// Token: 0x06002DB1 RID: 11697 RVA: 0x001D0890 File Offset: 0x001CEA90
            public void DrawMesh(RetainedGizmos gizmos, Vector3[] vertices, List <int> triangles, Color[] colors)
            {
                Mesh mesh = gizmos.GetMesh();

                mesh.vertices = vertices;
                mesh.SetTriangles(triangles, 0);
                mesh.colors = colors;
                mesh.UploadMeshData(true);
                this.meshes.Add(mesh);
            }
Example #2
0
            public void DrawMesh(RetainedGizmos gizmos, Vector3[] vertices, List <int> triangles, Color[] colors)
            {
                var mesh = gizmos.GetMesh();

                // Set all data on the mesh
                mesh.vertices = vertices;
                mesh.SetTriangles(triangles, 0);
                mesh.colors = colors;

                // Upload all data
                mesh.UploadMeshData(false);
                meshes.Add(mesh);
            }
Example #3
0
            void SubmitLines(RetainedGizmos gizmos, ulong hash)
            {
                // Unity only supports 65535 vertices per mesh. 65532 used because MaxLineEndPointsPerBatch needs to be even.
                const int MaxLineEndPointsPerBatch = 65532 / 2;
                int       batches = (lines.Count + MaxLineEndPointsPerBatch - 1) / MaxLineEndPointsPerBatch;

                for (int batch = 0; batch < batches; batch++)
                {
                    int startIndex        = MaxLineEndPointsPerBatch * batch;
                    int endIndex          = Mathf.Min(startIndex + MaxLineEndPointsPerBatch, lines.Count);
                    int lineEndPointCount = endIndex - startIndex;
                    UnityEngine.Assertions.Assert.IsTrue(lineEndPointCount % 2 == 0);

                    // Use pooled lists to avoid excessive allocations
                    var vertices = ListPool <Vector3> .Claim(lineEndPointCount *2);

                    var colors = ListPool <Color32> .Claim(lineEndPointCount *2);

                    var normals = ListPool <Vector3> .Claim(lineEndPointCount *2);

                    var uv = ListPool <Vector2> .Claim(lineEndPointCount *2);

                    var tris = ListPool <int> .Claim(lineEndPointCount *3);

                    // Loop through each endpoint of the lines
                    // and add 2 vertices for each
                    for (int j = startIndex; j < endIndex; j++)
                    {
                        var vertex = (Vector3)lines[j];
                        vertices.Add(vertex);
                        vertices.Add(vertex);

                        var color = (Color32)lineColors[j];
                        colors.Add(color);
                        colors.Add(color);
                        uv.Add(new Vector2(0, 0));
                        uv.Add(new Vector2(1, 0));
                    }

                    // Loop through each line and add
                    // one normal for each vertex
                    for (int j = startIndex; j < endIndex; j += 2)
                    {
                        var lineDir = (Vector3)(lines[j + 1] - lines[j]);
                        // Store the line direction in the normals.
                        // A line consists of 4 vertices. The line direction will be used to
                        // offset the vertices to create a line with a fixed pixel thickness
                        normals.Add(lineDir);
                        normals.Add(lineDir);
                        normals.Add(lineDir);
                        normals.Add(lineDir);
                    }

                    // Setup triangle indices
                    // A triangle consists of 3 indices
                    // A line (4 vertices) consists of 2 triangles, so 6 triangle indices
                    for (int j = 0, v = 0; j < lineEndPointCount * 3; j += 6, v += 4)
                    {
                        // First triangle
                        tris.Add(v + 0);
                        tris.Add(v + 1);
                        tris.Add(v + 2);

                        // Second triangle
                        tris.Add(v + 1);
                        tris.Add(v + 3);
                        tris.Add(v + 2);
                    }

                    var mesh = gizmos.GetMesh();

                    // Set all data on the mesh
                    mesh.SetVertices(vertices);
                    mesh.SetTriangles(tris, 0);
                    mesh.SetColors(colors);
                    mesh.SetNormals(normals);
                    mesh.SetUVs(0, uv);

                    // Upload all data
                    mesh.UploadMeshData(false);

                    // Release the lists back to the pool
                    ListPool <Vector3> .Release(ref vertices);

                    ListPool <Color32> .Release(ref colors);

                    ListPool <Vector3> .Release(ref normals);

                    ListPool <Vector2> .Release(ref uv);

                    ListPool <int> .Release(ref tris);

                    gizmos.meshes.Add(new MeshWithHash {
                        hash = hash, mesh = mesh, lines = true
                    });
                    gizmos.existingHashes.Add(hash);
                }
            }
            // Token: 0x06002DB6 RID: 11702 RVA: 0x001D0CC8 File Offset: 0x001CEEC8
            private void SubmitLines(RetainedGizmos gizmos, ulong hash)
            {
                int num = (this.lines.Count + 32766 - 1) / 32766;

                for (int i = 0; i < num; i++)
                {
                    int            num2 = 32766 * i;
                    int            num3 = Mathf.Min(num2 + 32766, this.lines.Count);
                    int            num4 = num3 - num2;
                    List <Vector3> list = ListPool <Vector3> .Claim(num4 * 2);

                    List <Color32> list2 = ListPool <Color32> .Claim(num4 * 2);

                    List <Vector3> list3 = ListPool <Vector3> .Claim(num4 * 2);

                    List <Vector2> list4 = ListPool <Vector2> .Claim(num4 * 2);

                    List <int> list5 = ListPool <int> .Claim(num4 * 3);

                    for (int j = num2; j < num3; j++)
                    {
                        Vector3 item = this.lines[j];
                        list.Add(item);
                        list.Add(item);
                        Color32 item2 = this.lineColors[j];
                        list2.Add(item2);
                        list2.Add(item2);
                        list4.Add(new Vector2(0f, 0f));
                        list4.Add(new Vector2(1f, 0f));
                    }
                    for (int k = num2; k < num3; k += 2)
                    {
                        Vector3 item3 = this.lines[k + 1] - this.lines[k];
                        list3.Add(item3);
                        list3.Add(item3);
                        list3.Add(item3);
                        list3.Add(item3);
                    }
                    int l    = 0;
                    int num5 = 0;
                    while (l < num4 * 3)
                    {
                        list5.Add(num5);
                        list5.Add(num5 + 1);
                        list5.Add(num5 + 2);
                        list5.Add(num5 + 1);
                        list5.Add(num5 + 3);
                        list5.Add(num5 + 2);
                        l    += 6;
                        num5 += 4;
                    }
                    Mesh mesh = gizmos.GetMesh();
                    mesh.SetVertices(list);
                    mesh.SetTriangles(list5, 0);
                    mesh.SetColors(list2);
                    mesh.SetNormals(list3);
                    mesh.SetUVs(0, list4);
                    mesh.UploadMeshData(true);
                    ListPool <Vector3> .Release(ref list);

                    ListPool <Color32> .Release(ref list2);

                    ListPool <Vector3> .Release(ref list3);

                    ListPool <Vector2> .Release(ref list4);

                    ListPool <int> .Release(ref list5);

                    gizmos.meshes.Add(new RetainedGizmos.MeshWithHash
                    {
                        hash  = hash,
                        mesh  = mesh,
                        lines = true
                    });
                    gizmos.existingHashes.Add(hash);
                }
            }