845 lines
29 KiB
C#
845 lines
29 KiB
C#
using System.Collections.Generic;
|
|
using Unity.Jobs;
|
|
using Unity.Collections;
|
|
using Unity.Mathematics;
|
|
using Unity.Collections.LowLevel.Unsafe;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor.U2D;
|
|
#endif
|
|
|
|
namespace UnityEngine.U2D
|
|
{
|
|
[ExecuteInEditMode]
|
|
[RequireComponent(typeof(SpriteShapeRenderer))]
|
|
[DisallowMultipleComponent]
|
|
[HelpURLAttribute("https://docs.unity3d.com/Packages/com.unity.2d.spriteshape@latest/index.html?subfolder=/manual/SSController.html")]
|
|
public class SpriteShapeController : MonoBehaviour
|
|
{
|
|
// Internal Dataset.
|
|
const float s_DistanceTolerance = 0.001f;
|
|
|
|
// Cached Objects.
|
|
SpriteShape m_ActiveSpriteShape;
|
|
EdgeCollider2D m_EdgeCollider2D;
|
|
PolygonCollider2D m_PolygonCollider2D;
|
|
SpriteShapeRenderer m_SpriteShapeRenderer;
|
|
SpriteShapeGeometryCache m_SpriteShapeGeometryCache;
|
|
|
|
Sprite[] m_SpriteArray = new Sprite[0];
|
|
Sprite[] m_EdgeSpriteArray = new Sprite[0];
|
|
Sprite[] m_CornerSpriteArray = new Sprite[0];
|
|
AngleRangeInfo[] m_AngleRangeInfoArray = new AngleRangeInfo[0];
|
|
|
|
// Required for Generation.
|
|
NativeArray<float2> m_ColliderData;
|
|
NativeArray<Vector4> m_TangentData;
|
|
|
|
// Renderer Stuff.
|
|
bool m_DynamicOcclusionLocal;
|
|
bool m_DynamicOcclusionOverriden;
|
|
|
|
// Hash Check.
|
|
int m_ActiveSplineHash = 0;
|
|
int m_ActiveSpriteShapeHash = 0;
|
|
int m_MaxArrayCount = 0;
|
|
JobHandle m_JobHandle;
|
|
SpriteShapeParameters m_ActiveShapeParameters;
|
|
|
|
// Serialized Data.
|
|
[SerializeField]
|
|
Spline m_Spline = new Spline();
|
|
[SerializeField]
|
|
SpriteShape m_SpriteShape;
|
|
|
|
[SerializeField]
|
|
float m_FillPixelPerUnit = 100.0f;
|
|
[SerializeField]
|
|
float m_StretchTiling = 1.0f;
|
|
[SerializeField]
|
|
int m_SplineDetail;
|
|
[SerializeField]
|
|
bool m_AdaptiveUV;
|
|
[SerializeField]
|
|
bool m_StretchUV;
|
|
[SerializeField]
|
|
bool m_WorldSpaceUV;
|
|
[SerializeField]
|
|
float m_CornerAngleThreshold = 30.0f;
|
|
[SerializeField]
|
|
int m_ColliderDetail;
|
|
[SerializeField, Range(-0.5f, 0.5f)]
|
|
float m_ColliderOffset;
|
|
[SerializeField]
|
|
bool m_UpdateCollider = true;
|
|
[SerializeField]
|
|
bool m_OptimizeCollider = true;
|
|
[SerializeField]
|
|
bool m_OptimizeGeometry = true;
|
|
[SerializeField]
|
|
bool m_EnableTangents = false;
|
|
[SerializeField]
|
|
[HideInInspector]
|
|
bool m_GeometryCached = false;
|
|
[SerializeField]
|
|
bool m_UTess2D = false;
|
|
|
|
#region GetSet
|
|
|
|
internal int maxArrayCount
|
|
{
|
|
get { return m_MaxArrayCount; }
|
|
set { m_MaxArrayCount = value; }
|
|
}
|
|
|
|
internal bool geometryCached
|
|
{
|
|
get { return m_GeometryCached; }
|
|
set { m_GeometryCached = value; }
|
|
}
|
|
|
|
internal int splineHashCode
|
|
{
|
|
get { return m_ActiveSplineHash; }
|
|
}
|
|
|
|
internal Sprite[] spriteArray
|
|
{
|
|
get { return m_SpriteArray; }
|
|
}
|
|
|
|
internal SpriteShapeParameters spriteShapeParameters
|
|
{
|
|
get { return m_ActiveShapeParameters; }
|
|
}
|
|
|
|
internal SpriteShapeGeometryCache spriteShapeGeometryCache
|
|
{
|
|
get
|
|
{
|
|
if (!m_SpriteShapeGeometryCache)
|
|
m_SpriteShapeGeometryCache = GetComponent<SpriteShapeGeometryCache>();
|
|
return m_SpriteShapeGeometryCache;
|
|
}
|
|
}
|
|
|
|
public int spriteShapeHashCode
|
|
{
|
|
get { return m_ActiveSpriteShapeHash; }
|
|
}
|
|
|
|
public bool worldSpaceUVs
|
|
{
|
|
get { return m_WorldSpaceUV; }
|
|
set { m_WorldSpaceUV = value; }
|
|
}
|
|
|
|
public float fillPixelsPerUnit
|
|
{
|
|
get { return m_FillPixelPerUnit; }
|
|
set { m_FillPixelPerUnit = value; }
|
|
}
|
|
|
|
public bool enableTangents
|
|
{
|
|
get { return m_EnableTangents; }
|
|
set { m_EnableTangents = value; }
|
|
}
|
|
|
|
public float stretchTiling
|
|
{
|
|
get { return m_StretchTiling; }
|
|
set { m_StretchTiling = value; }
|
|
}
|
|
|
|
public int splineDetail
|
|
{
|
|
get { return m_SplineDetail; }
|
|
set { m_SplineDetail = Mathf.Max(0, value); }
|
|
}
|
|
|
|
public int colliderDetail
|
|
{
|
|
get { return m_ColliderDetail; }
|
|
set { m_ColliderDetail = Mathf.Max(0, value); }
|
|
}
|
|
|
|
public float colliderOffset
|
|
{
|
|
get { return m_ColliderOffset; }
|
|
set { m_ColliderOffset = value; }
|
|
}
|
|
|
|
public float cornerAngleThreshold
|
|
{
|
|
get { return m_CornerAngleThreshold; }
|
|
set { m_CornerAngleThreshold = value; }
|
|
}
|
|
|
|
public bool autoUpdateCollider
|
|
{
|
|
get { return m_UpdateCollider; }
|
|
set { m_UpdateCollider = value; }
|
|
}
|
|
|
|
public bool optimizeCollider
|
|
{
|
|
get { return m_OptimizeCollider; }
|
|
}
|
|
|
|
internal bool optimizeColliderInternal
|
|
{
|
|
set { m_OptimizeCollider = value; }
|
|
}
|
|
|
|
public bool optimizeGeometry
|
|
{
|
|
get { return m_OptimizeGeometry; }
|
|
}
|
|
|
|
public bool hasCollider
|
|
{
|
|
get { return (edgeCollider != null) || (polygonCollider != null); }
|
|
}
|
|
|
|
public Spline spline
|
|
{
|
|
get { return m_Spline; }
|
|
}
|
|
|
|
public SpriteShape spriteShape
|
|
{
|
|
get { return m_SpriteShape; }
|
|
set { m_SpriteShape = value; }
|
|
}
|
|
|
|
public EdgeCollider2D edgeCollider
|
|
{
|
|
get
|
|
{
|
|
if (!m_EdgeCollider2D)
|
|
m_EdgeCollider2D = GetComponent<EdgeCollider2D>();
|
|
return m_EdgeCollider2D;
|
|
}
|
|
}
|
|
|
|
public PolygonCollider2D polygonCollider
|
|
{
|
|
get
|
|
{
|
|
if (!m_PolygonCollider2D)
|
|
m_PolygonCollider2D = GetComponent<PolygonCollider2D>();
|
|
return m_PolygonCollider2D;
|
|
}
|
|
}
|
|
|
|
public SpriteShapeRenderer spriteShapeRenderer
|
|
{
|
|
get
|
|
{
|
|
if (!m_SpriteShapeRenderer)
|
|
m_SpriteShapeRenderer = GetComponent<SpriteShapeRenderer>();
|
|
return m_SpriteShapeRenderer;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EventHandles.
|
|
|
|
void DisposeInternal()
|
|
{
|
|
if (m_ColliderData.IsCreated)
|
|
m_ColliderData.Dispose();
|
|
if (m_TangentData.IsCreated)
|
|
m_TangentData.Dispose();
|
|
}
|
|
|
|
void OnApplicationQuit()
|
|
{
|
|
DisposeInternal();
|
|
}
|
|
|
|
void OnEnable()
|
|
{
|
|
m_DynamicOcclusionOverriden = true;
|
|
m_DynamicOcclusionLocal = spriteShapeRenderer.allowOcclusionWhenDynamic;
|
|
spriteShapeRenderer.allowOcclusionWhenDynamic = false;
|
|
UpdateSpriteData();
|
|
}
|
|
|
|
void OnDisable()
|
|
{
|
|
DisposeInternal();
|
|
}
|
|
|
|
void OnDestroy()
|
|
{
|
|
|
|
}
|
|
|
|
void Reset()
|
|
{
|
|
m_SplineDetail = (int)QualityDetail.High;
|
|
m_AdaptiveUV = true;
|
|
m_StretchUV = false;
|
|
m_FillPixelPerUnit = 100f;
|
|
|
|
m_ColliderDetail = (int)QualityDetail.High;
|
|
m_StretchTiling = 1.0f;
|
|
m_WorldSpaceUV = false;
|
|
m_CornerAngleThreshold = 30.0f;
|
|
m_ColliderOffset = 0;
|
|
m_UpdateCollider = true;
|
|
m_OptimizeCollider = true;
|
|
m_OptimizeGeometry = true;
|
|
m_EnableTangents = false;
|
|
|
|
spline.Clear();
|
|
spline.InsertPointAt(0, Vector2.left + Vector2.down);
|
|
spline.InsertPointAt(1, Vector2.left + Vector2.up);
|
|
spline.InsertPointAt(2, Vector2.right + Vector2.up);
|
|
spline.InsertPointAt(3, Vector2.right + Vector2.down);
|
|
}
|
|
|
|
static void SmartDestroy(UnityEngine.Object o)
|
|
{
|
|
if (o == null)
|
|
return;
|
|
|
|
#if UNITY_EDITOR
|
|
if (!Application.isPlaying)
|
|
DestroyImmediate(o);
|
|
else
|
|
#endif
|
|
Destroy(o);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region HashAndDataCheck
|
|
|
|
public void RefreshSpriteShape()
|
|
{
|
|
m_ActiveSplineHash = 0;
|
|
}
|
|
|
|
// Ensure Neighbor points are not too close to each other.
|
|
bool ValidateSpline()
|
|
{
|
|
int pointCount = spline.GetPointCount();
|
|
if (pointCount < 2)
|
|
return false;
|
|
for (int i = 0; i < pointCount - 1; ++i)
|
|
{
|
|
var vec = spline.GetPosition(i) - spline.GetPosition(i + 1);
|
|
if (vec.sqrMagnitude < s_DistanceTolerance)
|
|
{
|
|
Debug.LogWarningFormat(gameObject, "[SpriteShape] Control points {0} & {1} are too close. SpriteShape will not be generated for < {2} >.", i, i + 1, gameObject.name);
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Ensure SpriteShape is valid if not
|
|
bool ValidateSpriteShapeTexture()
|
|
{
|
|
bool valid = false;
|
|
|
|
// Check if SpriteShape Profile is valid.
|
|
if (spriteShape != null)
|
|
{
|
|
// Open ended and no valid Sprites set. Check if it has a valid fill texture.
|
|
if (!spline.isOpenEnded)
|
|
{
|
|
valid = (spriteShape.fillTexture != null);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Warn that no SpriteShape is set.
|
|
Debug.LogWarningFormat(gameObject, "[SpriteShape] A valid SpriteShape profile has not been set for gameObject < {0} >.", gameObject.name);
|
|
#if UNITY_EDITOR
|
|
// We allow null SpriteShape for rapid prototyping in Editor.
|
|
valid = true;
|
|
#endif
|
|
}
|
|
return valid;
|
|
}
|
|
|
|
bool ValidateUTess2D(bool uTess2D)
|
|
{
|
|
if (uTess2D && null != spriteShape)
|
|
{
|
|
// Check for all properties
|
|
uTess2D = (spriteShape.fillOffset >= 0);
|
|
}
|
|
return uTess2D;
|
|
}
|
|
|
|
bool HasSpriteShapeChanged()
|
|
{
|
|
bool changed = (m_ActiveSpriteShape != spriteShape);
|
|
if (changed)
|
|
m_ActiveSpriteShape = spriteShape;
|
|
return changed;
|
|
}
|
|
|
|
bool HasSpriteShapeDataChanged()
|
|
{
|
|
bool updateSprites = HasSpriteShapeChanged();
|
|
if (spriteShape)
|
|
{
|
|
var hashCode = SpriteShape.GetSpriteShapeHashCode(spriteShape);
|
|
if (spriteShapeHashCode != hashCode)
|
|
{
|
|
m_ActiveSpriteShapeHash = hashCode;
|
|
updateSprites = true;
|
|
}
|
|
}
|
|
return updateSprites;
|
|
}
|
|
|
|
bool HasSplineDataChanged()
|
|
{
|
|
unchecked
|
|
{
|
|
// Spline.
|
|
int hashCode = (int)2166136261 ^ spline.GetHashCode();
|
|
|
|
// Local Stuff.
|
|
hashCode = hashCode * 16777619 ^ (m_UTess2D ? 1 : 0);
|
|
hashCode = hashCode * 16777619 ^ (m_WorldSpaceUV ? 1 : 0);
|
|
hashCode = hashCode * 16777619 ^ (m_EnableTangents ? 1 : 0);
|
|
hashCode = hashCode * 16777619 ^ (m_GeometryCached ? 1 : 0);
|
|
hashCode = hashCode * 16777619 ^ (m_OptimizeGeometry ? 1 : 0);
|
|
hashCode = hashCode * 16777619 ^ (m_StretchTiling.GetHashCode());
|
|
hashCode = hashCode * 16777619 ^ (m_ColliderOffset.GetHashCode());
|
|
hashCode = hashCode * 16777619 ^ (m_ColliderDetail.GetHashCode());
|
|
|
|
if (splineHashCode != hashCode)
|
|
{
|
|
m_ActiveSplineHash = hashCode;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void LateUpdate()
|
|
{
|
|
BakeCollider();
|
|
}
|
|
|
|
void OnWillRenderObject()
|
|
{
|
|
BakeMesh();
|
|
}
|
|
|
|
public JobHandle BakeMesh()
|
|
{
|
|
JobHandle jobHandle = default;
|
|
|
|
#if !UNITY_EDITOR
|
|
if (spriteShapeGeometryCache)
|
|
{
|
|
// If SpriteShapeGeometry has already been uploaded, don't bother checking further.
|
|
if (0 != m_ActiveSplineHash && 0 != spriteShapeGeometryCache.maxArrayCount)
|
|
return jobHandle;
|
|
}
|
|
#endif
|
|
|
|
bool valid = ValidateSpline();
|
|
|
|
if (valid)
|
|
{
|
|
bool splineChanged = HasSplineDataChanged();
|
|
bool spriteShapeChanged = HasSpriteShapeDataChanged();
|
|
bool spriteShapeParametersChanged = UpdateSpriteShapeParameters();
|
|
|
|
if (spriteShapeChanged)
|
|
{
|
|
UpdateSpriteData();
|
|
}
|
|
|
|
if (splineChanged || spriteShapeChanged || spriteShapeParametersChanged)
|
|
{
|
|
jobHandle = ScheduleBake();
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
if (spriteShapeChanged && spriteShapeGeometryCache && geometryCached)
|
|
{
|
|
jobHandle.Complete();
|
|
spriteShapeGeometryCache.UpdateGeometryCache();
|
|
}
|
|
#endif
|
|
}
|
|
return jobHandle;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region UpdateData
|
|
|
|
public bool UpdateSpriteShapeParameters()
|
|
{
|
|
bool carpet = !spline.isOpenEnded;
|
|
bool smartSprite = true;
|
|
bool adaptiveUV = m_AdaptiveUV;
|
|
bool stretchUV = m_StretchUV;
|
|
bool spriteBorders = false;
|
|
uint fillScale = 0;
|
|
uint splineDetail = (uint)m_SplineDetail;
|
|
float borderPivot = 0f;
|
|
float angleThreshold = (m_CornerAngleThreshold >= 0 && m_CornerAngleThreshold < 90) ? m_CornerAngleThreshold : 89.9999f;
|
|
Texture2D fillTexture = null;
|
|
Matrix4x4 transformMatrix = Matrix4x4.identity;
|
|
|
|
if (spriteShape)
|
|
{
|
|
if (worldSpaceUVs)
|
|
transformMatrix = transform.localToWorldMatrix;
|
|
|
|
fillTexture = spriteShape.fillTexture;
|
|
fillScale = stretchUV ? (uint)stretchTiling : (uint)fillPixelsPerUnit;
|
|
borderPivot = spriteShape.fillOffset;
|
|
spriteBorders = spriteShape.useSpriteBorders;
|
|
// If Corners are enabled, set smart-sprite to false.
|
|
if (spriteShape.cornerSprites.Count > 0)
|
|
smartSprite = false;
|
|
}
|
|
else
|
|
{
|
|
#if UNITY_EDITOR
|
|
fillTexture = UnityEditor.EditorGUIUtility.whiteTexture;
|
|
fillScale = 100;
|
|
#endif
|
|
}
|
|
|
|
bool changed = m_ActiveShapeParameters.adaptiveUV != adaptiveUV ||
|
|
m_ActiveShapeParameters.angleThreshold != angleThreshold ||
|
|
m_ActiveShapeParameters.borderPivot != borderPivot ||
|
|
m_ActiveShapeParameters.carpet != carpet ||
|
|
m_ActiveShapeParameters.fillScale != fillScale ||
|
|
m_ActiveShapeParameters.fillTexture != fillTexture ||
|
|
m_ActiveShapeParameters.smartSprite != smartSprite ||
|
|
m_ActiveShapeParameters.splineDetail != splineDetail ||
|
|
m_ActiveShapeParameters.spriteBorders != spriteBorders ||
|
|
m_ActiveShapeParameters.transform != transformMatrix ||
|
|
m_ActiveShapeParameters.stretchUV != stretchUV;
|
|
|
|
m_ActiveShapeParameters.adaptiveUV = adaptiveUV;
|
|
m_ActiveShapeParameters.stretchUV = stretchUV;
|
|
m_ActiveShapeParameters.angleThreshold = angleThreshold;
|
|
m_ActiveShapeParameters.borderPivot = borderPivot;
|
|
m_ActiveShapeParameters.carpet = carpet;
|
|
m_ActiveShapeParameters.fillScale = fillScale;
|
|
m_ActiveShapeParameters.fillTexture = fillTexture;
|
|
m_ActiveShapeParameters.smartSprite = smartSprite;
|
|
m_ActiveShapeParameters.splineDetail = splineDetail;
|
|
m_ActiveShapeParameters.spriteBorders = spriteBorders;
|
|
m_ActiveShapeParameters.transform = transformMatrix;
|
|
|
|
return changed;
|
|
}
|
|
|
|
void UpdateSpriteData()
|
|
{
|
|
if (spriteShape)
|
|
{
|
|
List<Sprite> edgeSpriteList = new List<Sprite>();
|
|
List<Sprite> cornerSpriteList = new List<Sprite>();
|
|
List<AngleRangeInfo> angleRangeInfoList = new List<AngleRangeInfo>();
|
|
|
|
List<AngleRange> sortedAngleRanges = new List<AngleRange>(spriteShape.angleRanges);
|
|
sortedAngleRanges.Sort((a, b) => a.order.CompareTo(b.order));
|
|
|
|
for (int i = 0; i < sortedAngleRanges.Count; i++)
|
|
{
|
|
bool validSpritesFound = false;
|
|
AngleRange angleRange = sortedAngleRanges[i];
|
|
foreach (Sprite edgeSprite in angleRange.sprites)
|
|
{
|
|
if (edgeSprite != null)
|
|
{
|
|
validSpritesFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (validSpritesFound)
|
|
{
|
|
AngleRangeInfo angleRangeInfo = new AngleRangeInfo();
|
|
angleRangeInfo.start = angleRange.start;
|
|
angleRangeInfo.end = angleRange.end;
|
|
angleRangeInfo.order = (uint)angleRange.order;
|
|
List<int> spriteIndices = new List<int>();
|
|
foreach (Sprite edgeSprite in angleRange.sprites)
|
|
{
|
|
edgeSpriteList.Add(edgeSprite);
|
|
spriteIndices.Add(edgeSpriteList.Count - 1);
|
|
}
|
|
angleRangeInfo.sprites = spriteIndices.ToArray();
|
|
angleRangeInfoList.Add(angleRangeInfo);
|
|
}
|
|
}
|
|
|
|
bool validCornerSpritesFound = false;
|
|
foreach (CornerSprite cornerSprite in spriteShape.cornerSprites)
|
|
{
|
|
if (cornerSprite.sprites[0] != null)
|
|
{
|
|
validCornerSpritesFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (validCornerSpritesFound)
|
|
{
|
|
for (int i = 0; i < spriteShape.cornerSprites.Count; i++)
|
|
{
|
|
CornerSprite cornerSprite = spriteShape.cornerSprites[i];
|
|
cornerSpriteList.Add(cornerSprite.sprites[0]);
|
|
}
|
|
}
|
|
|
|
m_EdgeSpriteArray = edgeSpriteList.ToArray();
|
|
m_CornerSpriteArray = cornerSpriteList.ToArray();
|
|
m_AngleRangeInfoArray = angleRangeInfoList.ToArray();
|
|
|
|
List<Sprite> spriteList = new List<Sprite>();
|
|
spriteList.AddRange(m_EdgeSpriteArray);
|
|
spriteList.AddRange(m_CornerSpriteArray);
|
|
m_SpriteArray = spriteList.ToArray();
|
|
}
|
|
else
|
|
{
|
|
m_SpriteArray = new Sprite[0];
|
|
m_EdgeSpriteArray = new Sprite[0];
|
|
m_CornerSpriteArray = new Sprite[0];
|
|
m_AngleRangeInfoArray = new AngleRangeInfo[0];
|
|
}
|
|
}
|
|
|
|
NativeArray<ShapeControlPoint> GetShapeControlPoints()
|
|
{
|
|
int pointCount = spline.GetPointCount();
|
|
NativeArray<ShapeControlPoint> shapePoints = new NativeArray<ShapeControlPoint>(pointCount, Allocator.Temp);
|
|
for (int i = 0; i < pointCount; ++i)
|
|
{
|
|
ShapeControlPoint shapeControlPoint;
|
|
shapeControlPoint.position = spline.GetPosition(i);
|
|
shapeControlPoint.leftTangent = spline.GetLeftTangent(i);
|
|
shapeControlPoint.rightTangent = spline.GetRightTangent(i);
|
|
shapeControlPoint.mode = (int)spline.GetTangentMode(i);
|
|
shapePoints[i] = shapeControlPoint;
|
|
}
|
|
return shapePoints;
|
|
}
|
|
|
|
NativeArray<SplinePointMetaData> GetSplinePointMetaData()
|
|
{
|
|
int pointCount = spline.GetPointCount();
|
|
NativeArray<SplinePointMetaData> shapeMetaData = new NativeArray<SplinePointMetaData>(pointCount, Allocator.Temp);
|
|
for (int i = 0; i < pointCount; ++i)
|
|
{
|
|
SplinePointMetaData metaData;
|
|
metaData.height = m_Spline.GetHeight(i);
|
|
metaData.spriteIndex = (uint)m_Spline.GetSpriteIndex(i);
|
|
metaData.cornerMode = (int)m_Spline.GetCornerMode(i);
|
|
shapeMetaData[i] = metaData;
|
|
}
|
|
return shapeMetaData;
|
|
}
|
|
|
|
int CalculateMaxArrayCount(NativeArray<ShapeControlPoint> shapePoints)
|
|
{
|
|
int maxVertexCount = 1024 * 64;
|
|
bool hasSprites = false;
|
|
float smallestWidth = 99999.0f;
|
|
|
|
if (null != spriteArray)
|
|
{
|
|
foreach (var sprite in m_SpriteArray)
|
|
{
|
|
if (sprite != null)
|
|
{
|
|
hasSprites = true;
|
|
float pixelWidth = BezierUtility.GetSpritePixelWidth(sprite);
|
|
smallestWidth = (smallestWidth > pixelWidth) ? pixelWidth : smallestWidth;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Approximate vertex Array Count. Include Corners and Wide Sprites into account.
|
|
float smallestSegment = smallestWidth;
|
|
float shapeLength = BezierUtility.BezierLength(shapePoints, splineDetail, ref smallestSegment) * 4.0f;
|
|
int adjustShape = shapePoints.Length * 4 * splineDetail;
|
|
int adjustWidth = hasSprites ? ((int)(shapeLength / smallestSegment) * splineDetail) + adjustShape : 0;
|
|
adjustShape = optimizeGeometry ? (adjustShape) : (adjustShape * 2);
|
|
adjustShape = ValidateSpriteShapeTexture() ? adjustShape : 0;
|
|
maxArrayCount = adjustShape + adjustWidth;
|
|
maxArrayCount = math.min(maxArrayCount, maxVertexCount);
|
|
return maxArrayCount;
|
|
}
|
|
|
|
#endregion
|
|
|
|
unsafe JobHandle ScheduleBake()
|
|
{
|
|
JobHandle jobHandle = default;
|
|
|
|
bool staticUpload = Application.isPlaying;
|
|
#if !UNITY_EDITOR
|
|
staticUpload = true;
|
|
#endif
|
|
if (staticUpload && geometryCached)
|
|
{
|
|
if (spriteShapeGeometryCache)
|
|
if (spriteShapeGeometryCache.maxArrayCount != 0)
|
|
return spriteShapeGeometryCache.Upload(spriteShapeRenderer, this);
|
|
}
|
|
|
|
int pointCount = spline.GetPointCount();
|
|
NativeArray<ShapeControlPoint> shapePoints = GetShapeControlPoints();
|
|
NativeArray<SplinePointMetaData> shapeMetaData = GetSplinePointMetaData();
|
|
maxArrayCount = CalculateMaxArrayCount(shapePoints);
|
|
|
|
if (maxArrayCount > 0 && enabled)
|
|
{
|
|
// Collider Data
|
|
if (m_ColliderData.IsCreated)
|
|
m_ColliderData.Dispose();
|
|
m_ColliderData = new NativeArray<float2>(maxArrayCount, Allocator.Persistent);
|
|
|
|
// Tangent Data
|
|
if (!m_TangentData.IsCreated)
|
|
m_TangentData = new NativeArray<Vector4>(1, Allocator.Persistent);
|
|
|
|
NativeArray<ushort> indexArray;
|
|
NativeSlice<Vector3> posArray;
|
|
NativeSlice<Vector2> uv0Array;
|
|
NativeArray<Bounds> bounds = spriteShapeRenderer.GetBounds();
|
|
NativeArray<SpriteShapeSegment> geomArray = spriteShapeRenderer.GetSegments(shapePoints.Length * 8);
|
|
NativeSlice<Vector4> tanArray = new NativeSlice<Vector4>(m_TangentData);
|
|
|
|
if (m_EnableTangents)
|
|
{
|
|
spriteShapeRenderer.GetChannels(maxArrayCount, out indexArray, out posArray, out uv0Array, out tanArray);
|
|
}
|
|
else
|
|
{
|
|
spriteShapeRenderer.GetChannels(maxArrayCount, out indexArray, out posArray, out uv0Array);
|
|
}
|
|
|
|
var uTess2D = ValidateUTess2D(m_UTess2D);
|
|
var spriteShapeJob = new SpriteShapeGenerator() { m_Bounds = bounds, m_PosArray = posArray, m_Uv0Array = uv0Array, m_TanArray = tanArray, m_GeomArray = geomArray, m_IndexArray = indexArray, m_ColliderPoints = m_ColliderData };
|
|
spriteShapeJob.Prepare(this, m_ActiveShapeParameters, maxArrayCount, shapePoints, shapeMetaData, m_AngleRangeInfoArray, m_EdgeSpriteArray, m_CornerSpriteArray, uTess2D);
|
|
// Only update Handle for an actual Job is scheduled.
|
|
m_JobHandle = spriteShapeJob.Schedule();
|
|
spriteShapeRenderer.Prepare(m_JobHandle, m_ActiveShapeParameters, m_SpriteArray);
|
|
jobHandle = m_JobHandle;
|
|
|
|
#if UNITY_EDITOR
|
|
if (spriteShapeGeometryCache && geometryCached)
|
|
spriteShapeGeometryCache.SetGeometryCache(maxArrayCount, posArray, uv0Array, tanArray, indexArray, geomArray);
|
|
#endif
|
|
|
|
JobHandle.ScheduleBatchedJobs();
|
|
}
|
|
|
|
if (m_DynamicOcclusionOverriden)
|
|
{
|
|
spriteShapeRenderer.allowOcclusionWhenDynamic = m_DynamicOcclusionLocal;
|
|
m_DynamicOcclusionOverriden = false;
|
|
}
|
|
shapePoints.Dispose();
|
|
shapeMetaData.Dispose();
|
|
return jobHandle;
|
|
}
|
|
|
|
public void BakeCollider()
|
|
{
|
|
// Previously this must be explicitly called if using BakeMesh.
|
|
// But now we do it internally. BakeCollider_CanBeCalledMultipleTimesWithoutJobComplete
|
|
m_JobHandle.Complete();
|
|
|
|
if (m_ColliderData.IsCreated)
|
|
{
|
|
if (autoUpdateCollider)
|
|
{
|
|
if (hasCollider)
|
|
{
|
|
int maxCount = short.MaxValue - 1;
|
|
float2 last = (float2)0;
|
|
List<Vector2> m_ColliderSegment = new List<Vector2>();
|
|
for (int i = 0; i < maxCount; ++i)
|
|
{
|
|
float2 now = m_ColliderData[i];
|
|
if (!math.any(last) && !math.any(now))
|
|
break;
|
|
m_ColliderSegment.Add(new Vector2(now.x, now.y));
|
|
}
|
|
|
|
if (edgeCollider != null)
|
|
edgeCollider.points = m_ColliderSegment.ToArray();
|
|
if (polygonCollider != null)
|
|
polygonCollider.points = m_ColliderSegment.ToArray();
|
|
#if UNITY_EDITOR
|
|
UnityEditor.SceneView.RepaintAll();
|
|
#endif
|
|
}
|
|
}
|
|
// Dispose Collider as its no longer needed.
|
|
m_ColliderData.Dispose();
|
|
}
|
|
}
|
|
|
|
internal void BakeMeshForced()
|
|
{
|
|
if (spriteShapeRenderer != null)
|
|
{
|
|
var hasSplineChanged = HasSplineDataChanged();
|
|
if (!spriteShapeRenderer.isVisible && hasSplineChanged)
|
|
{
|
|
BakeMesh();
|
|
Rendering.CommandBuffer rc = new Rendering.CommandBuffer();
|
|
rc.GetTemporaryRT(0, 256, 256, 0);
|
|
rc.SetRenderTarget(0);
|
|
rc.DrawRenderer(spriteShapeRenderer, spriteShapeRenderer.sharedMaterial);
|
|
rc.ReleaseTemporaryRT(0);
|
|
Graphics.ExecuteCommandBuffer(rc);
|
|
}
|
|
}
|
|
}
|
|
|
|
Texture2D GetTextureFromIndex(int index)
|
|
{
|
|
if (index == 0)
|
|
return spriteShape ? spriteShape.fillTexture : null;
|
|
|
|
--index;
|
|
if (index < m_EdgeSpriteArray.Length)
|
|
return GetSpriteTexture(m_EdgeSpriteArray[index]);
|
|
|
|
index -= m_EdgeSpriteArray.Length;
|
|
return GetSpriteTexture(m_CornerSpriteArray[index]);
|
|
}
|
|
|
|
Texture2D GetSpriteTexture(Sprite sprite)
|
|
{
|
|
if (sprite)
|
|
{
|
|
#if UNITY_EDITOR
|
|
return UnityEditor.Sprites.SpriteUtility.GetSpriteTexture(sprite, sprite.packed);
|
|
#else
|
|
return sprite.texture;
|
|
#endif
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
}
|