Files
tianrunCRM/Assets/CoolapeFrame/3rd/NGUI_Enhance/Scripts/Internal/UIGeometry.cs
2020-07-04 14:41:25 +08:00

119 lines
3.4 KiB
C#

//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// Generated geometry class. All widgets have one.
/// This class separates the geometry creation into several steps, making it possible to perform
/// actions selectively depending on what has changed. For example, the widget doesn't need to be
/// rebuilt unless something actually changes, so its geometry can be cached. Likewise, the widget's
/// transformed coordinates only change if the widget's transform moves relative to the panel,
/// so that can be cached as well. In the end, using this class means using more memory, but at
/// the same time it allows for significant performance gains, especially when using widgets that
/// spit out a lot of vertices, such as UILabels.
/// </summary>
public class UIGeometry
{
/// <summary>
/// Widget's vertices (before they get transformed).
/// </summary>
public BetterList<Vector3> verts = new BetterList<Vector3>();
/// <summary>
/// Widget's texture coordinates for the geometry's vertices.
/// </summary>
public BetterList<Vector2> uvs = new BetterList<Vector2>();
/// <summary>
/// Array of colors for the geometry's vertices.
/// </summary>
public BetterList<Color32> cols = new BetterList<Color32>();
// Relative-to-panel vertices, normal, and tangent
BetterList<Vector3> mRtpVerts = new BetterList<Vector3>();
Vector3 mRtpNormal;
Vector4 mRtpTan;
/// <summary>
/// Whether the geometry contains usable vertices.
/// </summary>
public bool hasVertices { get { return (verts.size > 0); } }
/// <summary>
/// Whether the geometry has usable transformed vertex data.
/// </summary>
public bool hasTransformed { get { return (mRtpVerts != null) && (mRtpVerts.size > 0) && (mRtpVerts.size == verts.size); } }
/// <summary>
/// Step 1: Prepare to fill the buffers -- make them clean and valid.
/// </summary>
public void Clear ()
{
verts.Clear();
uvs.Clear();
cols.Clear();
mRtpVerts.Clear();
}
/// <summary>
/// Step 2: Transform the vertices by the provided matrix.
/// </summary>
public void ApplyTransform (Matrix4x4 widgetToPanel)
{
if (verts.size > 0)
{
mRtpVerts.Clear();
for (int i = 0, imax = verts.size; i < imax; ++i) mRtpVerts.Add(widgetToPanel.MultiplyPoint3x4(verts[i]));
// Calculate the widget's normal and tangent
mRtpNormal = widgetToPanel.MultiplyVector(Vector3.back).normalized;
Vector3 tangent = widgetToPanel.MultiplyVector(Vector3.right).normalized;
mRtpTan = new Vector4(tangent.x, tangent.y, tangent.z, -1f);
}
else mRtpVerts.Clear();
}
/// <summary>
/// Step 3: Fill the specified buffer using the transformed values.
/// </summary>
public void WriteToBuffers (BetterList<Vector3> v, BetterList<Vector2> u, BetterList<Color32> c, BetterList<Vector3> n, BetterList<Vector4> t)
{
if (mRtpVerts != null && mRtpVerts.size > 0)
{
if (n == null)
{
for (int i = 0; i < mRtpVerts.size; ++i)
{
v.Add(mRtpVerts.buffer[i]);
u.Add(uvs.buffer[i]);
c.Add(cols.buffer[i]);
}
}
else
{
for (int i = 0; i < mRtpVerts.size; ++i)
{
v.Add(mRtpVerts.buffer[i]);
u.Add(uvs.buffer[i]);
c.Add(cols.buffer[i]);
n.Add(mRtpNormal);
t.Add(mRtpTan);
}
}
}
}
}