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675 lines
24 KiB
675 lines
24 KiB
using UnityEngine; |
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using System; |
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using System.Linq; |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine.Rendering; |
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namespace TMPro |
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{ |
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public enum VertexSortingOrder { Normal, Reverse }; |
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/// <summary> |
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/// Structure which contains the vertex attributes (geometry) of the text object. |
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/// </summary> |
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public struct TMP_MeshInfo |
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{ |
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private static readonly Color32 s_DefaultColor = new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue); |
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private static readonly Vector3 s_DefaultNormal = new Vector3(0.0f, 0.0f, -1f); |
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private static readonly Vector4 s_DefaultTangent = new Vector4(-1f, 0.0f, 0.0f, 1f); |
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private static readonly Bounds s_DefaultBounds = new Bounds(); |
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public Mesh mesh; |
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public int vertexCount; |
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public Vector3[] vertices; |
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public Vector3[] normals; |
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public Vector4[] tangents; |
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public Vector2[] uvs0; |
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public Vector2[] uvs2; |
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//public Vector2[] uvs4; |
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public Color32[] colors32; |
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public int[] triangles; |
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public Material material; |
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/// <summary> |
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/// Function to pre-allocate vertex attributes for a mesh of size X. |
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/// </summary> |
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/// <param name="mesh"></param> |
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/// <param name="size"></param> |
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public TMP_MeshInfo(Mesh mesh, int size) |
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{ |
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// Reference to the TMP Text Component. |
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//this.textComponent = null; |
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// Clear existing mesh data |
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if (mesh == null) |
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mesh = new Mesh(); |
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else |
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mesh.Clear(); |
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this.mesh = mesh; |
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// Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh. |
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size = Mathf.Min(size, 16383); |
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int sizeX4 = size * 4; |
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int sizeX6 = size * 6; |
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this.vertexCount = 0; |
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this.vertices = new Vector3[sizeX4]; |
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this.uvs0 = new Vector2[sizeX4]; |
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this.uvs2 = new Vector2[sizeX4]; |
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//this.uvs4 = new Vector2[sizeX4]; // SDF scale data |
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this.colors32 = new Color32[sizeX4]; |
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this.normals = new Vector3[sizeX4]; |
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this.tangents = new Vector4[sizeX4]; |
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this.triangles = new int[sizeX6]; |
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int index_X6 = 0; |
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int index_X4 = 0; |
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while (index_X4 / 4 < size) |
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{ |
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for (int i = 0; i < 4; i++) |
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{ |
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this.vertices[index_X4 + i] = Vector3.zero; |
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this.uvs0[index_X4 + i] = Vector2.zero; |
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this.uvs2[index_X4 + i] = Vector2.zero; |
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//this.uvs4[index_X4 + i] = Vector2.zero; |
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this.colors32[index_X4 + i] = s_DefaultColor; |
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this.normals[index_X4 + i] = s_DefaultNormal; |
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this.tangents[index_X4 + i] = s_DefaultTangent; |
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} |
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this.triangles[index_X6 + 0] = index_X4 + 0; |
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this.triangles[index_X6 + 1] = index_X4 + 1; |
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this.triangles[index_X6 + 2] = index_X4 + 2; |
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this.triangles[index_X6 + 3] = index_X4 + 2; |
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this.triangles[index_X6 + 4] = index_X4 + 3; |
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this.triangles[index_X6 + 5] = index_X4 + 0; |
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index_X4 += 4; |
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index_X6 += 6; |
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} |
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// Pre-assign base vertex attributes. |
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this.mesh.vertices = this.vertices; |
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this.mesh.normals = this.normals; |
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this.mesh.tangents = this.tangents; |
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this.mesh.triangles = this.triangles; |
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this.mesh.bounds = s_DefaultBounds; |
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this.material = null; |
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} |
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/// <summary> |
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/// Function to pre-allocate vertex attributes for a mesh of size X. |
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/// </summary> |
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/// <param name="mesh"></param> |
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/// <param name="size"></param> |
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/// <param name="isVolumetric"></param> |
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public TMP_MeshInfo(Mesh mesh, int size, bool isVolumetric) |
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{ |
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// Reference to the TMP Text Component. |
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//this.textComponent = null; |
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// Clear existing mesh data |
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if (mesh == null) |
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mesh = new Mesh(); |
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else |
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mesh.Clear(); |
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this.mesh = mesh; |
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int s0 = !isVolumetric ? 4 : 8; |
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int s1 = !isVolumetric ? 6 : 36; |
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// Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh. |
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size = Mathf.Min(size, 65532 / s0); |
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int size_x_s0 = size * s0; |
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int size_x_s1 = size * s1; |
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this.vertexCount = 0; |
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this.vertices = new Vector3[size_x_s0]; |
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this.uvs0 = new Vector2[size_x_s0]; |
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this.uvs2 = new Vector2[size_x_s0]; |
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//this.uvs4 = new Vector2[sizeX8]; // SDF scale data |
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this.colors32 = new Color32[size_x_s0]; |
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this.normals = new Vector3[size_x_s0]; |
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this.tangents = new Vector4[size_x_s0]; |
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this.triangles = new int[size_x_s1]; |
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int index_x_s0 = 0; |
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int index_x_s1 = 0; |
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while (index_x_s0 / s0 < size) |
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{ |
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for (int i = 0; i < s0; i++) |
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{ |
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this.vertices[index_x_s0 + i] = Vector3.zero; |
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this.uvs0[index_x_s0 + i] = Vector2.zero; |
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this.uvs2[index_x_s0 + i] = Vector2.zero; |
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//this.uvs4[index_X4 + i] = Vector2.zero; |
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this.colors32[index_x_s0 + i] = s_DefaultColor; |
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this.normals[index_x_s0 + i] = s_DefaultNormal; |
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this.tangents[index_x_s0 + i] = s_DefaultTangent; |
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} |
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// Front Face |
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this.triangles[index_x_s1 + 0] = index_x_s0 + 0; |
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this.triangles[index_x_s1 + 1] = index_x_s0 + 1; |
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this.triangles[index_x_s1 + 2] = index_x_s0 + 2; |
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this.triangles[index_x_s1 + 3] = index_x_s0 + 2; |
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this.triangles[index_x_s1 + 4] = index_x_s0 + 3; |
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this.triangles[index_x_s1 + 5] = index_x_s0 + 0; |
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if (isVolumetric) |
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{ |
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// Left Face |
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this.triangles[index_x_s1 + 6] = index_x_s0 + 4; |
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this.triangles[index_x_s1 + 7] = index_x_s0 + 5; |
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this.triangles[index_x_s1 + 8] = index_x_s0 + 1; |
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this.triangles[index_x_s1 + 9] = index_x_s0 + 1; |
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this.triangles[index_x_s1 + 10] = index_x_s0 + 0; |
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this.triangles[index_x_s1 + 11] = index_x_s0 + 4; |
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// Right Face |
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this.triangles[index_x_s1 + 12] = index_x_s0 + 3; |
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this.triangles[index_x_s1 + 13] = index_x_s0 + 2; |
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this.triangles[index_x_s1 + 14] = index_x_s0 + 6; |
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this.triangles[index_x_s1 + 15] = index_x_s0 + 6; |
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this.triangles[index_x_s1 + 16] = index_x_s0 + 7; |
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this.triangles[index_x_s1 + 17] = index_x_s0 + 3; |
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// Top Face |
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this.triangles[index_x_s1 + 18] = index_x_s0 + 1; |
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this.triangles[index_x_s1 + 19] = index_x_s0 + 5; |
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this.triangles[index_x_s1 + 20] = index_x_s0 + 6; |
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this.triangles[index_x_s1 + 21] = index_x_s0 + 6; |
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this.triangles[index_x_s1 + 22] = index_x_s0 + 2; |
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this.triangles[index_x_s1 + 23] = index_x_s0 + 1; |
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// Bottom Face |
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this.triangles[index_x_s1 + 24] = index_x_s0 + 4; |
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this.triangles[index_x_s1 + 25] = index_x_s0 + 0; |
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this.triangles[index_x_s1 + 26] = index_x_s0 + 3; |
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this.triangles[index_x_s1 + 27] = index_x_s0 + 3; |
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this.triangles[index_x_s1 + 28] = index_x_s0 + 7; |
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this.triangles[index_x_s1 + 29] = index_x_s0 + 4; |
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// Back Face |
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this.triangles[index_x_s1 + 30] = index_x_s0 + 7; |
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this.triangles[index_x_s1 + 31] = index_x_s0 + 6; |
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this.triangles[index_x_s1 + 32] = index_x_s0 + 5; |
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this.triangles[index_x_s1 + 33] = index_x_s0 + 5; |
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this.triangles[index_x_s1 + 34] = index_x_s0 + 4; |
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this.triangles[index_x_s1 + 35] = index_x_s0 + 7; |
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} |
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index_x_s0 += s0; |
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index_x_s1 += s1; |
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} |
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// Pre-assign base vertex attributes. |
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this.mesh.vertices = this.vertices; |
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this.mesh.normals = this.normals; |
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this.mesh.tangents = this.tangents; |
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this.mesh.triangles = this.triangles; |
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this.mesh.bounds = s_DefaultBounds; |
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this.material = null; |
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} |
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/// <summary> |
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/// Function to resized the content of MeshData and re-assign normals, tangents and triangles. |
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/// </summary> |
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/// <param name="meshData"></param> |
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/// <param name="size"></param> |
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public void ResizeMeshInfo(int size) |
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{ |
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// If the requested size will exceed the 16 bit mesh limit, switch mesh to use 32 bit. |
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//if (size > 16383 && this.mesh.indexFormat == IndexFormat.UInt16) |
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// this.mesh.indexFormat = IndexFormat.UInt32; |
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size = Mathf.Min(size, 16383); |
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int size_X4 = size * 4; |
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int size_X6 = size * 6; |
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int previousSize = this.vertices.Length / 4; |
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Array.Resize(ref this.vertices, size_X4); |
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Array.Resize(ref this.normals, size_X4); |
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Array.Resize(ref this.tangents, size_X4); |
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Array.Resize(ref this.uvs0, size_X4); |
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Array.Resize(ref this.uvs2, size_X4); |
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//Array.Resize(ref this.uvs4, size_X4); |
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Array.Resize(ref this.colors32, size_X4); |
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Array.Resize(ref this.triangles, size_X6); |
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// Re-assign Normals, Tangents and Triangles |
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if (size <= previousSize) |
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{ |
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this.mesh.triangles = this.triangles; |
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this.mesh.vertices = this.vertices; |
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this.mesh.normals = this.normals; |
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this.mesh.tangents = this.tangents; |
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return; |
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} |
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for (int i = previousSize; i < size; i++) |
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{ |
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int index_X4 = i * 4; |
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int index_X6 = i * 6; |
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this.normals[0 + index_X4] = s_DefaultNormal; |
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this.normals[1 + index_X4] = s_DefaultNormal; |
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this.normals[2 + index_X4] = s_DefaultNormal; |
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this.normals[3 + index_X4] = s_DefaultNormal; |
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this.tangents[0 + index_X4] = s_DefaultTangent; |
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this.tangents[1 + index_X4] = s_DefaultTangent; |
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this.tangents[2 + index_X4] = s_DefaultTangent; |
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this.tangents[3 + index_X4] = s_DefaultTangent; |
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// Setup Triangles |
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this.triangles[0 + index_X6] = 0 + index_X4; |
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this.triangles[1 + index_X6] = 1 + index_X4; |
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this.triangles[2 + index_X6] = 2 + index_X4; |
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this.triangles[3 + index_X6] = 2 + index_X4; |
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this.triangles[4 + index_X6] = 3 + index_X4; |
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this.triangles[5 + index_X6] = 0 + index_X4; |
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} |
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this.mesh.vertices = this.vertices; |
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this.mesh.normals = this.normals; |
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this.mesh.tangents = this.tangents; |
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this.mesh.triangles = this.triangles; |
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} |
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/// <summary> |
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/// Function to resized the content of MeshData and re-assign normals, tangents and triangles. |
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/// </summary> |
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/// <param name="size"></param> |
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/// <param name="isVolumetric"></param> |
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public void ResizeMeshInfo(int size, bool isVolumetric) |
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{ |
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int s0 = !isVolumetric ? 4 : 8; |
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int s1 = !isVolumetric ? 6 : 36; |
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// Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh. |
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size = Mathf.Min(size, 65532 / s0); |
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int size_X4 = size * s0; |
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int size_X6 = size * s1; |
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int previousSize = this.vertices.Length / s0; |
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Array.Resize(ref this.vertices, size_X4); |
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Array.Resize(ref this.normals, size_X4); |
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Array.Resize(ref this.tangents, size_X4); |
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Array.Resize(ref this.uvs0, size_X4); |
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Array.Resize(ref this.uvs2, size_X4); |
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//Array.Resize(ref this.uvs4, size_X4); |
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Array.Resize(ref this.colors32, size_X4); |
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Array.Resize(ref this.triangles, size_X6); |
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// Re-assign Normals, Tangents and Triangles |
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if (size <= previousSize) |
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{ |
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this.mesh.triangles = this.triangles; |
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this.mesh.vertices = this.vertices; |
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this.mesh.normals = this.normals; |
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this.mesh.tangents = this.tangents; |
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return; |
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} |
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for (int i = previousSize; i < size; i++) |
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{ |
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int index_X4 = i * s0; |
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int index_X6 = i * s1; |
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this.normals[0 + index_X4] = s_DefaultNormal; |
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this.normals[1 + index_X4] = s_DefaultNormal; |
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this.normals[2 + index_X4] = s_DefaultNormal; |
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this.normals[3 + index_X4] = s_DefaultNormal; |
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this.tangents[0 + index_X4] = s_DefaultTangent; |
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this.tangents[1 + index_X4] = s_DefaultTangent; |
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this.tangents[2 + index_X4] = s_DefaultTangent; |
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this.tangents[3 + index_X4] = s_DefaultTangent; |
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if (isVolumetric) |
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{ |
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this.normals[4 + index_X4] = s_DefaultNormal; |
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this.normals[5 + index_X4] = s_DefaultNormal; |
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this.normals[6 + index_X4] = s_DefaultNormal; |
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this.normals[7 + index_X4] = s_DefaultNormal; |
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this.tangents[4 + index_X4] = s_DefaultTangent; |
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this.tangents[5 + index_X4] = s_DefaultTangent; |
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this.tangents[6 + index_X4] = s_DefaultTangent; |
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this.tangents[7 + index_X4] = s_DefaultTangent; |
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} |
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// Setup Triangles |
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this.triangles[0 + index_X6] = 0 + index_X4; |
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this.triangles[1 + index_X6] = 1 + index_X4; |
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this.triangles[2 + index_X6] = 2 + index_X4; |
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this.triangles[3 + index_X6] = 2 + index_X4; |
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this.triangles[4 + index_X6] = 3 + index_X4; |
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this.triangles[5 + index_X6] = 0 + index_X4; |
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if (isVolumetric) |
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{ |
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// Left Face |
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this.triangles[index_X6 + 6] = index_X4 + 4; |
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this.triangles[index_X6 + 7] = index_X4 + 5; |
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this.triangles[index_X6 + 8] = index_X4 + 1; |
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this.triangles[index_X6 + 9] = index_X4 + 1; |
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this.triangles[index_X6 + 10] = index_X4 + 0; |
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this.triangles[index_X6 + 11] = index_X4 + 4; |
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// Right Face |
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this.triangles[index_X6 + 12] = index_X4 + 3; |
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this.triangles[index_X6 + 13] = index_X4 + 2; |
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this.triangles[index_X6 + 14] = index_X4 + 6; |
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this.triangles[index_X6 + 15] = index_X4 + 6; |
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this.triangles[index_X6 + 16] = index_X4 + 7; |
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this.triangles[index_X6 + 17] = index_X4 + 3; |
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// Top Face |
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this.triangles[index_X6 + 18] = index_X4 + 1; |
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this.triangles[index_X6 + 19] = index_X4 + 5; |
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this.triangles[index_X6 + 20] = index_X4 + 6; |
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this.triangles[index_X6 + 21] = index_X4 + 6; |
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this.triangles[index_X6 + 22] = index_X4 + 2; |
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this.triangles[index_X6 + 23] = index_X4 + 1; |
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// Bottom Face |
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this.triangles[index_X6 + 24] = index_X4 + 4; |
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this.triangles[index_X6 + 25] = index_X4 + 0; |
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this.triangles[index_X6 + 26] = index_X4 + 3; |
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this.triangles[index_X6 + 27] = index_X4 + 3; |
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this.triangles[index_X6 + 28] = index_X4 + 7; |
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this.triangles[index_X6 + 29] = index_X4 + 4; |
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// Back Face |
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this.triangles[index_X6 + 30] = index_X4 + 7; |
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this.triangles[index_X6 + 31] = index_X4 + 6; |
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this.triangles[index_X6 + 32] = index_X4 + 5; |
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this.triangles[index_X6 + 33] = index_X4 + 5; |
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this.triangles[index_X6 + 34] = index_X4 + 4; |
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this.triangles[index_X6 + 35] = index_X4 + 7; |
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} |
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} |
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this.mesh.vertices = this.vertices; |
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this.mesh.normals = this.normals; |
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this.mesh.tangents = this.tangents; |
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this.mesh.triangles = this.triangles; |
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} |
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/// <summary> |
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/// Function to clear the vertices while preserving the Triangles, Normals and Tangents. |
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/// </summary> |
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public void Clear() |
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{ |
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if (this.vertices == null) return; |
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Array.Clear(this.vertices, 0, this.vertices.Length); |
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this.vertexCount = 0; |
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if (this.mesh != null) |
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this.mesh.vertices = this.vertices; |
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} |
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/// <summary> |
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/// Function to clear the vertices while preserving the Triangles, Normals and Tangents. |
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/// </summary> |
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public void Clear(bool uploadChanges) |
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{ |
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if (this.vertices == null) return; |
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Array.Clear(this.vertices, 0, this.vertices.Length); |
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this.vertexCount = 0; |
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if (uploadChanges && this.mesh != null) |
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this.mesh.vertices = this.vertices; |
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if (this.mesh != null) |
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this.mesh.bounds = s_DefaultBounds; |
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} |
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/// <summary> |
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/// Function to clear the vertices while preserving the Triangles, Normals and Tangents. |
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/// </summary> |
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public void ClearUnusedVertices() |
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{ |
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int length = vertices.Length - vertexCount; |
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if (length > 0) |
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Array.Clear(vertices, vertexCount, length); |
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} |
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/// <summary> |
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/// Function used to mark unused vertices as degenerate. |
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/// </summary> |
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/// <param name="startIndex"></param> |
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public void ClearUnusedVertices(int startIndex) |
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{ |
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int length = this.vertices.Length - startIndex; |
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if (length > 0) |
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Array.Clear(this.vertices, startIndex, length); |
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} |
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/// <summary> |
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/// Function used to mark unused vertices as degenerate an upload resulting data to the mesh. |
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/// </summary> |
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/// <param name="startIndex"></param> |
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public void ClearUnusedVertices(int startIndex, bool updateMesh) |
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{ |
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int length = this.vertices.Length - startIndex; |
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if (length > 0) |
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Array.Clear(this.vertices, startIndex, length); |
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|
|
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 |
|
Vector2 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; |
|
//} |
|
|
|
} |
|
}
|
|
|