using Unity.Jobs; using Unity.Collections; using Unity.Mathematics; namespace UnityEngine.U2D { /// <summary> /// Custom Post Processing after geometry is generated. /// </summary> public abstract class SpriteShapeGeometryCreator : ScriptableObject { /// <summary> /// Get size of the vertices to be allocated for the Job. This is also used to determine the number of indices needed. /// Current implementaiton only allows 1 vertex to be mapped to 1 index thus the index array will have the same length as the vertex array. /// </summary> /// <param name="spriteShapeController">SpriteShapeController of the GameObject.</param> /// <returns></returns> public abstract int GetVertexArrayCount(SpriteShapeController spriteShapeController); /// <summary> /// Create SpriteShape Geometry. /// </summary> /// <param name="spriteShapeController">SpriteShapeController of the GameObject.</param> /// <param name="indices">Indices of generated geometry. Initialize to max Array count and contains default data. </param> /// <param name="positions">Position of vertices in generated geometry. Initialize to max Array count and contains default data. </param> /// <param name="texCoords">Texture Coordinates of vertices in generated geometry. Initialize to max Array count and contains default data. </param> /// <param name="tangents">Tangent of vertices in generated geometry. Initialize to max Array count and contains default data. </param> /// <param name="segments">Submeshes in generated geometry. Initialize to max Array count and contains default data. </param> /// <param name="colliderData">Points that define the path of Collider. </param> /// <returns></returns> public abstract JobHandle MakeCreatorJob(SpriteShapeController spriteShapeController, NativeArray<ushort> indices, NativeSlice<Vector3> positions, NativeSlice<Vector2> texCoords, NativeSlice<Vector4> tangents, NativeArray<SpriteShapeSegment> segments, NativeArray<float2> colliderData); /// <summary> /// Get Versioning so we can check if geometry needs to be generated. /// </summary> /// <returns></returns> public virtual int GetVersion() => GetInstanceID(); } };