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using UnityEngine;
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
namespace TMPro
{
public enum VertexSortingOrder { Normal, Reverse };
/// <summary>
/// Structure which contains the vertex attributes (geometry) of the text object.
/// </summary>
public struct TMP_MeshInfo
{
private static readonly Color32 s_DefaultColor = new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue);
private static readonly Vector3 s_DefaultNormal = new Vector3(0.0f, 0.0f, -1f);
private static readonly Vector4 s_DefaultTangent = new Vector4(-1f, 0.0f, 0.0f, 1f);
public Mesh mesh;
public int vertexCount;
public Vector3[] vertices;
public Vector3[] normals;
public Vector4[] tangents;
public Vector2[] uvs0;
public Vector2[] uvs2;
//public Vector2[] uvs4;
public Color32[] colors32;
public int[] triangles;
/// <summary>
/// Function to pre-allocate vertex attributes for a mesh of size X.
/// </summary>
/// <param name="mesh"></param>
/// <param name="size"></param>
public TMP_MeshInfo(Mesh mesh, int size)
{
// Reference to the TMP Text Component.
//this.textComponent = null;
// Clear existing mesh data
if (mesh == null)
mesh = new Mesh();
else
mesh.Clear();
this.mesh = mesh;
// Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
size = Mathf.Min(size, 16383);
int sizeX4 = size * 4;
int sizeX6 = size * 6;
this.vertexCount = 0;
this.vertices = new Vector3[sizeX4];
this.uvs0 = new Vector2[sizeX4];
this.uvs2 = new Vector2[sizeX4];
//this.uvs4 = new Vector2[sizeX4]; // SDF scale data
this.colors32 = new Color32[sizeX4];
this.normals = new Vector3[sizeX4];
this.tangents = new Vector4[sizeX4];
this.triangles = new int[sizeX6];
int index_X6 = 0;
int index_X4 = 0;
while (index_X4 / 4 < size)
{
for (int i = 0; i < 4; i++)
{
this.vertices[index_X4 + i] = Vector3.zero;
this.uvs0[index_X4 + i] = Vector2.zero;
this.uvs2[index_X4 + i] = Vector2.zero;
//this.uvs4[index_X4 + i] = Vector2.zero;
this.colors32[index_X4 + i] = s_DefaultColor;
this.normals[index_X4 + i] = s_DefaultNormal;
this.tangents[index_X4 + i] = s_DefaultTangent;
}
this.triangles[index_X6 + 0] = index_X4 + 0;
this.triangles[index_X6 + 1] = index_X4 + 1;
this.triangles[index_X6 + 2] = index_X4 + 2;
this.triangles[index_X6 + 3] = index_X4 + 2;
this.triangles[index_X6 + 4] = index_X4 + 3;
this.triangles[index_X6 + 5] = index_X4 + 0;
index_X4 += 4;
index_X6 += 6;
}
// Pre-assign base vertex attributes.
this.mesh.vertices = this.vertices;
this.mesh.normals = this.normals;
this.mesh.tangents = this.tangents;
this.mesh.triangles = this.triangles;
this.mesh.bounds = new Bounds(Vector3.zero, new Vector3(3840, 2160, 0));
}
/// <summary>
/// Function to pre-allocate vertex attributes for a mesh of size X.
/// </summary>
/// <param name="mesh"></param>
/// <param name="size"></param>
/// <param name="isVolumetric"></param>
public TMP_MeshInfo(Mesh mesh, int size, bool isVolumetric)
{
// Reference to the TMP Text Component.
//this.textComponent = null;
// Clear existing mesh data
if (mesh == null)
mesh = new Mesh();
else
mesh.Clear();
this.mesh = mesh;
int s0 = !isVolumetric ? 4 : 8;
int s1 = !isVolumetric ? 6 : 36;
// Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
size = Mathf.Min(size, 65532 / s0);
int size_x_s0 = size * s0;
int size_x_s1 = size * s1;
this.vertexCount = 0;
this.vertices = new Vector3[size_x_s0];
this.uvs0 = new Vector2[size_x_s0];
this.uvs2 = new Vector2[size_x_s0];
//this.uvs4 = new Vector2[sizeX8]; // SDF scale data
this.colors32 = new Color32[size_x_s0];
this.normals = new Vector3[size_x_s0];
this.tangents = new Vector4[size_x_s0];
this.triangles = new int[size_x_s1];
int index_x_s0 = 0;
int index_x_s1 = 0;
while (index_x_s0 / s0 < size)
{
for (int i = 0; i < s0; i++)
{
this.vertices[index_x_s0 + i] = Vector3.zero;
this.uvs0[index_x_s0 + i] = Vector2.zero;
this.uvs2[index_x_s0 + i] = Vector2.zero;
//this.uvs4[index_X4 + i] = Vector2.zero;
this.colors32[index_x_s0 + i] = s_DefaultColor;
this.normals[index_x_s0 + i] = s_DefaultNormal;
this.tangents[index_x_s0 + i] = s_DefaultTangent;
}
// Front Face
this.triangles[index_x_s1 + 0] = index_x_s0 + 0;
this.triangles[index_x_s1 + 1] = index_x_s0 + 1;
this.triangles[index_x_s1 + 2] = index_x_s0 + 2;
this.triangles[index_x_s1 + 3] = index_x_s0 + 2;
this.triangles[index_x_s1 + 4] = index_x_s0 + 3;
this.triangles[index_x_s1 + 5] = index_x_s0 + 0;
if (isVolumetric)
{
// Left Face
this.triangles[index_x_s1 + 6] = index_x_s0 + 4;
this.triangles[index_x_s1 + 7] = index_x_s0 + 5;
this.triangles[index_x_s1 + 8] = index_x_s0 + 1;
this.triangles[index_x_s1 + 9] = index_x_s0 + 1;
this.triangles[index_x_s1 + 10] = index_x_s0 + 0;
this.triangles[index_x_s1 + 11] = index_x_s0 + 4;
// Right Face
this.triangles[index_x_s1 + 12] = index_x_s0 + 3;
this.triangles[index_x_s1 + 13] = index_x_s0 + 2;
this.triangles[index_x_s1 + 14] = index_x_s0 + 6;
this.triangles[index_x_s1 + 15] = index_x_s0 + 6;
this.triangles[index_x_s1 + 16] = index_x_s0 + 7;
this.triangles[index_x_s1 + 17] = index_x_s0 + 3;
// Top Face
this.triangles[index_x_s1 + 18] = index_x_s0 + 1;
this.triangles[index_x_s1 + 19] = index_x_s0 + 5;
this.triangles[index_x_s1 + 20] = index_x_s0 + 6;
this.triangles[index_x_s1 + 21] = index_x_s0 + 6;
this.triangles[index_x_s1 + 22] = index_x_s0 + 2;
this.triangles[index_x_s1 + 23] = index_x_s0 + 1;
// Bottom Face
this.triangles[index_x_s1 + 24] = index_x_s0 + 4;
this.triangles[index_x_s1 + 25] = index_x_s0 + 0;
this.triangles[index_x_s1 + 26] = index_x_s0 + 3;
this.triangles[index_x_s1 + 27] = index_x_s0 + 3;
this.triangles[index_x_s1 + 28] = index_x_s0 + 7;
this.triangles[index_x_s1 + 29] = index_x_s0 + 4;
// Back Face
this.triangles[index_x_s1 + 30] = index_x_s0 + 7;
this.triangles[index_x_s1 + 31] = index_x_s0 + 6;
this.triangles[index_x_s1 + 32] = index_x_s0 + 5;
this.triangles[index_x_s1 + 33] = index_x_s0 + 5;
this.triangles[index_x_s1 + 34] = index_x_s0 + 4;
this.triangles[index_x_s1 + 35] = index_x_s0 + 7;
}
index_x_s0 += s0;
index_x_s1 += s1;
}
// Pre-assign base vertex attributes.
this.mesh.vertices = this.vertices;
this.mesh.normals = this.normals;
this.mesh.tangents = this.tangents;
this.mesh.triangles = this.triangles;
this.mesh.bounds = new Bounds(Vector3.zero, new Vector3(3840, 2160, 64));
}
/// <summary>
/// Function to resized the content of MeshData and re-assign normals, tangents and triangles.
/// </summary>
/// <param name="meshData"></param>
/// <param name="size"></param>
public void ResizeMeshInfo(int size)
{
// Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
size = Mathf.Min(size, 16383);
int size_X4 = size * 4;
int size_X6 = size * 6;
int previousSize = this.vertices.Length / 4;
Array.Resize(ref this.vertices, size_X4);
Array.Resize(ref this.normals, size_X4);
Array.Resize(ref this.tangents, size_X4);
Array.Resize(ref this.uvs0, size_X4);
Array.Resize(ref this.uvs2, size_X4);
//Array.Resize(ref this.uvs4, size_X4);
Array.Resize(ref this.colors32, size_X4);
Array.Resize(ref this.triangles, size_X6);
// Re-assign Normals, Tangents and Triangles
if (size <= previousSize)
{
this.mesh.triangles = this.triangles;
this.mesh.vertices = this.vertices;
this.mesh.normals = this.normals;
this.mesh.tangents = this.tangents;
return;
}
for (int i = previousSize; i < size; i++)
{
int index_X4 = i * 4;
int index_X6 = i * 6;
this.normals[0 + index_X4] = s_DefaultNormal;
this.normals[1 + index_X4] = s_DefaultNormal;
this.normals[2 + index_X4] = s_DefaultNormal;
this.normals[3 + index_X4] = s_DefaultNormal;
this.tangents[0 + index_X4] = s_DefaultTangent;
this.tangents[1 + index_X4] = s_DefaultTangent;
this.tangents[2 + index_X4] = s_DefaultTangent;
this.tangents[3 + index_X4] = s_DefaultTangent;
// Setup Triangles
this.triangles[0 + index_X6] = 0 + index_X4;
this.triangles[1 + index_X6] = 1 + index_X4;
this.triangles[2 + index_X6] = 2 + index_X4;
this.triangles[3 + index_X6] = 2 + index_X4;
this.triangles[4 + index_X6] = 3 + index_X4;
this.triangles[5 + index_X6] = 0 + index_X4;
}
this.mesh.vertices = this.vertices;
this.mesh.normals = this.normals;
this.mesh.tangents = this.tangents;
this.mesh.triangles = this.triangles;
}
/// <summary>
/// Function to resized the content of MeshData and re-assign normals, tangents and triangles.
/// </summary>
/// <param name="size"></param>
/// <param name="isVolumetric"></param>
public void ResizeMeshInfo(int size, bool isVolumetric)
{
int s0 = !isVolumetric ? 4 : 8;
int s1 = !isVolumetric ? 6 : 36;
// Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
size = Mathf.Min(size, 65532 / s0);
int size_X4 = size * s0;
int size_X6 = size * s1;
int previousSize = this.vertices.Length / s0;
Array.Resize(ref this.vertices, size_X4);
Array.Resize(ref this.normals, size_X4);
Array.Resize(ref this.tangents, size_X4);
Array.Resize(ref this.uvs0, size_X4);
Array.Resize(ref this.uvs2, size_X4);
//Array.Resize(ref this.uvs4, size_X4);
Array.Resize(ref this.colors32, size_X4);
Array.Resize(ref this.triangles, size_X6);
// Re-assign Normals, Tangents and Triangles
if (size <= previousSize)
{
this.mesh.triangles = this.triangles;
this.mesh.vertices = this.vertices;
this.mesh.normals = this.normals;
this.mesh.tangents = this.tangents;
return;
}
for (int i = previousSize; i < size; i++)
{
int index_X4 = i * s0;
int index_X6 = i * s1;
this.normals[0 + index_X4] = s_DefaultNormal;
this.normals[1 + index_X4] = s_DefaultNormal;
this.normals[2 + index_X4] = s_DefaultNormal;
this.normals[3 + index_X4] = s_DefaultNormal;
this.tangents[0 + index_X4] = s_DefaultTangent;
this.tangents[1 + index_X4] = s_DefaultTangent;
this.tangents[2 + index_X4] = s_DefaultTangent;
this.tangents[3 + index_X4] = s_DefaultTangent;
if (isVolumetric)
{
this.normals[4 + index_X4] = s_DefaultNormal;
this.normals[5 + index_X4] = s_DefaultNormal;
this.normals[6 + index_X4] = s_DefaultNormal;
this.normals[7 + index_X4] = s_DefaultNormal;
this.tangents[4 + index_X4] = s_DefaultTangent;
this.tangents[5 + index_X4] = s_DefaultTangent;
this.tangents[6 + index_X4] = s_DefaultTangent;
this.tangents[7 + index_X4] = s_DefaultTangent;
}
// Setup Triangles
this.triangles[0 + index_X6] = 0 + index_X4;
this.triangles[1 + index_X6] = 1 + index_X4;
this.triangles[2 + index_X6] = 2 + index_X4;
this.triangles[3 + index_X6] = 2 + index_X4;
this.triangles[4 + index_X6] = 3 + index_X4;
this.triangles[5 + index_X6] = 0 + index_X4;
if (isVolumetric)
{
// Left Face
this.triangles[index_X6 + 6] = index_X4 + 4;
this.triangles[index_X6 + 7] = index_X4 + 5;
this.triangles[index_X6 + 8] = index_X4 + 1;
this.triangles[index_X6 + 9] = index_X4 + 1;
this.triangles[index_X6 + 10] = index_X4 + 0;
this.triangles[index_X6 + 11] = index_X4 + 4;
// Right Face
this.triangles[index_X6 + 12] = index_X4 + 3;
this.triangles[index_X6 + 13] = index_X4 + 2;
this.triangles[index_X6 + 14] = index_X4 + 6;
this.triangles[index_X6 + 15] = index_X4 + 6;
this.triangles[index_X6 + 16] = index_X4 + 7;
this.triangles[index_X6 + 17] = index_X4 + 3;
// Top Face
this.triangles[index_X6 + 18] = index_X4 + 1;
this.triangles[index_X6 + 19] = index_X4 + 5;
this.triangles[index_X6 + 20] = index_X4 + 6;
this.triangles[index_X6 + 21] = index_X4 + 6;
this.triangles[index_X6 + 22] = index_X4 + 2;
this.triangles[index_X6 + 23] = index_X4 + 1;
// Bottom Face
this.triangles[index_X6 + 24] = index_X4 + 4;
this.triangles[index_X6 + 25] = index_X4 + 0;
this.triangles[index_X6 + 26] = index_X4 + 3;
this.triangles[index_X6 + 27] = index_X4 + 3;
this.triangles[index_X6 + 28] = index_X4 + 7;
this.triangles[index_X6 + 29] = index_X4 + 4;
// Back Face
this.triangles[index_X6 + 30] = index_X4 + 7;
this.triangles[index_X6 + 31] = index_X4 + 6;
this.triangles[index_X6 + 32] = index_X4 + 5;
this.triangles[index_X6 + 33] = index_X4 + 5;
this.triangles[index_X6 + 34] = index_X4 + 4;
this.triangles[index_X6 + 35] = index_X4 + 7;
}
}
this.mesh.vertices = this.vertices;
this.mesh.normals = this.normals;
this.mesh.tangents = this.tangents;
this.mesh.triangles = this.triangles;
}
/// <summary>
/// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
/// </summary>
public void Clear()
{
if (this.vertices == null) return;
Array.Clear(this.vertices, 0, this.vertices.Length);
this.vertexCount = 0;
if (this.mesh != null)
this.mesh.vertices = this.vertices;
}
/// <summary>
/// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
/// </summary>
public void Clear(bool uploadChanges)
{
if (this.vertices == null) return;
Array.Clear(this.vertices, 0, this.vertices.Length);
this.vertexCount = 0;
if (uploadChanges && this.mesh != null)
this.mesh.vertices = this.vertices;
}
/// <summary>
/// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
/// </summary>
public void ClearUnusedVertices()
{
int length = vertices.Length - vertexCount;
if (length > 0)
Array.Clear(vertices, vertexCount, length);
}
/// <summary>
/// Function used to mark unused vertices as degenerate.
/// </summary>
/// <param name="startIndex"></param>
public void ClearUnusedVertices(int startIndex)
{
int length = this.vertices.Length - startIndex;
if (length > 0)
Array.Clear(this.vertices, startIndex, length);
}
/// <summary>
/// Function used to mark unused vertices as degenerate an upload resulting data to the mesh.
/// </summary>
/// <param name="startIndex"></param>
public void ClearUnusedVertices(int startIndex, bool updateMesh)
{
int length = this.vertices.Length - startIndex;
if (length > 0)
Array.Clear(this.vertices, startIndex, length);
if (updateMesh && mesh != null)
this.mesh.vertices = this.vertices;
}
public void SortGeometry (VertexSortingOrder order)
{
switch (order)
{
case VertexSortingOrder.Normal:
// Do nothing
break;
case VertexSortingOrder.Reverse:
int size = vertexCount / 4;
for (int i = 0; i < size; i++)
{
int src = i * 4;
int dst = (size - i - 1) * 4;
if (src < dst)
SwapVertexData(src, dst);
}
break;
//case VertexSortingOrder.Depth:
// break;
}
}
/// <summary>
/// Function to rearrange the quads of the text object to change their rendering order.
/// </summary>
/// <param name="sortingOrder"></param>
public void SortGeometry(IList<int> sortingOrder)
{
// Make sure the sorting order array is not larger than the vertices array.
int indexCount = sortingOrder.Count;
if (indexCount * 4 > vertices.Length) return;
int src_index;
for (int dst_index = 0; dst_index < indexCount; dst_index++)
{
src_index = sortingOrder[dst_index];
while (src_index < dst_index)
{
src_index = sortingOrder[src_index];
}
// Swap items
if (src_index != dst_index)
SwapVertexData(src_index * 4, dst_index * 4);
//Debug.Log("Swap element [" + dst_index + "] with [" + src_index + "]. Vertex[" + dst_index + "] is " + vertices[dst_index * 4].z);
}
}
/// <summary>
/// Method to swap the vertex attributes between src and dst quads.
/// </summary>
/// <param name="src">Index of the first vertex attribute of the source character / quad.</param>
/// <param name="dst">Index of the first vertex attribute of the destination character / quad.</param>
public void SwapVertexData(int src, int dst)
{
int src_Index = src; // * 4;
int dst_Index = dst; // * 4;
// Swap vertices
Vector3 vertex;
vertex = vertices[dst_Index + 0];
vertices[dst_Index + 0] = vertices[src_Index + 0];
vertices[src_Index + 0] = vertex;
vertex = vertices[dst_Index + 1];
vertices[dst_Index + 1] = vertices[src_Index + 1];
vertices[src_Index + 1] = vertex;
vertex = vertices[dst_Index + 2];
vertices[dst_Index + 2] = vertices[src_Index + 2];
vertices[src_Index + 2] = vertex;
vertex = vertices[dst_Index + 3];
vertices[dst_Index + 3] = vertices[src_Index + 3];
vertices[src_Index + 3] = vertex;
//Swap UVs0
Vector2 uvs;
uvs = uvs0[dst_Index + 0];
uvs0[dst_Index + 0] = uvs0[src_Index + 0];
uvs0[src_Index + 0] = uvs;
uvs = uvs0[dst_Index + 1];
uvs0[dst_Index + 1] = uvs0[src_Index + 1];
uvs0[src_Index + 1] = uvs;
uvs = uvs0[dst_Index + 2];
uvs0[dst_Index + 2] = uvs0[src_Index + 2];
uvs0[src_Index + 2] = uvs;
uvs = uvs0[dst_Index + 3];
uvs0[dst_Index + 3] = uvs0[src_Index + 3];
uvs0[src_Index + 3] = uvs;
// Swap UVs2
uvs = uvs2[dst_Index + 0];
uvs2[dst_Index + 0] = uvs2[src_Index + 0];
uvs2[src_Index + 0] = uvs;
uvs = uvs2[dst_Index + 1];
uvs2[dst_Index + 1] = uvs2[src_Index + 1];
uvs2[src_Index + 1] = uvs;
uvs = uvs2[dst_Index + 2];
uvs2[dst_Index + 2] = uvs2[src_Index + 2];
uvs2[src_Index + 2] = uvs;
uvs = uvs2[dst_Index + 3];
uvs2[dst_Index + 3] = uvs2[src_Index + 3];
uvs2[src_Index + 3] = uvs;
// Vertex Colors
Color32 color;
color = colors32[dst_Index + 0];
colors32[dst_Index + 0] = colors32[src_Index + 0];
colors32[src_Index + 0] = color;
color = colors32[dst_Index + 1];
colors32[dst_Index + 1] = colors32[src_Index + 1];
colors32[src_Index + 1] = color;
color = colors32[dst_Index + 2];
colors32[dst_Index + 2] = colors32[src_Index + 2];
colors32[src_Index + 2] = color;
color = colors32[dst_Index + 3];
colors32[dst_Index + 3] = colors32[src_Index + 3];
colors32[src_Index + 3] = color;
}
//int Partition (int start, int end)
//{
// float pivot = vertices[end].z;
// int partitionIndex = start;
// for (int i = start; i < end; i++)
// {
// if (vertices[i].z <= pivot)
// {
// Swap(vertices[i], vertices[partitionIndex]);
// partitionIndex += 1;
// }
// }
// Swap(vertices[partitionIndex], vertices[end]);
// return partitionIndex;
//}
//void Swap(Vector3 a, Vector3 b)
//{
// Vector3 temp = a;
// a = b;
// b = a;
//}
}
}