ParticleEffectForUGUI/Scripts/MeshHelper.cs

105 lines
3.0 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Coffee.UIExtensions
{
internal static class MeshHelper
{
private static CombineInstance[] s_CombineInstances;
private static int s_TempIndex;
private static int s_CurrentIndex;
static readonly List<Color32> s_Colors = new List<Color32>();
private static int s_RefCount;
private static Matrix4x4 s_Transform;
public static uint activeMeshIndices { get; private set; }
public static void Register()
{
if (0 < s_RefCount++) return;
s_CombineInstances = new CombineInstance[8];
}
public static void Unregister()
{
s_RefCount--;
if (0 < s_RefCount || s_CombineInstances == null) return;
for (var i = 0; i < s_CombineInstances.Length; i++)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
Object.DestroyImmediate(s_CombineInstances[i].mesh);
else
#endif
{
Object.Destroy(s_CombineInstances[i].mesh);
}
}
s_CombineInstances = null;
}
public static Mesh GetTemporaryMesh(int index)
{
if (s_CombineInstances.Length <= s_TempIndex) s_TempIndex = s_CombineInstances.Length - 1;
s_CurrentIndex = index;
activeMeshIndices += (uint)(1 << s_CurrentIndex);
s_CombineInstances[s_TempIndex].transform = s_Transform;
return s_CombineInstances[s_TempIndex++].mesh;
}
public static void DiscardTemporaryMesh()
{
if (s_TempIndex == 0) return;
s_TempIndex--;
activeMeshIndices -= (uint)(1 << s_CurrentIndex);
}
public static void SetTransform(Matrix4x4 transform)
{
s_Transform = transform;
}
public static void Clear()
{
if (s_CombineInstances == null) return;
s_CurrentIndex = 0;
activeMeshIndices = 0;
s_TempIndex = 0;
for (var i = 0; i < s_CombineInstances.Length; i++)
{
if (!s_CombineInstances[i].mesh)
{
var mesh = new Mesh();
mesh.MarkDynamic();
s_CombineInstances[i].mesh = mesh;
}
else
{
s_CombineInstances[i].mesh.Clear(false);
}
}
}
public static void CombineMesh(Mesh result)
{
if (!result || s_TempIndex == 0) return;
result.CombineMeshes(s_CombineInstances, false, true);
result.RecalculateBounds();
}
public static void ModifyColorSpaceToLinear(this Mesh self)
{
self.GetColors(s_Colors);
for (var i = 0; i < s_Colors.Count; i++)
s_Colors[i] = ((Color) s_Colors[i]).gamma;
self.SetColors(s_Colors);
s_Colors.Clear();
}
}
}