420 lines
17 KiB
C#
420 lines
17 KiB
C#
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using System.Collections.Generic;
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using System.Collections.Specialized;
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.U2D;
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using System;
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namespace UnityEngine.Rendering.Universal
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{
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[Serializable]
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internal class ShadowMesh2D : ShadowShape2D
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{
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internal const int k_CapsuleCapSegments = 8;
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internal const float k_TrimEdgeUninitialized = -1;
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public enum EdgeProcessing
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{
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None,
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Clipping,
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}
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[SerializeField] Mesh m_Mesh;
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[SerializeField] Bounds m_LocalBounds;
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[SerializeField] EdgeProcessing m_EdgeProcessing = EdgeProcessing.Clipping;
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[SerializeField] float m_TrimEdge = k_TrimEdgeUninitialized;
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[SerializeField] bool m_FlipX;
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[SerializeField] bool m_FlipY;
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[SerializeField] float m_InitialTrim = 0;
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public Mesh mesh { get => m_Mesh; }
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public BoundingSphere boundingSphere { get => m_BoundingSphere; }
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internal BoundingSphere m_BoundingSphere; // update to world space
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public EdgeProcessing edgeProcessing { get { return m_EdgeProcessing; } set { m_EdgeProcessing = value; } }
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public float trimEdge { get { return m_TrimEdge; } set { m_TrimEdge = value; } }
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static internal void DuplicateShadowMesh(Mesh source, out Mesh dest)
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{
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// This is not gc tested as this generates garbage
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dest = new Mesh();
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dest.Clear();
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if (source != null)
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{
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dest.vertices = source.vertices;
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dest.tangents = source.tangents;
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dest.triangles = source.triangles;
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dest.bounds = source.bounds;
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}
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}
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internal void CopyFrom(ShadowMesh2D source)
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{
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// This is not gc tested as this generates garbage (calls DuplicateShadowMesh)
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DuplicateShadowMesh(source.m_Mesh, out m_Mesh);
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m_TrimEdge = source.trimEdge;
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m_LocalBounds = source.m_LocalBounds;
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m_EdgeProcessing = source.edgeProcessing;
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}
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internal void AddCircle(Vector3 center, float r, NativeArray<Vector3> generatedVertices, NativeArray<int> generatedIndices, bool reverseWindingOrder, ref int vertexWritePos, ref int indexWritePos)
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{
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float direction = reverseWindingOrder ? 1 : -1;
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// Special case a full circle
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float segments = 2 * k_CapsuleCapSegments;
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float angle;
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int startWritePos = vertexWritePos;
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for (int i = 0; i < segments; i++)
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{
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angle = direction * (2 * Mathf.PI * (float)i / (float)segments);
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float x = r * Mathf.Cos(angle) + center.x;
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float y = r * Mathf.Sin(angle) + center.y;
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generatedIndices[indexWritePos++] = vertexWritePos;
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generatedIndices[indexWritePos++] = i + 1 < segments ? vertexWritePos + 1 : startWritePos;
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generatedVertices[vertexWritePos++] = new Vector3(x, y, 0);
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}
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}
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internal void AddCapsuleCap(Vector3 center, float r, Vector3 otherCenter, NativeArray<Vector3> generatedVertices, NativeArray<int> generatedIndices, bool reverseWindingOrder, ref int vertexWritePos, ref int indexWritePos)
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{
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float startAngle;
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float endAngle;
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// Special case a full circle
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float segments = k_CapsuleCapSegments;
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Vector3 otherCenterDir = (otherCenter - center).normalized;
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float absCenterAngle = Mathf.Acos(Vector3.Dot(otherCenterDir, new Vector3(1, 0, 0)));
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float angleSign = Vector3.Dot(otherCenterDir, new Vector3(0, 1, 0)) < 0 ? -1f : 1f;
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float centerAngle = absCenterAngle * angleSign;
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// This is hard coded for a half circle
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if (reverseWindingOrder)
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{
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float HalfPI = 0.5f * Mathf.PI;
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startAngle = centerAngle + HalfPI;
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endAngle = startAngle + Mathf.PI;
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}
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else
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{
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float ThreeHalfsPI = 1.5f * Mathf.PI;
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startAngle = centerAngle + ThreeHalfsPI;
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endAngle = startAngle - Mathf.PI;
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}
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float deltaAngle = endAngle - startAngle;
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float angle;
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for (int i = 0; i < segments; i++)
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{
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angle = (deltaAngle * (float)i / (float)segments) + startAngle;
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float x = r * Mathf.Cos(angle) + center.x;
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float y = r * Mathf.Sin(angle) + center.y;
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generatedIndices[indexWritePos++] = vertexWritePos;
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generatedIndices[indexWritePos++] = vertexWritePos + 1;
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generatedVertices[vertexWritePos++] = new Vector3(x, y, 0);
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}
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angle = deltaAngle + startAngle;
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generatedVertices[vertexWritePos++] = new Vector3(r * Mathf.Cos(angle) + center.x, r * Mathf.Sin(angle) + center.y, 0);
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}
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internal void AddCapsule(Vector3 pt0, Vector3 pt1, float r0, float r1, NativeArray<Vector3> generatedVertices, NativeArray<int> generatedIndices, bool reverseWindingOrder, ref int vertexWritePos, ref int indexWritePos)
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{
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// Add Straight Segments
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Vector3 delta = (pt1 - pt0).normalized;
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Vector3 relOffset0 = new Vector3(delta.y, -delta.x, 0);
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Vector3 relOffset1 = new Vector3(-delta.y, delta.x, 0);
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if (pt1.x < pt0.x)
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{
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Vector3 temp = pt0;
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pt0 = pt1;
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pt1 = temp;
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}
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int circle0Start = vertexWritePos;
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// Add circles
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AddCapsuleCap(pt0, r0, pt1, generatedVertices, generatedIndices, reverseWindingOrder, ref vertexWritePos, ref indexWritePos);
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generatedIndices[indexWritePos++] = vertexWritePos - 1;
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generatedIndices[indexWritePos++] = vertexWritePos;
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AddCapsuleCap(pt1, r1, pt0, generatedVertices, generatedIndices, reverseWindingOrder, ref vertexWritePos, ref indexWritePos);
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generatedIndices[indexWritePos++] = vertexWritePos - 1;
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generatedIndices[indexWritePos++] = circle0Start;
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}
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internal int AddShape(NativeArray<Vector3> vertices, NativeArray<int> indices, int indicesProcessed, NativeArray<Vector3> generatedVertices, NativeArray<int> generatedIndices, ref int vertexWritePos, ref int indexWritePos)
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{
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int indexToProcess = indicesProcessed;
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int prevIndex = indices[indexToProcess];
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int startIndex = indices[indexToProcess];
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int startWriteIndex = vertexWritePos;
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generatedVertices[vertexWritePos++] = vertices[prevIndex];
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bool continueProcessing = true;
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while (indexToProcess < indices.Length && continueProcessing)
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{
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int index0 = indices[indexToProcess++];
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int index1 = indices[indexToProcess++];
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generatedIndices[indexWritePos++] = vertexWritePos - 1;
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if (index1 != startIndex)
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{
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generatedIndices[indexWritePos++] = vertexWritePos;
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generatedVertices[vertexWritePos++] = vertices[index1];
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continueProcessing = index0 == prevIndex;
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}
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else
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{
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generatedIndices[indexWritePos++] = startWriteIndex;
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continueProcessing = false;
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}
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prevIndex = index1;
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}
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return indexToProcess;
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}
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public override void SetShape(NativeArray<Vector3> vertices, NativeArray<int> indices, NativeArray<float> radii, Matrix4x4 transform, ShadowShape2D.WindingOrder windingOrder = ShadowShape2D.WindingOrder.Clockwise, bool allowTriming = true, bool createInteriorGeometry = false)
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{
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if (m_TrimEdge == k_TrimEdgeUninitialized)
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m_TrimEdge = m_InitialTrim;
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if (m_Mesh == null)
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m_Mesh = new Mesh();
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if (indices.Length == 0)
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{
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m_Mesh.Clear();
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return;
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}
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bool reverseWindingOrder = windingOrder == ShadowShape2D.WindingOrder.CounterClockwise;
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int circleCount = 0;
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int capsuleCount = 0;
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for (int i = 0; i < indices.Length; i += 2)
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{
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int index0 = indices[i];
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int index1 = indices[i + 1];
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if (radii[index0] > 0 || radii[index1] > 0)
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{
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if (index0 == index1)
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circleCount++;
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else
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capsuleCount++;
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}
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}
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int capsuleStraightSegments = capsuleCount * 2;
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int capsuleCapSegments = capsuleCount * k_CapsuleCapSegments; // This can be refined later
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int circleSegments = circleCount * 2 * k_CapsuleCapSegments;
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int lineCount = (indices.Length >> 1) - (capsuleCount + circleCount);
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int indexCount = 2 * (lineCount + capsuleStraightSegments + (2 * capsuleCapSegments) + circleSegments);
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int vertexCount = indexCount; // Keep this simple for now
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NativeArray<Vector3> generatedVertices = new NativeArray<Vector3>(vertexCount, Allocator.Temp);
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NativeArray<int> generatedIndices = new NativeArray<int>(indexCount, Allocator.Temp);
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int vertexWritePos = 0;
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int indexWritePos = 0;
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int indicesProcessed = 0;
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while (indicesProcessed < indices.Length)
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{
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int v0 = indices[indicesProcessed];
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int v1 = indices[indicesProcessed + 1];
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float r0 = radii[v0];
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float r1 = radii[v1];
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if (radii[v0] > 0 || radii[v1] > 0)
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{
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Vector3 pt0 = vertices[v0];
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Vector3 pt1 = vertices[v1];
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if (vertices[v0].x == vertices[v1].x && vertices[v0].y == vertices[v1].y)
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AddCircle(pt0, r0, generatedVertices, generatedIndices, reverseWindingOrder, ref vertexWritePos, ref indexWritePos);
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else
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AddCapsule(pt0, pt1, r0, r1, generatedVertices, generatedIndices, reverseWindingOrder, ref vertexWritePos, ref indexWritePos);
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indicesProcessed += 2;
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}
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else
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{
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// Will add edges or polygons
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indicesProcessed = AddShape(vertices, indices, indicesProcessed, generatedVertices, generatedIndices, ref vertexWritePos, ref indexWritePos);
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}
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}
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for (int i = 0; i < generatedVertices.Length; i++)
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generatedVertices[i] = transform.MultiplyPoint(generatedVertices[i]);
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NativeArray<ShadowEdge> calculatedEdges;
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NativeArray<int> calculatedStartingEdges;
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NativeArray<bool> calculatedIsClosedArray;
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ShadowUtility.CalculateEdgesFromLines(ref generatedIndices, out calculatedEdges, out calculatedStartingEdges, out calculatedIsClosedArray);
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if (reverseWindingOrder)
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ShadowUtility.ReverseWindingOrder(ref calculatedStartingEdges, ref calculatedEdges);
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if (m_EdgeProcessing == EdgeProcessing.Clipping)
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{
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NativeArray<Vector3> clippedVertices;
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NativeArray<ShadowEdge> clippedEdges;
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NativeArray<int> clippedStartingIndices;
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ShadowUtility.ClipEdges(ref generatedVertices, ref calculatedEdges, ref calculatedStartingEdges, ref calculatedIsClosedArray, trimEdge, out clippedVertices, out clippedEdges, out clippedStartingIndices);
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if (clippedStartingIndices.Length > 0)
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m_LocalBounds = ShadowUtility.GenerateShadowMesh(m_Mesh, clippedVertices, clippedEdges, clippedStartingIndices, calculatedIsClosedArray, true, createInteriorGeometry, ShadowShape2D.OutlineTopology.Lines);
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else
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{
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m_LocalBounds = new Bounds();
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m_Mesh.Clear();
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}
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clippedVertices.Dispose();
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clippedEdges.Dispose();
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clippedStartingIndices.Dispose();
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}
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else
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{
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m_LocalBounds = ShadowUtility.GenerateShadowMesh(m_Mesh, generatedVertices, calculatedEdges, calculatedStartingEdges, calculatedIsClosedArray, true, createInteriorGeometry, ShadowShape2D.OutlineTopology.Lines);
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}
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generatedVertices.Dispose();
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generatedIndices.Dispose();
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calculatedEdges.Dispose();
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calculatedIsClosedArray.Dispose();
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calculatedStartingEdges.Dispose();
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}
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bool AreDegenerateVertices(NativeArray<Vector3> vertices)
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{
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if (vertices == null || vertices.Length == 0)
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return true;
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// This should is a trade off between perfomance and accuracy. This may need to be refined later if we find cases where this is not good enough.
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int prevIndex = vertices.Length - 1;
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for (int i=0;i< vertices.Length; i++)
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{
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if (vertices[prevIndex].x != vertices[i].x || vertices[prevIndex].y != vertices[i].y)
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return false;
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prevIndex = i;
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}
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return true;
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}
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public override void SetShape(NativeArray<Vector3> vertices, NativeArray<int> indices, ShadowShape2D.OutlineTopology outlineTopology, ShadowShape2D.WindingOrder windingOrder = ShadowShape2D.WindingOrder.Clockwise, bool allowTrimming = true, bool createInteriorGeometry = false)
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{
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if (AreDegenerateVertices(vertices))
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return;
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if (m_TrimEdge == k_TrimEdgeUninitialized)
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m_TrimEdge = m_InitialTrim;
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bool disposeVertices = false;
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NativeArray<ShadowEdge> edges;
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NativeArray<int> shapeStartingIndices;
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NativeArray<bool> shapeIsClosedArray;
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if (m_Mesh == null)
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m_Mesh = new Mesh();
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if (indices.Length == 0)
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{
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m_Mesh.Clear();
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return;
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}
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if (outlineTopology == ShadowShape2D.OutlineTopology.Triangles)
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{
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NativeArray<Vector3> newVertices;
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ShadowUtility.CalculateEdgesFromTriangles(ref vertices, ref indices, true, out newVertices, out edges, out shapeStartingIndices, out shapeIsClosedArray);
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disposeVertices = true;
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vertices = newVertices;
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}
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else // if (outlineTopology == ShadowShape2D.OutlineTopology.Lines)
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{
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ShadowUtility.CalculateEdgesFromLines(ref indices, out edges, out shapeStartingIndices, out shapeIsClosedArray);
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}
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if (windingOrder == ShadowShape2D.WindingOrder.CounterClockwise)
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ShadowUtility.ReverseWindingOrder(ref shapeStartingIndices, ref edges);
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// It would be better if we don't have to rerun SetShape after a trimEdge change.
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if (m_EdgeProcessing == EdgeProcessing.Clipping && allowTrimming)
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{
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NativeArray<Vector3> clippedVertices;
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NativeArray<ShadowEdge> clippedEdges;
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NativeArray<int> clippedStartingIndices;
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ShadowUtility.ClipEdges(ref vertices, ref edges, ref shapeStartingIndices, ref shapeIsClosedArray, trimEdge, out clippedVertices, out clippedEdges, out clippedStartingIndices);
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m_LocalBounds = ShadowUtility.GenerateShadowMesh(m_Mesh, clippedVertices, clippedEdges, clippedStartingIndices, shapeIsClosedArray, allowTrimming, createInteriorGeometry, outlineTopology);
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clippedVertices.Dispose();
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clippedEdges.Dispose();
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clippedStartingIndices.Dispose();
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}
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else
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{
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m_LocalBounds = ShadowUtility.GenerateShadowMesh(m_Mesh, vertices, edges, shapeStartingIndices, shapeIsClosedArray, allowTrimming, createInteriorGeometry, outlineTopology);
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}
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if(disposeVertices)
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vertices.Dispose();
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edges.Dispose();
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shapeStartingIndices.Dispose();
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shapeIsClosedArray.Dispose();
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}
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public void SetShapeWithLines(NativeArray<Vector3> vertices, NativeArray<int> indices, bool allowTrimming)
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{
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SetShape(vertices, indices, ShadowShape2D.OutlineTopology.Lines, allowTrimming: allowTrimming);
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}
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public override void SetFlip(bool flipX, bool flipY)
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{
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m_FlipX = flipX;
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m_FlipY = flipY;
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}
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public override void GetFlip(out bool flipX, out bool flipY)
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{
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flipX = m_FlipX;
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flipY = m_FlipY;
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}
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public override void SetDefaultTrim(float trim)
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{
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m_InitialTrim = trim;
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}
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public void UpdateBoundingSphere(Transform transform)
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{
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var maxBound = transform.TransformPoint(m_LocalBounds.max);
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var minBound = transform.TransformPoint(m_LocalBounds.min);
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var center = 0.5f * (maxBound + minBound);
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var radius = Vector3.Magnitude(maxBound - center);
|
||
|
|
||
|
m_BoundingSphere = new BoundingSphere(center, radius);
|
||
|
}
|
||
|
}
|
||
|
}
|