public SVGMesh[] TestDepthAdd(SVGMesh node, SVGBounds bounds)
        {
            List<QuadTreeNode<SVGMesh>> overlapNodes = quadTree.Intersects(bounds);
            SVGMesh[] output = null;
            if(overlapNodes != null && overlapNodes.Count > 0)
            {
                output = new SVGMesh[overlapNodes.Count];
                for(int i = 0 ; i < output.Length; i++)
                {
                    output[i] = overlapNodes[i].data;
                }
            }

            quadTree.Add(node, bounds);
            return output;
        }
 public SVGDepthTree(SVGBounds bounds)
 {
     quadTree = new QuadTree<SVGMesh>(new SVGBounds(bounds.center, bounds.size * 10f));
 }
Example #3
0
 public QuadTree(SVGBounds bounds)
 {
     _originalBounds = bounds;
     _root           = new QuadTreeCell <T>(bounds, null, this, _originalMaxCapacity);
     _root._depth    = 0;
 }
Example #4
0
 public QuadTreeNode <T> Add(T data, SVGBounds bounds)
 {
     return(_root.Add(data, bounds));
 }
Example #5
0
        public List <QuadTreeNode <T> > Intersects(SVGBounds bounds)
        {
            if (!this.bounds.Intersects(bounds))
            {
                return(null);
            }

            List <QuadTreeNode <T> > output = null;

            if (nodes != null && nodes.Count > 0)
            {
                output = new List <QuadTreeNode <T> >();

                for (int i = 0; i < nodes.Count; i++)
                {
                    if (nodes [i].bounds.Intersects(bounds))
                    {
                        output.Add(nodes [i]);
                    }
                }

                if (output.Count == 0)
                {
                    output = null;
                }
            }

            if (topLeft != null)
            {
                List <QuadTreeNode <T> > cellOutput = topLeft.Intersects(bounds);
                if (cellOutput != null)
                {
                    if (output == null)
                    {
                        output = new List <QuadTreeNode <T> >();
                    }
                    output.AddRange(cellOutput);
                }
            }

            if (topRight != null)
            {
                List <QuadTreeNode <T> > cellOutput = topRight.Intersects(bounds);
                if (cellOutput != null)
                {
                    if (output == null)
                    {
                        output = new List <QuadTreeNode <T> >();
                    }
                    output.AddRange(cellOutput);
                }
            }

            if (bottomLeft != null)
            {
                List <QuadTreeNode <T> > cellOutput = bottomLeft.Intersects(bounds);
                if (cellOutput != null)
                {
                    if (output == null)
                    {
                        output = new List <QuadTreeNode <T> >();
                    }
                    output.AddRange(cellOutput);
                }
            }

            if (bottomRight != null)
            {
                List <QuadTreeNode <T> > cellOutput = bottomRight.Intersects(bounds);
                if (cellOutput != null)
                {
                    if (output == null)
                    {
                        output = new List <QuadTreeNode <T> >();
                    }
                    output.AddRange(cellOutput);
                }
            }

            return(output);
        }
Example #6
0
 public QuadTreeNode(T data, SVGBounds bounds, QuadTreeCell <T> cell)
 {
     this.data   = data;
     this.bounds = bounds;
     this.cell   = cell;
 }
Example #7
0
 public QuadTreeNode(T data, SVGBounds bounds)
 {
     this.data   = data;
     this.bounds = bounds;
 }
Example #8
0
 public QuadTreeNode <T> Add(T data, SVGBounds bounds)
 {
     return(Add(new QuadTreeNode <T>(data, bounds)));
 }
Example #9
0
        public static bool CombineMeshes(SVGLayer[] layers, Mesh mesh, out Shader[] shaders, SVGUseGradients useGradients = SVGUseGradients.Always, SVGAssetFormat format = SVGAssetFormat.Transparent, bool compressDepth = true, bool antialiased = false)
        {
            #if DEBUG_IMPORT
            long timeStart = System.DateTime.Now.Ticks;
            #endif

            shaders = new Shader[0];

            //if(SVGAssetImport.sliceMesh) Create9Slice();

            SVGFill fill;
            bool    useOpaqueShader      = false;
            bool    useTransparentShader = false;
            bool    hasGradients         = (useGradients == SVGUseGradients.Always);

            if (layers == null)
            {
                return(false);
            }
            int        totalLayers = layers.Length, totalTriangles = 0, opaqueTriangles = 0, transparentTriangles = 0;
            FILL_BLEND lastBlendType = FILL_BLEND.ALPHA_BLENDED;

            // Z Sort meshes
            if (format == SVGAssetFormat.Opaque)
            {
                SVGShape shape;
                if (compressDepth)
                {
                    SVGBounds quadTreeBounds = SVGBounds.InfiniteInverse;
                    for (int i = 0; i < totalLayers; i++)
                    {
                        int totalShapes = layers[i].shapes.Length;
                        for (int j = 0; j < totalShapes; j++)
                        {
                            shape = layers[i].shapes[j];
                            if (shape.bounds.size.sqrMagnitude == 0f)
                            {
                                continue;
                            }
                            quadTreeBounds.Encapsulate(shape.bounds.center, shape.bounds.size);
                        }
                    }

                    quadTreeBounds.size *= 1.2f;

                    if (!quadTreeBounds.isInfiniteInverse)
                    {
                        SVGDepthTree depthTree = new SVGDepthTree(quadTreeBounds);
                        for (int i = 0; i < totalLayers; i++)
                        {
                            int totalShapes = layers[i].shapes.Length;
                            for (int j = 0; j < totalShapes; j++)
                            {
                                shape = layers[i].shapes[j];
                                int[] nodes = depthTree.TestDepthAdd(j, new SVGBounds(shape.bounds.center, shape.bounds.size));

                                int nodesLength = 0;
                                if (nodes == null || nodes.Length == 0)
                                {
                                    shape.depth = 0;
                                }
                                else
                                {
                                    nodesLength = nodes.Length;
                                    int highestDepth = 0;
                                    int highestLayer = -1;

                                    for (int k = 0; k < nodesLength; k++)
                                    {
                                        if ((int)layers[i].shapes[nodes[k]].depth > highestDepth)
                                        {
                                            highestDepth = (int)layers[i].shapes[nodes[k]].depth;
                                            highestLayer = nodes[k];
                                        }
                                    }

                                    if (layers[i].shapes[j].fill.blend == FILL_BLEND.OPAQUE)
                                    {
                                        shape.depth = highestDepth + 1;
                                    }
                                    else
                                    {
                                        if (highestLayer != -1 && layers[i].shapes[highestLayer].fill.blend == FILL_BLEND.OPAQUE)
                                        {
                                            shape.depth = highestDepth + 1;
                                        }
                                        else
                                        {
                                            shape.depth = highestDepth;
                                        }
                                    }
                                }
                                layers[i].shapes[j] = shape;
                            }
                        }
                    }
                }
                else
                {
                    int highestDepth = 0;
                    for (int i = 0; i < totalLayers; i++)
                    {
                        int totalShapes = layers[i].shapes.Length;
                        for (int j = 0; j < totalShapes; j++)
                        {
                            shape = layers[i].shapes[j];
                            fill  = shape.fill;
                            if (fill.blend == FILL_BLEND.OPAQUE || lastBlendType == FILL_BLEND.OPAQUE)
                            {
                                shape.depth = ++highestDepth;
                            }
                            else
                            {
                                shape.depth = highestDepth;
                            }

                            lastBlendType       = fill.blend;
                            layers[i].shapes[j] = shape;
                        }
                    }
                }
            }

            int totalVertices = 0, vertexCount, vertexStart = 0, currentVertex;
            for (int i = 0; i < totalLayers; i++)
            {
                int totalShapes = layers[i].shapes.Length;
                for (int j = 0; j < totalShapes; j++)
                {
                    fill = layers[i].shapes[j].fill;
                    if (fill.blend == FILL_BLEND.OPAQUE)
                    {
                        opaqueTriangles += layers[i].shapes[j].triangles.Length;
                        useOpaqueShader  = true;
                    }
                    else if (fill.blend == FILL_BLEND.ALPHA_BLENDED)
                    {
                        transparentTriangles += layers[i].shapes[j].triangles.Length;
                        useTransparentShader  = true;
                    }
                    if (fill.fillType == FILL_TYPE.GRADIENT)
                    {
                        hasGradients = true;
                    }
                    vertexCount    = layers[i].shapes[j].vertices.Length;
                    totalVertices += vertexCount;
                }
            }

            totalTriangles = opaqueTriangles + transparentTriangles;

            if (useGradients == SVGUseGradients.Never)
            {
                hasGradients = false;
            }
            if (format != SVGAssetFormat.Opaque)
            {
                useOpaqueShader      = false;
                useTransparentShader = true;
            }

            Vector3[]     vertices      = new Vector3[totalVertices];
            Color32[]     colors32      = new Color32[totalVertices];
            Vector2[]     uv            = null;
            Vector2[]     uv2           = null;
            Vector3[]     normals       = null;
            int[][]       triangles     = null;
            List <Shader> outputShaders = new List <Shader>();

            if (antialiased)
            {
                normals = new Vector3[totalVertices];
            }

            if (hasGradients)
            {
                uv  = new Vector2[totalVertices];
                uv2 = new Vector2[totalVertices];

                if (useOpaqueShader)
                {
                    outputShaders.Add(SVGShader.GradientColorOpaque);
                }
                if (useTransparentShader)
                {
                    if (antialiased)
                    {
                        outputShaders.Add(SVGShader.GradientColorAlphaBlendedAntialiased);
                    }
                    else
                    {
                        outputShaders.Add(SVGShader.GradientColorAlphaBlended);
                    }
                }
            }
            else
            {
                if (useOpaqueShader)
                {
                    outputShaders.Add(SVGShader.SolidColorOpaque);
                }
                if (useTransparentShader)
                {
                    if (antialiased)
                    {
                        outputShaders.Add(SVGShader.SolidColorAlphaBlendedAntialiased);
                    }
                    else
                    {
                        outputShaders.Add(SVGShader.SolidColorAlphaBlended);
                    }
                }
            }

            for (int i = 0; i < totalLayers; i++)
            {
                int totalShapes = layers[i].shapes.Length;
                for (int j = 0; j < totalShapes; j++)
                {
                    vertexCount = layers[i].shapes[j].vertices.Length;

                    if (layers[i].shapes[j].colors != null && layers[i].shapes[j].colors.Length == vertexCount)
                    {
                        Color32 finalColor = layers[i].shapes[j].fill.finalColor;
                        for (int k = 0; k < vertexCount; k++)
                        {
                            currentVertex           = vertexStart + k;
                            vertices[currentVertex] = layers[i].shapes[j].vertices[k];
                            if (useOpaqueShader)
                            {
                                vertices[currentVertex].z = layers[i].shapes[j].depth * -SVGAssetImport.minDepthOffset;
                            }
                            else
                            {
                                vertices[currentVertex].z = layers[i].shapes[j].depth;
                            }
                            colors32[currentVertex].r = (byte)(finalColor.r * layers[i].shapes[j].colors[k].r / 255);
                            colors32[currentVertex].g = (byte)(finalColor.g * layers[i].shapes[j].colors[k].g / 255);
                            colors32[currentVertex].b = (byte)(finalColor.b * layers[i].shapes[j].colors[k].b / 255);
                            colors32[currentVertex].a = (byte)(finalColor.a * layers[i].shapes[j].colors[k].a / 255);
                        }
                    }
                    else
                    {
                        Color32 finalColor = layers[i].shapes[j].fill.finalColor;
                        for (int k = 0; k < vertexCount; k++)
                        {
                            currentVertex           = vertexStart + k;
                            vertices[currentVertex] = layers[i].shapes[j].vertices[k];
                            if (useOpaqueShader)
                            {
                                vertices[currentVertex].z = layers[i].shapes[j].depth * -SVGAssetImport.minDepthOffset;
                            }
                            else
                            {
                                vertices[currentVertex].z = layers[i].shapes[j].depth;
                            }
                            colors32[currentVertex] = finalColor;
                        }
                    }

                    if (hasGradients)
                    {
                        if (layers[i].shapes[j].fill.fillType == FILL_TYPE.GRADIENT && layers[i].shapes[j].fill.gradientColors != null)
                        {
                            SVGMatrix svgFillTransform = layers[i].shapes[j].fill.transform;
                            Rect      viewport         = layers[i].shapes[j].fill.viewport;

                            Vector2 uvPoint  = Vector2.zero;
                            Vector2 uv2Value = new Vector2(layers[i].shapes[j].fill.gradientColors.index, (int)layers[i].shapes[j].fill.gradientType);

                            if (layers[i].shapes[j].angles != null && layers[i].shapes[j].angles.Length == vertexCount)
                            {
                                for (int k = 0; k < vertexCount; k++)
                                {
                                    currentVertex            = vertexStart + k;
                                    uvPoint.x                = vertices [currentVertex].x;
                                    uvPoint.y                = vertices [currentVertex].y;
                                    uvPoint                  = svgFillTransform.Transform(uvPoint);
                                    uv[currentVertex].x      = (uvPoint.x - viewport.x) / viewport.width;
                                    uv[currentVertex].y      = (uvPoint.y - viewport.y) / viewport.height;
                                    uv2[currentVertex]       = uv2Value;
                                    normals[currentVertex].x = layers[i].shapes[j].angles[k].x;
                                    normals[currentVertex].y = layers[i].shapes[j].angles[k].y;
                                }
                            }
                            else
                            {
                                for (int k = 0; k < vertexCount; k++)
                                {
                                    currentVertex       = vertexStart + k;
                                    uvPoint.x           = vertices [currentVertex].x;
                                    uvPoint.y           = vertices [currentVertex].y;
                                    uvPoint             = svgFillTransform.Transform(uvPoint);
                                    uv[currentVertex].x = (uvPoint.x - viewport.x) / viewport.width;
                                    uv[currentVertex].y = (uvPoint.y - viewport.y) / viewport.height;
                                    uv2[currentVertex]  = uv2Value;
                                }
                            }
                        }
                        else if (layers[i].shapes[j].fill.fillType == FILL_TYPE.TEXTURE)
                        {
                            SVGMatrix svgFillTransform = layers[i].shapes[j].fill.transform;
                            Vector2   uvPoint          = Vector2.zero;
                            if (layers[i].shapes[j].angles != null && layers[i].shapes[j].angles.Length == vertexCount)
                            {
                                for (int k = 0; k < vertexCount; k++)
                                {
                                    currentVertex            = vertexStart + k;
                                    uvPoint.x                = vertices [currentVertex].x;
                                    uvPoint.y                = vertices [currentVertex].y;
                                    uv[currentVertex]        = svgFillTransform.Transform(uvPoint);
                                    normals[currentVertex].x = layers[i].shapes[j].angles[k].x;
                                    normals[currentVertex].y = layers[i].shapes[j].angles[k].y;
                                }
                            }
                            else
                            {
                                for (int k = 0; k < vertexCount; k++)
                                {
                                    currentVertex     = vertexStart + k;
                                    uvPoint.x         = vertices [currentVertex].x;
                                    uvPoint.y         = vertices [currentVertex].y;
                                    uv[currentVertex] = svgFillTransform.Transform(uvPoint);
                                }
                            }
                        }
                        else
                        {
                            if (layers[i].shapes[j].angles != null && layers[i].shapes[j].angles.Length == vertexCount)
                            {
                                for (int k = 0; k < vertexCount; k++)
                                {
                                    currentVertex            = vertexStart + k;
                                    normals[currentVertex].x = layers[i].shapes[j].angles[k].x;
                                    normals[currentVertex].y = layers[i].shapes[j].angles[k].y;
                                }
                            }
                        }
                    }
                    else
                    {
                        if (antialiased)
                        {
                            if (layers[i].shapes[j].angles != null && layers[i].shapes[j].angles.Length == vertexCount)
                            {
                                for (int k = 0; k < vertexCount; k++)
                                {
                                    currentVertex          = vertexStart + k;
                                    normals[currentVertex] = layers[i].shapes[j].angles[k];
                                }
                            }
                        }
                    }
                    vertexStart += vertexCount;
                }
            }

            // Submesh Order
            if (useOpaqueShader && useTransparentShader)
            {
                triangles = new int[2][] { new int[opaqueTriangles], new int[transparentTriangles] };

                int lastVertexIndex = 0;
                int triangleCount;
                int lastOpauqeTriangleIndex      = 0;
                int lastTransparentTriangleIndex = 0;

                for (int i = 0; i < totalLayers; i++)
                {
                    int totalShapes = layers[i].shapes.Length;
                    for (int j = 0; j < totalShapes; j++)
                    {
                        triangleCount = layers[i].shapes[j].triangles.Length;
                        if (layers[i].shapes[j].fill.blend == FILL_BLEND.OPAQUE)
                        {
                            for (int k = 0; k < triangleCount; k++)
                            {
                                triangles[0][lastOpauqeTriangleIndex++] = lastVertexIndex + layers[i].shapes[j].triangles[k];
                            }
                        }
                        else
                        {
                            for (int k = 0; k < triangleCount; k++)
                            {
                                triangles[1][lastTransparentTriangleIndex++] = lastVertexIndex + layers[i].shapes[j].triangles[k];
                            }
                        }

                        lastVertexIndex += layers[i].shapes[j].vertices.Length;
                    }
                }
            }
            else
            {
                triangles = new int[1][] { new int[totalTriangles] };

                int lastVertexIndex = 0;
                int triangleCount;
                int lastTriangleIndex = 0;

                for (int i = 0; i < totalLayers; i++)
                {
                    int totalShapes = layers[i].shapes.Length;
                    for (int j = 0; j < totalShapes; j++)
                    {
                        triangleCount = layers[i].shapes[j].triangles.Length;
                        for (int k = 0; k < triangleCount; k++)
                        {
                            triangles[0][lastTriangleIndex++] = lastVertexIndex + layers[i].shapes[j].triangles[k];
                        }
                        lastVertexIndex += layers[i].shapes[j].vertices.Length;
                    }
                }
            }

            if (outputShaders.Count != 0)
            {
                shaders = outputShaders.ToArray();
            }

            /* * * * * * * * * * * * * * * * * * * * * * * *
            *                                             *
            *      Mesh Creation                          *
            *                                             *
            * * * * * * * * * * * * * * * * * * * * * * * */

            mesh.Clear();
            mesh.MarkDynamic();

            if (vertices != null)
            {
                if (vertices.Length > 65000)
                {
                    Debug.LogError("A mesh may not have more than 65000 vertices. Please try to reduce quality or split SVG file.");
                    return(false);
                }
            }
            else
            {
                return(false);
            }

            mesh.vertices = vertices;
            mesh.colors32 = colors32;

            if (uv != null)
            {
                mesh.uv = uv;
            }

            if (uv2 != null)
            {
                mesh.uv2 = uv2;
            }

            if (normals != null)
            {
                mesh.normals = normals;
            }

            if (triangles.Length == 1)
            {
                mesh.triangles = triangles[0];
            }
            else
            {
                mesh.subMeshCount = triangles.Length;
                for (int i = 0; i < triangles.Length; i++)
                {
                    mesh.SetTriangles(triangles[i], i);
                }
            }

            #if DEBUG_IMPORT
            System.TimeSpan timeSpan = new System.TimeSpan(System.DateTime.Now.Ticks - timeStart);
            Debug.Log("Mesh combination took: " + timeSpan.TotalSeconds + "s");
            #endif

            return(true);
        }