TMP_MeshInfo.cs 24.8 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668
using UnityEngine;
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;


namespace TMPro
{
    public enum VertexSortingOrder { Normal, Reverse };

    /// <summary>
    /// Structure which contains the vertex attributes (geometry) of the text object.
    /// </summary>
    public struct TMP_MeshInfo
    {
        private static readonly Color32 s_DefaultColor = new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue);
        private static readonly Vector3 s_DefaultNormal = new Vector3(0.0f, 0.0f, -1f);
        private static readonly Vector4 s_DefaultTangent = new Vector4(-1f, 0.0f, 0.0f, 1f);
        private static readonly Bounds s_DefaultBounds = new Bounds();

        public Mesh mesh;
        public int vertexCount;

        public Vector3[] vertices;
        public Vector3[] normals;
        public Vector4[] tangents;

        public Vector2[] uvs0;
        public Vector2[] uvs2;
        //public Vector2[] uvs4;
        public Color32[] colors32;
        public int[] triangles;


        /// <summary>
        /// Function to pre-allocate vertex attributes for a mesh of size X.
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="size"></param>
        public TMP_MeshInfo(Mesh mesh, int size)
        {
            // Reference to the TMP Text Component.
            //this.textComponent = null;

            // Clear existing mesh data
            if (mesh == null)
                mesh = new Mesh();
            else
                mesh.Clear();

            this.mesh = mesh;

            // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
            size = Mathf.Min(size, 16383);

            int sizeX4 = size * 4;
            int sizeX6 = size * 6;

            this.vertexCount = 0;

            this.vertices = new Vector3[sizeX4];
            this.uvs0 = new Vector2[sizeX4];
            this.uvs2 = new Vector2[sizeX4];
            //this.uvs4 = new Vector2[sizeX4]; // SDF scale data
            this.colors32 = new Color32[sizeX4];

            this.normals = new Vector3[sizeX4];
            this.tangents = new Vector4[sizeX4];

            this.triangles = new int[sizeX6];

            int index_X6 = 0;
            int index_X4 = 0;
            while (index_X4 / 4 < size)
            {
                for (int i = 0; i < 4; i++)
                {
                    this.vertices[index_X4 + i] = Vector3.zero;
                    this.uvs0[index_X4 + i] = Vector2.zero;
                    this.uvs2[index_X4 + i] = Vector2.zero;
                    //this.uvs4[index_X4 + i] = Vector2.zero;
                    this.colors32[index_X4 + i] = s_DefaultColor;
                    this.normals[index_X4 + i] = s_DefaultNormal;
                    this.tangents[index_X4 + i] = s_DefaultTangent;
                }

                this.triangles[index_X6 + 0] = index_X4 + 0;
                this.triangles[index_X6 + 1] = index_X4 + 1;
                this.triangles[index_X6 + 2] = index_X4 + 2;
                this.triangles[index_X6 + 3] = index_X4 + 2;
                this.triangles[index_X6 + 4] = index_X4 + 3;
                this.triangles[index_X6 + 5] = index_X4 + 0;

                index_X4 += 4;
                index_X6 += 6;
            }

            // Pre-assign base vertex attributes.
            this.mesh.vertices = this.vertices;
            this.mesh.normals = this.normals;
            this.mesh.tangents = this.tangents;
            this.mesh.triangles = this.triangles;
            this.mesh.bounds = s_DefaultBounds;
        }


        /// <summary>
        /// Function to pre-allocate vertex attributes for a mesh of size X.
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="size"></param>
        /// <param name="isVolumetric"></param>
        public TMP_MeshInfo(Mesh mesh, int size, bool isVolumetric)
        {
            // Reference to the TMP Text Component.
            //this.textComponent = null;

            // Clear existing mesh data
            if (mesh == null)
                mesh = new Mesh();
            else
                mesh.Clear();

            this.mesh = mesh;

            int s0 = !isVolumetric ? 4 : 8;
            int s1 = !isVolumetric ? 6 : 36;

            // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
            size = Mathf.Min(size, 65532 / s0);

            int size_x_s0 = size * s0;
            int size_x_s1 = size * s1;

            this.vertexCount = 0;

            this.vertices = new Vector3[size_x_s0];
            this.uvs0 = new Vector2[size_x_s0];
            this.uvs2 = new Vector2[size_x_s0];
            //this.uvs4 = new Vector2[sizeX8]; // SDF scale data
            this.colors32 = new Color32[size_x_s0];

            this.normals = new Vector3[size_x_s0];
            this.tangents = new Vector4[size_x_s0];

            this.triangles = new int[size_x_s1];

            int index_x_s0 = 0;
            int index_x_s1 = 0;
            while (index_x_s0 / s0 < size)
            {
                for (int i = 0; i < s0; i++)
                {
                    this.vertices[index_x_s0 + i] = Vector3.zero;
                    this.uvs0[index_x_s0 + i] = Vector2.zero;
                    this.uvs2[index_x_s0 + i] = Vector2.zero;
                    //this.uvs4[index_X4 + i] = Vector2.zero;
                    this.colors32[index_x_s0 + i] = s_DefaultColor;
                    this.normals[index_x_s0 + i] = s_DefaultNormal;
                    this.tangents[index_x_s0 + i] = s_DefaultTangent;
                }

                // Front Face
                this.triangles[index_x_s1 + 0] = index_x_s0 + 0;
                this.triangles[index_x_s1 + 1] = index_x_s0 + 1;
                this.triangles[index_x_s1 + 2] = index_x_s0 + 2;
                this.triangles[index_x_s1 + 3] = index_x_s0 + 2;
                this.triangles[index_x_s1 + 4] = index_x_s0 + 3;
                this.triangles[index_x_s1 + 5] = index_x_s0 + 0;

                if (isVolumetric)
                {
                    // Left Face
                    this.triangles[index_x_s1 + 6] = index_x_s0 + 4;
                    this.triangles[index_x_s1 + 7] = index_x_s0 + 5;
                    this.triangles[index_x_s1 + 8] = index_x_s0 + 1;
                    this.triangles[index_x_s1 + 9] = index_x_s0 + 1;
                    this.triangles[index_x_s1 + 10] = index_x_s0 + 0;
                    this.triangles[index_x_s1 + 11] = index_x_s0 + 4;

                    // Right Face
                    this.triangles[index_x_s1 + 12] = index_x_s0 + 3;
                    this.triangles[index_x_s1 + 13] = index_x_s0 + 2;
                    this.triangles[index_x_s1 + 14] = index_x_s0 + 6;
                    this.triangles[index_x_s1 + 15] = index_x_s0 + 6;
                    this.triangles[index_x_s1 + 16] = index_x_s0 + 7;
                    this.triangles[index_x_s1 + 17] = index_x_s0 + 3;

                    // Top Face
                    this.triangles[index_x_s1 + 18] = index_x_s0 + 1;
                    this.triangles[index_x_s1 + 19] = index_x_s0 + 5;
                    this.triangles[index_x_s1 + 20] = index_x_s0 + 6;
                    this.triangles[index_x_s1 + 21] = index_x_s0 + 6;
                    this.triangles[index_x_s1 + 22] = index_x_s0 + 2;
                    this.triangles[index_x_s1 + 23] = index_x_s0 + 1;

                    // Bottom Face
                    this.triangles[index_x_s1 + 24] = index_x_s0 + 4;
                    this.triangles[index_x_s1 + 25] = index_x_s0 + 0;
                    this.triangles[index_x_s1 + 26] = index_x_s0 + 3;
                    this.triangles[index_x_s1 + 27] = index_x_s0 + 3;
                    this.triangles[index_x_s1 + 28] = index_x_s0 + 7;
                    this.triangles[index_x_s1 + 29] = index_x_s0 + 4;

                    // Back Face
                    this.triangles[index_x_s1 + 30] = index_x_s0 + 7;
                    this.triangles[index_x_s1 + 31] = index_x_s0 + 6;
                    this.triangles[index_x_s1 + 32] = index_x_s0 + 5;
                    this.triangles[index_x_s1 + 33] = index_x_s0 + 5;
                    this.triangles[index_x_s1 + 34] = index_x_s0 + 4;
                    this.triangles[index_x_s1 + 35] = index_x_s0 + 7;
                }

                index_x_s0 += s0;
                index_x_s1 += s1;
            }

            // Pre-assign base vertex attributes.
            this.mesh.vertices = this.vertices;
            this.mesh.normals = this.normals;
            this.mesh.tangents = this.tangents;
            this.mesh.triangles = this.triangles;
            this.mesh.bounds = s_DefaultBounds;
        }


        /// <summary>
        /// Function to resized the content of MeshData and re-assign normals, tangents and triangles.
        /// </summary>
        /// <param name="meshData"></param>
        /// <param name="size"></param>
        public void ResizeMeshInfo(int size)
        {
            // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
            size = Mathf.Min(size, 16383);

            int size_X4 = size * 4;
            int size_X6 = size * 6;

            int previousSize = this.vertices.Length / 4;

            Array.Resize(ref this.vertices, size_X4);
            Array.Resize(ref this.normals, size_X4);
            Array.Resize(ref this.tangents, size_X4);

            Array.Resize(ref this.uvs0, size_X4);
            Array.Resize(ref this.uvs2, size_X4);
            //Array.Resize(ref this.uvs4, size_X4);

            Array.Resize(ref this.colors32, size_X4);

            Array.Resize(ref this.triangles, size_X6);


            // Re-assign Normals, Tangents and Triangles
            if (size <= previousSize)
            {
                this.mesh.triangles = this.triangles;
                this.mesh.vertices = this.vertices;
                this.mesh.normals = this.normals;
                this.mesh.tangents = this.tangents;

                return;
            }

            for (int i = previousSize; i < size; i++)
            {
                int index_X4 = i * 4;
                int index_X6 = i * 6;

                this.normals[0 + index_X4] = s_DefaultNormal;
                this.normals[1 + index_X4] = s_DefaultNormal;
                this.normals[2 + index_X4] = s_DefaultNormal;
                this.normals[3 + index_X4] = s_DefaultNormal;

                this.tangents[0 + index_X4] = s_DefaultTangent;
                this.tangents[1 + index_X4] = s_DefaultTangent;
                this.tangents[2 + index_X4] = s_DefaultTangent;
                this.tangents[3 + index_X4] = s_DefaultTangent;

                // Setup Triangles
                this.triangles[0 + index_X6] = 0 + index_X4;
                this.triangles[1 + index_X6] = 1 + index_X4;
                this.triangles[2 + index_X6] = 2 + index_X4;
                this.triangles[3 + index_X6] = 2 + index_X4;
                this.triangles[4 + index_X6] = 3 + index_X4;
                this.triangles[5 + index_X6] = 0 + index_X4;
            }

            this.mesh.vertices = this.vertices;
            this.mesh.normals = this.normals;
            this.mesh.tangents = this.tangents;
            this.mesh.triangles = this.triangles;
        }


        /// <summary>
        /// Function to resized the content of MeshData and re-assign normals, tangents and triangles.
        /// </summary>
        /// <param name="size"></param>
        /// <param name="isVolumetric"></param>
        public void ResizeMeshInfo(int size, bool isVolumetric)
        {
            int s0 = !isVolumetric ? 4 : 8;
            int s1 = !isVolumetric ? 6 : 36;

            // Limit the mesh to less than 65535 vertices which is the limit for Unity's Mesh.
            size = Mathf.Min(size, 65532 / s0);

            int size_X4 = size * s0;
            int size_X6 = size * s1;

            int previousSize = this.vertices.Length / s0;

            Array.Resize(ref this.vertices, size_X4);
            Array.Resize(ref this.normals, size_X4);
            Array.Resize(ref this.tangents, size_X4);

            Array.Resize(ref this.uvs0, size_X4);
            Array.Resize(ref this.uvs2, size_X4);
            //Array.Resize(ref this.uvs4, size_X4);

            Array.Resize(ref this.colors32, size_X4);

            Array.Resize(ref this.triangles, size_X6);


            // Re-assign Normals, Tangents and Triangles
            if (size <= previousSize)
            {
                this.mesh.triangles = this.triangles;
                this.mesh.vertices = this.vertices;
                this.mesh.normals = this.normals;
                this.mesh.tangents = this.tangents;

                return;
            }

            for (int i = previousSize; i < size; i++)
            {
                int index_X4 = i * s0;
                int index_X6 = i * s1;

                this.normals[0 + index_X4] = s_DefaultNormal;
                this.normals[1 + index_X4] = s_DefaultNormal;
                this.normals[2 + index_X4] = s_DefaultNormal;
                this.normals[3 + index_X4] = s_DefaultNormal;

                this.tangents[0 + index_X4] = s_DefaultTangent;
                this.tangents[1 + index_X4] = s_DefaultTangent;
                this.tangents[2 + index_X4] = s_DefaultTangent;
                this.tangents[3 + index_X4] = s_DefaultTangent;

                if (isVolumetric)
                {
                    this.normals[4 + index_X4] = s_DefaultNormal;
                    this.normals[5 + index_X4] = s_DefaultNormal;
                    this.normals[6 + index_X4] = s_DefaultNormal;
                    this.normals[7 + index_X4] = s_DefaultNormal;

                    this.tangents[4 + index_X4] = s_DefaultTangent;
                    this.tangents[5 + index_X4] = s_DefaultTangent;
                    this.tangents[6 + index_X4] = s_DefaultTangent;
                    this.tangents[7 + index_X4] = s_DefaultTangent;
                }

                // Setup Triangles
                this.triangles[0 + index_X6] = 0 + index_X4;
                this.triangles[1 + index_X6] = 1 + index_X4;
                this.triangles[2 + index_X6] = 2 + index_X4;
                this.triangles[3 + index_X6] = 2 + index_X4;
                this.triangles[4 + index_X6] = 3 + index_X4;
                this.triangles[5 + index_X6] = 0 + index_X4;

                if (isVolumetric)
                {
                    // Left Face
                    this.triangles[index_X6 + 6] = index_X4 + 4;
                    this.triangles[index_X6 + 7] = index_X4 + 5;
                    this.triangles[index_X6 + 8] = index_X4 + 1;
                    this.triangles[index_X6 + 9] = index_X4 + 1;
                    this.triangles[index_X6 + 10] = index_X4 + 0;
                    this.triangles[index_X6 + 11] = index_X4 + 4;

                    // Right Face
                    this.triangles[index_X6 + 12] = index_X4 + 3;
                    this.triangles[index_X6 + 13] = index_X4 + 2;
                    this.triangles[index_X6 + 14] = index_X4 + 6;
                    this.triangles[index_X6 + 15] = index_X4 + 6;
                    this.triangles[index_X6 + 16] = index_X4 + 7;
                    this.triangles[index_X6 + 17] = index_X4 + 3;

                    // Top Face
                    this.triangles[index_X6 + 18] = index_X4 + 1;
                    this.triangles[index_X6 + 19] = index_X4 + 5;
                    this.triangles[index_X6 + 20] = index_X4 + 6;
                    this.triangles[index_X6 + 21] = index_X4 + 6;
                    this.triangles[index_X6 + 22] = index_X4 + 2;
                    this.triangles[index_X6 + 23] = index_X4 + 1;

                    // Bottom Face
                    this.triangles[index_X6 + 24] = index_X4 + 4;
                    this.triangles[index_X6 + 25] = index_X4 + 0;
                    this.triangles[index_X6 + 26] = index_X4 + 3;
                    this.triangles[index_X6 + 27] = index_X4 + 3;
                    this.triangles[index_X6 + 28] = index_X4 + 7;
                    this.triangles[index_X6 + 29] = index_X4 + 4;

                    // Back Face
                    this.triangles[index_X6 + 30] = index_X4 + 7;
                    this.triangles[index_X6 + 31] = index_X4 + 6;
                    this.triangles[index_X6 + 32] = index_X4 + 5;
                    this.triangles[index_X6 + 33] = index_X4 + 5;
                    this.triangles[index_X6 + 34] = index_X4 + 4;
                    this.triangles[index_X6 + 35] = index_X4 + 7;
                }
            }

            this.mesh.vertices = this.vertices;
            this.mesh.normals = this.normals;
            this.mesh.tangents = this.tangents;
            this.mesh.triangles = this.triangles;
        }


        /// <summary>
        /// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
        /// </summary>
        public void Clear()
        {
            if (this.vertices == null) return;

            Array.Clear(this.vertices, 0, this.vertices.Length);
            this.vertexCount = 0;

            if (this.mesh != null)
                this.mesh.vertices = this.vertices;
        }


        /// <summary>
        /// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
        /// </summary>
        public void Clear(bool uploadChanges)
        {
            if (this.vertices == null) return;

            Array.Clear(this.vertices, 0, this.vertices.Length);
            this.vertexCount = 0;

            if (uploadChanges && this.mesh != null)
                this.mesh.vertices = this.vertices;

            if (this.mesh != null)
                this.mesh.bounds = s_DefaultBounds;
        }


        /// <summary>
        /// Function to clear the vertices while preserving the Triangles, Normals and Tangents.
        /// </summary>
        public void ClearUnusedVertices()
        {
            int length = vertices.Length - vertexCount;

            if (length > 0)
                Array.Clear(vertices, vertexCount, length);
        }


        /// <summary>
        /// Function used to mark unused vertices as degenerate.
        /// </summary>
        /// <param name="startIndex"></param>
        public void ClearUnusedVertices(int startIndex)
        {
            int length = this.vertices.Length - startIndex;

            if (length > 0)
                Array.Clear(this.vertices, startIndex, length);
        }


        /// <summary>
        /// Function used to mark unused vertices as degenerate an upload resulting data to the mesh.
        /// </summary>
        /// <param name="startIndex"></param>
        public void ClearUnusedVertices(int startIndex, bool updateMesh)
        {
            int length = this.vertices.Length - startIndex;

            if (length > 0)
                Array.Clear(this.vertices, startIndex, length);

            if (updateMesh && mesh != null)
                this.mesh.vertices = this.vertices;
        }


        public void SortGeometry (VertexSortingOrder order)
        {
            switch (order)
            {
                case VertexSortingOrder.Normal:
                    // Do nothing 
                    break;
                case VertexSortingOrder.Reverse:
                    int size = vertexCount / 4;
                    for (int i = 0; i < size; i++)
                    {
                        int src = i * 4;
                        int dst = (size - i - 1) * 4;

                        if (src < dst)
                            SwapVertexData(src, dst);

                    }
                    break;
                //case VertexSortingOrder.Depth:
                //    break;

            }
        }


        /// <summary>
        /// Function to rearrange the quads of the text object to change their rendering order.
        /// </summary>
        /// <param name="sortingOrder"></param>
        public void SortGeometry(IList<int> sortingOrder)
        {
            // Make sure the sorting order array is not larger than the vertices array.
            int indexCount = sortingOrder.Count;

            if (indexCount * 4 > vertices.Length) return;

            int src_index;

            for (int dst_index = 0; dst_index < indexCount; dst_index++)
            {
                src_index = sortingOrder[dst_index];

                while (src_index < dst_index)
                {
                    src_index = sortingOrder[src_index];
                }

                // Swap items
                if (src_index != dst_index)
                    SwapVertexData(src_index * 4, dst_index * 4);

                //Debug.Log("Swap element [" + dst_index + "] with [" + src_index + "]. Vertex[" + dst_index + "] is " + vertices[dst_index * 4].z);
            }
        }


        /// <summary>
        /// Method to swap the vertex attributes between src and dst quads.
        /// </summary>
        /// <param name="src">Index of the first vertex attribute of the source character / quad.</param>
        /// <param name="dst">Index of the first vertex attribute of the destination character / quad.</param>
        public void SwapVertexData(int src, int dst)
        {
            int src_Index = src; //  * 4;
            int dst_Index = dst; // * 4;

            // Swap vertices
            Vector3 vertex;
            vertex = vertices[dst_Index + 0];
            vertices[dst_Index + 0] = vertices[src_Index + 0];
            vertices[src_Index + 0] = vertex;

            vertex = vertices[dst_Index + 1];
            vertices[dst_Index + 1] = vertices[src_Index + 1];
            vertices[src_Index + 1] = vertex;

            vertex = vertices[dst_Index + 2];
            vertices[dst_Index + 2] = vertices[src_Index + 2];
            vertices[src_Index + 2] = vertex;

            vertex = vertices[dst_Index + 3];
            vertices[dst_Index + 3] = vertices[src_Index + 3];
            vertices[src_Index + 3] = vertex;


            //Swap UVs0
            Vector2 uvs;
            uvs = uvs0[dst_Index + 0];
            uvs0[dst_Index + 0] = uvs0[src_Index + 0];
            uvs0[src_Index + 0] = uvs;

            uvs = uvs0[dst_Index + 1];
            uvs0[dst_Index + 1] = uvs0[src_Index + 1];
            uvs0[src_Index + 1] = uvs;

            uvs = uvs0[dst_Index + 2];
            uvs0[dst_Index + 2] = uvs0[src_Index + 2];
            uvs0[src_Index + 2] = uvs;

            uvs = uvs0[dst_Index + 3];
            uvs0[dst_Index + 3] = uvs0[src_Index + 3];
            uvs0[src_Index + 3] = uvs;

            // Swap UVs2
            uvs = uvs2[dst_Index + 0];
            uvs2[dst_Index + 0] = uvs2[src_Index + 0];
            uvs2[src_Index + 0] = uvs;

            uvs = uvs2[dst_Index + 1];
            uvs2[dst_Index + 1] = uvs2[src_Index + 1];
            uvs2[src_Index + 1] = uvs;

            uvs = uvs2[dst_Index + 2];
            uvs2[dst_Index + 2] = uvs2[src_Index + 2];
            uvs2[src_Index + 2] = uvs;

            uvs = uvs2[dst_Index + 3];
            uvs2[dst_Index + 3] = uvs2[src_Index + 3];
            uvs2[src_Index + 3] = uvs;

            // Vertex Colors
            Color32 color;
            color = colors32[dst_Index + 0];
            colors32[dst_Index + 0] = colors32[src_Index + 0];
            colors32[src_Index + 0] = color;

            color = colors32[dst_Index + 1];
            colors32[dst_Index + 1] = colors32[src_Index + 1];
            colors32[src_Index + 1] = color;

            color = colors32[dst_Index + 2];
            colors32[dst_Index + 2] = colors32[src_Index + 2];
            colors32[src_Index + 2] = color;

            color = colors32[dst_Index + 3];
            colors32[dst_Index + 3] = colors32[src_Index + 3];
            colors32[src_Index + 3] = color;
        }


        //int Partition (int start, int end)
        //{
        //    float pivot = vertices[end].z;

        //    int partitionIndex = start;
        //    for (int i = start; i < end; i++)
        //    {
        //        if (vertices[i].z <= pivot)
        //        {
        //            Swap(vertices[i], vertices[partitionIndex]);
        //            partitionIndex += 1;
        //        }
        //    }
        //    Swap(vertices[partitionIndex], vertices[end]);
        //    return partitionIndex;
        //}


        //void Swap(Vector3 a, Vector3 b)
        //{
        //    Vector3 temp = a;
        //    a = b;
        //    b = a;
        //}

    }
}