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+/******************************************************************************
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+ * Spine Runtimes Software License v2.5
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+ *
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+ * Copyright (c) 2013-2016, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
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+ * non-transferable license to use, install, execute, and perform the Spine
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+ * Runtimes software and derivative works solely for personal or internal
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+ * use. Without the written permission of Esoteric Software (see Section 2 of
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+ * the Spine Software License Agreement), you may not (a) modify, translate,
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+ * adapt, or develop new applications using the Spine Runtimes or otherwise
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+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
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+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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+ * or other intellectual property or proprietary rights notices on or in the
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+ * Software, including any copy thereof. Redistributions in binary or source
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+ * form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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+ * POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+using System.Collections;
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+using System.Collections.Generic;
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+using UnityEngine;
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+
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+namespace Spine.Unity.Examples {
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+
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+ // This is a sample component for C# vertex effects for Spine rendering components.
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+ // Using shaders and materials to control vertex properties is still more performant
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+ // than using this API, but in cases where your vertex effect logic cannot be
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+ // expressed as shader code, these vertex effects can be useful.
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+ public class TwoByTwoTransformEffectExample : MonoBehaviour {
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+
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+ public Vector2 xAxis = new Vector2(1, 0);
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+ public Vector2 yAxis = new Vector2(0, 1);
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+
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+ SkeletonRenderer skeletonRenderer;
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+
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+ void OnEnable () {
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+ skeletonRenderer = GetComponent<SkeletonRenderer>();
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+ if (skeletonRenderer == null) return;
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+
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+ // Use the OnPostProcessVertices callback to modify the vertices at the correct time.
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+ skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
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+ skeletonRenderer.OnPostProcessVertices += ProcessVertices;
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+
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+ Debug.Log("2x2 Transform Effect Enabled.");
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+ }
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+
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+ void ProcessVertices (MeshGeneratorBuffers buffers) {
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+ if (!this.enabled)
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+ return;
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+
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+ int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount
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+
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+ // Modify vertex positions by accessing Vector3[] vertexBuffer
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+ var vertices = buffers.vertexBuffer;
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+ Vector3 transformedPos = default(Vector3);
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+ for (int i = 0; i < vertexCount; i++) {
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+ Vector3 originalPos = vertices[i];
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+ transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y);
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+ transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y);
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+ vertices[i] = transformedPos;
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+ }
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+
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+ }
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+
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+ void OnDisable () {
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+ if (skeletonRenderer == null) return;
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+ skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
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+ Debug.Log("2x2 Transform Effect Disabled.");
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+ }
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+ }
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+
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+}
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+
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+#if UNITY_EDITOR
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+[UnityEditor.CustomEditor(typeof(Spine.Unity.Examples.TwoByTwoTransformEffectExample))]
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+public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
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+
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+ Spine.Unity.Examples.TwoByTwoTransformEffectExample Target { get { return target as Spine.Unity.Examples.TwoByTwoTransformEffectExample; } }
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+
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+ void OnSceneGUI () {
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+ var transform = Target.transform;
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+ LocalVectorHandle(ref Target.xAxis, transform, Color.red);
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+ LocalVectorHandle(ref Target.yAxis, transform, Color.green);
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+ }
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+
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+ static void LocalVectorHandle (ref Vector2 v, Transform transform, Color color) {
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+ Color originalColor = UnityEditor.Handles.color;
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+ UnityEditor.Handles.color = color;
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+ UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
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+ v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), Quaternion.identity, 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
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+ UnityEditor.Handles.color = originalColor;
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+ }
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+}
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+#endif
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