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#include "UnityPrefix.h"
#include "SpriteFrame.h"
#if ENABLE_SPRITES
#include "Runtime/Geometry/AABB.h"
#include "Runtime/Graphics/SpriteUtility.h"
#include "Runtime/GfxDevice/GfxDevice.h"
#include "Runtime/Misc/BuildSettings.h"
#if UNITY_EDITOR
#include "Editor/Src/EditorSettings.h"
#include "Editor/Src/SpritePacker/SpritePacker.h"
#include "Runtime/BaseClasses/IsPlaying.h"
#endif
static const int kMinSpriteDimensionForMesh = 32;
static const float kSpriteAABBDepth = 0.1f;
using namespace Unity;
IMPLEMENT_CLASS(Sprite)
IMPLEMENT_OBJECT_SERIALIZE(Sprite)
Sprite::Sprite(MemLabelId label, ObjectCreationMode mode)
: Super(label, mode)
, m_PixelsToUnits(100.0f)
, m_Extrude(0)
#if UNITY_EDITOR
, m_AtlasReady(false)
#endif
{
#if ENABLE_MULTITHREADED_CODE
m_CurrentCPUFence = 0;
m_WaitOnCPUFence = false;
#endif
}
Sprite::~Sprite()
{
WaitOnRenderThreadUse();
m_IntermediateUsers.Notify( kImNotifyAssetDeleted );
}
void Sprite::AwakeFromLoad(AwakeFromLoadMode mode)
{
Super::AwakeFromLoad(mode);
#if UNITY_EDITOR
RefreshAtlasRD();
#endif
}
template<class TransferFunction>
void Sprite::Transfer(TransferFunction& transfer)
{
Super::Transfer(transfer);
TRANSFER(m_Rect);
TRANSFER(m_Offset);
TRANSFER(m_PixelsToUnits);
TRANSFER(m_Extrude);
TRANSFER_EDITOR_ONLY_HIDDEN(m_AtlasName);
TRANSFER_EDITOR_ONLY_HIDDEN(m_PackingTag);
#if UNITY_EDITOR
bool atlasPacked = !m_PackingTag.empty();
if (!atlasPacked)
{
transfer.Transfer(m_RD, "m_RD");
transfer.Align();
}
else
{
if (transfer.IsSerializingForGameRelease())
{
const bool packingEnabled = (GetEditorSettings().GetSpritePackerMode() != EditorSettings::kSPOff); // Make sure packing is not disabled
const bool serializePacked = (packingEnabled && GetIsPacked());
// Note: it is not expected that all sprites with atlas hints will be packed.
transfer.Transfer(serializePacked ? m_AtlasRD : m_RD, "m_RD");
transfer.Align();
}
else
{
transfer.Transfer(m_RD, "m_RD");
transfer.Transfer(m_AtlasRD, "m_AtlasRD", kHideInEditorMask);
}
}
#else
transfer.Transfer(m_RD, "m_RD");
transfer.Align();
#endif
#if ENABLE_SPRITECOLLIDER
TRANSFER(m_Poly);
#endif
}
bool Sprite::GetIsPacked() const
{
#if UNITY_EDITOR
return (m_AtlasReady != 0);
#else
return m_RD.settings.packed;
#endif
}
#if UNITY_EDITOR
static bool s_packingAllowedInPlayMode = false;
void Sprite::OnEnterPlaymode()
{
s_packingAllowedInPlayMode = (GetEditorSettings().GetSpritePackerMode() == EditorSettings::kSPOn);
}
#endif
const SpriteRenderData& Sprite::GetRenderDataForPlayMode() const
{
#if UNITY_EDITOR
return GetRenderData(s_packingAllowedInPlayMode && IsWorldPlaying());
#else
return GetRenderData(true);
#endif
}
const SpriteRenderData& Sprite::GetRenderData(bool getEditorOnlyAtlasRenderDataIfPacked) const
{
#if UNITY_EDITOR
if (getEditorOnlyAtlasRenderDataIfPacked && GetIsPacked())
return m_AtlasRD;
#endif
return m_RD;
}
void Sprite::Initialize(Texture2D* texture, const Rectf& rect, const Vector2f& pivot, float pixelsToUnits, unsigned int extrude, SpriteMeshType meshType)
{
const bool hasAdvancedVersion = GetBuildSettings().hasAdvancedVersion;
Assert(texture);
bool generateRenderMesh = (meshType == kSpriteMeshTypeTight);
generateRenderMesh &= (rect.width >= kMinSpriteDimensionForMesh);
generateRenderMesh &= (rect.height >= kMinSpriteDimensionForMesh);
generateRenderMesh &= (texture->GetRawImageData() != NULL); //BUGFIX:569636 - if we can't access pixel data, generate a quad.
generateRenderMesh &= hasAdvancedVersion; //Note: tight mesh is Pro only.
// Common data
m_Rect = rect;
m_Offset = PivotToOffset(rect, pivot);
m_PixelsToUnits = pixelsToUnits;
m_Extrude = hasAdvancedVersion ? extrude : 0; //Note: extrude is Pro only.
// Render data
m_RD.texture = texture;
if (generateRenderMesh)
{
Rectf meshRect;
m_RD.GenerateFullMesh(m_Rect, m_Offset, pixelsToUnits, m_Extrude, &meshRect);
m_RD.textureRect = meshRect;
m_RD.textureRect.x += m_Rect.GetPosition().x;
m_RD.textureRect.y += m_Rect.GetPosition().y;
}
else
{
//Note: we could do alpha-trim here. But do we want to lose the texture space in this case?
m_RD.GenerateQuadMesh(m_Rect, m_Offset, pixelsToUnits);
m_RD.textureRect = m_Rect;
}
m_RD.textureRectOffset = m_RD.textureRect.GetPosition() - rect.GetPosition();
}
void Sprite::WaitOnRenderThreadUse()
{
#if ENABLE_MULTITHREADED_CODE
if (m_WaitOnCPUFence)
{
GetGfxDevice().WaitOnCPUFence(m_CurrentCPUFence);
m_WaitOnCPUFence = false;
}
#endif
}
void Sprite::GenerateOutline(float detail, unsigned char alphaTolerance, bool holeDetection, std::vector<dynamic_array<Vector2f> >& outVertices, int extrudeOverride)
{
unsigned int extrude = (extrudeOverride < 0) ? m_Extrude : extrudeOverride;
GenerateSpriteOutline(m_RD.texture, m_PixelsToUnits, m_Rect, m_Offset, detail, alphaTolerance, holeDetection, extrude, kPathEmbed, &outVertices);
}
SpriteRenderData::SpriteRenderData()
: settingsRaw(0)
{
}
void SpriteRenderData::GenerateFullMesh(const Rectf& rect, const Vector2f& rectOffset, float pixelsToUnits, unsigned int extrude, Rectf* meshRect)
{
GenerateSpriteOutline(texture, pixelsToUnits, rect, rectOffset, kSpriteDefaultDetail, kSpriteDefaultAlphaTolerance, true, extrude, kPathEmbed, NULL, &vertices, &indices, meshRect);
}
void SpriteRenderData::GenerateQuadMesh(const Rectf& rect, const Vector2f& rectOffset, float pixelsToUnits)
{
const float scaler = 1.0f / pixelsToUnits;
const int texGlWidth = texture->GetGLWidth();
const int texGlHeight = texture->GetGLHeight();
const float halfW = rect.width * 0.5f * scaler;
const float halfH = rect.height * 0.5f * scaler;
const Vector2f offset = rectOffset * scaler;
const Vector4f uv = Vector4f(rect.x / texGlWidth, rect.y / texGlHeight, rect.GetXMax() / texGlWidth, rect.GetYMax() / texGlHeight);
vertices.resize(4);
vertices[0].pos = Vector3f(-halfW - offset.x, halfH - offset.y, 0.0f);
vertices[0].uv = Vector2f(uv[0], uv[3]);
vertices[1].pos = Vector3f( halfW - offset.x, halfH - offset.y, 0.0f);
vertices[1].uv = Vector2f(uv[2], uv[3]);
vertices[2].pos = Vector3f(-halfW - offset.x, -halfH - offset.y, 0.0f);
vertices[2].uv = Vector2f(uv[0], uv[1]);
vertices[3].pos = Vector3f( halfW - offset.x, -halfH - offset.y, 0.0f);
vertices[3].uv = Vector2f(uv[2], uv[1]);
indices.resize(6);
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
indices[3] = 2;
indices[4] = 1;
indices[5] = 3;
}
AABB Sprite::GetBounds(Vector2f extraOffset) const
{
Vector2f halfRect(m_Rect.width / m_PixelsToUnits * 0.5f, m_Rect.height / m_PixelsToUnits * 0.5f);
Vector2f offset(m_Offset.x / m_PixelsToUnits, m_Offset.y / m_PixelsToUnits);
MinMaxAABB minmax;
Vector3f minV(-halfRect.x - offset.x + extraOffset.x, halfRect.y - offset.y + extraOffset.y, kSpriteAABBDepth);
Vector3f maxV( halfRect.x - offset.x + extraOffset.x, -halfRect.y - offset.y + extraOffset.y, -kSpriteAABBDepth);
minmax.Encapsulate(minV);
minmax.Encapsulate(maxV);
return minmax;
}
Vector2f Sprite::PivotToOffset(const Rectf& rect, const Vector2f& pivot)
{
const Vector2f alignPos = rect.GetPosition() + rect.GetSize().Scale(pivot);
Vector2f offset = alignPos - rect.GetCenterPos();
return offset;
}
#if UNITY_EDITOR
void Sprite::RefreshAtlasRD ()
{
UnityStr atlasName;
const SpriteRenderData* packedRD = (m_PackingTag.empty() ? NULL : SpritePacker::GetPackedSpriteRD(*this, atlasName));
if (packedRD)
{
WaitOnRenderThreadUse();
m_AtlasReady = true;
m_AtlasRD = *packedRD;
m_AtlasName = atlasName;
}
else
ClearAtlasRD ();
}
void Sprite::ClearAtlasRD ()
{
WaitOnRenderThreadUse();
m_AtlasReady = false;
m_AtlasRD = SpriteRenderData ();
m_AtlasName.clear();
}
#endif
#endif //ENABLE_SPRITES
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