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diff --git a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_MeshInfo.cs b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_MeshInfo.cs
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+++ b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_MeshInfo.cs
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+using UnityEngine;
+using System;
+using System.Linq;
+using System.Collections;
+using System.Collections.Generic;
+
+
+namespace TMPro
+{
+ public enum VertexSortingOrder { Normal, Reverse };
+
+ /// <summary>
+ /// Structure which contains the vertex attributes (geometry) of the text object.
+ /// </summary>
+ public struct TMP_MeshInfo
+ {
+ private static readonly Color32 s_DefaultColor = new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue);
+ private static readonly Vector3 s_DefaultNormal = new Vector3(0.0f, 0.0f, -1f);
+ private static readonly Vector4 s_DefaultTangent = new Vector4(-1f, 0.0f, 0.0f, 1f);
+ private static readonly Bounds s_DefaultBounds = new Bounds();
+
+ public Mesh mesh;
+ public int vertexCount;
+
+ public Vector3[] vertices;
+ public Vector3[] normals;
+ public Vector4[] tangents;
+
+ public Vector2[] uvs0;
+ public Vector2[] uvs2;
+ //public Vector2[] uvs4;
+ public Color32[] colors32;
+ public int[] triangles;
+
+
+ /// <summary>
+ /// Function to pre-allocate vertex attributes for a mesh of size X.
+ /// </summary>
+ /// <param name="mesh"></param>
+ /// <param name="size"></param>
+ public TMP_MeshInfo(Mesh mesh, int size)
+ {
+ // Reference to the TMP Text Component.
+ //this.textComponent = null;
+
+ // Clear existing mesh data
+ if (mesh == null)
+ mesh = new Mesh();
+ else
+ mesh.Clear();
+
+ this.mesh = mesh;
+
+ // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
+ size = Mathf.Min(size, 16383);
+
+ int sizeX4 = size * 4;
+ int sizeX6 = size * 6;
+
+ this.vertexCount = 0;
+
+ this.vertices = new Vector3[sizeX4];
+ this.uvs0 = new Vector2[sizeX4];
+ this.uvs2 = new Vector2[sizeX4];
+ //this.uvs4 = new Vector2[sizeX4]; // SDF scale data
+ this.colors32 = new Color32[sizeX4];
+
+ this.normals = new Vector3[sizeX4];
+ this.tangents = new Vector4[sizeX4];
+
+ this.triangles = new int[sizeX6];
+
+ int index_X6 = 0;
+ int index_X4 = 0;
+ while (index_X4 / 4 < size)
+ {
+ for (int i = 0; i < 4; i++)
+ {
+ this.vertices[index_X4 + i] = Vector3.zero;
+ this.uvs0[index_X4 + i] = Vector2.zero;
+ this.uvs2[index_X4 + i] = Vector2.zero;
+ //this.uvs4[index_X4 + i] = Vector2.zero;
+ this.colors32[index_X4 + i] = s_DefaultColor;
+ this.normals[index_X4 + i] = s_DefaultNormal;
+ this.tangents[index_X4 + i] = s_DefaultTangent;
+ }
+
+ this.triangles[index_X6 + 0] = index_X4 + 0;
+ this.triangles[index_X6 + 1] = index_X4 + 1;
+ this.triangles[index_X6 + 2] = index_X4 + 2;
+ this.triangles[index_X6 + 3] = index_X4 + 2;
+ this.triangles[index_X6 + 4] = index_X4 + 3;
+ this.triangles[index_X6 + 5] = index_X4 + 0;
+
+ index_X4 += 4;
+ index_X6 += 6;
+ }
+
+ // Pre-assign base vertex attributes.
+ this.mesh.vertices = this.vertices;
+ this.mesh.normals = this.normals;
+ this.mesh.tangents = this.tangents;
+ this.mesh.triangles = this.triangles;
+ this.mesh.bounds = s_DefaultBounds;
+ }
+
+
+ /// <summary>
+ /// Function to pre-allocate vertex attributes for a mesh of size X.
+ /// </summary>
+ /// <param name="mesh"></param>
+ /// <param name="size"></param>
+ /// <param name="isVolumetric"></param>
+ public TMP_MeshInfo(Mesh mesh, int size, bool isVolumetric)
+ {
+ // Reference to the TMP Text Component.
+ //this.textComponent = null;
+
+ // Clear existing mesh data
+ if (mesh == null)
+ mesh = new Mesh();
+ else
+ mesh.Clear();
+
+ this.mesh = mesh;
+
+ int s0 = !isVolumetric ? 4 : 8;
+ int s1 = !isVolumetric ? 6 : 36;
+
+ // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
+ size = Mathf.Min(size, 65532 / s0);
+
+ int size_x_s0 = size * s0;
+ int size_x_s1 = size * s1;
+
+ this.vertexCount = 0;
+
+ this.vertices = new Vector3[size_x_s0];
+ this.uvs0 = new Vector2[size_x_s0];
+ this.uvs2 = new Vector2[size_x_s0];
+ //this.uvs4 = new Vector2[sizeX8]; // SDF scale data
+ this.colors32 = new Color32[size_x_s0];
+
+ this.normals = new Vector3[size_x_s0];
+ this.tangents = new Vector4[size_x_s0];
+
+ this.triangles = new int[size_x_s1];
+
+ int index_x_s0 = 0;
+ int index_x_s1 = 0;
+ while (index_x_s0 / s0 < size)
+ {
+ for (int i = 0; i < s0; i++)
+ {
+ this.vertices[index_x_s0 + i] = Vector3.zero;
+ this.uvs0[index_x_s0 + i] = Vector2.zero;
+ this.uvs2[index_x_s0 + i] = Vector2.zero;
+ //this.uvs4[index_X4 + i] = Vector2.zero;
+ this.colors32[index_x_s0 + i] = s_DefaultColor;
+ this.normals[index_x_s0 + i] = s_DefaultNormal;
+ this.tangents[index_x_s0 + i] = s_DefaultTangent;
+ }
+
+ // Front Face
+ this.triangles[index_x_s1 + 0] = index_x_s0 + 0;
+ this.triangles[index_x_s1 + 1] = index_x_s0 + 1;
+ this.triangles[index_x_s1 + 2] = index_x_s0 + 2;
+ this.triangles[index_x_s1 + 3] = index_x_s0 + 2;
+ this.triangles[index_x_s1 + 4] = index_x_s0 + 3;
+ this.triangles[index_x_s1 + 5] = index_x_s0 + 0;
+
+ if (isVolumetric)
+ {
+ // Left Face
+ this.triangles[index_x_s1 + 6] = index_x_s0 + 4;
+ this.triangles[index_x_s1 + 7] = index_x_s0 + 5;
+ this.triangles[index_x_s1 + 8] = index_x_s0 + 1;
+ this.triangles[index_x_s1 + 9] = index_x_s0 + 1;
+ this.triangles[index_x_s1 + 10] = index_x_s0 + 0;
+ this.triangles[index_x_s1 + 11] = index_x_s0 + 4;
+
+ // Right Face
+ this.triangles[index_x_s1 + 12] = index_x_s0 + 3;
+ this.triangles[index_x_s1 + 13] = index_x_s0 + 2;
+ this.triangles[index_x_s1 + 14] = index_x_s0 + 6;
+ this.triangles[index_x_s1 + 15] = index_x_s0 + 6;
+ this.triangles[index_x_s1 + 16] = index_x_s0 + 7;
+ this.triangles[index_x_s1 + 17] = index_x_s0 + 3;
+
+ // Top Face
+ this.triangles[index_x_s1 + 18] = index_x_s0 + 1;
+ this.triangles[index_x_s1 + 19] = index_x_s0 + 5;
+ this.triangles[index_x_s1 + 20] = index_x_s0 + 6;
+ this.triangles[index_x_s1 + 21] = index_x_s0 + 6;
+ this.triangles[index_x_s1 + 22] = index_x_s0 + 2;
+ this.triangles[index_x_s1 + 23] = index_x_s0 + 1;
+
+ // Bottom Face
+ this.triangles[index_x_s1 + 24] = index_x_s0 + 4;
+ this.triangles[index_x_s1 + 25] = index_x_s0 + 0;
+ this.triangles[index_x_s1 + 26] = index_x_s0 + 3;
+ this.triangles[index_x_s1 + 27] = index_x_s0 + 3;
+ this.triangles[index_x_s1 + 28] = index_x_s0 + 7;
+ this.triangles[index_x_s1 + 29] = index_x_s0 + 4;
+
+ // Back Face
+ this.triangles[index_x_s1 + 30] = index_x_s0 + 7;
+ this.triangles[index_x_s1 + 31] = index_x_s0 + 6;
+ this.triangles[index_x_s1 + 32] = index_x_s0 + 5;
+ this.triangles[index_x_s1 + 33] = index_x_s0 + 5;
+ this.triangles[index_x_s1 + 34] = index_x_s0 + 4;
+ this.triangles[index_x_s1 + 35] = index_x_s0 + 7;
+ }
+
+ index_x_s0 += s0;
+ index_x_s1 += s1;
+ }
+
+ // Pre-assign base vertex attributes.
+ this.mesh.vertices = this.vertices;
+ this.mesh.normals = this.normals;
+ this.mesh.tangents = this.tangents;
+ this.mesh.triangles = this.triangles;
+ this.mesh.bounds = s_DefaultBounds;
+ }
+
+
+ /// <summary>
+ /// Function to resized the content of MeshData and re-assign normals, tangents and triangles.
+ /// </summary>
+ /// <param name="meshData"></param>
+ /// <param name="size"></param>
+ public void ResizeMeshInfo(int size)
+ {
+ // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
+ size = Mathf.Min(size, 16383);
+
+ int size_X4 = size * 4;
+ int size_X6 = size * 6;
+
+ int previousSize = this.vertices.Length / 4;
+
+ Array.Resize(ref this.vertices, size_X4);
+ Array.Resize(ref this.normals, size_X4);
+ Array.Resize(ref this.tangents, size_X4);
+
+ Array.Resize(ref this.uvs0, size_X4);
+ Array.Resize(ref this.uvs2, size_X4);
+ //Array.Resize(ref this.uvs4, size_X4);
+
+ Array.Resize(ref this.colors32, size_X4);
+
+ Array.Resize(ref this.triangles, size_X6);
+
+
+ // Re-assign Normals, Tangents and Triangles
+ if (size <= previousSize)
+ {
+ this.mesh.triangles = this.triangles;
+ this.mesh.vertices = this.vertices;
+ this.mesh.normals = this.normals;
+ this.mesh.tangents = this.tangents;
+
+ return;
+ }
+
+ for (int i = previousSize; i < size; i++)
+ {
+ int index_X4 = i * 4;
+ int index_X6 = i * 6;
+
+ this.normals[0 + index_X4] = s_DefaultNormal;
+ this.normals[1 + index_X4] = s_DefaultNormal;
+ this.normals[2 + index_X4] = s_DefaultNormal;
+ this.normals[3 + index_X4] = s_DefaultNormal;
+
+ this.tangents[0 + index_X4] = s_DefaultTangent;
+ this.tangents[1 + index_X4] = s_DefaultTangent;
+ this.tangents[2 + index_X4] = s_DefaultTangent;
+ this.tangents[3 + index_X4] = s_DefaultTangent;
+
+ // Setup Triangles
+ this.triangles[0 + index_X6] = 0 + index_X4;
+ this.triangles[1 + index_X6] = 1 + index_X4;
+ this.triangles[2 + index_X6] = 2 + index_X4;
+ this.triangles[3 + index_X6] = 2 + index_X4;
+ this.triangles[4 + index_X6] = 3 + index_X4;
+ this.triangles[5 + index_X6] = 0 + index_X4;
+ }
+
+ this.mesh.vertices = this.vertices;
+ this.mesh.normals = this.normals;
+ this.mesh.tangents = this.tangents;
+ this.mesh.triangles = this.triangles;
+ }
+
+
+ /// <summary>
+ /// Function to resized the content of MeshData and re-assign normals, tangents and triangles.
+ /// </summary>
+ /// <param name="size"></param>
+ /// <param name="isVolumetric"></param>
+ public void ResizeMeshInfo(int size, bool isVolumetric)
+ {
+ int s0 = !isVolumetric ? 4 : 8;
+ int s1 = !isVolumetric ? 6 : 36;
+
+ // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
+ size = Mathf.Min(size, 65532 / s0);
+
+ int size_X4 = size * s0;
+ int size_X6 = size * s1;
+
+ int previousSize = this.vertices.Length / s0;
+
+ Array.Resize(ref this.vertices, size_X4);
+ Array.Resize(ref this.normals, size_X4);
+ Array.Resize(ref this.tangents, size_X4);
+
+ Array.Resize(ref this.uvs0, size_X4);
+ Array.Resize(ref this.uvs2, size_X4);
+ //Array.Resize(ref this.uvs4, size_X4);
+
+ Array.Resize(ref this.colors32, size_X4);
+
+ Array.Resize(ref this.triangles, size_X6);
+
+
+ // Re-assign Normals, Tangents and Triangles
+ if (size <= previousSize)
+ {
+ this.mesh.triangles = this.triangles;
+ this.mesh.vertices = this.vertices;
+ this.mesh.normals = this.normals;
+ this.mesh.tangents = this.tangents;
+
+ return;
+ }
+
+ for (int i = previousSize; i < size; i++)
+ {
+ int index_X4 = i * s0;
+ int index_X6 = i * s1;
+
+ this.normals[0 + index_X4] = s_DefaultNormal;
+ this.normals[1 + index_X4] = s_DefaultNormal;
+ this.normals[2 + index_X4] = s_DefaultNormal;
+ this.normals[3 + index_X4] = s_DefaultNormal;
+
+ this.tangents[0 + index_X4] = s_DefaultTangent;
+ this.tangents[1 + index_X4] = s_DefaultTangent;
+ this.tangents[2 + index_X4] = s_DefaultTangent;
+ this.tangents[3 + index_X4] = s_DefaultTangent;
+
+ if (isVolumetric)
+ {
+ this.normals[4 + index_X4] = s_DefaultNormal;
+ this.normals[5 + index_X4] = s_DefaultNormal;
+ this.normals[6 + index_X4] = s_DefaultNormal;
+ this.normals[7 + index_X4] = s_DefaultNormal;
+
+ this.tangents[4 + index_X4] = s_DefaultTangent;
+ this.tangents[5 + index_X4] = s_DefaultTangent;
+ this.tangents[6 + index_X4] = s_DefaultTangent;
+ this.tangents[7 + index_X4] = s_DefaultTangent;
+ }
+
+ // Setup Triangles
+ this.triangles[0 + index_X6] = 0 + index_X4;
+ this.triangles[1 + index_X6] = 1 + index_X4;
+ this.triangles[2 + index_X6] = 2 + index_X4;
+ this.triangles[3 + index_X6] = 2 + index_X4;
+ this.triangles[4 + index_X6] = 3 + index_X4;
+ this.triangles[5 + index_X6] = 0 + index_X4;
+
+ if (isVolumetric)
+ {
+ // Left Face
+ this.triangles[index_X6 + 6] = index_X4 + 4;
+ this.triangles[index_X6 + 7] = index_X4 + 5;
+ this.triangles[index_X6 + 8] = index_X4 + 1;
+ this.triangles[index_X6 + 9] = index_X4 + 1;
+ this.triangles[index_X6 + 10] = index_X4 + 0;
+ this.triangles[index_X6 + 11] = index_X4 + 4;
+
+ // Right Face
+ this.triangles[index_X6 + 12] = index_X4 + 3;
+ this.triangles[index_X6 + 13] = index_X4 + 2;
+ this.triangles[index_X6 + 14] = index_X4 + 6;
+ this.triangles[index_X6 + 15] = index_X4 + 6;
+ this.triangles[index_X6 + 16] = index_X4 + 7;
+ this.triangles[index_X6 + 17] = index_X4 + 3;
+
+ // Top Face
+ this.triangles[index_X6 + 18] = index_X4 + 1;
+ this.triangles[index_X6 + 19] = index_X4 + 5;
+ this.triangles[index_X6 + 20] = index_X4 + 6;
+ this.triangles[index_X6 + 21] = index_X4 + 6;
+ this.triangles[index_X6 + 22] = index_X4 + 2;
+ this.triangles[index_X6 + 23] = index_X4 + 1;
+
+ // Bottom Face
+ this.triangles[index_X6 + 24] = index_X4 + 4;
+ this.triangles[index_X6 + 25] = index_X4 + 0;
+ this.triangles[index_X6 + 26] = index_X4 + 3;
+ this.triangles[index_X6 + 27] = index_X4 + 3;
+ this.triangles[index_X6 + 28] = index_X4 + 7;
+ this.triangles[index_X6 + 29] = index_X4 + 4;
+
+ // Back Face
+ this.triangles[index_X6 + 30] = index_X4 + 7;
+ this.triangles[index_X6 + 31] = index_X4 + 6;
+ this.triangles[index_X6 + 32] = index_X4 + 5;
+ this.triangles[index_X6 + 33] = index_X4 + 5;
+ this.triangles[index_X6 + 34] = index_X4 + 4;
+ this.triangles[index_X6 + 35] = index_X4 + 7;
+ }
+ }
+
+ this.mesh.vertices = this.vertices;
+ this.mesh.normals = this.normals;
+ this.mesh.tangents = this.tangents;
+ this.mesh.triangles = this.triangles;
+ }
+
+
+ /// <summary>
+ /// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
+ /// </summary>
+ public void Clear()
+ {
+ if (this.vertices == null) return;
+
+ Array.Clear(this.vertices, 0, this.vertices.Length);
+ this.vertexCount = 0;
+
+ if (this.mesh != null)
+ this.mesh.vertices = this.vertices;
+ }
+
+
+ /// <summary>
+ /// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
+ /// </summary>
+ public void Clear(bool uploadChanges)
+ {
+ if (this.vertices == null) return;
+
+ Array.Clear(this.vertices, 0, this.vertices.Length);
+ this.vertexCount = 0;
+
+ if (uploadChanges && this.mesh != null)
+ this.mesh.vertices = this.vertices;
+
+ if (this.mesh != null)
+ this.mesh.bounds = s_DefaultBounds;
+ }
+
+
+ /// <summary>
+ /// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
+ /// </summary>
+ public void ClearUnusedVertices()
+ {
+ int length = vertices.Length - vertexCount;
+
+ if (length > 0)
+ Array.Clear(vertices, vertexCount, length);
+ }
+
+
+ /// <summary>
+ /// Function used to mark unused vertices as degenerate.
+ /// </summary>
+ /// <param name="startIndex"></param>
+ public void ClearUnusedVertices(int startIndex)
+ {
+ int length = this.vertices.Length - startIndex;
+
+ if (length > 0)
+ Array.Clear(this.vertices, startIndex, length);
+ }
+
+
+ /// <summary>
+ /// Function used to mark unused vertices as degenerate an upload resulting data to the mesh.
+ /// </summary>
+ /// <param name="startIndex"></param>
+ public void ClearUnusedVertices(int startIndex, bool updateMesh)
+ {
+ int length = this.vertices.Length - startIndex;
+
+ if (length > 0)
+ Array.Clear(this.vertices, startIndex, length);
+
+ if (updateMesh && mesh != null)
+ this.mesh.vertices = this.vertices;
+ }
+
+
+ public void SortGeometry (VertexSortingOrder order)
+ {
+ switch (order)
+ {
+ case VertexSortingOrder.Normal:
+ // Do nothing
+ break;
+ case VertexSortingOrder.Reverse:
+ int size = vertexCount / 4;
+ for (int i = 0; i < size; i++)
+ {
+ int src = i * 4;
+ int dst = (size - i - 1) * 4;
+
+ if (src < dst)
+ SwapVertexData(src, dst);
+
+ }
+ break;
+ //case VertexSortingOrder.Depth:
+ // break;
+
+ }
+ }
+
+
+ /// <summary>
+ /// Function to rearrange the quads of the text object to change their rendering order.
+ /// </summary>
+ /// <param name="sortingOrder"></param>
+ public void SortGeometry(IList<int> sortingOrder)
+ {
+ // Make sure the sorting order array is not larger than the vertices array.
+ int indexCount = sortingOrder.Count;
+
+ if (indexCount * 4 > vertices.Length) return;
+
+ int src_index;
+
+ for (int dst_index = 0; dst_index < indexCount; dst_index++)
+ {
+ src_index = sortingOrder[dst_index];
+
+ while (src_index < dst_index)
+ {
+ src_index = sortingOrder[src_index];
+ }
+
+ // Swap items
+ if (src_index != dst_index)
+ SwapVertexData(src_index * 4, dst_index * 4);
+
+ //Debug.Log("Swap element [" + dst_index + "] with [" + src_index + "]. Vertex[" + dst_index + "] is " + vertices[dst_index * 4].z);
+ }
+ }
+
+
+ /// <summary>
+ /// Method to swap the vertex attributes between src and dst quads.
+ /// </summary>
+ /// <param name="src">Index of the first vertex attribute of the source character / quad.</param>
+ /// <param name="dst">Index of the first vertex attribute of the destination character / quad.</param>
+ public void SwapVertexData(int src, int dst)
+ {
+ int src_Index = src; // * 4;
+ int dst_Index = dst; // * 4;
+
+ // Swap vertices
+ Vector3 vertex;
+ vertex = vertices[dst_Index + 0];
+ vertices[dst_Index + 0] = vertices[src_Index + 0];
+ vertices[src_Index + 0] = vertex;
+
+ vertex = vertices[dst_Index + 1];
+ vertices[dst_Index + 1] = vertices[src_Index + 1];
+ vertices[src_Index + 1] = vertex;
+
+ vertex = vertices[dst_Index + 2];
+ vertices[dst_Index + 2] = vertices[src_Index + 2];
+ vertices[src_Index + 2] = vertex;
+
+ vertex = vertices[dst_Index + 3];
+ vertices[dst_Index + 3] = vertices[src_Index + 3];
+ vertices[src_Index + 3] = vertex;
+
+
+ //Swap UVs0
+ Vector2 uvs;
+ uvs = uvs0[dst_Index + 0];
+ uvs0[dst_Index + 0] = uvs0[src_Index + 0];
+ uvs0[src_Index + 0] = uvs;
+
+ uvs = uvs0[dst_Index + 1];
+ uvs0[dst_Index + 1] = uvs0[src_Index + 1];
+ uvs0[src_Index + 1] = uvs;
+
+ uvs = uvs0[dst_Index + 2];
+ uvs0[dst_Index + 2] = uvs0[src_Index + 2];
+ uvs0[src_Index + 2] = uvs;
+
+ uvs = uvs0[dst_Index + 3];
+ uvs0[dst_Index + 3] = uvs0[src_Index + 3];
+ uvs0[src_Index + 3] = uvs;
+
+ // Swap UVs2
+ uvs = uvs2[dst_Index + 0];
+ uvs2[dst_Index + 0] = uvs2[src_Index + 0];
+ uvs2[src_Index + 0] = uvs;
+
+ uvs = uvs2[dst_Index + 1];
+ uvs2[dst_Index + 1] = uvs2[src_Index + 1];
+ uvs2[src_Index + 1] = uvs;
+
+ uvs = uvs2[dst_Index + 2];
+ uvs2[dst_Index + 2] = uvs2[src_Index + 2];
+ uvs2[src_Index + 2] = uvs;
+
+ uvs = uvs2[dst_Index + 3];
+ uvs2[dst_Index + 3] = uvs2[src_Index + 3];
+ uvs2[src_Index + 3] = uvs;
+
+ // Vertex Colors
+ Color32 color;
+ color = colors32[dst_Index + 0];
+ colors32[dst_Index + 0] = colors32[src_Index + 0];
+ colors32[src_Index + 0] = color;
+
+ color = colors32[dst_Index + 1];
+ colors32[dst_Index + 1] = colors32[src_Index + 1];
+ colors32[src_Index + 1] = color;
+
+ color = colors32[dst_Index + 2];
+ colors32[dst_Index + 2] = colors32[src_Index + 2];
+ colors32[src_Index + 2] = color;
+
+ color = colors32[dst_Index + 3];
+ colors32[dst_Index + 3] = colors32[src_Index + 3];
+ colors32[src_Index + 3] = color;
+ }
+
+
+ //int Partition (int start, int end)
+ //{
+ // float pivot = vertices[end].z;
+
+ // int partitionIndex = start;
+ // for (int i = start; i < end; i++)
+ // {
+ // if (vertices[i].z <= pivot)
+ // {
+ // Swap(vertices[i], vertices[partitionIndex]);
+ // partitionIndex += 1;
+ // }
+ // }
+ // Swap(vertices[partitionIndex], vertices[end]);
+ // return partitionIndex;
+ //}
+
+
+ //void Swap(Vector3 a, Vector3 b)
+ //{
+ // Vector3 temp = a;
+ // a = b;
+ // b = a;
+ //}
+
+ }
+}