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149 行
4.1 KiB
149 行
4.1 KiB
using System;
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using System.Linq;
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using System.Reflection;
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using System.Collections.Generic;
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namespace UnityEditor.VFXToolbox.ImageSequencer
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{
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internal partial class ProcessingNodeStack
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{
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public ProcessingFrameSequence inputSequence
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{
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get
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{
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return m_InputSequence;
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}
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}
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public ProcessingFrameSequence outputSequence
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{
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get
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{
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if (m_ProcessingNodes.Count > 0)
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return m_ProcessingNodes[m_ProcessingNodes.Count - 1].OutputSequence;
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else
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return m_InputSequence;
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}
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}
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public ImageSequencer imageSequencer
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{
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get { return m_ImageSequencer; }
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}
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public List<ProcessingNode> nodes
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{
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get
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{
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return m_ProcessingNodes;
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}
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}
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private List<ProcessingNode> m_ProcessingNodes;
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private ProcessingFrameSequence m_InputSequence;
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private ImageSequencer m_ImageSequencer;
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public ProcessingNodeStack(ProcessingFrameSequence inputSequence, ImageSequencer imageSequencer)
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{
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m_InputSequence = inputSequence;
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m_ProcessingNodes = new List<ProcessingNode>();
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m_ImageSequencer = imageSequencer;
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}
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public void Dispose()
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{
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foreach(ProcessingNode p in m_ProcessingNodes)
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{
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p.Dispose();
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}
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m_ProcessingNodes.Clear();
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}
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public ProcessingFrameSequence GetOutputSequence()
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{
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if(m_ProcessingNodes.Count > 0)
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{
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return m_ProcessingNodes[m_ProcessingNodes.Count - 1].OutputSequence;
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}
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else
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{
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return inputSequence;
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}
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}
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public ProcessingFrameSequence GetInputSequence(ProcessingNode processor)
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{
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int index = m_ProcessingNodes.IndexOf(processor);
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if (index > 0)
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{
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return m_ProcessingNodes[index - 1].OutputSequence;
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}
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else
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return m_InputSequence;
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}
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public ProcessingNode GetNextProcessor(ProcessingNode node)
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{
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int index = m_ProcessingNodes.IndexOf(node);
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if(index < m_ProcessingNodes.Count-1)
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{
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return m_ProcessingNodes[index + 1];
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}
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return null;
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}
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public void Invalidate(ProcessingNode node)
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{
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int index = m_ProcessingNodes.IndexOf(node);
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if(index != -1)
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m_ProcessingNodes[index].Invalidate();
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}
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public void InvalidateAll()
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{
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if (m_ProcessingNodes.Count > 0)
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m_ProcessingNodes[0].Invalidate();
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}
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public Dictionary<Type, ProcessorAttribute> settingsDefinitions { get; private set; }
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public void UpdateProcessorsFromAssembly()
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{
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settingsDefinitions = new Dictionary<Type, ProcessorAttribute>();
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var processorType = typeof(ProcessorBase);
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var attrType = typeof(ProcessorAttribute);
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Type[] allProcessorTypes = new Type[0];
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foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies() )
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{
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try
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{
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allProcessorTypes = allProcessorTypes.Concat(assembly.GetTypes().Where(t =>
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t.IsClass
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&& !t.IsAbstract
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&& t.IsSubclassOf(processorType)
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&& t.IsDefined(attrType, false)
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)).ToArray();
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}
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catch (Exception e)
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{
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UnityEngine.Debug.LogException(e);
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}
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}
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foreach (var type in allProcessorTypes)
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{
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var attr = (ProcessorAttribute)type.GetCustomAttributes(attrType, false)[0];
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settingsDefinitions.Add(type, attr);
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}
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}
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}
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}
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