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using System;
using System.Collections.Generic;
using UnityEngine;
namespace NGS.MeshFusionPro;
public class CombinedMeshDataInternal : CombinedMeshData, IDisposable
{
private CombinedMesh _root;
private List<CombinedMeshPartInternal> _parts;
private int _vertexCount;
private int _trianglesCount;
private List<Bounds> _partsBounds;
private Bounds _boundingBox;
public override int PartsCount => _parts.Count;
public override int VertexCount => _vertexCount;
protected CombinedMesh Root => _root;
public void Initialize(CombinedMesh root)
{
_root = root;
_parts = new List<CombinedMeshPartInternal>();
OnInitialized();
}
public override Bounds GetBounds()
{
return _boundingBox;
}
public override Bounds GetBounds(CombinedMeshPart part)
{
return _partsBounds[part.Index];
}
public override IEnumerable<CombinedMeshPart> GetParts()
{
for (int i = 0; i < _parts.Count; i++)
{
yield return _parts[i];
}
}
public void Dispose()
{
OnDispose();
}
public CombinedMeshPart[] CreateParts(IList<MeshCombineInfo> infos)
{
CombinedMeshPart[] array = new CombinedMeshPart[infos.Count];
for (int i = 0; i < array.Length; i++)
{
MeshCombineInfo meshCombineInfo = infos[i];
Mesh mesh = meshCombineInfo.mesh;
Matrix4x4 transformMatrix = meshCombineInfo.transformMatrix;
int vertexCount = _vertexCount;
int vertexCount2 = meshCombineInfo.vertexCount;
int trianglesCount = _trianglesCount;
int trianglesCount2 = meshCombineInfo.trianglesCount;
CombinedMeshPartInternal combinedMeshPartInternal = new CombinedMeshPartInternal(_root, _parts.Count, vertexCount, vertexCount2, trianglesCount, trianglesCount2);
_parts.Add(combinedMeshPartInternal);
array[i] = combinedMeshPartInternal;
_vertexCount += vertexCount2;
_trianglesCount += trianglesCount2;
OnAddPart(combinedMeshPartInternal, mesh, transformMatrix);
}
OnMeshUpdated();
return array;
}
public void RemoveParts(IList<CombinedMeshPart> parts)
{
for (int i = 0; i < parts.Count; i++)
{
CombinedMeshPartInternal combinedMeshPartInternal = (CombinedMeshPartInternal)parts[i];
OnRemovePart(combinedMeshPartInternal);
int num = _parts.IndexOf(combinedMeshPartInternal);
int vertexCount = combinedMeshPartInternal.VertexCount;
int trianglesCount = combinedMeshPartInternal.TrianglesCount;
for (int j = num + 1; j < _parts.Count; j++)
{
CombinedMeshPartInternal combinedMeshPartInternal2 = _parts[j];
combinedMeshPartInternal2.Offset(newVertexStart: combinedMeshPartInternal2.VertexStart - vertexCount, newTrianglesStart: combinedMeshPartInternal2.TrianglesStart - trianglesCount, newIndex: combinedMeshPartInternal2.Index - 1);
}
_parts.Remove(combinedMeshPartInternal);
_vertexCount -= combinedMeshPartInternal.VertexCount;
_trianglesCount -= combinedMeshPartInternal.TrianglesCount;
}
OnMeshUpdated();
}
protected virtual void OnInitialized()
{
_partsBounds = new List<Bounds>();
}
protected virtual void OnAddPart(CombinedMeshPart part, Mesh mesh, Matrix4x4 transform)
{
_partsBounds.Add(mesh.bounds.Transform(transform));
}
protected virtual void OnRemovePart(CombinedMeshPart part)
{
_partsBounds.RemoveAt(part.Index);
}
protected virtual void OnMeshUpdated()
{
_boundingBox = _root.Mesh.bounds;
}
protected virtual void OnDispose()
{
}
}
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