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using System;
using System.Collections.Generic;
namespace UnityEngine.UI
{
public class VertexHelper : IDisposable
{
//c ¸Ä³Épublic·½±ã¿´
/*private*/ public List<Vector3> m_Positions = ListPool<Vector3>.Get();
/*private*/ public List<Color32> m_Colors = ListPool<Color32>.Get();
/*private*/ public List<Vector2> m_Uv0S = ListPool<Vector2>.Get();
/*private*/ public List<Vector2> m_Uv1S = ListPool<Vector2>.Get();
/*private*/ public List<Vector2> m_Uv2S = ListPool<Vector2>.Get();
/*private*/ public List<Vector2> m_Uv3S = ListPool<Vector2>.Get();
/*private*/ public List<Vector3> m_Normals = ListPool<Vector3>.Get();
/*private*/ public List<Vector4> m_Tangents = ListPool<Vector4>.Get();
/*private*/ public List<int> m_Indices = ListPool<int>.Get();
private static readonly Vector4 s_DefaultTangent = new Vector4(1.0f, 0.0f, 0.0f, -1.0f);
private static readonly Vector3 s_DefaultNormal = Vector3.back;
public VertexHelper()
{}
public VertexHelper(Mesh m)
{
m_Positions.AddRange(m.vertices);
m_Colors.AddRange(m.colors32);
m_Uv0S.AddRange(m.uv);
m_Uv1S.AddRange(m.uv2);
m_Uv2S.AddRange(m.uv3);
m_Uv3S.AddRange(m.uv4);
m_Normals.AddRange(m.normals);
m_Tangents.AddRange(m.tangents);
m_Indices.AddRange(m.GetIndices(0));
}
public void Clear()
{
m_Positions.Clear();
m_Colors.Clear();
m_Uv0S.Clear();
m_Uv1S.Clear();
m_Uv2S.Clear();
m_Uv3S.Clear();
m_Normals.Clear();
m_Tangents.Clear();
m_Indices.Clear();
}
public int currentVertCount
{
get { return m_Positions.Count; }
}
public int currentIndexCount
{
get { return m_Indices.Count; }
}
public void PopulateUIVertex(ref UIVertex vertex, int i)
{
vertex.position = m_Positions[i];
vertex.color = m_Colors[i];
vertex.uv0 = m_Uv0S[i];
vertex.uv1 = m_Uv1S[i];
vertex.uv2 = m_Uv2S[i];
vertex.uv3 = m_Uv3S[i];
vertex.normal = m_Normals[i];
vertex.tangent = m_Tangents[i];
}
public void SetUIVertex(UIVertex vertex, int i)
{
m_Positions[i] = vertex.position;
m_Colors[i] = vertex.color;
m_Uv0S[i] = vertex.uv0;
m_Uv1S[i] = vertex.uv1;
m_Uv2S[i] = vertex.uv2;
m_Uv3S[i] = vertex.uv3;
m_Normals[i] = vertex.normal;
m_Tangents[i] = vertex.tangent;
}
public void FillMesh(Mesh mesh)
{
mesh.Clear();
if (m_Positions.Count >= 65000)
throw new ArgumentException("Mesh can not have more than 65000 vertices");
mesh.SetVertices(m_Positions);
mesh.SetColors(m_Colors);
mesh.SetUVs(0, m_Uv0S);
mesh.SetUVs(1, m_Uv1S);
mesh.SetUVs(2, m_Uv2S);
mesh.SetUVs(3, m_Uv3S);
mesh.SetNormals(m_Normals);
mesh.SetTangents(m_Tangents);
mesh.SetTriangles(m_Indices, 0);
mesh.RecalculateBounds();
}
public void Dispose()
{
ListPool<Vector3>.Release(m_Positions);
ListPool<Color32>.Release(m_Colors);
ListPool<Vector2>.Release(m_Uv0S);
ListPool<Vector2>.Release(m_Uv1S);
ListPool<Vector2>.Release(m_Uv2S);
ListPool<Vector2>.Release(m_Uv3S);
ListPool<Vector3>.Release(m_Normals);
ListPool<Vector4>.Release(m_Tangents);
ListPool<int>.Release(m_Indices);
m_Positions = null;
m_Colors = null;
m_Uv0S = null;
m_Uv1S = null;
m_Uv2S = null;
m_Uv3S = null;
m_Normals = null;
m_Tangents = null;
m_Indices = null;
}
public void AddVert(Vector3 position, Color32 color, Vector2 uv0, Vector2 uv1, Vector3 normal, Vector4 tangent)
{
m_Positions.Add(position);
m_Colors.Add(color);
m_Uv0S.Add(uv0);
m_Uv1S.Add(uv1);
m_Uv2S.Add(Vector2.zero);
m_Uv3S.Add(Vector2.zero);
m_Normals.Add(normal);
m_Tangents.Add(tangent);
}
public void AddVert(Vector3 position, Color32 color, Vector2 uv0)
{
AddVert(position, color, uv0, Vector2.zero, s_DefaultNormal, s_DefaultTangent);
}
public void AddVert(UIVertex v)
{
AddVert(v.position, v.color, v.uv0, v.uv1, v.normal, v.tangent);
}
public void AddTriangle(int idx0, int idx1, int idx2)
{
m_Indices.Add(idx0);
m_Indices.Add(idx1);
m_Indices.Add(idx2);
}
public void AddUIVertexQuad(UIVertex[] verts)
{
int startIndex = currentVertCount;
for (int i = 0; i < 4; i++)
AddVert(verts[i].position, verts[i].color, verts[i].uv0, verts[i].uv1, verts[i].normal, verts[i].tangent);
AddTriangle(startIndex, startIndex + 1, startIndex + 2);
AddTriangle(startIndex + 2, startIndex + 3, startIndex);
}
public void AddUIVertexStream(List<UIVertex> verts, List<int> indices)
{
if (verts != null)
{
CanvasRenderer.AddUIVertexStream(verts, m_Positions, m_Colors, m_Uv0S, m_Uv1S, m_Uv2S, m_Uv3S, m_Normals, m_Tangents);
}
if (indices != null)
{
m_Indices.AddRange(indices);
}
}
public void AddUIVertexTriangleStream(List<UIVertex> verts)
{
if (verts == null)
return;
CanvasRenderer.SplitUIVertexStreams(verts, m_Positions, m_Colors, m_Uv0S, m_Uv1S, m_Uv2S, m_Uv3S, m_Normals, m_Tangents, m_Indices);
}
public void GetUIVertexStream(List<UIVertex> stream)
{
if (stream == null)
return;
CanvasRenderer.CreateUIVertexStream(stream, m_Positions, m_Colors, m_Uv0S, m_Uv1S, m_Uv2S, m_Uv3S, m_Normals, m_Tangents, m_Indices);
}
}
}
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