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using System.Collections.Generic;
using UnityEngine;

namespace NGS.MeshFusionPro;

public class SimpleMeshMoverSTD : ICombinedMeshMover
{
	private MeshDataListsSTD _meshData;

	public SimpleMeshMoverSTD(MeshDataListsSTD meshData)
	{
		_meshData = meshData;
	}

	public void MoveParts(IList<PartMoveInfo> moveInfos)
	{
		List<Vector3> vertices = _meshData.Vertices;
		List<Vector3> normals = _meshData.Normals;
		List<Vector4> tangents = _meshData.Tangents;
		List<Bounds> partsBounds = _meshData.PartsBounds;
		List<Bounds> partsBoundsLocal = _meshData.PartsBoundsLocal;
		Bounds bounds = _meshData.GetBounds();
		bounds.size = Vector3.zero;
		for (int i = 0; i < moveInfos.Count; i++)
		{
			PartMoveInfo partMoveInfo = moveInfos[i];
			int partIndex = partMoveInfo.partIndex;
			int vertexStart = partMoveInfo.vertexStart;
			int num = vertexStart + partMoveInfo.vertexCount;
			Matrix4x4 targetTransform = partMoveInfo.targetTransform;
			Matrix4x4 inverse = partMoveInfo.currentTransform.inverse;
			for (int j = vertexStart; j < num; j++)
			{
				Vector3 point = vertices[j];
				Vector3 vector = normals[j];
				Vector4 vector2 = tangents[j];
				float w = vector2.w;
				point = inverse.MultiplyPoint3x4(point);
				point = targetTransform.MultiplyPoint3x4(point);
				vector = inverse.MultiplyVector(vector);
				vector = targetTransform.MultiplyVector(vector);
				vector2 = inverse.MultiplyVector(vector2);
				vector2 = targetTransform.MultiplyVector(vector2);
				vector2.w = w;
				vertices[j] = point;
				normals[j] = vector;
				tangents[j] = vector2;
			}
			partsBounds[partIndex] = partsBoundsLocal[partIndex].Transform(targetTransform);
		}
		for (int k = 0; k < partsBounds.Count; k++)
		{
			bounds.Encapsulate(partsBounds[k]);
		}
		_meshData.Bounds = bounds;
	}

	public void ApplyData()
	{
		_meshData.ApplyDataToMesh();
	}
}