80 lines
2.8 KiB
C#
80 lines
2.8 KiB
C#
using System;
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using UnityEngine;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Jobs;
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using Unity.Burst;
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namespace UnityEditor.U2D.Common
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{
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[BurstCompile]
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public struct FindTightRectJob : IJobParallelFor
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{
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[ReadOnly, DeallocateOnJobCompletion]
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NativeArray<IntPtr> m_Buffers;
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[ReadOnly, DeallocateOnJobCompletion]
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NativeArray<int> m_Width;
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[ReadOnly, DeallocateOnJobCompletion]
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NativeArray<int> m_Height;
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NativeArray<RectInt> m_Output;
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public unsafe void Execute(int index)
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{
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var rect = new RectInt(m_Width[index], m_Height[index], 0, 0);
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if (m_Height[index] == 0 || m_Width[index] == 0)
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{
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m_Output[index] = rect;
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return;
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}
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var color = (Color32*)m_Buffers[index].ToPointer();
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for (int i = 0; i < m_Height[index]; ++i)
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{
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for (int j = 0; j < m_Width[index]; ++j)
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{
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if (color->a != 0)
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{
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rect.x = Mathf.Min(j, rect.x);
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rect.y = Mathf.Min(i, rect.y);
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rect.width = Mathf.Max(j, rect.width);
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rect.height = Mathf.Max(i, rect.height);
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}
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++color;
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}
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}
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rect.width = Mathf.Max(0, rect.width - rect.x + 1);
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rect.height = Mathf.Max(0, rect.height - rect.y + 1);
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m_Output[index] = rect;
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}
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public static unsafe RectInt[] Execute(NativeArray<Color32>[] buffers, int width, int height)
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{
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return Execute(buffers, new [] { width }, new[] { height });
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}
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internal static unsafe RectInt[] Execute(NativeArray<Color32>[] buffers, int[] width, int[] height)
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{
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var job = new FindTightRectJob();
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job.m_Buffers = new NativeArray<IntPtr>(buffers.Length, Allocator.TempJob);
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job.m_Width = new NativeArray<int>(width.Length, Allocator.TempJob);
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job.m_Height = new NativeArray<int>(height.Length, Allocator.TempJob);
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for (var i = 0; i < buffers.Length; ++i)
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{
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job.m_Buffers[i] = new IntPtr(buffers[i].GetUnsafeReadOnlyPtr());
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job.m_Width[i] = width[i];
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job.m_Height[i] = height[i];
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}
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job.m_Output = new NativeArray<RectInt>(buffers.Length, Allocator.TempJob);
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// Ensure all jobs are completed before we return since we don't own the buffers
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job.Schedule(buffers.Length, 1).Complete();
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var rects = job.m_Output.ToArray();
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job.m_Output.Dispose();
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return rects;
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}
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}
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}
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