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2025-01-25 04:38:09 +08:00

149 lines
4.8 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
public BetterList<Vector3> mRtpVerts = new BetterList<Vector3>();
Vector3 mRtpNormal;
Vector4 mRtpTan;
/// <summary>
/// Whether the geometry contains usable vertices.
/// </summary>
public bool hasVertices { get { return (verts != null && 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()
{
if (verts != null) verts.Clear();
if (uvs != null) uvs.Clear();
if (cols != null) cols.Clear();
if (mRtpVerts != null) mRtpVerts.Clear();
}
/// <summary>
/// Step 2: Transform the vertices by the provided matrix.
/// </summary>
public void ApplyTransform(Matrix4x4 widgetToPanel, bool generateNormals, float height, float width)
{
mRtpVerts.Clear();
if (verts.size > 0)
{
//如果不是整体处理
mRtpVerts.AddRange(verts);
var buffer = mRtpVerts.buffer;
for (int i = 0, imax = verts.size; i < imax; ++i)
{
buffer[i] = widgetToPanel.MultiplyPoint3x4(buffer[i]);
}
// Calculate the widget's normal and tangent
if (generateNormals)
{
mRtpNormal = widgetToPanel.MultiplyVector(Vector3.back).normalized;
Vector3 tangent = widgetToPanel.MultiplyVector(Vector3.right).normalized;
mRtpTan = new Vector4(tangent.x, tangent.y, tangent.z, -1f);
}
}
}
/// <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, float alpha)
{
if (mRtpVerts != null && mRtpVerts.size > 0)
{
v.AddRange(mRtpVerts);
u.AddRange(uvs);
var cOriSize = c.size;
c.AddRange(cols);
var colBuffer = c.buffer;
for(int i = cOriSize; i < c.size; ++i)
{
colBuffer[i].a = (byte)(colBuffer[i].a * alpha);
}
if(n != null)
{
for (int i = 0; i < mRtpVerts.size; ++i)
{
n.Add(mRtpNormal);
t.Add(mRtpTan);
}
}
}
}
//清理缓存
public void FreeCache()
{
CachedGeometries.Free(verts);
CachedGeometries.Free(uvs);
CachedGeometries.Free(cols);
CachedGeometries.Free(mRtpVerts);
verts = null;
uvs = null;
cols = null;
mRtpVerts = null;
}
//检查缓存
public void CheckCacke(int vecCount)
{
if (verts == null || verts.buffer == null || verts.buffer.Length < vecCount)
{
FreeCache();
CachedGeometries.Get(vecCount, ref verts);
CachedGeometries.Get(vecCount, ref uvs);
CachedGeometries.Get(vecCount, ref cols);
CachedGeometries.Get(vecCount, ref mRtpVerts);
}
}
}