Singularity/Library/PackageCache/com.unity.2d.common@6.0.6/Editor/ImagePacker/Jobs/FindTightRectJob.cs
2024-05-06 11:45:45 -07:00

80 lines
2.8 KiB
C#

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