PO/Library/PackageCache/com.unity.2d.common@4.0.3/Editor/ImagePacker/Jobs/FindTightRectJob.cs

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2022-01-12 10:06:03 +03:00
using System;
using UnityEngine;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
namespace UnityEditor.U2D.Common
{
public struct FindTightRectJob : IJobParallelFor
{
[ReadOnly]
[DeallocateOnJobCompletion]
NativeArray<IntPtr> m_Buffers;
[ReadOnly]
int m_Width;
[ReadOnly]
int m_Height;
NativeArray<RectInt> m_Output;
public unsafe void Execute(int index)
{
var rect = new RectInt(m_Width, m_Height, 0, 0);
var color = (Color32*)m_Buffers[index].ToPointer();
for (int i = 0; i < m_Height; ++i)
{
for (int j = 0; j < m_Width; ++j)
{
if (color->a != 0)
{
rect.x = Mathf.Min(j, rect.x);
rect.y = Mathf.Min(i, rect.y);
rect.width = Mathf.Max(j, rect.width);
rect.height = Mathf.Max(i, rect.height);
}
++color;
}
}
rect.width = Mathf.Max(0, rect.width - rect.x + 1);
rect.height = Mathf.Max(0, rect.height - rect.y + 1);
m_Output[index] = rect;
}
public static unsafe RectInt[] Execute(NativeArray<Color32>[] buffers, int width, int height)
{
var job = new FindTightRectJob();
job.m_Buffers = new NativeArray<IntPtr>(buffers.Length, Allocator.TempJob);
for (int i = 0; i < buffers.Length; ++i)
job.m_Buffers[i] = new IntPtr(buffers[i].GetUnsafeReadOnlyPtr());
job.m_Output = new NativeArray<RectInt>(buffers.Length, Allocator.TempJob);
job.m_Width = width;
job.m_Height = height;
// Ensure all jobs are completed before we return since we don't own the buffers
job.Schedule(buffers.Length, 1).Complete();
var rects = job.m_Output.ToArray();
job.m_Output.Dispose();
return rects;
}
}
}