87 lines
4.5 KiB
C#
87 lines
4.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Class <c>ShadowShape2D</c> stores outline geometry for use with a shadow caster.
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/// </summary>
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public abstract class ShadowShape2D
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{
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/// <summary>
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/// Used when calling SetShape to describe the supplied indicies
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/// </summary>
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public enum OutlineTopology
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{
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/// <summary>
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/// Describes an index array where a set of two consecutive points describes a line segment.
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/// </summary>
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Lines,
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/// <summary>
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/// Describes an index array where a set of three consecutive points describes a triangle.
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/// </summary>
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Triangles
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}
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/// <summary>
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/// Used when calling SetShape to describe the winding direction of the supplied geometry
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/// </summary>
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public enum WindingOrder
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{
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/// <summary>
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/// Describes an index array where all polygons have vertices in a clockwise order
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/// </summary>
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Clockwise,
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/// <summary>
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/// Describes an index array where all polygons have vertices in a counterclockwise order
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/// </summary>
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CounterClockwise
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}
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/// <summary>
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/// SetFlip specifies how the shadow shape should be flipped when rendered
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/// </summary>
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/// <param name="flipX"> Specifies flipping on the local x-axis </param>
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/// <param name="flipY"> Specifies flipping on the local y-axis </param>
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public abstract void SetFlip(bool flipX, bool flipY);
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/// <summary>
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/// GetFlip returns how the shadow shape should be flipped when rendered
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/// </summary>
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/// <param name="flipX"> Returns flipping on the local x-axis </param>
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/// <param name="flipY"> Returns flipping on the local y-axis </param>
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public abstract void GetFlip(out bool flipX, out bool flipY);
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/// <summary>
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/// The value to initialize the trim when created
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/// </summary>
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/// <param name="trim"> Specifies the starting trim value.</param>
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public abstract void SetDefaultTrim(float trim);
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/// <summary>
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/// SetShape creates shadow geometry using the supplied geometry
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/// </summary>
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/// <param name="vertices">The vertices used to create the shadow geometry.</param>
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/// <param name="indices">The indices used to create the shadow geometry (Lines topology) </param>
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/// <param name="radii">The radius at the vertex. Can be used to describe a capsule.</param>
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/// <param name="transform"> The transform used to create the shadow geometry.</param>
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/// <param name="windingOrder">The winding order of the supplied geometry.</param>
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/// <param name="allowContraction">Specifies if the ShadowCaster2D is allowed to contract the supplied shape(s).</param>
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/// <param name="createInteriorGeometry">Specifies if the ShadowCaster2D should create interior geometry. Required for shadow casters that do not use renderers as their source.</param>
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public abstract void SetShape(NativeArray<Vector3> vertices, NativeArray<int> indices, NativeArray<float> radii, Matrix4x4 transform, WindingOrder windingOrder = WindingOrder.Clockwise, bool allowContraction = true, bool createInteriorGeometry = false);
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/// <summary>
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/// SetShape creates shadow geometry using the supplied geometry
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/// </summary>
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/// <param name="vertices">The vertices used to create the shadow geometry.</param>
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/// <param name="indices">The indices used to create the shadow geometry (Lines topology) </param>
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/// <param name="outlineTopology">The settings to create the renderer with.</param>
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/// <param name="windingOrder">The winding order of the supplied geometry.</param>
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/// <param name="allowContraction">Specifies if the ShadowCaster2D is allowed to contract the supplied shape(s).</param>
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/// <param name="createInteriorGeometry">Specifies if the ShadowCaster2D should create interior geometry. Required for shadow casters that do not use renderers as their source.</param>
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public abstract void SetShape(NativeArray<Vector3> vertices, NativeArray<int> indices, OutlineTopology outlineTopology, WindingOrder windingOrder = WindingOrder.Clockwise, bool allowContraction = true, bool createInteriorGeometry = false);
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}
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}
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