From 3af4c218c0e70167db23a6303d2af30aff37d2fe Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Thu, 20 Aug 2020 23:40:50 -0400 Subject: Removed a bunch of stuff; Changes --- .../Scripts/Runtime/TMP_MeshInfo.cs | 668 --------------------- 1 file changed, 668 deletions(-) delete mode 100644 Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_MeshInfo.cs (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_MeshInfo.cs') 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 deleted file mode 100644 index 67f8615..0000000 --- a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_MeshInfo.cs +++ /dev/null @@ -1,668 +0,0 @@ -using UnityEngine; -using System; -using System.Linq; -using System.Collections; -using System.Collections.Generic; - - -namespace TMPro -{ - public enum VertexSortingOrder { Normal, Reverse }; - - /// - /// Structure which contains the vertex attributes (geometry) of the text object. - /// - 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; - - - /// - /// Function to pre-allocate vertex attributes for a mesh of size X. - /// - /// - /// - 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; - } - - - /// - /// Function to pre-allocate vertex attributes for a mesh of size X. - /// - /// - /// - /// - 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; - } - - - /// - /// Function to resized the content of MeshData and re-assign normals, tangents and triangles. - /// - /// - /// - 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; - } - - - /// - /// Function to resized the content of MeshData and re-assign normals, tangents and triangles. - /// - /// - /// - 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; - } - - - /// - /// Function to clear the vertices while preserving the Triangles, Normals and Tangents. - /// - 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; - } - - - /// - /// Function to clear the vertices while preserving the Triangles, Normals and Tangents. - /// - 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; - } - - - /// - /// Function to clear the vertices while preserving the Triangles, Normals and Tangents. - /// - public void ClearUnusedVertices() - { - int length = vertices.Length - vertexCount; - - if (length > 0) - Array.Clear(vertices, vertexCount, length); - } - - - /// - /// Function used to mark unused vertices as degenerate. - /// - /// - public void ClearUnusedVertices(int startIndex) - { - int length = this.vertices.Length - startIndex; - - if (length > 0) - Array.Clear(this.vertices, startIndex, length); - } - - - /// - /// Function used to mark unused vertices as degenerate an upload resulting data to the mesh. - /// - /// - 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; - - } - } - - - /// - /// Function to rearrange the quads of the text object to change their rendering order. - /// - /// - public void SortGeometry(IList 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); - } - } - - - /// - /// Method to swap the vertex attributes between src and dst quads. - /// - /// Index of the first vertex attribute of the source character / quad. - /// Index of the first vertex attribute of the destination character / quad. - 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; - //} - - } -} -- cgit v1.2.3