public SpriteOutlineList(GUID guid, List <Vector2[]> list)
        {
            this.spriteID = guid;

            m_SpriteOutlines = new List <SpriteOutline>(list.Count);
            for (int i = 0; i < list.Count; ++i)
            {
                var newList = new SpriteOutline();
                newList.m_Path.AddRange(list[i]);
                m_SpriteOutlines.Add(newList);
            }
        }
        protected static List <SpriteOutline> GenerateSpriteRectOutline(Rect rect, float detail, byte alphaTolerance, ITextureDataProvider textureProvider)
        {
            List <SpriteOutline> outline = new List <SpriteOutline>();
            var texture = textureProvider.GetReadableTexture2D();

            if (texture != null)
            {
                Vector2[][] paths;

                // we might have a texture that is capped because of max size or NPOT.
                // in that case, we need to convert values from capped space to actual texture space and back.
                int actualWidth = 0, actualHeight = 0;
                int cappedWidth, cappedHeight;
                textureProvider.GetTextureActualWidthAndHeight(out actualWidth, out actualHeight);
                cappedWidth  = texture.width;
                cappedHeight = texture.height;

                Vector2 scale      = new Vector2(cappedWidth / (float)actualWidth, cappedHeight / (float)actualHeight);
                Rect    spriteRect = rect;
                spriteRect.xMin *= scale.x;
                spriteRect.xMax *= scale.x;
                spriteRect.yMin *= scale.y;
                spriteRect.yMax *= scale.y;

                UnityEditor.Sprites.SpriteUtility.GenerateOutline(texture, spriteRect, detail, alphaTolerance, true, out paths);

                Rect capRect = new Rect();
                capRect.size   = rect.size;
                capRect.center = Vector2.zero;
                for (int j = 0; j < paths.Length; ++j)
                {
                    SpriteOutline points = new SpriteOutline();
                    foreach (Vector2 v in paths[j])
                    {
                        points.Add(CapPointToRect(new Vector2(v.x / scale.x, v.y / scale.y), capRect));
                    }

                    outline.Add(points);
                }
            }
            return(outline);
        }
        public void CreateNewOutline(Rect rectOutline)
        {
            Rect rect = m_Selected.rect;

            if (rect.Contains(rectOutline.min) && rect.Contains(rectOutline.max))
            {
                RecordUndo();
                SpriteOutline so            = new SpriteOutline();
                Vector2       outlineOffset = new Vector2(0.5f * rect.width + rect.x, 0.5f * rect.height + rect.y);
                Rect          selectionRect = new Rect(rectOutline);
                selectionRect.min = SnapPoint(rectOutline.min);
                selectionRect.max = SnapPoint(rectOutline.max);
                so.Add(CapPointToRect(new Vector2(selectionRect.xMin, selectionRect.yMin), rect) - outlineOffset);
                so.Add(CapPointToRect(new Vector2(selectionRect.xMin, selectionRect.yMax), rect) - outlineOffset);
                so.Add(CapPointToRect(new Vector2(selectionRect.xMax, selectionRect.yMax), rect) - outlineOffset);
                so.Add(CapPointToRect(new Vector2(selectionRect.xMax, selectionRect.yMin), rect) - outlineOffset);
                selectedShapeOutline.Add(so);
                spriteEditorWindow.SetDataModified();
                shapeEditorDirty = true;
            }
        }