Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
88 lines
1.8 KiB
C#
88 lines
1.8 KiB
C#
using UnityEngine;
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public class UIGeometry
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{
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public BetterList<Vector3> verts = new BetterList<Vector3>();
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public BetterList<Vector2> uvs = new BetterList<Vector2>();
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public BetterList<Color32> cols = new BetterList<Color32>();
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private BetterList<Vector3> mRtpVerts = new BetterList<Vector3>();
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private Vector3 mRtpNormal;
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private Vector4 mRtpTan;
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public bool hasVertices => verts.size > 0;
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public bool hasTransformed
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{
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get
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{
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if (mRtpVerts != null && mRtpVerts.size > 0)
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{
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return mRtpVerts.size == verts.size;
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}
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return false;
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}
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}
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public void Clear()
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{
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verts.Clear();
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uvs.Clear();
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cols.Clear();
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mRtpVerts.Clear();
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}
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public void ApplyTransform(Matrix4x4 widgetToPanel, bool generateNormals = true)
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{
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if (verts.size > 0)
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{
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mRtpVerts.Clear();
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int i = 0;
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for (int size = verts.size; i < size; i++)
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{
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mRtpVerts.Add(widgetToPanel.MultiplyPoint3x4(verts[i]));
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}
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if (generateNormals)
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{
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mRtpNormal = widgetToPanel.MultiplyVector(Vector3.back).normalized;
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Vector3 normalized = widgetToPanel.MultiplyVector(Vector3.right).normalized;
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mRtpTan = new Vector4(normalized.x, normalized.y, normalized.z, -1f);
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}
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}
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else
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{
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mRtpVerts.Clear();
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}
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}
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public void WriteToBuffers(BetterList<Vector3> v, BetterList<Vector2> u, BetterList<Color32> c, BetterList<Vector3> n, BetterList<Vector4> t)
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{
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if (mRtpVerts == null || mRtpVerts.size <= 0)
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{
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return;
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}
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if (n == null)
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{
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for (int i = 0; i < mRtpVerts.size; i++)
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{
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v.Add(mRtpVerts.buffer[i]);
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u.Add(uvs.buffer[i]);
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c.Add(cols.buffer[i]);
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}
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return;
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}
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for (int j = 0; j < mRtpVerts.size; j++)
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{
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v.Add(mRtpVerts.buffer[j]);
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u.Add(uvs.buffer[j]);
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c.Add(cols.buffer[j]);
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n.Add(mRtpNormal);
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t.Add(mRtpTan);
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}
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}
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}
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