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							- /**
 
-  * Copyright(c) Live2D Inc. All rights reserved.
 
-  *
 
-  * Use of this source code is governed by the Live2D Open Software license
 
-  * that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
 
-  */
 
- using UnityEngine;
 
- namespace Live2D.Cubism.Rendering.Masking
 
- {
 
-     /// <summary>
 
-     /// Virtual pool allocator for <see cref="CubismMaskTile"/>s.
 
-     /// </summary>
 
-     internal sealed class CubismMaskTilePool
 
-     {
 
-         /// <summary>
 
-         /// Level of subdivisions.
 
-         /// </summary>
 
-         private int Subdivisions { get; set; }
 
-         /// <summary>
 
-         /// Pool slots.
 
-         /// </summary>
 
-         /// <remarks>
 
-         /// <see langword="true"/> slots are in use, <see langword="false"/> are available slots.
 
-         /// </remarks>
 
-         private bool[] Slots { get; set; }
 
-         #region Ctors
 
-         /// <summary>
 
-         /// Initializes instance.
 
-         /// </summary>
 
-         /// <param name="subdivisions">Number of <see cref="CubismMaskTexture"/> subdivisions.</param>
 
-         /// <param name="channels">Number of <see cref="CubismMaskTexture"/> color channels.</param>
 
-         public CubismMaskTilePool(int subdivisions, int channels)
 
-         {
 
-             Subdivisions = subdivisions;
 
-             Slots = new bool[(int)Mathf.Pow(4, subdivisions) * channels];
 
-         }
 
-         #endregion
 
-         /// <summary>
 
-         /// Acquires tiles.
 
-         /// </summary>
 
-         /// <param name="count">Number of tiles to acquire.</param>
 
-         /// <returns>Acquired tiles on success; <see langword="null"/> otherwise.</returns>
 
-         public CubismMaskTile[] AcquireTiles(int count)
 
-         {
 
-             var result = new CubismMaskTile[count];
 
-             // Populate container.
 
-             for (var i = 0; i < count; ++i)
 
-             {
 
-                 var allocationSuccessful = false;
 
-                 for (var j = 0; j < Slots.Length; ++j)
 
-                 {
 
-                     // Skip occupied slots.
 
-                     if (Slots[j])
 
-                     {
 
-                         continue;
 
-                     }
 
-                     // Generate tile.
 
-                     result[i] = ToTile(j);
 
-                     // Flag slot as occupied.
 
-                     Slots[j] = true;
 
-                     // Flag allocation as successful.
 
-                     allocationSuccessful = true;
 
-                     break;
 
-                 }
 
-                 // Return as soon as one allocation fails.
 
-                 if (!allocationSuccessful)
 
-                 {
 
-                     return null;
 
-                 }
 
-             }
 
-             // Return on success.
 
-             return result;
 
-         }
 
-         /// <summary>
 
-         /// Releases tiles.
 
-         /// </summary>
 
-         /// <param name="tiles">Tiles to release.</param>
 
-         public void ReturnTiles(CubismMaskTile[] tiles)
 
-         {
 
-             // Flag slots as available.
 
-             for (var i = 0; i < tiles.Length; ++i)
 
-             {
 
-                 Slots[ToIndex(tiles[i])] = false;
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// Converts from index to <see cref="CubismMaskTile"/>.
 
-         /// </summary>
 
-         /// <param name="index">Index to convert.</param>
 
-         /// <returns>Mask tile matching index.</returns>
 
-         private CubismMaskTile ToTile(int index)
 
-         {
 
-             var tileCounts = (int)Mathf.Pow(4, Subdivisions - 1);
 
-             var tilesPerRow = (int)Mathf.Pow(2, Subdivisions - 1);
 
-             var tileSize = 1f / (float)tilesPerRow;
 
-             var channel = index / tileCounts;
 
-             var currentTilePosition = index - (channel * tileCounts);
 
-             var column = currentTilePosition / tilesPerRow;
 
-             var rowId = currentTilePosition % tilesPerRow;
 
-             return new CubismMaskTile
 
-             {
 
-                 Channel = channel,
 
-                 Column = column,
 
-                 Row = rowId,
 
-                 Size = tileSize
 
-             };
 
-         }
 
-         /// <summary>
 
-         /// Converts from <see cref="CubismMaskTile"/> to index.
 
-         /// </summary>
 
-         /// <param name="tile">Tile to convert.</param>
 
-         /// <returns>Tile index.</returns>
 
-         private int ToIndex(CubismMaskTile tile)
 
-         {
 
-             var tileCounts = (int)Mathf.Pow(4, Subdivisions - 1);
 
-             var tilesPerRow = (int)Mathf.Pow(2, Subdivisions - 1);
 
-             return (int)((tile.Channel * tileCounts) + (tile.Column * tilesPerRow) + tile.Row);
 
-         }
 
-     }
 
- }
 
 
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