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UIGeometry.cs
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using UnityEngine;
public class UIGeometry
{
public BetterList<Vector3> verts = new BetterList<Vector3>();
public BetterList<Vector2> uvs = new BetterList<Vector2>();
public BetterList<Color32> cols = new BetterList<Color32>();
private BetterList<Vector3> mRtpVerts = new BetterList<Vector3>();
private Vector3 mRtpNormal;
private Vector4 mRtpTan;
public bool hasVertices => verts.size > 0;
public bool hasTransformed => mRtpVerts != null && mRtpVerts.size > 0 && mRtpVerts.size == verts.size;
public void Clear()
{
verts.Clear();
uvs.Clear();
cols.Clear();
mRtpVerts.Clear();
}
public void ApplyTransform(Matrix4x4 widgetToPanel)
{
if (verts.size > 0)
{
mRtpVerts.Clear();
int i = 0;
for (int size = verts.size; i < size; i++)
{
mRtpVerts.Add(widgetToPanel.MultiplyPoint3x4(verts[i]));
}
mRtpNormal = widgetToPanel.MultiplyVector(Vector3.back).normalized;
Vector3 normalized = widgetToPanel.MultiplyVector(Vector3.right).normalized;
mRtpTan = new Vector4(normalized.x, normalized.y, normalized.z, -1f);
}
else
{
mRtpVerts.Clear();
}
}
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 j = 0; j < mRtpVerts.size; j++)
{
v.Add(mRtpVerts.buffer[j]);
u.Add(uvs.buffer[j]);
c.Add(cols.buffer[j]);
n.Add(mRtpNormal);
t.Add(mRtpTan);
}
}
}
}
}