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https://github.com/mob-sakai/ParticleEffectForUGUI.git
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153
Runtime/Internal/Extensions/MeshExtensions.cs
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153
Runtime/Internal/Extensions/MeshExtensions.cs
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Coffee.UIParticleInternal
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{
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internal static class MeshExtensions
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{
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internal static readonly InternalObjectPool<Mesh> s_MeshPool = new InternalObjectPool<Mesh>(
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() =>
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{
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var mesh = new Mesh
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{
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hideFlags = HideFlags.DontSave | HideFlags.NotEditable
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};
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mesh.MarkDynamic();
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return mesh;
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},
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mesh => mesh,
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mesh =>
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{
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if (mesh != null)
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{
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mesh.Clear();
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}
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});
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public static Mesh Rent()
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{
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return s_MeshPool.Rent();
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}
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public static void Return(ref Mesh mesh)
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{
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s_MeshPool.Return(ref mesh);
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}
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public static void CopyTo(this Mesh self, Mesh dst)
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{
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if (self == null || dst == null) return;
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var vector3List = InternalListPool<Vector3>.Rent();
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var vector4List = InternalListPool<Vector4>.Rent();
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var color32List = InternalListPool<Color32>.Rent();
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var intList = InternalListPool<int>.Rent();
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dst.Clear(false);
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self.GetVertices(vector3List);
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dst.SetVertices(vector3List);
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self.GetTriangles(intList, 0);
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dst.SetTriangles(intList, 0);
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self.GetNormals(vector3List);
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dst.SetNormals(vector3List);
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self.GetTangents(vector4List);
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dst.SetTangents(vector4List);
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self.GetColors(color32List);
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dst.SetColors(color32List);
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self.GetUVs(0, vector4List);
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dst.SetUVs(0, vector4List);
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self.GetUVs(1, vector4List);
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dst.SetUVs(1, vector4List);
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self.GetUVs(2, vector4List);
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dst.SetUVs(2, vector4List);
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self.GetUVs(3, vector4List);
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dst.SetUVs(3, vector4List);
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dst.RecalculateBounds();
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InternalListPool<Vector3>.Return(ref vector3List);
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InternalListPool<Vector4>.Return(ref vector4List);
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InternalListPool<Color32>.Return(ref color32List);
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InternalListPool<int>.Return(ref intList);
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}
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public static void CopyTo(this VertexHelper self, Mesh dst)
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{
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if (self == null || dst == null) return;
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self.FillMesh(dst);
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}
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public static void CopyTo(this Mesh self, VertexHelper dst)
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{
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if (self == null || dst == null) return;
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var vertexCount = self.vertexCount;
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var indexCount = self.triangles.Length;
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self.CopyTo(dst, vertexCount, indexCount);
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}
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public static void CopyTo(this Mesh self, VertexHelper dst, int vertexCount, int indexCount)
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{
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if (self == null || dst == null) return;
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var positions = InternalListPool<Vector3>.Rent();
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var normals = InternalListPool<Vector3>.Rent();
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var uv0 = InternalListPool<Vector4>.Rent();
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var uv1 = InternalListPool<Vector4>.Rent();
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var uv2 = InternalListPool<Vector4>.Rent();
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var uv3 = InternalListPool<Vector4>.Rent();
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var tangents = InternalListPool<Vector4>.Rent();
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var colors = InternalListPool<Color32>.Rent();
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var indices = InternalListPool<int>.Rent();
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self.GetVertices(positions);
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self.GetColors(colors);
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self.GetUVs(0, uv0);
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self.GetUVs(1, uv1);
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self.GetUVs(2, uv1);
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self.GetUVs(3, uv1);
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self.GetNormals(normals);
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self.GetTangents(tangents);
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self.GetIndices(indices, 0);
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dst.Clear();
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for (var i = 0; i < vertexCount; i++)
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{
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dst.AddVert(positions.GetOrDefault(i), colors.GetOrDefault(i), uv0.GetOrDefault(i), uv1.GetOrDefault(i),
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uv2.GetOrDefault(i), uv3.GetOrDefault(i), normals.GetOrDefault(i), tangents.GetOrDefault(i));
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}
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var count = Mathf.Clamp(indexCount, 0, indices.Count);
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for (var i = 0; i < count - 2; i += 3)
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{
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dst.AddTriangle(indices[i], indices[i + 1], indices[i + 2]);
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}
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InternalListPool<Vector3>.Return(ref positions);
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InternalListPool<Vector3>.Return(ref normals);
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InternalListPool<Vector4>.Return(ref uv0);
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InternalListPool<Vector4>.Return(ref uv1);
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InternalListPool<Vector4>.Return(ref uv2);
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InternalListPool<Vector4>.Return(ref uv3);
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InternalListPool<Vector4>.Return(ref tangents);
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InternalListPool<Color32>.Return(ref colors);
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InternalListPool<int>.Return(ref indices);
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}
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private static T GetOrDefault<T>(this List<T> self, int index)
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{
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return 0 <= index && index < self.Count
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? self[index]
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: default;
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}
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}
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}
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