using System;
using System.Collections.Generic;
using UnityEngine.Pool;
namespace UnityEngine.UI
{
///
/// A utility class that can aid in the generation of meshes for the UI.
///
///
/// This class implements IDisposable to aid with memory management.
///
///
///
///
///
///
public class VertexHelper : IDisposable
{
private List m_Positions;
private List m_Colors;
private List m_Uv0S;
private List m_Uv1S;
private List m_Uv2S;
private List m_Uv3S;
private List m_Normals;
private List m_Tangents;
private List m_Indices;
private static readonly Vector4 s_DefaultTangent = new Vector4(1.0f, 0.0f, 0.0f, -1.0f);
private static readonly Vector3 s_DefaultNormal = Vector3.back;
private bool m_ListsInitalized = false;
public VertexHelper()
{}
public VertexHelper(Mesh m)
{
InitializeListIfRequired();
m_Positions.AddRange(m.vertices);
m_Colors.AddRange(m.colors32);
List tempUVList = new List();
m.GetUVs(0, tempUVList);
m_Uv0S.AddRange(tempUVList);
m.GetUVs(1, tempUVList);
m_Uv1S.AddRange(tempUVList);
m.GetUVs(2, tempUVList);
m_Uv2S.AddRange(tempUVList);
m.GetUVs(3, tempUVList);
m_Uv3S.AddRange(tempUVList);
m_Normals.AddRange(m.normals);
m_Tangents.AddRange(m.tangents);
m_Indices.AddRange(m.GetIndices(0));
}
private void InitializeListIfRequired()
{
if (!m_ListsInitalized)
{
m_Positions = ListPool.Get();
m_Colors = ListPool.Get();
m_Uv0S = ListPool.Get();
m_Uv1S = ListPool.Get();
m_Uv2S = ListPool.Get();
m_Uv3S = ListPool.Get();
m_Normals = ListPool.Get();
m_Tangents = ListPool.Get();
m_Indices = ListPool.Get();
m_ListsInitalized = true;
}
}
///
/// Cleanup allocated memory.
///
public void Dispose()
{
if (m_ListsInitalized)
{
ListPool.Release(m_Positions);
ListPool.Release(m_Colors);
ListPool.Release(m_Uv0S);
ListPool.Release(m_Uv1S);
ListPool.Release(m_Uv2S);
ListPool.Release(m_Uv3S);
ListPool.Release(m_Normals);
ListPool.Release(m_Tangents);
ListPool.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;
m_ListsInitalized = false;
}
}
///
/// Clear all vertices from the stream.
///
public void Clear()
{
// Only clear if we have our lists created.
if (m_ListsInitalized)
{
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();
}
}
///
/// Current number of vertices in the buffer.
///
public int currentVertCount
{
get { return m_Positions != null ? m_Positions.Count : 0; }
}
///
/// Get the number of indices set on the VertexHelper.
///
public int currentIndexCount
{
get { return m_Indices != null ? m_Indices.Count : 0; }
}
///
/// Fill a UIVertex with data from index i of the stream.
///
/// Vertex to populate
/// Index to populate.
public void PopulateUIVertex(ref UIVertex vertex, int i)
{
InitializeListIfRequired();
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];
}
///
/// Set a UIVertex at the given index.
///
/// The vertex to fill
/// the position in the current list to fill.
public void SetUIVertex(UIVertex vertex, int i)
{
InitializeListIfRequired();
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;
}
///
/// Fill the given mesh with the stream data.
///
public void FillMesh(Mesh mesh)
{
InitializeListIfRequired();
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();
}
///
/// Add a single vertex to the stream.
///
/// Position of the vert
/// Color of the vert
/// UV of the vert
/// UV1 of the vert
/// UV2 of the vert
/// UV3 of the vert
/// Normal of the vert.
/// Tangent of the vert
public void AddVert(Vector3 position, Color32 color, Vector4 uv0, Vector4 uv1, Vector4 uv2, Vector4 uv3, Vector3 normal, Vector4 tangent)
{
InitializeListIfRequired();
m_Positions.Add(position);
m_Colors.Add(color);
m_Uv0S.Add(uv0);
m_Uv1S.Add(uv1);
m_Uv2S.Add(uv2);
m_Uv3S.Add(uv3);
m_Normals.Add(normal);
m_Tangents.Add(tangent);
}
///
/// Add a single vertex to the stream.
///
/// Position of the vert
/// Color of the vert
/// UV of the vert
/// UV1 of the vert
/// Normal of the vert.
/// Tangent of the vert
public void AddVert(Vector3 position, Color32 color, Vector4 uv0, Vector4 uv1, Vector3 normal, Vector4 tangent)
{
AddVert(position, color, uv0, uv1, Vector4.zero, Vector4.zero, normal, tangent);
}
///
/// Add a single vertex to the stream.
///
/// Position of the vert
/// Color of the vert
/// UV of the vert
public void AddVert(Vector3 position, Color32 color, Vector4 uv0)
{
AddVert(position, color, uv0, Vector4.zero, s_DefaultNormal, s_DefaultTangent);
}
///
/// Add a single vertex to the stream.
///
/// The vertex to add
public void AddVert(UIVertex v)
{
AddVert(v.position, v.color, v.uv0, v.uv1, v.uv2, v.uv3, v.normal, v.tangent);
}
///
/// Add a triangle to the buffer.
///
/// index 0
/// index 1
/// index 2
public void AddTriangle(int idx0, int idx1, int idx2)
{
InitializeListIfRequired();
m_Indices.Add(idx0);
m_Indices.Add(idx1);
m_Indices.Add(idx2);
}
///
/// Add a quad to the stream.
///
/// 4 Vertices representing the quad.
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);
}
///
/// Add a stream of custom UIVertex and corresponding indices.
///
/// The custom stream of verts to add to the helpers internal data.
/// The custom stream of indices to add to the helpers internal data.
public void AddUIVertexStream(List verts, List indices)
{
InitializeListIfRequired();
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);
}
}
///
/// Add a list of triangles to the stream.
///
/// Vertices to add. Length should be divisible by 3.
public void AddUIVertexTriangleStream(List verts)
{
if (verts == null)
return;
InitializeListIfRequired();
CanvasRenderer.SplitUIVertexStreams(verts, m_Positions, m_Colors, m_Uv0S, m_Uv1S, m_Uv2S, m_Uv3S, m_Normals, m_Tangents, m_Indices);
}
///
/// Create a stream of UI vertex (in triangles) from the stream.
///
public void GetUIVertexStream(List stream)
{
if (stream == null)
return;
InitializeListIfRequired();
CanvasRenderer.CreateUIVertexStream(stream, m_Positions, m_Colors, m_Uv0S, m_Uv1S, m_Uv2S, m_Uv3S, m_Normals, m_Tangents, m_Indices);
}
}
}