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[unity] Fixed committed conflict markers (reverted to state beforehand).

Harald Csaszar 4 年之前
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598d257b2d
共有 1 個文件被更改,包括 5 次插入150 次删除
  1. 5 150
      spine-unity/Assets/Spine/Runtime/spine-unity/Utility/AtlasUtilities.cs

+ 5 - 150
spine-unity/Assets/Spine/Runtime/spine-unity/Utility/AtlasUtilities.cs

@@ -228,121 +228,16 @@ namespace Spine.Unity.AttachmentTools {
 		}
 
 		#region Runtime Repacking
-		static readonly Dictionary<AtlasRegion, int> existingRegions = new Dictionary<AtlasRegion, int>();
-		static readonly List<int> regionIndices = new List<int>();
-		static readonly List<Texture2D> texturesToPack = new List<Texture2D>();
-		static readonly List<AtlasRegion> originalRegions = new List<AtlasRegion>();
-		static readonly List<AtlasRegion> repackedRegions = new List<AtlasRegion>();
-		static readonly List<Attachment> repackedAttachments = new List<Attachment>();
-		static List<Texture2D>[] texturesToPackAtParam = new List<Texture2D>[1];
-
 		/// <summary>
 		/// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments,
 		/// but mapped to a new single texture using the same material.</summary>
 		/// <remarks>Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
 		/// to free resources.</remarks>
 		/// <param name="sourceAttachments">The list of attachments to be repacked.</param>
-<<<<<<< HEAD
 		/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.
 		/// May be equal to <c>sourceAttachments</c> for in-place operation.</param>
 		/// <param name="materialPropertySource">May be null. If no Material property source is provided, a material with
 		/// default parameters using the provided <c>shader</c> will be created.</param>
-=======
-		/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.</param>
-		///
-		/// <param name="materialPropertySource">May be null. If no Material property source is provided, no special </param>
-		public static void GetRepackedAttachments (List<Attachment> sourceAttachments, List<Attachment> outputAttachments, Material materialPropertySource, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, string newAssetName = "Repacked Attachments", bool clearCache = false, bool useOriginalNonrenderables = true) {
-			if (sourceAttachments == null) throw new System.ArgumentNullException("sourceAttachments");
-			if (outputAttachments == null) throw new System.ArgumentNullException("outputAttachments");
-
-			// Use shared lists to detect and use shared regions.
-			existingRegions.Clear();
-			regionIndices.Clear();
-			texturesToPack.Clear();
-			originalRegions.Clear();
-
-			outputAttachments.Clear();
-			outputAttachments.AddRange(sourceAttachments);
-
-			int newRegionIndex = 0;
-			for (int i = 0, n = sourceAttachments.Count; i < n; i++) {
-				var originalAttachment = sourceAttachments[i];
-
-				if (IsRenderable(originalAttachment)) {
-					var newAttachment = originalAttachment.GetCopy(true);
-					var region = newAttachment.GetRegion();
-					int existingIndex;
-					if (existingRegions.TryGetValue(region, out existingIndex)) {
-						regionIndices.Add(existingIndex); // Store the region index for the eventual new attachment.
-					} else {
-						originalRegions.Add(region);
-						texturesToPack.Add(region.ToTexture(textureFormat, mipmaps)); // Add the texture to the PackTextures argument
-						existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
-						regionIndices.Add(newRegionIndex); // Store the region index for the eventual new attachment.
-						newRegionIndex++;
-					}
-
-					outputAttachments[i] = newAttachment;
-				} else {
-					outputAttachments[i] = useOriginalNonrenderables ? originalAttachment : originalAttachment.GetCopy(true);
-					regionIndices.Add(NonrenderingRegion); // Output attachments pairs with regionIndexes list 1:1. Pad with a sentinel if the attachment doesn't have a region.
-				}
-			}
-
-			// Fill a new texture with the collected attachment textures.
-			var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);
-			newTexture.mipMapBias = AtlasUtilities.DefaultMipmapBias;
-			newTexture.name = newAssetName;
-			// Copy settings
-			if (texturesToPack.Count > 0) {
-				var sourceTexture = texturesToPack[0];
-				newTexture.CopyTextureAttributesFrom(sourceTexture);
-			}
-			var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
-
-			// Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
-			Shader shader = materialPropertySource == null ? Shader.Find("Spine/Skeleton") : materialPropertySource.shader;
-			var newMaterial = new Material(shader);
-			if (materialPropertySource != null) {
-				newMaterial.CopyPropertiesFromMaterial(materialPropertySource);
-				newMaterial.shaderKeywords = materialPropertySource.shaderKeywords;
-			}
-
-			newMaterial.name = newAssetName;
-			newMaterial.mainTexture = newTexture;
-			var page = newMaterial.ToSpineAtlasPage();
-			page.name = newAssetName;
-
-			repackedRegions.Clear();
-			for (int i = 0, n = originalRegions.Count; i < n; i++) {
-				var oldRegion = originalRegions[i];
-				var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
-				repackedRegions.Add(newRegion);
-			}
-
-			// Map the cloned attachments to the repacked atlas.
-			for (int i = 0, n = outputAttachments.Count; i < n; i++) {
-				var a = outputAttachments[i];
-				if (IsRenderable(a))
-					a.SetRegion(repackedRegions[regionIndices[i]]);
-			}
-
-			// Clean up.
-			if (clearCache)
-				AtlasUtilities.ClearCache();
-
-			outputTexture = newTexture;
-			outputMaterial = newMaterial;
-		}
-
-		/// <summary>
-		/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas
-		/// comprised of all the regions from the original skin.</summary>
-		/// <remarks>GetRepackedSkin is an expensive operation, preferably call it at level load time.
-		/// No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.
-		/// Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
-		/// to free resources.</remarks>
->>>>>>> 3.8
 		/// <param name="additionalTexturePropertyIDsToCopy">Optional additional textures (such as normal maps) to copy while repacking.
 		/// To copy e.g. the main texture and normal maps, pass 'new int[] { Shader.PropertyToID("_BumpMap") }' at this parameter.</param>
 		/// <param name="additionalOutputTextures">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
@@ -417,31 +312,17 @@ namespace Spine.Unity.AttachmentTools {
 			}
 
 			// Use these to detect and use shared regions.
-			existingRegions.Clear();
-			regionIndices.Clear();
+			var existingRegions = new Dictionary<AtlasRegion, int>();
+			var regionIndexes = new List<int>();
 
-<<<<<<< HEAD
 			// Collect all textures from original attachments.
-=======
-			// Collect all textures from the attachments of the original skin.
-			repackedAttachments.Clear();
->>>>>>> 3.8
 			int numTextureParamsToRepack = 1 + (additionalTexturePropertyIDsToCopy == null ? 0 : additionalTexturePropertyIDsToCopy.Length);
 			additionalOutputTextures = (additionalTexturePropertyIDsToCopy == null ? null : new Texture2D[additionalTexturePropertyIDsToCopy.Length]);
-			if (texturesToPackAtParam.Length < numTextureParamsToRepack)
-				Array.Resize(ref texturesToPackAtParam, numTextureParamsToRepack);
+			List<Texture2D>[] texturesToPackAtParam = new List<Texture2D>[numTextureParamsToRepack];
 			for (int i = 0; i < numTextureParamsToRepack; ++i) {
-				if (texturesToPackAtParam[i] != null)
-					texturesToPackAtParam[i].Clear();
-				else
-					texturesToPackAtParam[i] = new List<Texture2D>();
+				texturesToPackAtParam[i] = new List<Texture2D>();
 			}
-<<<<<<< HEAD
 			var originalRegions = new List<AtlasRegion>();
-=======
-			originalRegions.Clear();
-			int newRegionIndex = 0;
->>>>>>> 3.8
 
 			if (!object.ReferenceEquals(sourceAttachments, outputAttachments)) {
 				outputAttachments.Clear();
@@ -458,14 +339,9 @@ namespace Spine.Unity.AttachmentTools {
 					var region = ((IHasRendererObject)newAttachment).RendererObject as AtlasRegion;
 					int existingIndex;
 					if (existingRegions.TryGetValue(region, out existingIndex)) {
-<<<<<<< HEAD
 						regionIndexes.Add(existingIndex);
 					}
 					else {
-=======
-						regionIndices.Add(existingIndex); // Store the region index for the eventual new attachment.
-					} else {
->>>>>>> 3.8
 						originalRegions.Add(region);
 						for (int i = 0; i < numTextureParamsToRepack; ++i) {
 							Texture2D regionTexture = (i == 0 ?
@@ -475,14 +351,9 @@ namespace Spine.Unity.AttachmentTools {
 									mipmaps, additionalTexturePropertyIDsToCopy[i - 1], additionalTextureIsLinear[i - 1]));
 							texturesToPackAtParam[i].Add(regionTexture);
 						}
-<<<<<<< HEAD
 
 						existingRegions.Add(region, newRegionIndex);
 						regionIndexes.Add(newRegionIndex);
-=======
-						existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
-						regionIndices.Add(newRegionIndex); // Store the region index for the eventual new attachment.
->>>>>>> 3.8
 						newRegionIndex++;
 					}
 
@@ -533,7 +404,7 @@ namespace Spine.Unity.AttachmentTools {
 			var page = newMaterial.ToSpineAtlasPage();
 			page.name = newAssetName;
 
-			repackedRegions.Clear();
+			var repackedRegions = new List<AtlasRegion>();
 			for (int i = 0, n = originalRegions.Count; i < n; i++) {
 				var oldRegion = originalRegions[i];
 				var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
@@ -541,17 +412,10 @@ namespace Spine.Unity.AttachmentTools {
 			}
 
 			// Map the cloned attachments to the repacked atlas.
-<<<<<<< HEAD
 			for (int i = 0, n = outputAttachments.Count; i < n; i++) {
 				var a = outputAttachments[i];
 				if (a is IHasRendererObject)
 					a.SetRegion(repackedRegions[regionIndexes[i]]);
-=======
-			for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
-				var a = repackedAttachments[i];
-				if (IsRenderable(a))
-					a.SetRegion(repackedRegions[regionIndices[i]]);
->>>>>>> 3.8
 			}
 
 			// Clean up.
@@ -672,15 +536,6 @@ namespace Spine.Unity.AttachmentTools {
 			if (output == null) {
 				Texture2D sourceTexture = texturePropertyId == 0 ? ar.GetMainTexture() : ar.GetTexture(texturePropertyId);
 				Rect r = ar.GetUnityRect();
-				// Compensate any image resizing due to Texture 'Max Size' import settings.
-				// sourceTexture.width returns the resized image dimensions, at least in newer Unity versions.
-				if (sourceTexture.width < ar.page.width) {
-					float scaleX = (float)(sourceTexture.width) / (float)(ar.page.width);
-					float scaleY = (float)(sourceTexture.height) / (float)(ar.page.height);
-					var scale = new Vector2(scaleX, scaleY);
-					r = new Rect(Vector2.Scale(r.position, scale), Vector2.Scale(r.size, scale));
-				}
-
 				int width = (int)r.width;
 				int height = (int)r.height;
 				output = new Texture2D(width, height, textureFormat, mipmaps, linear) { name = ar.name };