Index + 0]; | |||
|  |             uvs2[src_Index + 0] = uvs; | |||
|  | 
 | |||
|  |             uvs = uvs2[dst_Index + 1]; | |||
|  |             uvs2[dst_Index + 1] = uvs2[src_Index + 1]; | |||
|  |             uvs2[src_Index + 1] = uvs; | |||
|  | 
 | |||
|  |             uvs = uvs2[dst_Index + 2]; | |||
|  |             uvs2[dst_Index + 2] = uvs2[src_Index + 2]; | |||
|  |             uvs2[src_Index + 2] = uvs; | |||
|  | 
 | |||
|  |             uvs = uvs2[dst_Index + 3]; | |||
|  |             uvs2[dst_Index + 3] = uvs2[src_Index + 3]; | |||
|  |             uvs2[src_Index + 3] = uvs; | |||
|  | 
 | |||
|  |             // Vertex Colors | |||
|  |             Color32 color; | |||
|  |             color = colors32[dst_Index + 0]; | |||
|  |             colors32[dst_Index + 0] = colors32[src_Index + 0]; | |||
|  |             colors32[src_Index + 0] = color; | |||
|  | 
 | |||
|  |             color = colors32[dst_Index + 1]; | |||
|  |             colors32[dst_Index + 1] = colors32[src_Index + 1]; | |||
|  |             colors32[src_Index + 1] = color; | |||
|  | 
 | |||
|  |             color = colors32[dst_Index + 2]; | |||
|  |             colors32[dst_Index + 2] = colors32[src_Index + 2]; | |||
|  |             colors32[src_Index + 2] = color; | |||
|  | 
 | |||
|  |             color = colors32[dst_Index + 3]; | |||
|  |             colors32[dst_Index + 3] = colors32[src_Index + 3]; | |||
|  |             colors32[src_Index + 3] = color; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         //int Partition (int start, int end) | |||
|  |         //{ | |||
|  |         //    float pivot = vertices[end].z; | |||
|  | 
 | |||
|  |         //    int partitionIndex = start; | |||
|  |         //    for (int i = start; i < end; i++) | |||
|  |         //    { | |||
|  |         //        if (vertices[i].z <= pivot) | |||
|  |         //        { | |||
|  |         //            Swap(vertices[i], vertices[partitionIndex]); | |||
|  |         //            partitionIndex += 1; | |||
|  |         //        } | |||
|  |         //    } | |||
|  |         //    Swap(vertices[partitionIndex], vertices[end]); | |||
|  |         //    return partitionIndex; | |||
|  |         //} | |||
|  | 
 | |||
|  | 
 | |||
|  |         //void Swap(Vector3 a, Vector3 b) | |||
|  |         //{ | |||
|  |         //    Vector3 temp = a; | |||
|  |         //    a = b; | |||
|  |         //    b = a; | |||
|  |         //} | |||
|  | 
 | |||
|  |     } | |||
|  | } |