rimworld-animation-studio/Library/PackageCache/com.unity.2d.spriteshape@3.0.14/Runtime/SpriteShapeGeometryCache.cs
2022-09-13 00:36:34 -05:00

155 lines
5.1 KiB
C#

using System;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.U2D;
using Unity.Collections;
[Serializable]
internal struct SpriteShapeGeometryInfo
{
[SerializeField]
internal int geomIndex;
[SerializeField]
internal int indexCount;
[SerializeField]
internal int vertexCount;
[SerializeField]
internal int spriteIndex;
}
// Simple Cache for SpriteShape Geometry Data.
[AddComponentMenu("")]
internal class SpriteShapeGeometryCache : MonoBehaviour
{
// Serialized Data.
[SerializeField]
[HideInInspector]
int m_MaxArrayCount;
[SerializeField]
[HideInInspector]
Vector3[] m_PosArray = null;
[SerializeField]
[HideInInspector]
Vector2[] m_Uv0Array = null;
[SerializeField]
[HideInInspector]
Vector4[] m_TanArray = null;
[SerializeField]
[HideInInspector]
ushort[] m_IndexArray = null;
[SerializeField]
[HideInInspector]
SpriteShapeGeometryInfo[] m_GeomArray = null;
// Update set.
bool m_RequiresUpdate = false;
bool m_RequiresUpload = false;
NativeSlice<Vector3> m_PosArrayCache;
NativeSlice<Vector2> m_Uv0ArrayCache;
NativeSlice<Vector4> m_TanArrayCache;
NativeArray<ushort> m_IndexArrayCache;
NativeArray<UnityEngine.U2D.SpriteShapeSegment> m_GeomArrayCache;
internal int maxArrayCount
{
get { return m_MaxArrayCount; }
}
void OnEnable()
{
m_RequiresUpload = true;
m_RequiresUpdate = false;
}
// Set Geometry Cache.
internal void SetGeometryCache(int _maxArrayCount, NativeSlice<Vector3> _posArray, NativeSlice<Vector2> _uv0Array, NativeSlice<Vector4> _tanArray, NativeArray<ushort> _indexArray, NativeArray<UnityEngine.U2D.SpriteShapeSegment> _geomArray)
{
m_RequiresUpdate = true;
m_PosArrayCache = _posArray;
m_Uv0ArrayCache = _uv0Array;
m_TanArrayCache = _tanArray;
m_GeomArrayCache = _geomArray;
m_IndexArrayCache = _indexArray;
m_MaxArrayCount = _maxArrayCount;
}
// Update GeometryCache.
internal void UpdateGeometryCache()
{
bool updateCache = m_RequiresUpdate && m_GeomArrayCache.IsCreated;
updateCache = updateCache && m_IndexArrayCache.IsCreated;
if (updateCache)
{
int geomCount = 0;
int indexCount = 0;
int vertexCount = 0;
for (int i = 0; (i < m_GeomArrayCache.Length); ++i)
{
var geom = m_GeomArrayCache[i];
indexCount += geom.indexCount;
vertexCount += geom.vertexCount;
if (geom.vertexCount > 0)
geomCount = i + 1;
}
m_GeomArray = new SpriteShapeGeometryInfo[geomCount];
NativeArray<SpriteShapeGeometryInfo> geomInfoArray = m_GeomArrayCache.Reinterpret<SpriteShapeGeometryInfo>();
SpriteShapeCopyUtility<SpriteShapeGeometryInfo>.Copy(m_GeomArray, geomInfoArray, geomCount);
m_PosArray = new Vector3[vertexCount];
m_Uv0Array = new Vector2[vertexCount];
m_TanArray = new Vector4[m_TanArrayCache.Length];
m_IndexArray = new ushort[indexCount];
SpriteShapeCopyUtility<Vector3>.Copy(m_PosArray, m_PosArrayCache, vertexCount);
SpriteShapeCopyUtility<Vector2>.Copy(m_Uv0Array, m_Uv0ArrayCache, vertexCount);
SpriteShapeCopyUtility<Vector4>.Copy(m_TanArray, m_TanArrayCache, m_TanArrayCache.Length);
SpriteShapeCopyUtility<ushort>.Copy(m_IndexArray, m_IndexArrayCache, indexCount);
m_MaxArrayCount = (vertexCount > indexCount) ? vertexCount : indexCount;
m_RequiresUpdate = false;
}
}
internal JobHandle Upload(SpriteShapeRenderer sr, SpriteShapeController sc)
{
JobHandle jobHandle = (default);
if (m_RequiresUpload)
{
// Update Geometries.
NativeArray<SpriteShapeSegment> geomArray = sr.GetSegments(m_GeomArray.Length);
NativeArray<SpriteShapeGeometryInfo> geomInfoArray = geomArray.Reinterpret<SpriteShapeGeometryInfo>();
geomInfoArray.CopyFrom(m_GeomArray);
// Update Mesh Data.
NativeSlice<Vector3> posArray;
NativeSlice<Vector2> uv0Array;
NativeArray<ushort> indexArray;
if (sc.enableTangents)
{
NativeSlice<Vector4> tanArray;
sr.GetChannels(m_MaxArrayCount, out indexArray, out posArray, out uv0Array, out tanArray);
SpriteShapeCopyUtility<Vector4>.Copy(tanArray, m_TanArray, m_TanArray.Length);
}
else
{
sr.GetChannels(m_MaxArrayCount, out indexArray, out posArray, out uv0Array);
}
SpriteShapeCopyUtility<Vector3>.Copy(posArray, m_PosArray, m_PosArray.Length);
SpriteShapeCopyUtility<Vector2>.Copy(uv0Array, m_Uv0Array, m_Uv0Array.Length);
SpriteShapeCopyUtility<ushort>.Copy(indexArray, m_IndexArray, m_IndexArray.Length);
sr.Prepare(jobHandle, sc.spriteShapeParameters, sc.spriteArray);
m_RequiresUpload = false;
}
return jobHandle;
}
}