|
@@ -1,1351 +1,1365 @@
|
|
|
-/******************************************************************************
|
|
|
- * Spine Runtimes Software License v2.5
|
|
|
- *
|
|
|
- * Copyright (c) 2013-2016, Esoteric Software
|
|
|
- * All rights reserved.
|
|
|
- *
|
|
|
- * You are granted a perpetual, non-exclusive, non-sublicensable, and
|
|
|
- * non-transferable license to use, install, execute, and perform the Spine
|
|
|
- * Runtimes software and derivative works solely for personal or internal
|
|
|
- * use. Without the written permission of Esoteric Software (see Section 2 of
|
|
|
- * the Spine Software License Agreement), you may not (a) modify, translate,
|
|
|
- * adapt, or develop new applications using the Spine Runtimes or otherwise
|
|
|
- * create derivative works or improvements of the Spine Runtimes or (b) remove,
|
|
|
- * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
|
|
- * or other intellectual property or proprietary rights notices on or in the
|
|
|
- * Software, including any copy thereof. Redistributions in binary or source
|
|
|
- * form must include this license and terms.
|
|
|
- *
|
|
|
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
|
|
- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
|
|
- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
|
|
- * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
|
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
|
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
|
|
- * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
|
|
- * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
|
|
- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
|
|
- * POSSIBILITY OF SUCH DAMAGE.
|
|
|
- *****************************************************************************/
|
|
|
-
|
|
|
-// Not for optimization. Do not disable.
|
|
|
-#define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame.
|
|
|
-//#define SPINE_DEBUG
|
|
|
-
|
|
|
-using UnityEngine;
|
|
|
-using System;
|
|
|
-using System.Collections.Generic;
|
|
|
-
|
|
|
-namespace Spine.Unity {
|
|
|
- public static class SpineMesh {
|
|
|
- internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
|
|
|
-
|
|
|
- /// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
|
|
|
- public static Mesh NewMesh () {
|
|
|
- var m = new Mesh();
|
|
|
- m.MarkDynamic();
|
|
|
- m.name = "Skeleton Mesh";
|
|
|
- m.hideFlags = SpineMesh.MeshHideflags;
|
|
|
- return m;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Instructions for how to generate a mesh or submesh out of a range of slots in a given skeleton.</summary>
|
|
|
- public struct SubmeshInstruction {
|
|
|
- public Skeleton skeleton;
|
|
|
- public int startSlot;
|
|
|
- public int endSlot;
|
|
|
-
|
|
|
- public Material material;
|
|
|
- public bool forceSeparate;
|
|
|
- public int preActiveClippingSlotSource;
|
|
|
-
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- // Cached values because they are determined in the process of generating instructions,
|
|
|
- // but could otherwise be pulled from accessing attachments, checking materials and counting tris and verts.
|
|
|
- public int rawTriangleCount;
|
|
|
- public int rawVertexCount;
|
|
|
- public int rawFirstVertexIndex;
|
|
|
- public bool hasClipping;
|
|
|
- #endif
|
|
|
-
|
|
|
- /// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
|
|
|
- public int SlotCount { get { return endSlot - startSlot; } }
|
|
|
- }
|
|
|
-
|
|
|
- public delegate void MeshGeneratorDelegate (MeshGeneratorBuffers buffers);
|
|
|
-
|
|
|
- public struct MeshGeneratorBuffers {
|
|
|
- /// <summary>The vertex count that will actually be used for the mesh. The Lengths of the buffer arrays may be larger than this number.</summary>
|
|
|
- public int vertexCount;
|
|
|
-
|
|
|
- /// <summary> Vertex positions. To be used for UnityEngine.Mesh.vertices.</summary>
|
|
|
- public Vector3[] vertexBuffer;
|
|
|
-
|
|
|
- /// <summary> Vertex UVs. To be used for UnityEngine.Mesh.uvs.</summary>
|
|
|
- public Vector2[] uvBuffer;
|
|
|
-
|
|
|
- /// <summary> Vertex colors. To be used for UnityEngine.Mesh.colors32.</summary>
|
|
|
- public Color32[] colorBuffer;
|
|
|
-
|
|
|
- /// <summary> The Spine rendering component's MeshGenerator. </summary>
|
|
|
- public MeshGenerator meshGenerator;
|
|
|
- }
|
|
|
-
|
|
|
- [System.Serializable]
|
|
|
- public class MeshGenerator {
|
|
|
- public Settings settings = Settings.Default;
|
|
|
-
|
|
|
- [System.Serializable]
|
|
|
- public struct Settings {
|
|
|
- //public bool renderMeshes;
|
|
|
- public bool useClipping;
|
|
|
- [Space]
|
|
|
- [Range(-0.1f, 0f)] public float zSpacing;
|
|
|
- [Space]
|
|
|
- [Header("Vertex Data")]
|
|
|
- public bool pmaVertexColors;
|
|
|
- public bool tintBlack;
|
|
|
- public bool calculateTangents;
|
|
|
- public bool addNormals;
|
|
|
- public bool immutableTriangles;
|
|
|
-
|
|
|
- static public Settings Default {
|
|
|
- get {
|
|
|
- return new Settings {
|
|
|
- pmaVertexColors = true,
|
|
|
- zSpacing = 0f,
|
|
|
- useClipping = true,
|
|
|
- tintBlack = false,
|
|
|
- calculateTangents = false,
|
|
|
- //renderMeshes = true,
|
|
|
- addNormals = false,
|
|
|
- immutableTriangles = false
|
|
|
- };
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- const float BoundsMinDefault = float.PositiveInfinity;
|
|
|
- const float BoundsMaxDefault = float.NegativeInfinity;
|
|
|
-
|
|
|
- [NonSerialized] readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>(4);
|
|
|
- [NonSerialized] readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>(4);
|
|
|
- [NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>(4);
|
|
|
- [NonSerialized] readonly ExposedList<ExposedList<int>> submeshes = new ExposedList<ExposedList<int>> { new ExposedList<int>(6) }; // start with 1 submesh.
|
|
|
-
|
|
|
- [NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;
|
|
|
- [NonSerialized] float meshBoundsThickness;
|
|
|
- [NonSerialized] int submeshIndex = 0;
|
|
|
-
|
|
|
- [NonSerialized] SkeletonClipping clipper = new SkeletonClipping();
|
|
|
- [NonSerialized] float[] tempVerts = new float[8];
|
|
|
- [NonSerialized] int[] regionTriangles = { 0, 1, 2, 2, 3, 0 };
|
|
|
-
|
|
|
- #region Optional Buffers
|
|
|
- [NonSerialized] Vector3[] normals;
|
|
|
- [NonSerialized] Vector4[] tangents;
|
|
|
- [NonSerialized] Vector2[] tempTanBuffer;
|
|
|
- [NonSerialized] ExposedList<Vector2> uv2;
|
|
|
- [NonSerialized] ExposedList<Vector2> uv3;
|
|
|
- #endregion
|
|
|
-
|
|
|
- public int VertexCount { get { return vertexBuffer.Count; } }
|
|
|
-
|
|
|
- public MeshGeneratorBuffers Buffers {
|
|
|
- get {
|
|
|
- return new MeshGeneratorBuffers {
|
|
|
- vertexCount = this.VertexCount,
|
|
|
- vertexBuffer = this.vertexBuffer.Items,
|
|
|
- uvBuffer = this.uvBuffer.Items,
|
|
|
- colorBuffer = this.colorBuffer.Items,
|
|
|
- meshGenerator = this
|
|
|
- };
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- #region Step 1 : Generate Instructions
|
|
|
- public static void GenerateSingleSubmeshInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Material material) {
|
|
|
- ExposedList<Slot> drawOrder = skeleton.drawOrder;
|
|
|
- int drawOrderCount = drawOrder.Count;
|
|
|
-
|
|
|
- // Clear last state of attachments and submeshes
|
|
|
- instructionOutput.Clear(); // submeshInstructions.Clear(); attachments.Clear();
|
|
|
- var workingSubmeshInstructions = instructionOutput.submeshInstructions;
|
|
|
- workingSubmeshInstructions.Resize(1);
|
|
|
-
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- instructionOutput.attachments.Resize(drawOrderCount);
|
|
|
- var workingAttachmentsItems = instructionOutput.attachments.Items;
|
|
|
- int totalRawVertexCount = 0;
|
|
|
- #endif
|
|
|
-
|
|
|
- var current = new SubmeshInstruction {
|
|
|
- skeleton = skeleton,
|
|
|
- preActiveClippingSlotSource = -1,
|
|
|
- startSlot = 0,
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- rawFirstVertexIndex = 0,
|
|
|
- #endif
|
|
|
- material = material,
|
|
|
- forceSeparate = false,
|
|
|
- endSlot = drawOrderCount
|
|
|
- };
|
|
|
-
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- bool skeletonHasClipping = false;
|
|
|
- var drawOrderItems = drawOrder.Items;
|
|
|
- for (int i = 0; i < drawOrderCount; i++) {
|
|
|
- Slot slot = drawOrderItems[i];
|
|
|
- Attachment attachment = slot.attachment;
|
|
|
-
|
|
|
- workingAttachmentsItems[i] = attachment;
|
|
|
- int attachmentTriangleCount;
|
|
|
- int attachmentVertexCount;
|
|
|
-
|
|
|
- var regionAttachment = attachment as RegionAttachment;
|
|
|
- if (regionAttachment != null) {
|
|
|
- attachmentVertexCount = 4;
|
|
|
- attachmentTriangleCount = 6;
|
|
|
- } else {
|
|
|
- var meshAttachment = attachment as MeshAttachment;
|
|
|
- if (meshAttachment != null) {
|
|
|
- attachmentVertexCount = meshAttachment.worldVerticesLength >> 1;
|
|
|
- attachmentTriangleCount = meshAttachment.triangles.Length;
|
|
|
- } else {
|
|
|
- var clippingAttachment = attachment as ClippingAttachment;
|
|
|
- if (clippingAttachment != null) {
|
|
|
- current.hasClipping = true;
|
|
|
- skeletonHasClipping = true;
|
|
|
- }
|
|
|
- attachmentVertexCount = 0;
|
|
|
- attachmentTriangleCount = 0;
|
|
|
- }
|
|
|
- }
|
|
|
- current.rawTriangleCount += attachmentTriangleCount;
|
|
|
- current.rawVertexCount += attachmentVertexCount;
|
|
|
- totalRawVertexCount += attachmentVertexCount;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- instructionOutput.hasActiveClipping = skeletonHasClipping;
|
|
|
- instructionOutput.rawVertexCount = totalRawVertexCount;
|
|
|
- #endif
|
|
|
-
|
|
|
- workingSubmeshInstructions.Items[0] = current;
|
|
|
- }
|
|
|
-
|
|
|
- public static void GenerateSkeletonRendererInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Dictionary<Slot, Material> customSlotMaterials, List<Slot> separatorSlots, bool generateMeshOverride, bool immutableTriangles = false) {
|
|
|
-// if (skeleton == null) throw new ArgumentNullException("skeleton");
|
|
|
-// if (instructionOutput == null) throw new ArgumentNullException("instructionOutput");
|
|
|
-
|
|
|
- ExposedList<Slot> drawOrder = skeleton.drawOrder;
|
|
|
- int drawOrderCount = drawOrder.Count;
|
|
|
-
|
|
|
- // Clear last state of attachments and submeshes
|
|
|
- instructionOutput.Clear(); // submeshInstructions.Clear(); attachments.Clear();
|
|
|
- var workingSubmeshInstructions = instructionOutput.submeshInstructions;
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- instructionOutput.attachments.Resize(drawOrderCount);
|
|
|
- var workingAttachmentsItems = instructionOutput.attachments.Items;
|
|
|
- int totalRawVertexCount = 0;
|
|
|
- bool skeletonHasClipping = false;
|
|
|
- #endif
|
|
|
-
|
|
|
- var current = new SubmeshInstruction {
|
|
|
- skeleton = skeleton,
|
|
|
- preActiveClippingSlotSource = -1
|
|
|
- };
|
|
|
-
|
|
|
- #if !SPINE_TK2D
|
|
|
- bool isCustomSlotMaterialsPopulated = customSlotMaterials != null && customSlotMaterials.Count > 0;
|
|
|
- #endif
|
|
|
-
|
|
|
- int separatorCount = separatorSlots == null ? 0 : separatorSlots.Count;
|
|
|
- bool hasSeparators = separatorCount > 0;
|
|
|
-
|
|
|
- int clippingAttachmentSource = -1;
|
|
|
- int lastPreActiveClipping = -1; // The index of the last slot that had an active ClippingAttachment.
|
|
|
- SlotData clippingEndSlot = null;
|
|
|
- int submeshIndex = 0;
|
|
|
- var drawOrderItems = drawOrder.Items;
|
|
|
- for (int i = 0; i < drawOrderCount; i++) {
|
|
|
- Slot slot = drawOrderItems[i];
|
|
|
- Attachment attachment = slot.attachment;
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- workingAttachmentsItems[i] = attachment;
|
|
|
- int attachmentVertexCount = 0, attachmentTriangleCount = 0;
|
|
|
- #endif
|
|
|
-
|
|
|
- object rendererObject = null; // An AtlasRegion in plain Spine-Unity. Spine-TK2D hooks into TK2D's system. eventual source of Material object.
|
|
|
- bool noRender = false; // Using this allows empty slots as separators, and keeps separated parts more stable despite slots being reordered
|
|
|
-
|
|
|
- var regionAttachment = attachment as RegionAttachment;
|
|
|
- if (regionAttachment != null) {
|
|
|
- rendererObject = regionAttachment.RendererObject;
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- attachmentVertexCount = 4;
|
|
|
- attachmentTriangleCount = 6;
|
|
|
- #endif
|
|
|
- } else {
|
|
|
- var meshAttachment = attachment as MeshAttachment;
|
|
|
- if (meshAttachment != null) {
|
|
|
- rendererObject = meshAttachment.RendererObject;
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- attachmentVertexCount = meshAttachment.worldVerticesLength >> 1;
|
|
|
- attachmentTriangleCount = meshAttachment.triangles.Length;
|
|
|
- #endif
|
|
|
- } else {
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- var clippingAttachment = attachment as ClippingAttachment;
|
|
|
- if (clippingAttachment != null) {
|
|
|
- clippingEndSlot = clippingAttachment.endSlot;
|
|
|
- clippingAttachmentSource = i;
|
|
|
- current.hasClipping = true;
|
|
|
- skeletonHasClipping = true;
|
|
|
- }
|
|
|
- #endif
|
|
|
- noRender = true;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (clippingEndSlot != null && slot.data == clippingEndSlot) {
|
|
|
- clippingEndSlot = null;
|
|
|
- clippingAttachmentSource = -1;
|
|
|
- }
|
|
|
-
|
|
|
- // Create a new SubmeshInstruction when material changes. (or when forced to separate by a submeshSeparator)
|
|
|
- // Slot with a separator/new material will become the starting slot of the next new instruction.
|
|
|
- if (hasSeparators) { //current.forceSeparate = hasSeparators && separatorSlots.Contains(slot);
|
|
|
- current.forceSeparate = false;
|
|
|
- for (int s = 0; s < separatorCount; s++) {
|
|
|
- if (Slot.ReferenceEquals(slot, separatorSlots[s])) {
|
|
|
- current.forceSeparate = true;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (noRender) {
|
|
|
- if (current.forceSeparate && generateMeshOverride) { // && current.rawVertexCount > 0) {
|
|
|
- { // Add
|
|
|
- current.endSlot = i;
|
|
|
- current.preActiveClippingSlotSource = lastPreActiveClipping;
|
|
|
-
|
|
|
- workingSubmeshInstructions.Resize(submeshIndex + 1);
|
|
|
- workingSubmeshInstructions.Items[submeshIndex] = current;
|
|
|
-
|
|
|
- submeshIndex++;
|
|
|
- }
|
|
|
-
|
|
|
- current.startSlot = i;
|
|
|
- lastPreActiveClipping = clippingAttachmentSource;
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- current.rawTriangleCount = 0;
|
|
|
- current.rawVertexCount = 0;
|
|
|
- current.rawFirstVertexIndex = totalRawVertexCount;
|
|
|
- current.hasClipping = clippingAttachmentSource >= 0;
|
|
|
- #endif
|
|
|
- }
|
|
|
- } else {
|
|
|
- #if !SPINE_TK2D
|
|
|
- Material material;
|
|
|
- if (isCustomSlotMaterialsPopulated) {
|
|
|
- if (!customSlotMaterials.TryGetValue(slot, out material))
|
|
|
- material = (Material)((AtlasRegion)rendererObject).page.rendererObject;
|
|
|
- } else {
|
|
|
- material = (Material)((AtlasRegion)rendererObject).page.rendererObject;
|
|
|
- }
|
|
|
- #else
|
|
|
- Material material = (rendererObject is Material) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject;
|
|
|
- #endif
|
|
|
-
|
|
|
- if (current.forceSeparate || (current.rawVertexCount > 0 && !System.Object.ReferenceEquals(current.material, material))) { // Material changed. Add the previous submesh.
|
|
|
- { // Add
|
|
|
- current.endSlot = i;
|
|
|
- current.preActiveClippingSlotSource = lastPreActiveClipping;
|
|
|
-
|
|
|
- workingSubmeshInstructions.Resize(submeshIndex + 1);
|
|
|
- workingSubmeshInstructions.Items[submeshIndex] = current;
|
|
|
- submeshIndex++;
|
|
|
- }
|
|
|
- current.startSlot = i;
|
|
|
- lastPreActiveClipping = clippingAttachmentSource;
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- current.rawTriangleCount = 0;
|
|
|
- current.rawVertexCount = 0;
|
|
|
- current.rawFirstVertexIndex = totalRawVertexCount;
|
|
|
- current.hasClipping = clippingAttachmentSource >= 0;
|
|
|
- #endif
|
|
|
- }
|
|
|
-
|
|
|
- // Update state for the next Attachment.
|
|
|
- current.material = material;
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- current.rawTriangleCount += attachmentTriangleCount;
|
|
|
- current.rawVertexCount += attachmentVertexCount;
|
|
|
- current.rawFirstVertexIndex = totalRawVertexCount;
|
|
|
- totalRawVertexCount += attachmentVertexCount;
|
|
|
- #endif
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (current.rawVertexCount > 0) {
|
|
|
- { // Add last or only submesh.
|
|
|
- current.endSlot = drawOrderCount;
|
|
|
- current.preActiveClippingSlotSource = lastPreActiveClipping;
|
|
|
- current.forceSeparate = false;
|
|
|
-
|
|
|
- workingSubmeshInstructions.Resize(submeshIndex + 1);
|
|
|
- workingSubmeshInstructions.Items[submeshIndex] = current;
|
|
|
- //submeshIndex++;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- instructionOutput.hasActiveClipping = skeletonHasClipping;
|
|
|
- instructionOutput.rawVertexCount = totalRawVertexCount;
|
|
|
- #endif
|
|
|
- instructionOutput.immutableTriangles = immutableTriangles;
|
|
|
- }
|
|
|
-
|
|
|
- public static void TryReplaceMaterials (ExposedList<SubmeshInstruction> workingSubmeshInstructions, Dictionary<Material, Material> customMaterialOverride) {
|
|
|
- // Material overrides are done here so they can be applied per submesh instead of per slot
|
|
|
- // but they will still be passed through the GenerateMeshOverride delegate,
|
|
|
- // and will still go through the normal material match check step in STEP 3.
|
|
|
- var wsii = workingSubmeshInstructions.Items;
|
|
|
- for (int i = 0; i < workingSubmeshInstructions.Count; i++) {
|
|
|
- var m = wsii[i].material;
|
|
|
- Material mo;
|
|
|
- if (customMaterialOverride.TryGetValue(m, out mo))
|
|
|
- wsii[i].material = mo;
|
|
|
- }
|
|
|
- }
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Step 2 : Populate vertex data and triangle index buffers.
|
|
|
- public void Begin () {
|
|
|
- vertexBuffer.Clear(false);
|
|
|
- colorBuffer.Clear(false);
|
|
|
- uvBuffer.Clear(false);
|
|
|
- clipper.ClipEnd();
|
|
|
-
|
|
|
- {
|
|
|
- meshBoundsMin.x = BoundsMinDefault;
|
|
|
- meshBoundsMin.y = BoundsMinDefault;
|
|
|
- meshBoundsMax.x = BoundsMaxDefault;
|
|
|
- meshBoundsMax.y = BoundsMaxDefault;
|
|
|
- meshBoundsThickness = 0f;
|
|
|
- }
|
|
|
-
|
|
|
- submeshes.Count = 1;
|
|
|
- submeshes.Items[0].Clear(false);
|
|
|
- submeshIndex = 0;
|
|
|
- }
|
|
|
-
|
|
|
- public void AddSubmesh (SubmeshInstruction instruction, bool updateTriangles = true) {
|
|
|
- var settings = this.settings;
|
|
|
-
|
|
|
- if (submeshes.Count - 1 < submeshIndex) {
|
|
|
- submeshes.Resize(submeshIndex + 1);
|
|
|
- if (submeshes.Items[submeshIndex] == null)
|
|
|
- submeshes.Items[submeshIndex] = new ExposedList<int>();
|
|
|
- }
|
|
|
- var submesh = submeshes.Items[submeshIndex];
|
|
|
- submesh.Clear(false);
|
|
|
-
|
|
|
- var skeleton = instruction.skeleton;
|
|
|
- var drawOrderItems = skeleton.drawOrder.Items;
|
|
|
-
|
|
|
- Color32 color = default(Color32);
|
|
|
- float skeletonA = skeleton.a * 255, skeletonR = skeleton.r, skeletonG = skeleton.g, skeletonB = skeleton.b;
|
|
|
- Vector2 meshBoundsMin = this.meshBoundsMin, meshBoundsMax = this.meshBoundsMax;
|
|
|
-
|
|
|
- // Settings
|
|
|
- float zSpacing = settings.zSpacing;
|
|
|
- bool pmaVertexColors = settings.pmaVertexColors;
|
|
|
- bool tintBlack = settings.tintBlack;
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- bool useClipping = settings.useClipping && instruction.hasClipping;
|
|
|
- #else
|
|
|
- bool useClipping = settings.useClipping;
|
|
|
- #endif
|
|
|
-
|
|
|
- if (useClipping) {
|
|
|
- if (instruction.preActiveClippingSlotSource >= 0) {
|
|
|
- var slot = drawOrderItems[instruction.preActiveClippingSlotSource];
|
|
|
- clipper.ClipStart(slot, slot.attachment as ClippingAttachment);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- for (int slotIndex = instruction.startSlot; slotIndex < instruction.endSlot; slotIndex++) {
|
|
|
- var slot = drawOrderItems[slotIndex];
|
|
|
- var attachment = slot.attachment;
|
|
|
- float z = zSpacing * slotIndex;
|
|
|
-
|
|
|
- var workingVerts = this.tempVerts;
|
|
|
- float[] uvs;
|
|
|
- int[] attachmentTriangleIndices;
|
|
|
- int attachmentVertexCount;
|
|
|
- int attachmentIndexCount;
|
|
|
-
|
|
|
- Color c = default(Color);
|
|
|
-
|
|
|
- var region = attachment as RegionAttachment;
|
|
|
- if (region != null) {
|
|
|
- region.ComputeWorldVertices(slot.bone, workingVerts, 0);
|
|
|
- uvs = region.uvs;
|
|
|
- attachmentTriangleIndices = regionTriangles;
|
|
|
- c.r = region.r; c.g = region.g; c.b = region.b; c.a = region.a;
|
|
|
- attachmentVertexCount = 4;
|
|
|
- attachmentIndexCount = 6;
|
|
|
- } else {
|
|
|
- var mesh = attachment as MeshAttachment;
|
|
|
- if (mesh != null) {
|
|
|
- int meshVerticesLength = mesh.worldVerticesLength;
|
|
|
- if (workingVerts.Length < meshVerticesLength) {
|
|
|
- workingVerts = new float[meshVerticesLength];
|
|
|
- this.tempVerts = workingVerts;
|
|
|
- }
|
|
|
- mesh.ComputeWorldVertices(slot, 0, meshVerticesLength, workingVerts, 0); //meshAttachment.ComputeWorldVertices(slot, tempVerts);
|
|
|
- uvs = mesh.uvs;
|
|
|
- attachmentTriangleIndices = mesh.triangles;
|
|
|
- c.r = mesh.r; c.g = mesh.g; c.b = mesh.b; c.a = mesh.a;
|
|
|
- attachmentVertexCount = meshVerticesLength >> 1; // meshVertexCount / 2;
|
|
|
- attachmentIndexCount = mesh.triangles.Length;
|
|
|
- } else {
|
|
|
- if (useClipping) {
|
|
|
- var clippingAttachment = attachment as ClippingAttachment;
|
|
|
- if (clippingAttachment != null) {
|
|
|
- clipper.ClipStart(slot, clippingAttachment);
|
|
|
- continue;
|
|
|
- }
|
|
|
- }
|
|
|
- continue;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (pmaVertexColors) {
|
|
|
- color.a = (byte)(skeletonA * slot.a * c.a);
|
|
|
- color.r = (byte)(skeletonR * slot.r * c.r * color.a);
|
|
|
- color.g = (byte)(skeletonG * slot.g * c.g * color.a);
|
|
|
- color.b = (byte)(skeletonB * slot.b * c.b * color.a);
|
|
|
- if (slot.data.blendMode == BlendMode.Additive) color.a = 0;
|
|
|
- } else {
|
|
|
- color.a = (byte)(skeletonA * slot.a * c.a);
|
|
|
- color.r = (byte)(skeletonR * slot.r * c.r * 255);
|
|
|
- color.g = (byte)(skeletonG * slot.g * c.g * 255);
|
|
|
- color.b = (byte)(skeletonB * slot.b * c.b * 255);
|
|
|
- }
|
|
|
-
|
|
|
- if (useClipping && clipper.IsClipping()) {
|
|
|
- clipper.ClipTriangles(workingVerts, attachmentVertexCount << 1, attachmentTriangleIndices, attachmentIndexCount, uvs);
|
|
|
- workingVerts = clipper.clippedVertices.Items;
|
|
|
- attachmentVertexCount = clipper.clippedVertices.Count >> 1;
|
|
|
- attachmentTriangleIndices = clipper.clippedTriangles.Items;
|
|
|
- attachmentIndexCount = clipper.clippedTriangles.Count;
|
|
|
- uvs = clipper.clippedUVs.Items;
|
|
|
- }
|
|
|
-
|
|
|
- if (attachmentVertexCount != 0 && attachmentIndexCount != 0) {
|
|
|
- if (tintBlack)
|
|
|
- AddAttachmentTintBlack(slot.r2, slot.g2, slot.b2, attachmentVertexCount);
|
|
|
-
|
|
|
- //AddAttachment(workingVerts, uvs, color, attachmentTriangleIndices, attachmentVertexCount, attachmentIndexCount, ref meshBoundsMin, ref meshBoundsMax, z);
|
|
|
- int ovc = vertexBuffer.Count;
|
|
|
- // Add data to vertex buffers
|
|
|
- {
|
|
|
- int newVertexCount = ovc + attachmentVertexCount;
|
|
|
- if (newVertexCount > vertexBuffer.Items.Length) { // Manual ExposedList.Resize()
|
|
|
- Array.Resize(ref vertexBuffer.Items, newVertexCount);
|
|
|
- Array.Resize(ref uvBuffer.Items, newVertexCount);
|
|
|
- Array.Resize(ref colorBuffer.Items, newVertexCount);
|
|
|
- }
|
|
|
- vertexBuffer.Count = uvBuffer.Count = colorBuffer.Count = newVertexCount;
|
|
|
- }
|
|
|
-
|
|
|
- var vbi = vertexBuffer.Items;
|
|
|
- var ubi = uvBuffer.Items;
|
|
|
- var cbi = colorBuffer.Items;
|
|
|
- if (ovc == 0) {
|
|
|
- for (int i = 0; i < attachmentVertexCount; i++) {
|
|
|
- int vi = ovc + i;
|
|
|
- int i2 = i << 1; // i * 2
|
|
|
- float x = workingVerts[i2];
|
|
|
- float y = workingVerts[i2 + 1];
|
|
|
-
|
|
|
- vbi[vi].x = x;
|
|
|
- vbi[vi].y = y;
|
|
|
- vbi[vi].z = z;
|
|
|
- ubi[vi].x = uvs[i2];
|
|
|
- ubi[vi].y = uvs[i2 + 1];
|
|
|
- cbi[vi] = color;
|
|
|
-
|
|
|
- // Calculate bounds.
|
|
|
- if (x < meshBoundsMin.x) meshBoundsMin.x = x;
|
|
|
- if (x > meshBoundsMax.x) meshBoundsMax.x = x;
|
|
|
- if (y < meshBoundsMin.y) meshBoundsMin.y = y;
|
|
|
- if (y > meshBoundsMax.y) meshBoundsMax.y = y;
|
|
|
- }
|
|
|
- } else {
|
|
|
- for (int i = 0; i < attachmentVertexCount; i++) {
|
|
|
- int vi = ovc + i;
|
|
|
- int i2 = i << 1; // i * 2
|
|
|
- float x = workingVerts[i2];
|
|
|
- float y = workingVerts[i2 + 1];
|
|
|
-
|
|
|
- vbi[vi].x = x;
|
|
|
- vbi[vi].y = y;
|
|
|
- vbi[vi].z = z;
|
|
|
- ubi[vi].x = uvs[i2];
|
|
|
- ubi[vi].y = uvs[i2 + 1];
|
|
|
- cbi[vi] = color;
|
|
|
-
|
|
|
- // Calculate bounds.
|
|
|
- if (x < meshBoundsMin.x) meshBoundsMin.x = x;
|
|
|
- else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
|
|
|
- if (y < meshBoundsMin.y) meshBoundsMin.y = y;
|
|
|
- else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- // Add data to triangle buffer
|
|
|
- if (updateTriangles) {
|
|
|
- int oldTriangleCount = submesh.Count;
|
|
|
- { //submesh.Resize(oldTriangleCount + attachmentIndexCount);
|
|
|
- int newTriangleCount = oldTriangleCount + attachmentIndexCount;
|
|
|
- if (newTriangleCount > submesh.Items.Length) Array.Resize(ref submesh.Items, newTriangleCount);
|
|
|
- submesh.Count = newTriangleCount;
|
|
|
- }
|
|
|
- var submeshItems = submesh.Items;
|
|
|
- for (int i = 0; i < attachmentIndexCount; i++)
|
|
|
- submeshItems[oldTriangleCount + i] = attachmentTriangleIndices[i] + ovc;
|
|
|
- }
|
|
|
- }
|
|
|
- clipper.ClipEnd(slot);
|
|
|
- }
|
|
|
- clipper.ClipEnd();
|
|
|
-
|
|
|
- this.meshBoundsMin = meshBoundsMin;
|
|
|
- this.meshBoundsMax = meshBoundsMax;
|
|
|
- meshBoundsThickness = instruction.endSlot * zSpacing;
|
|
|
-
|
|
|
- // Trim or zero submesh triangles.
|
|
|
- var currentSubmeshItems = submesh.Items;
|
|
|
- for (int i = submesh.Count, n = currentSubmeshItems.Length; i < n; i++)
|
|
|
- currentSubmeshItems[i] = 0;
|
|
|
-
|
|
|
- submeshIndex++; // Next AddSubmesh will use a new submeshIndex value.
|
|
|
- }
|
|
|
-
|
|
|
- public void BuildMesh (SkeletonRendererInstruction instruction, bool updateTriangles) {
|
|
|
- var wsii = instruction.submeshInstructions.Items;
|
|
|
- for (int i = 0, n = instruction.submeshInstructions.Count; i < n; i++)
|
|
|
- this.AddSubmesh(wsii[i], updateTriangles);
|
|
|
- }
|
|
|
-
|
|
|
- // Use this faster method when no clipping is involved.
|
|
|
- public void BuildMeshWithArrays (SkeletonRendererInstruction instruction, bool updateTriangles) {
|
|
|
- var settings = this.settings;
|
|
|
- int totalVertexCount = instruction.rawVertexCount;
|
|
|
-
|
|
|
- // Add data to vertex buffers
|
|
|
- {
|
|
|
- if (totalVertexCount > vertexBuffer.Items.Length) { // Manual ExposedList.Resize()
|
|
|
- Array.Resize(ref vertexBuffer.Items, totalVertexCount);
|
|
|
- Array.Resize(ref uvBuffer.Items, totalVertexCount);
|
|
|
- Array.Resize(ref colorBuffer.Items, totalVertexCount);
|
|
|
- }
|
|
|
- vertexBuffer.Count = uvBuffer.Count = colorBuffer.Count = totalVertexCount;
|
|
|
- }
|
|
|
-
|
|
|
- // Populate Verts
|
|
|
- Color32 color = default(Color32);
|
|
|
-
|
|
|
- int vertexIndex = 0;
|
|
|
- var tempVerts = this.tempVerts;
|
|
|
- Vector3 bmin = this.meshBoundsMin;
|
|
|
- Vector3 bmax = this.meshBoundsMax;
|
|
|
-
|
|
|
- var vbi = vertexBuffer.Items;
|
|
|
- var ubi = uvBuffer.Items;
|
|
|
- var cbi = colorBuffer.Items;
|
|
|
- int lastSlotIndex = 0;
|
|
|
-
|
|
|
- // drawOrder[endSlot] is excluded
|
|
|
- for (int si = 0, n = instruction.submeshInstructions.Count; si < n; si++) {
|
|
|
- var submesh = instruction.submeshInstructions.Items[si];
|
|
|
- var skeleton = submesh.skeleton;
|
|
|
- var skeletonDrawOrderItems = skeleton.drawOrder.Items;
|
|
|
- float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b;
|
|
|
-
|
|
|
- int endSlot = submesh.endSlot;
|
|
|
- int startSlot = submesh.startSlot;
|
|
|
- lastSlotIndex = endSlot;
|
|
|
-
|
|
|
- if (settings.tintBlack) {
|
|
|
- Vector2 rg, b2;
|
|
|
- int vi = vertexIndex;
|
|
|
- b2.y = 1f;
|
|
|
-
|
|
|
- {
|
|
|
- if (uv2 == null) {
|
|
|
- uv2 = new ExposedList<Vector2>();
|
|
|
- uv3 = new ExposedList<Vector2>();
|
|
|
- }
|
|
|
- if (totalVertexCount > uv2.Items.Length) { // Manual ExposedList.Resize()
|
|
|
- Array.Resize(ref uv2.Items, totalVertexCount);
|
|
|
- Array.Resize(ref uv3.Items, totalVertexCount);
|
|
|
- }
|
|
|
- uv2.Count = uv3.Count = totalVertexCount;
|
|
|
- }
|
|
|
-
|
|
|
- var uv2i = uv2.Items;
|
|
|
- var uv3i = uv3.Items;
|
|
|
-
|
|
|
- for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
|
|
|
- var slot = skeletonDrawOrderItems[slotIndex];
|
|
|
- var attachment = slot.attachment;
|
|
|
-
|
|
|
- rg.x = slot.r2; //r
|
|
|
- rg.y = slot.g2; //g
|
|
|
- b2.x = slot.b2; //b
|
|
|
-
|
|
|
- var regionAttachment = attachment as RegionAttachment;
|
|
|
- if (regionAttachment != null) {
|
|
|
- uv2i[vi] = rg; uv2i[vi + 1] = rg; uv2i[vi + 2] = rg; uv2i[vi + 3] = rg;
|
|
|
- uv3i[vi] = b2; uv3i[vi + 1] = b2; uv3i[vi + 2] = b2; uv3i[vi + 3] = b2;
|
|
|
- vi += 4;
|
|
|
- } else { //} if (settings.renderMeshes) {
|
|
|
- var meshAttachment = attachment as MeshAttachment;
|
|
|
- if (meshAttachment != null) {
|
|
|
- int meshVertexCount = meshAttachment.worldVerticesLength;
|
|
|
- for (int iii = 0; iii < meshVertexCount; iii += 2) {
|
|
|
- uv2i[vi] = rg;
|
|
|
- uv3i[vi] = b2;
|
|
|
- vi++;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
|
|
|
- var slot = skeletonDrawOrderItems[slotIndex];
|
|
|
- var attachment = slot.attachment;
|
|
|
- float z = slotIndex * settings.zSpacing;
|
|
|
-
|
|
|
- var regionAttachment = attachment as RegionAttachment;
|
|
|
- if (regionAttachment != null) {
|
|
|
- regionAttachment.ComputeWorldVertices(slot.bone, tempVerts, 0);
|
|
|
-
|
|
|
- float x1 = tempVerts[RegionAttachment.BLX], y1 = tempVerts[RegionAttachment.BLY];
|
|
|
- float x2 = tempVerts[RegionAttachment.ULX], y2 = tempVerts[RegionAttachment.ULY];
|
|
|
- float x3 = tempVerts[RegionAttachment.URX], y3 = tempVerts[RegionAttachment.URY];
|
|
|
- float x4 = tempVerts[RegionAttachment.BRX], y4 = tempVerts[RegionAttachment.BRY];
|
|
|
- vbi[vertexIndex].x = x1; vbi[vertexIndex].y = y1; vbi[vertexIndex].z = z;
|
|
|
- vbi[vertexIndex + 1].x = x4; vbi[vertexIndex + 1].y = y4; vbi[vertexIndex + 1].z = z;
|
|
|
- vbi[vertexIndex + 2].x = x2; vbi[vertexIndex + 2].y = y2; vbi[vertexIndex + 2].z = z;
|
|
|
- vbi[vertexIndex + 3].x = x3; vbi[vertexIndex + 3].y = y3; vbi[vertexIndex + 3].z = z;
|
|
|
-
|
|
|
- if (settings.pmaVertexColors) {
|
|
|
- color.a = (byte)(a * slot.a * regionAttachment.a);
|
|
|
- color.r = (byte)(r * slot.r * regionAttachment.r * color.a);
|
|
|
- color.g = (byte)(g * slot.g * regionAttachment.g * color.a);
|
|
|
- color.b = (byte)(b * slot.b * regionAttachment.b * color.a);
|
|
|
- if (slot.data.blendMode == BlendMode.Additive) color.a = 0;
|
|
|
- } else {
|
|
|
- color.a = (byte)(a * slot.a * regionAttachment.a);
|
|
|
- color.r = (byte)(r * slot.r * regionAttachment.r * 255);
|
|
|
- color.g = (byte)(g * slot.g * regionAttachment.g * 255);
|
|
|
- color.b = (byte)(b * slot.b * regionAttachment.b * 255);
|
|
|
- }
|
|
|
-
|
|
|
- cbi[vertexIndex] = color; cbi[vertexIndex + 1] = color; cbi[vertexIndex + 2] = color; cbi[vertexIndex + 3] = color;
|
|
|
-
|
|
|
- float[] regionUVs = regionAttachment.uvs;
|
|
|
- ubi[vertexIndex].x = regionUVs[RegionAttachment.BLX]; ubi[vertexIndex].y = regionUVs[RegionAttachment.BLY];
|
|
|
- ubi[vertexIndex + 1].x = regionUVs[RegionAttachment.BRX]; ubi[vertexIndex + 1].y = regionUVs[RegionAttachment.BRY];
|
|
|
- ubi[vertexIndex + 2].x = regionUVs[RegionAttachment.ULX]; ubi[vertexIndex + 2].y = regionUVs[RegionAttachment.ULY];
|
|
|
- ubi[vertexIndex + 3].x = regionUVs[RegionAttachment.URX]; ubi[vertexIndex + 3].y = regionUVs[RegionAttachment.URY];
|
|
|
-
|
|
|
- if (x1 < bmin.x) bmin.x = x1; // Potential first attachment bounds initialization. Initial min should not block initial max. Same for Y below.
|
|
|
- if (x1 > bmax.x) bmax.x = x1;
|
|
|
- if (x2 < bmin.x) bmin.x = x2;
|
|
|
- else if (x2 > bmax.x) bmax.x = x2;
|
|
|
- if (x3 < bmin.x) bmin.x = x3;
|
|
|
- else if (x3 > bmax.x) bmax.x = x3;
|
|
|
- if (x4 < bmin.x) bmin.x = x4;
|
|
|
- else if (x4 > bmax.x) bmax.x = x4;
|
|
|
-
|
|
|
- if (y1 < bmin.y) bmin.y = y1;
|
|
|
- if (y1 > bmax.y) bmax.y = y1;
|
|
|
- if (y2 < bmin.y) bmin.y = y2;
|
|
|
- else if (y2 > bmax.y) bmax.y = y2;
|
|
|
- if (y3 < bmin.y) bmin.y = y3;
|
|
|
- else if (y3 > bmax.y) bmax.y = y3;
|
|
|
- if (y4 < bmin.y) bmin.y = y4;
|
|
|
- else if (y4 > bmax.y) bmax.y = y4;
|
|
|
-
|
|
|
- vertexIndex += 4;
|
|
|
- } else { //if (settings.renderMeshes) {
|
|
|
- var meshAttachment = attachment as MeshAttachment;
|
|
|
- if (meshAttachment != null) {
|
|
|
- int meshVertexCount = meshAttachment.worldVerticesLength;
|
|
|
- if (tempVerts.Length < meshVertexCount) this.tempVerts = tempVerts = new float[meshVertexCount];
|
|
|
- meshAttachment.ComputeWorldVertices(slot, tempVerts);
|
|
|
-
|
|
|
- if (settings.pmaVertexColors) {
|
|
|
- color.a = (byte)(a * slot.a * meshAttachment.a);
|
|
|
- color.r = (byte)(r * slot.r * meshAttachment.r * color.a);
|
|
|
- color.g = (byte)(g * slot.g * meshAttachment.g * color.a);
|
|
|
- color.b = (byte)(b * slot.b * meshAttachment.b * color.a);
|
|
|
- if (slot.data.blendMode == BlendMode.Additive) color.a = 0;
|
|
|
- } else {
|
|
|
- color.a = (byte)(a * slot.a * meshAttachment.a);
|
|
|
- color.r = (byte)(r * slot.r * meshAttachment.r * 255);
|
|
|
- color.g = (byte)(g * slot.g * meshAttachment.g * 255);
|
|
|
- color.b = (byte)(b * slot.b * meshAttachment.b * 255);
|
|
|
- }
|
|
|
-
|
|
|
- float[] attachmentUVs = meshAttachment.uvs;
|
|
|
-
|
|
|
- // Potential first attachment bounds initialization. See conditions in RegionAttachment logic.
|
|
|
- if (vertexIndex == 0) {
|
|
|
- // Initial min should not block initial max.
|
|
|
- // vi == vertexIndex does not always mean the bounds are fresh. It could be a submesh. Do not nuke old values by omitting the check.
|
|
|
- // Should know that this is the first attachment in the submesh. slotIndex == startSlot could be an empty slot.
|
|
|
- float fx = tempVerts[0], fy = tempVerts[1];
|
|
|
- if (fx < bmin.x) bmin.x = fx;
|
|
|
- if (fx > bmax.x) bmax.x = fx;
|
|
|
- if (fy < bmin.y) bmin.y = fy;
|
|
|
- if (fy > bmax.y) bmax.y = fy;
|
|
|
- }
|
|
|
-
|
|
|
- for (int iii = 0; iii < meshVertexCount; iii += 2) {
|
|
|
- float x = tempVerts[iii], y = tempVerts[iii + 1];
|
|
|
- vbi[vertexIndex].x = x; vbi[vertexIndex].y = y; vbi[vertexIndex].z = z;
|
|
|
- cbi[vertexIndex] = color; ubi[vertexIndex].x = attachmentUVs[iii]; ubi[vertexIndex].y = attachmentUVs[iii + 1];
|
|
|
-
|
|
|
- if (x < bmin.x) bmin.x = x;
|
|
|
- else if (x > bmax.x) bmax.x = x;
|
|
|
-
|
|
|
- if (y < bmin.y) bmin.y = y;
|
|
|
- else if (y > bmax.y) bmax.y = y;
|
|
|
-
|
|
|
- vertexIndex++;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- this.meshBoundsMin = bmin;
|
|
|
- this.meshBoundsMax = bmax;
|
|
|
- this.meshBoundsThickness = lastSlotIndex * settings.zSpacing;
|
|
|
-
|
|
|
- // Add triangles
|
|
|
- if (updateTriangles) {
|
|
|
- int submeshInstructionCount = instruction.submeshInstructions.Count;
|
|
|
-
|
|
|
- // Match submesh buffers count with submeshInstruction count.
|
|
|
- if (this.submeshes.Count < submeshInstructionCount) {
|
|
|
- this.submeshes.Resize(submeshInstructionCount);
|
|
|
- for (int i = 0, n = submeshInstructionCount; i < n; i++) {
|
|
|
- var submeshBuffer = this.submeshes.Items[i];
|
|
|
- if (submeshBuffer == null)
|
|
|
- this.submeshes.Items[i] = new ExposedList<int>();
|
|
|
- else
|
|
|
- submeshBuffer.Clear(false);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- var submeshInstructionsItems = instruction.submeshInstructions.Items; // This relies on the resize above.
|
|
|
-
|
|
|
- // Fill the buffers.
|
|
|
- int attachmentFirstVertex = 0;
|
|
|
- for (int smbi = 0; smbi < submeshInstructionCount; smbi++) {
|
|
|
- var submeshInstruction = submeshInstructionsItems[smbi];
|
|
|
- var currentSubmeshBuffer = this.submeshes.Items[smbi];
|
|
|
- { //submesh.Resize(submesh.rawTriangleCount);
|
|
|
- int newTriangleCount = submeshInstruction.rawTriangleCount;
|
|
|
- if (newTriangleCount > currentSubmeshBuffer.Items.Length)
|
|
|
- Array.Resize(ref currentSubmeshBuffer.Items, newTriangleCount);
|
|
|
- else if (newTriangleCount < currentSubmeshBuffer.Items.Length) {
|
|
|
- // Zero the extra.
|
|
|
- var sbi = currentSubmeshBuffer.Items;
|
|
|
- for (int ei = newTriangleCount, nn = sbi.Length; ei < nn; ei++)
|
|
|
- sbi[ei] = 0;
|
|
|
- }
|
|
|
- currentSubmeshBuffer.Count = newTriangleCount;
|
|
|
- }
|
|
|
-
|
|
|
- var tris = currentSubmeshBuffer.Items;
|
|
|
- int triangleIndex = 0;
|
|
|
- var skeleton = submeshInstruction.skeleton;
|
|
|
- var skeletonDrawOrderItems = skeleton.drawOrder.Items;
|
|
|
- for (int a = submeshInstruction.startSlot, endSlot = submeshInstruction.endSlot; a < endSlot; a++) {
|
|
|
- var attachment = skeletonDrawOrderItems[a].attachment;
|
|
|
- if (attachment is RegionAttachment) {
|
|
|
- tris[triangleIndex] = attachmentFirstVertex;
|
|
|
- tris[triangleIndex + 1] = attachmentFirstVertex + 2;
|
|
|
- tris[triangleIndex + 2] = attachmentFirstVertex + 1;
|
|
|
- tris[triangleIndex + 3] = attachmentFirstVertex + 2;
|
|
|
- tris[triangleIndex + 4] = attachmentFirstVertex + 3;
|
|
|
- tris[triangleIndex + 5] = attachmentFirstVertex + 1;
|
|
|
- triangleIndex += 6;
|
|
|
- attachmentFirstVertex += 4;
|
|
|
- continue;
|
|
|
- }
|
|
|
- var meshAttachment = attachment as MeshAttachment;
|
|
|
- if (meshAttachment != null) {
|
|
|
- int[] attachmentTriangles = meshAttachment.triangles;
|
|
|
- for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
|
|
|
- tris[triangleIndex] = attachmentFirstVertex + attachmentTriangles[ii];
|
|
|
- attachmentFirstVertex += meshAttachment.worldVerticesLength >> 1; // length/2;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- public void ScaleVertexData (float scale) {
|
|
|
- var vbi = vertexBuffer.Items;
|
|
|
- for (int i = 0, n = vertexBuffer.Count; i < n; i++) {
|
|
|
- vbi[i] *= scale; // vbi[i].x *= scale; vbi[i].y *= scale;
|
|
|
- }
|
|
|
-
|
|
|
- meshBoundsMin *= scale;
|
|
|
- meshBoundsMax *= scale;
|
|
|
- meshBoundsThickness *= scale;
|
|
|
- }
|
|
|
-
|
|
|
- void AddAttachmentTintBlack (float r2, float g2, float b2, int vertexCount) {
|
|
|
- var rg = new Vector2(r2, g2);
|
|
|
- var bo = new Vector2(b2, 1f);
|
|
|
-
|
|
|
- int ovc = vertexBuffer.Count;
|
|
|
- int newVertexCount = ovc + vertexCount;
|
|
|
- {
|
|
|
- if (uv2 == null) {
|
|
|
- uv2 = new ExposedList<Vector2>();
|
|
|
- uv3 = new ExposedList<Vector2>();
|
|
|
- }
|
|
|
- if (newVertexCount > uv2.Items.Length) { // Manual ExposedList.Resize()
|
|
|
- Array.Resize(ref uv2.Items, newVertexCount);
|
|
|
- Array.Resize(ref uv3.Items, newVertexCount);
|
|
|
- }
|
|
|
- uv2.Count = uv3.Count = newVertexCount;
|
|
|
- }
|
|
|
-
|
|
|
- var uv2i = uv2.Items;
|
|
|
- var uv3i = uv3.Items;
|
|
|
- for (int i = 0; i < vertexCount; i++) {
|
|
|
- uv2i[ovc + i] = rg;
|
|
|
- uv3i[ovc + i] = bo;
|
|
|
- }
|
|
|
- }
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
|
|
|
- public void FillVertexData (Mesh mesh) {
|
|
|
- var vbi = vertexBuffer.Items;
|
|
|
- var ubi = uvBuffer.Items;
|
|
|
- var cbi = colorBuffer.Items;
|
|
|
- var sbi = submeshes.Items;
|
|
|
- int submeshCount = submeshes.Count;
|
|
|
-
|
|
|
- // Zero the extra.
|
|
|
- {
|
|
|
- int listCount = vertexBuffer.Count;
|
|
|
- int arrayLength = vertexBuffer.Items.Length;
|
|
|
- var vector3zero = Vector3.zero;
|
|
|
- for (int i = listCount; i < arrayLength; i++)
|
|
|
- vbi[i] = vector3zero;
|
|
|
- }
|
|
|
-
|
|
|
- // Set the vertex buffer.
|
|
|
- {
|
|
|
- mesh.vertices = vbi;
|
|
|
- mesh.uv = ubi;
|
|
|
- mesh.colors32 = cbi;
|
|
|
-
|
|
|
- if (float.IsInfinity(meshBoundsMin.x)) { // meshBoundsMin.x == BoundsMinDefault // == doesn't work on float Infinity constants.
|
|
|
- mesh.bounds = new Bounds();
|
|
|
- } else {
|
|
|
- //mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
|
|
|
- Vector2 halfSize = (meshBoundsMax - meshBoundsMin) * 0.5f;
|
|
|
- mesh.bounds = new Bounds {
|
|
|
- center = (Vector3)(meshBoundsMin + halfSize),
|
|
|
- extents = new Vector3(halfSize.x, halfSize.y, meshBoundsThickness * 0.5f)
|
|
|
- };
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- {
|
|
|
- int vertexCount = this.vertexBuffer.Count;
|
|
|
- if (settings.addNormals) {
|
|
|
- int oldLength = 0;
|
|
|
-
|
|
|
- if (normals == null)
|
|
|
- normals = new Vector3[vertexCount];
|
|
|
- else
|
|
|
- oldLength = normals.Length;
|
|
|
-
|
|
|
- if (oldLength < vertexCount) {
|
|
|
- Array.Resize(ref this.normals, vertexCount);
|
|
|
- var localNormals = this.normals;
|
|
|
- for (int i = oldLength; i < vertexCount; i++) localNormals[i] = Vector3.back;
|
|
|
- }
|
|
|
- mesh.normals = this.normals;
|
|
|
- }
|
|
|
-
|
|
|
- if (settings.tintBlack) {
|
|
|
- mesh.uv2 = this.uv2.Items;
|
|
|
- mesh.uv3 = this.uv3.Items;
|
|
|
- }
|
|
|
-
|
|
|
- if (settings.calculateTangents) {
|
|
|
- MeshGenerator.SolveTangents2DEnsureSize(ref this.tangents, ref this.tempTanBuffer, vertexCount);
|
|
|
- for (int i = 0; i < submeshCount; i++) {
|
|
|
- var submesh = sbi[i].Items;
|
|
|
- int triangleCount = sbi[i].Count;
|
|
|
- MeshGenerator.SolveTangents2DTriangles(this.tempTanBuffer, submesh, triangleCount, vbi, ubi, vertexCount);
|
|
|
- }
|
|
|
- MeshGenerator.SolveTangents2DBuffer(this.tangents, this.tempTanBuffer, vertexCount);
|
|
|
- mesh.tangents = this.tangents;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- public void FillTriangles (Mesh mesh) {
|
|
|
- int submeshCount = submeshes.Count;
|
|
|
- var submeshesItems = submeshes.Items;
|
|
|
- mesh.subMeshCount = submeshCount;
|
|
|
-
|
|
|
- for (int i = 0; i < submeshCount; i++)
|
|
|
- mesh.SetTriangles(submeshesItems[i].Items, i, false);
|
|
|
- }
|
|
|
-
|
|
|
- public void FillTrianglesSingle (Mesh mesh) {
|
|
|
- mesh.SetTriangles(submeshes.Items[0].Items, 0, false);
|
|
|
- }
|
|
|
- #endregion
|
|
|
-
|
|
|
- public void TrimExcess () {
|
|
|
- vertexBuffer.TrimExcess();
|
|
|
- uvBuffer.TrimExcess();
|
|
|
- colorBuffer.TrimExcess();
|
|
|
-
|
|
|
- if (uv2 != null) uv2.TrimExcess();
|
|
|
- if (uv3 != null) uv3.TrimExcess();
|
|
|
-
|
|
|
- int count = vertexBuffer.Count;
|
|
|
- if (normals != null) Array.Resize(ref normals, count);
|
|
|
- if (tangents != null) Array.Resize(ref tangents, count);
|
|
|
- }
|
|
|
-
|
|
|
- #region TangentSolver2D
|
|
|
- // Thanks to contributions from forum user ToddRivers
|
|
|
-
|
|
|
- /// <summary>Step 1 of solving tangents. Ensure you have buffers of the correct size.</summary>
|
|
|
- /// <param name="tangentBuffer">Eventual Vector4[] tangent buffer to assign to Mesh.tangents.</param>
|
|
|
- /// <param name="tempTanBuffer">Temporary Vector2 buffer for calculating directions.</param>
|
|
|
- /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
|
|
|
- internal static void SolveTangents2DEnsureSize (ref Vector4[] tangentBuffer, ref Vector2[] tempTanBuffer, int vertexCount) {
|
|
|
- if (tangentBuffer == null || tangentBuffer.Length < vertexCount)
|
|
|
- tangentBuffer = new Vector4[vertexCount];
|
|
|
-
|
|
|
- if (tempTanBuffer == null || tempTanBuffer.Length < vertexCount * 2)
|
|
|
- tempTanBuffer = new Vector2[vertexCount * 2]; // two arrays in one.
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Step 2 of solving tangents. Fills (part of) a temporary tangent-solution buffer based on the vertices and uvs defined by a submesh's triangle buffer. Only needs to be called once for single-submesh meshes.</summary>
|
|
|
- /// <param name="tempTanBuffer">A temporary Vector3[] for calculating tangents.</param>
|
|
|
- /// <param name="vertices">The mesh's current vertex position buffer.</param>
|
|
|
- /// <param name="triangles">The mesh's current triangles buffer.</param>
|
|
|
- /// <param name="uvs">The mesh's current uvs buffer.</param>
|
|
|
- /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
|
|
|
- /// <param name = "triangleCount">The number of triangle indexes in the triangle array to be used.</param>
|
|
|
- internal static void SolveTangents2DTriangles (Vector2[] tempTanBuffer, int[] triangles, int triangleCount, Vector3[] vertices, Vector2[] uvs, int vertexCount) {
|
|
|
- Vector2 sdir;
|
|
|
- Vector2 tdir;
|
|
|
- for (int t = 0; t < triangleCount; t += 3) {
|
|
|
- int i1 = triangles[t + 0];
|
|
|
- int i2 = triangles[t + 1];
|
|
|
- int i3 = triangles[t + 2];
|
|
|
-
|
|
|
- Vector3 v1 = vertices[i1];
|
|
|
- Vector3 v2 = vertices[i2];
|
|
|
- Vector3 v3 = vertices[i3];
|
|
|
-
|
|
|
- Vector2 w1 = uvs[i1];
|
|
|
- Vector2 w2 = uvs[i2];
|
|
|
- Vector2 w3 = uvs[i3];
|
|
|
-
|
|
|
- float x1 = v2.x - v1.x;
|
|
|
- float x2 = v3.x - v1.x;
|
|
|
- float y1 = v2.y - v1.y;
|
|
|
- float y2 = v3.y - v1.y;
|
|
|
-
|
|
|
- float s1 = w2.x - w1.x;
|
|
|
- float s2 = w3.x - w1.x;
|
|
|
- float t1 = w2.y - w1.y;
|
|
|
- float t2 = w3.y - w1.y;
|
|
|
-
|
|
|
- float div = s1 * t2 - s2 * t1;
|
|
|
- float r = (div == 0f) ? 0f : 1f / div;
|
|
|
-
|
|
|
- sdir.x = (t2 * x1 - t1 * x2) * r;
|
|
|
- sdir.y = (t2 * y1 - t1 * y2) * r;
|
|
|
- tempTanBuffer[i1] = tempTanBuffer[i2] = tempTanBuffer[i3] = sdir;
|
|
|
-
|
|
|
- tdir.x = (s1 * x2 - s2 * x1) * r;
|
|
|
- tdir.y = (s1 * y2 - s2 * y1) * r;
|
|
|
- tempTanBuffer[vertexCount + i1] = tempTanBuffer[vertexCount + i2] = tempTanBuffer[vertexCount + i3] = tdir;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>Step 3 of solving tangents. Fills a Vector4[] tangents array according to values calculated in step 2.</summary>
|
|
|
- /// <param name="tangents">A Vector4[] that will eventually be used to set Mesh.tangents</param>
|
|
|
- /// <param name="tempTanBuffer">A temporary Vector3[] for calculating tangents.</param>
|
|
|
- /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
|
|
|
- internal static void SolveTangents2DBuffer (Vector4[] tangents, Vector2[] tempTanBuffer, int vertexCount) {
|
|
|
- Vector4 tangent;
|
|
|
- tangent.z = 0;
|
|
|
- for (int i = 0; i < vertexCount; ++i) {
|
|
|
- Vector2 t = tempTanBuffer[i];
|
|
|
-
|
|
|
- // t.Normalize() (aggressively inlined). Even better if offloaded to GPU via vertex shader.
|
|
|
- float magnitude = Mathf.Sqrt(t.x * t.x + t.y * t.y);
|
|
|
- if (magnitude > 1E-05) {
|
|
|
- float reciprocalMagnitude = 1f/magnitude;
|
|
|
- t.x *= reciprocalMagnitude;
|
|
|
- t.y *= reciprocalMagnitude;
|
|
|
- }
|
|
|
-
|
|
|
- Vector2 t2 = tempTanBuffer[vertexCount + i];
|
|
|
- tangent.x = t.x;
|
|
|
- tangent.y = t.y;
|
|
|
- //tangent.z = 0;
|
|
|
- tangent.w = (t.y * t2.x > t.x * t2.y) ? 1 : -1; // 2D direction calculation. Used for binormals.
|
|
|
- tangents[i] = tangent;
|
|
|
- }
|
|
|
- }
|
|
|
- #endregion
|
|
|
- }
|
|
|
-
|
|
|
- public class MeshRendererBuffers : IDisposable {
|
|
|
- DoubleBuffered<SmartMesh> doubleBufferedMesh;
|
|
|
- internal readonly ExposedList<Material> submeshMaterials = new ExposedList<Material>();
|
|
|
- internal Material[] sharedMaterials = new Material[0];
|
|
|
-
|
|
|
- public void Initialize () {
|
|
|
- doubleBufferedMesh = new DoubleBuffered<SmartMesh>();
|
|
|
- }
|
|
|
-
|
|
|
- public Material[] GetUpdatedShaderdMaterialsArray () {
|
|
|
- if (submeshMaterials.Count == sharedMaterials.Length)
|
|
|
- submeshMaterials.CopyTo(sharedMaterials);
|
|
|
- else
|
|
|
- sharedMaterials = submeshMaterials.ToArray();
|
|
|
-
|
|
|
- return sharedMaterials;
|
|
|
- }
|
|
|
-
|
|
|
- public bool MaterialsChangedInLastUpdate () {
|
|
|
- int newSubmeshMaterials = submeshMaterials.Count;
|
|
|
- var sharedMaterials = this.sharedMaterials;
|
|
|
- if (newSubmeshMaterials != sharedMaterials.Length) return true;
|
|
|
-
|
|
|
- var submeshMaterialsItems = submeshMaterials.Items;
|
|
|
- for (int i = 0; i < newSubmeshMaterials; i++)
|
|
|
- if (!Material.ReferenceEquals(submeshMaterialsItems[i], sharedMaterials[i])) return true; //if (submeshMaterialsItems[i].GetInstanceID() != sharedMaterials[i].GetInstanceID()) return true;
|
|
|
-
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- public void UpdateSharedMaterials (ExposedList<SubmeshInstruction> instructions) {
|
|
|
- int newSize = instructions.Count;
|
|
|
- { //submeshMaterials.Resize(instructions.Count);
|
|
|
- if (newSize > submeshMaterials.Items.Length)
|
|
|
- Array.Resize(ref submeshMaterials.Items, newSize);
|
|
|
- submeshMaterials.Count = newSize;
|
|
|
- }
|
|
|
-
|
|
|
- var submeshMaterialsItems = submeshMaterials.Items;
|
|
|
- var instructionsItems = instructions.Items;
|
|
|
- for (int i = 0; i < newSize; i++)
|
|
|
- submeshMaterialsItems[i] = instructionsItems[i].material;
|
|
|
- }
|
|
|
-
|
|
|
- public SmartMesh GetNextMesh () {
|
|
|
- return doubleBufferedMesh.GetNext();
|
|
|
- }
|
|
|
-
|
|
|
- public void Clear () {
|
|
|
- sharedMaterials = new Material[0];
|
|
|
- submeshMaterials.Clear();
|
|
|
- }
|
|
|
-
|
|
|
- public void Dispose () {
|
|
|
- if (doubleBufferedMesh == null) return;
|
|
|
- doubleBufferedMesh.GetNext().Dispose();
|
|
|
- doubleBufferedMesh.GetNext().Dispose();
|
|
|
- doubleBufferedMesh = null;
|
|
|
- }
|
|
|
-
|
|
|
- ///<summary>This is a Mesh that also stores the instructions SkeletonRenderer generated for it.</summary>
|
|
|
- public class SmartMesh : IDisposable {
|
|
|
- public Mesh mesh = SpineMesh.NewMesh();
|
|
|
- public SkeletonRendererInstruction instructionUsed = new SkeletonRendererInstruction();
|
|
|
-
|
|
|
- public void Dispose () {
|
|
|
- if (mesh != null) {
|
|
|
- #if UNITY_EDITOR
|
|
|
- if (Application.isEditor && !Application.isPlaying)
|
|
|
- UnityEngine.Object.DestroyImmediate(mesh);
|
|
|
- else
|
|
|
- UnityEngine.Object.Destroy(mesh);
|
|
|
- #else
|
|
|
- UnityEngine.Object.Destroy(mesh);
|
|
|
- #endif
|
|
|
- }
|
|
|
- mesh = null;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- public class SkeletonRendererInstruction {
|
|
|
- public bool immutableTriangles;
|
|
|
- public readonly ExposedList<SubmeshInstruction> submeshInstructions = new ExposedList<SubmeshInstruction>();
|
|
|
-
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- public bool hasActiveClipping;
|
|
|
- public int rawVertexCount = -1;
|
|
|
- public readonly ExposedList<Attachment> attachments = new ExposedList<Attachment>();
|
|
|
- #endif
|
|
|
-
|
|
|
- public void Clear () {
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- this.attachments.Clear(false);
|
|
|
- rawVertexCount = -1;
|
|
|
- hasActiveClipping = false;
|
|
|
- #endif
|
|
|
- this.submeshInstructions.Clear(false);
|
|
|
- }
|
|
|
-
|
|
|
- public void SetWithSubset (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- int runningVertexCount = 0;
|
|
|
- #endif
|
|
|
-
|
|
|
- var submeshes = this.submeshInstructions;
|
|
|
- submeshes.Clear(false);
|
|
|
- int submeshCount = endSubmesh - startSubmesh;
|
|
|
- submeshes.Resize(submeshCount);
|
|
|
- var submeshesItems = submeshes.Items;
|
|
|
- var instructionsItems = instructions.Items;
|
|
|
- for (int i = 0; i < submeshCount; i++) {
|
|
|
- var instruction = instructionsItems[startSubmesh + i];
|
|
|
- submeshesItems[i] = instruction;
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- this.hasActiveClipping = instruction.hasClipping;
|
|
|
- submeshesItems[i].rawFirstVertexIndex = runningVertexCount; // Ensure current instructions have correct cached values.
|
|
|
- runningVertexCount += instruction.rawVertexCount; // vertexCount will also be used for the rest of this method.
|
|
|
- #endif
|
|
|
- }
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- this.rawVertexCount = runningVertexCount;
|
|
|
-
|
|
|
- // assumption: instructions are contiguous. start and end are valid within instructions.
|
|
|
-
|
|
|
- int startSlot = instructionsItems[startSubmesh].startSlot;
|
|
|
- int endSlot = instructionsItems[endSubmesh - 1].endSlot;
|
|
|
- attachments.Clear(false);
|
|
|
- int attachmentCount = endSlot - startSlot;
|
|
|
- attachments.Resize(attachmentCount);
|
|
|
- var attachmentsItems = attachments.Items;
|
|
|
-
|
|
|
- var drawOrder = instructionsItems[0].skeleton.drawOrder.Items;
|
|
|
- for (int i = 0; i < attachmentCount; i++)
|
|
|
- attachmentsItems[i] = drawOrder[startSlot + i].attachment;
|
|
|
- #endif
|
|
|
- }
|
|
|
-
|
|
|
- public void Set (SkeletonRendererInstruction other) {
|
|
|
- this.immutableTriangles = other.immutableTriangles;
|
|
|
-
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- this.hasActiveClipping = other.hasActiveClipping;
|
|
|
- this.rawVertexCount = other.rawVertexCount;
|
|
|
- this.attachments.Clear(false);
|
|
|
- this.attachments.GrowIfNeeded(other.attachments.Capacity);
|
|
|
- this.attachments.Count = other.attachments.Count;
|
|
|
- other.attachments.CopyTo(this.attachments.Items);
|
|
|
- #endif
|
|
|
-
|
|
|
- this.submeshInstructions.Clear(false);
|
|
|
- this.submeshInstructions.GrowIfNeeded(other.submeshInstructions.Capacity);
|
|
|
- this.submeshInstructions.Count = other.submeshInstructions.Count;
|
|
|
- other.submeshInstructions.CopyTo(this.submeshInstructions.Items);
|
|
|
- }
|
|
|
-
|
|
|
- public static bool GeometryNotEqual (SkeletonRendererInstruction a, SkeletonRendererInstruction b) {
|
|
|
- #if SPINE_TRIANGLECHECK
|
|
|
- #if UNITY_EDITOR
|
|
|
- if (!Application.isPlaying)
|
|
|
- return true;
|
|
|
- #endif
|
|
|
-
|
|
|
- if (a.hasActiveClipping || b.hasActiveClipping) return true; // Triangles are unpredictable when clipping is active.
|
|
|
-
|
|
|
- // Everything below assumes the raw vertex and triangle counts were used. (ie, no clipping was done)
|
|
|
- if (a.rawVertexCount != b.rawVertexCount) return true;
|
|
|
-
|
|
|
- if (a.immutableTriangles != b.immutableTriangles) return true;
|
|
|
-
|
|
|
- int attachmentCountB = b.attachments.Count;
|
|
|
- if (a.attachments.Count != attachmentCountB) return true; // Bounds check for the looped storedAttachments count below.
|
|
|
-
|
|
|
- // Submesh count changed
|
|
|
- int submeshCountA = a.submeshInstructions.Count;
|
|
|
- int submeshCountB = b.submeshInstructions.Count;
|
|
|
- if (submeshCountA != submeshCountB) return true;
|
|
|
-
|
|
|
- // Submesh Instruction mismatch
|
|
|
- var submeshInstructionsItemsA = a.submeshInstructions.Items;
|
|
|
- var submeshInstructionsItemsB = b.submeshInstructions.Items;
|
|
|
-
|
|
|
- var attachmentsA = a.attachments.Items;
|
|
|
- var attachmentsB = b.attachments.Items;
|
|
|
- for (int i = 0; i < attachmentCountB; i++)
|
|
|
- if (!System.Object.ReferenceEquals(attachmentsA[i], attachmentsB[i])) return true;
|
|
|
-
|
|
|
- for (int i = 0; i < submeshCountB; i++) {
|
|
|
- var submeshA = submeshInstructionsItemsA[i];
|
|
|
- var submeshB = submeshInstructionsItemsB[i];
|
|
|
-
|
|
|
- if (!(
|
|
|
- submeshA.rawVertexCount == submeshB.rawVertexCount &&
|
|
|
- submeshA.startSlot == submeshB.startSlot &&
|
|
|
- submeshA.endSlot == submeshB.endSlot
|
|
|
- && submeshA.rawTriangleCount == submeshB.rawTriangleCount &&
|
|
|
- submeshA.rawFirstVertexIndex == submeshB.rawFirstVertexIndex
|
|
|
- ))
|
|
|
- return true;
|
|
|
- }
|
|
|
-
|
|
|
- return false;
|
|
|
- #else
|
|
|
- // In normal immutable triangle use, immutableTriangles will be initially false, forcing the smartmesh to update the first time but never again after that, unless there was an immutableTriangles flag mismatch..
|
|
|
- if (a.immutableTriangles || b.immutableTriangles)
|
|
|
- return (a.immutableTriangles != b.immutableTriangles);
|
|
|
-
|
|
|
- return true;
|
|
|
- #endif
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
+/******************************************************************************
|
|
|
+ * Spine Runtimes Software License v2.5
|
|
|
+ *
|
|
|
+ * Copyright (c) 2013-2016, Esoteric Software
|
|
|
+ * All rights reserved.
|
|
|
+ *
|
|
|
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
|
|
|
+ * non-transferable license to use, install, execute, and perform the Spine
|
|
|
+ * Runtimes software and derivative works solely for personal or internal
|
|
|
+ * use. Without the written permission of Esoteric Software (see Section 2 of
|
|
|
+ * the Spine Software License Agreement), you may not (a) modify, translate,
|
|
|
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
|
|
|
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
|
|
|
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
|
|
+ * or other intellectual property or proprietary rights notices on or in the
|
|
|
+ * Software, including any copy thereof. Redistributions in binary or source
|
|
|
+ * form must include this license and terms.
|
|
|
+ *
|
|
|
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
|
|
+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
|
|
+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
|
|
+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
|
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
|
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
|
|
+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
|
|
+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
|
|
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
|
|
+ * POSSIBILITY OF SUCH DAMAGE.
|
|
|
+ *****************************************************************************/
|
|
|
+
|
|
|
+// Not for optimization. Do not disable.
|
|
|
+#define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame.
|
|
|
+//#define SPINE_DEBUG
|
|
|
+
|
|
|
+using UnityEngine;
|
|
|
+using System;
|
|
|
+using System.Collections.Generic;
|
|
|
+
|
|
|
+namespace Spine.Unity {
|
|
|
+ public static class SpineMesh {
|
|
|
+ internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
|
|
|
+
|
|
|
+ /// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
|
|
|
+ public static Mesh NewMesh () {
|
|
|
+ var m = new Mesh();
|
|
|
+ m.MarkDynamic();
|
|
|
+ m.name = "Skeleton Mesh";
|
|
|
+ m.hideFlags = SpineMesh.MeshHideflags;
|
|
|
+ return m;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Instructions for how to generate a mesh or submesh out of a range of slots in a given skeleton.</summary>
|
|
|
+ public struct SubmeshInstruction {
|
|
|
+ public Skeleton skeleton;
|
|
|
+ public int startSlot;
|
|
|
+ public int endSlot;
|
|
|
+
|
|
|
+ public Material material;
|
|
|
+ public bool forceSeparate;
|
|
|
+ public int preActiveClippingSlotSource;
|
|
|
+
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ // Cached values because they are determined in the process of generating instructions,
|
|
|
+ // but could otherwise be pulled from accessing attachments, checking materials and counting tris and verts.
|
|
|
+ public int rawTriangleCount;
|
|
|
+ public int rawVertexCount;
|
|
|
+ public int rawFirstVertexIndex;
|
|
|
+ public bool hasClipping;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ /// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
|
|
|
+ public int SlotCount { get { return endSlot - startSlot; } }
|
|
|
+
|
|
|
+ public override string ToString () {
|
|
|
+ return
|
|
|
+ string.Format("[SubmeshInstruction: slots {0} to {1}. (Material){2}. preActiveClippingSlotSource:{3}]",
|
|
|
+ startSlot,
|
|
|
+ endSlot - 1,
|
|
|
+ material == null ? "<none>" : material.name,
|
|
|
+ preActiveClippingSlotSource
|
|
|
+ );
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ public delegate void MeshGeneratorDelegate (MeshGeneratorBuffers buffers);
|
|
|
+
|
|
|
+ public struct MeshGeneratorBuffers {
|
|
|
+ /// <summary>The vertex count that will actually be used for the mesh. The Lengths of the buffer arrays may be larger than this number.</summary>
|
|
|
+ public int vertexCount;
|
|
|
+
|
|
|
+ /// <summary> Vertex positions. To be used for UnityEngine.Mesh.vertices.</summary>
|
|
|
+ public Vector3[] vertexBuffer;
|
|
|
+
|
|
|
+ /// <summary> Vertex UVs. To be used for UnityEngine.Mesh.uvs.</summary>
|
|
|
+ public Vector2[] uvBuffer;
|
|
|
+
|
|
|
+ /// <summary> Vertex colors. To be used for UnityEngine.Mesh.colors32.</summary>
|
|
|
+ public Color32[] colorBuffer;
|
|
|
+
|
|
|
+ /// <summary> The Spine rendering component's MeshGenerator. </summary>
|
|
|
+ public MeshGenerator meshGenerator;
|
|
|
+ }
|
|
|
+
|
|
|
+ [System.Serializable]
|
|
|
+ public class MeshGenerator {
|
|
|
+ public Settings settings = Settings.Default;
|
|
|
+
|
|
|
+ [System.Serializable]
|
|
|
+ public struct Settings {
|
|
|
+ //public bool renderMeshes;
|
|
|
+ public bool useClipping;
|
|
|
+ [Space]
|
|
|
+ [Range(-0.1f, 0f)] public float zSpacing;
|
|
|
+ [Space]
|
|
|
+ [Header("Vertex Data")]
|
|
|
+ public bool pmaVertexColors;
|
|
|
+ public bool tintBlack;
|
|
|
+ public bool calculateTangents;
|
|
|
+ public bool addNormals;
|
|
|
+ public bool immutableTriangles;
|
|
|
+
|
|
|
+ static public Settings Default {
|
|
|
+ get {
|
|
|
+ return new Settings {
|
|
|
+ pmaVertexColors = true,
|
|
|
+ zSpacing = 0f,
|
|
|
+ useClipping = true,
|
|
|
+ tintBlack = false,
|
|
|
+ calculateTangents = false,
|
|
|
+ //renderMeshes = true,
|
|
|
+ addNormals = false,
|
|
|
+ immutableTriangles = false
|
|
|
+ };
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ const float BoundsMinDefault = float.PositiveInfinity;
|
|
|
+ const float BoundsMaxDefault = float.NegativeInfinity;
|
|
|
+
|
|
|
+ [NonSerialized] readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>(4);
|
|
|
+ [NonSerialized] readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>(4);
|
|
|
+ [NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>(4);
|
|
|
+ [NonSerialized] readonly ExposedList<ExposedList<int>> submeshes = new ExposedList<ExposedList<int>> { new ExposedList<int>(6) }; // start with 1 submesh.
|
|
|
+
|
|
|
+ [NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;
|
|
|
+ [NonSerialized] float meshBoundsThickness;
|
|
|
+ [NonSerialized] int submeshIndex = 0;
|
|
|
+
|
|
|
+ [NonSerialized] SkeletonClipping clipper = new SkeletonClipping();
|
|
|
+ [NonSerialized] float[] tempVerts = new float[8];
|
|
|
+ [NonSerialized] int[] regionTriangles = { 0, 1, 2, 2, 3, 0 };
|
|
|
+
|
|
|
+ #region Optional Buffers
|
|
|
+ [NonSerialized] Vector3[] normals;
|
|
|
+ [NonSerialized] Vector4[] tangents;
|
|
|
+ [NonSerialized] Vector2[] tempTanBuffer;
|
|
|
+ [NonSerialized] ExposedList<Vector2> uv2;
|
|
|
+ [NonSerialized] ExposedList<Vector2> uv3;
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ public int VertexCount { get { return vertexBuffer.Count; } }
|
|
|
+
|
|
|
+ public MeshGeneratorBuffers Buffers {
|
|
|
+ get {
|
|
|
+ return new MeshGeneratorBuffers {
|
|
|
+ vertexCount = this.VertexCount,
|
|
|
+ vertexBuffer = this.vertexBuffer.Items,
|
|
|
+ uvBuffer = this.uvBuffer.Items,
|
|
|
+ colorBuffer = this.colorBuffer.Items,
|
|
|
+ meshGenerator = this
|
|
|
+ };
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ #region Step 1 : Generate Instructions
|
|
|
+ public static void GenerateSingleSubmeshInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Material material) {
|
|
|
+ ExposedList<Slot> drawOrder = skeleton.drawOrder;
|
|
|
+ int drawOrderCount = drawOrder.Count;
|
|
|
+
|
|
|
+ // Clear last state of attachments and submeshes
|
|
|
+ instructionOutput.Clear(); // submeshInstructions.Clear(); attachments.Clear();
|
|
|
+ var workingSubmeshInstructions = instructionOutput.submeshInstructions;
|
|
|
+ workingSubmeshInstructions.Resize(1);
|
|
|
+
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ instructionOutput.attachments.Resize(drawOrderCount);
|
|
|
+ var workingAttachmentsItems = instructionOutput.attachments.Items;
|
|
|
+ int totalRawVertexCount = 0;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ var current = new SubmeshInstruction {
|
|
|
+ skeleton = skeleton,
|
|
|
+ preActiveClippingSlotSource = -1,
|
|
|
+ startSlot = 0,
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ rawFirstVertexIndex = 0,
|
|
|
+ #endif
|
|
|
+ material = material,
|
|
|
+ forceSeparate = false,
|
|
|
+ endSlot = drawOrderCount
|
|
|
+ };
|
|
|
+
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ bool skeletonHasClipping = false;
|
|
|
+ var drawOrderItems = drawOrder.Items;
|
|
|
+ for (int i = 0; i < drawOrderCount; i++) {
|
|
|
+ Slot slot = drawOrderItems[i];
|
|
|
+ Attachment attachment = slot.attachment;
|
|
|
+
|
|
|
+ workingAttachmentsItems[i] = attachment;
|
|
|
+ int attachmentTriangleCount;
|
|
|
+ int attachmentVertexCount;
|
|
|
+
|
|
|
+ var regionAttachment = attachment as RegionAttachment;
|
|
|
+ if (regionAttachment != null) {
|
|
|
+ attachmentVertexCount = 4;
|
|
|
+ attachmentTriangleCount = 6;
|
|
|
+ } else {
|
|
|
+ var meshAttachment = attachment as MeshAttachment;
|
|
|
+ if (meshAttachment != null) {
|
|
|
+ attachmentVertexCount = meshAttachment.worldVerticesLength >> 1;
|
|
|
+ attachmentTriangleCount = meshAttachment.triangles.Length;
|
|
|
+ } else {
|
|
|
+ var clippingAttachment = attachment as ClippingAttachment;
|
|
|
+ if (clippingAttachment != null) {
|
|
|
+ current.hasClipping = true;
|
|
|
+ skeletonHasClipping = true;
|
|
|
+ }
|
|
|
+ attachmentVertexCount = 0;
|
|
|
+ attachmentTriangleCount = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ current.rawTriangleCount += attachmentTriangleCount;
|
|
|
+ current.rawVertexCount += attachmentVertexCount;
|
|
|
+ totalRawVertexCount += attachmentVertexCount;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ instructionOutput.hasActiveClipping = skeletonHasClipping;
|
|
|
+ instructionOutput.rawVertexCount = totalRawVertexCount;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ workingSubmeshInstructions.Items[0] = current;
|
|
|
+ }
|
|
|
+
|
|
|
+ public static void GenerateSkeletonRendererInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Dictionary<Slot, Material> customSlotMaterials, List<Slot> separatorSlots, bool generateMeshOverride, bool immutableTriangles = false) {
|
|
|
+ // if (skeleton == null) throw new ArgumentNullException("skeleton");
|
|
|
+ // if (instructionOutput == null) throw new ArgumentNullException("instructionOutput");
|
|
|
+
|
|
|
+ ExposedList<Slot> drawOrder = skeleton.drawOrder;
|
|
|
+ int drawOrderCount = drawOrder.Count;
|
|
|
+
|
|
|
+ // Clear last state of attachments and submeshes
|
|
|
+ instructionOutput.Clear(); // submeshInstructions.Clear(); attachments.Clear();
|
|
|
+ var workingSubmeshInstructions = instructionOutput.submeshInstructions;
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ instructionOutput.attachments.Resize(drawOrderCount);
|
|
|
+ var workingAttachmentsItems = instructionOutput.attachments.Items;
|
|
|
+ int totalRawVertexCount = 0;
|
|
|
+ bool skeletonHasClipping = false;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ var current = new SubmeshInstruction {
|
|
|
+ skeleton = skeleton,
|
|
|
+ preActiveClippingSlotSource = -1
|
|
|
+ };
|
|
|
+
|
|
|
+ #if !SPINE_TK2D
|
|
|
+ bool isCustomSlotMaterialsPopulated = customSlotMaterials != null && customSlotMaterials.Count > 0;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ int separatorCount = separatorSlots == null ? 0 : separatorSlots.Count;
|
|
|
+ bool hasSeparators = separatorCount > 0;
|
|
|
+
|
|
|
+ int clippingAttachmentSource = -1;
|
|
|
+ int lastPreActiveClipping = -1; // The index of the last slot that had an active ClippingAttachment.
|
|
|
+ SlotData clippingEndSlot = null;
|
|
|
+ int submeshIndex = 0;
|
|
|
+ var drawOrderItems = drawOrder.Items;
|
|
|
+ for (int i = 0; i < drawOrderCount; i++) {
|
|
|
+ Slot slot = drawOrderItems[i];
|
|
|
+ Attachment attachment = slot.attachment;
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ workingAttachmentsItems[i] = attachment;
|
|
|
+ int attachmentVertexCount = 0, attachmentTriangleCount = 0;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ object rendererObject = null; // An AtlasRegion in plain Spine-Unity. Spine-TK2D hooks into TK2D's system. eventual source of Material object.
|
|
|
+ bool noRender = false; // Using this allows empty slots as separators, and keeps separated parts more stable despite slots being reordered
|
|
|
+
|
|
|
+ var regionAttachment = attachment as RegionAttachment;
|
|
|
+ if (regionAttachment != null) {
|
|
|
+ rendererObject = regionAttachment.RendererObject;
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ attachmentVertexCount = 4;
|
|
|
+ attachmentTriangleCount = 6;
|
|
|
+ #endif
|
|
|
+ } else {
|
|
|
+ var meshAttachment = attachment as MeshAttachment;
|
|
|
+ if (meshAttachment != null) {
|
|
|
+ rendererObject = meshAttachment.RendererObject;
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ attachmentVertexCount = meshAttachment.worldVerticesLength >> 1;
|
|
|
+ attachmentTriangleCount = meshAttachment.triangles.Length;
|
|
|
+ #endif
|
|
|
+ } else {
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ var clippingAttachment = attachment as ClippingAttachment;
|
|
|
+ if (clippingAttachment != null) {
|
|
|
+ clippingEndSlot = clippingAttachment.endSlot;
|
|
|
+ clippingAttachmentSource = i;
|
|
|
+ current.hasClipping = true;
|
|
|
+ skeletonHasClipping = true;
|
|
|
+ }
|
|
|
+ #endif
|
|
|
+ noRender = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (clippingEndSlot != null && slot.data == clippingEndSlot && i != clippingAttachmentSource) {
|
|
|
+ clippingEndSlot = null;
|
|
|
+ clippingAttachmentSource = -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Create a new SubmeshInstruction when material changes. (or when forced to separate by a submeshSeparator)
|
|
|
+ // Slot with a separator/new material will become the starting slot of the next new instruction.
|
|
|
+ if (hasSeparators) { //current.forceSeparate = hasSeparators && separatorSlots.Contains(slot);
|
|
|
+ current.forceSeparate = false;
|
|
|
+ for (int s = 0; s < separatorCount; s++) {
|
|
|
+ if (Slot.ReferenceEquals(slot, separatorSlots[s])) {
|
|
|
+ current.forceSeparate = true;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (noRender) {
|
|
|
+ if (current.forceSeparate && generateMeshOverride) { // && current.rawVertexCount > 0) {
|
|
|
+ { // Add
|
|
|
+ current.endSlot = i;
|
|
|
+ current.preActiveClippingSlotSource = lastPreActiveClipping;
|
|
|
+
|
|
|
+ workingSubmeshInstructions.Resize(submeshIndex + 1);
|
|
|
+ workingSubmeshInstructions.Items[submeshIndex] = current;
|
|
|
+
|
|
|
+ submeshIndex++;
|
|
|
+ }
|
|
|
+
|
|
|
+ current.startSlot = i;
|
|
|
+ lastPreActiveClipping = clippingAttachmentSource;
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ current.rawTriangleCount = 0;
|
|
|
+ current.rawVertexCount = 0;
|
|
|
+ current.rawFirstVertexIndex = totalRawVertexCount;
|
|
|
+ current.hasClipping = clippingAttachmentSource >= 0;
|
|
|
+ #endif
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ #if !SPINE_TK2D
|
|
|
+ Material material;
|
|
|
+ if (isCustomSlotMaterialsPopulated) {
|
|
|
+ if (!customSlotMaterials.TryGetValue(slot, out material))
|
|
|
+ material = (Material)((AtlasRegion)rendererObject).page.rendererObject;
|
|
|
+ } else {
|
|
|
+ material = (Material)((AtlasRegion)rendererObject).page.rendererObject;
|
|
|
+ }
|
|
|
+ #else
|
|
|
+ Material material = (rendererObject is Material) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ if (current.forceSeparate || (current.rawVertexCount > 0 && !System.Object.ReferenceEquals(current.material, material))) { // Material changed. Add the previous submesh.
|
|
|
+ { // Add
|
|
|
+ current.endSlot = i;
|
|
|
+ current.preActiveClippingSlotSource = lastPreActiveClipping;
|
|
|
+
|
|
|
+ workingSubmeshInstructions.Resize(submeshIndex + 1);
|
|
|
+ workingSubmeshInstructions.Items[submeshIndex] = current;
|
|
|
+ submeshIndex++;
|
|
|
+ }
|
|
|
+ current.startSlot = i;
|
|
|
+ lastPreActiveClipping = clippingAttachmentSource;
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ current.rawTriangleCount = 0;
|
|
|
+ current.rawVertexCount = 0;
|
|
|
+ current.rawFirstVertexIndex = totalRawVertexCount;
|
|
|
+ current.hasClipping = clippingAttachmentSource >= 0;
|
|
|
+ #endif
|
|
|
+ }
|
|
|
+
|
|
|
+ // Update state for the next Attachment.
|
|
|
+ current.material = material;
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ current.rawTriangleCount += attachmentTriangleCount;
|
|
|
+ current.rawVertexCount += attachmentVertexCount;
|
|
|
+ current.rawFirstVertexIndex = totalRawVertexCount;
|
|
|
+ totalRawVertexCount += attachmentVertexCount;
|
|
|
+ #endif
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (current.rawVertexCount > 0) {
|
|
|
+ { // Add last or only submesh.
|
|
|
+ current.endSlot = drawOrderCount;
|
|
|
+ current.preActiveClippingSlotSource = lastPreActiveClipping;
|
|
|
+ current.forceSeparate = false;
|
|
|
+
|
|
|
+ workingSubmeshInstructions.Resize(submeshIndex + 1);
|
|
|
+ workingSubmeshInstructions.Items[submeshIndex] = current;
|
|
|
+ //submeshIndex++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ instructionOutput.hasActiveClipping = skeletonHasClipping;
|
|
|
+ instructionOutput.rawVertexCount = totalRawVertexCount;
|
|
|
+ #endif
|
|
|
+ instructionOutput.immutableTriangles = immutableTriangles;
|
|
|
+ }
|
|
|
+
|
|
|
+ public static void TryReplaceMaterials (ExposedList<SubmeshInstruction> workingSubmeshInstructions, Dictionary<Material, Material> customMaterialOverride) {
|
|
|
+ // Material overrides are done here so they can be applied per submesh instead of per slot
|
|
|
+ // but they will still be passed through the GenerateMeshOverride delegate,
|
|
|
+ // and will still go through the normal material match check step in STEP 3.
|
|
|
+ var wsii = workingSubmeshInstructions.Items;
|
|
|
+ for (int i = 0; i < workingSubmeshInstructions.Count; i++) {
|
|
|
+ var m = wsii[i].material;
|
|
|
+ Material mo;
|
|
|
+ if (customMaterialOverride.TryGetValue(m, out mo))
|
|
|
+ wsii[i].material = mo;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Step 2 : Populate vertex data and triangle index buffers.
|
|
|
+ public void Begin () {
|
|
|
+ vertexBuffer.Clear(false);
|
|
|
+ colorBuffer.Clear(false);
|
|
|
+ uvBuffer.Clear(false);
|
|
|
+ clipper.ClipEnd();
|
|
|
+
|
|
|
+ {
|
|
|
+ meshBoundsMin.x = BoundsMinDefault;
|
|
|
+ meshBoundsMin.y = BoundsMinDefault;
|
|
|
+ meshBoundsMax.x = BoundsMaxDefault;
|
|
|
+ meshBoundsMax.y = BoundsMaxDefault;
|
|
|
+ meshBoundsThickness = 0f;
|
|
|
+ }
|
|
|
+
|
|
|
+ submeshes.Count = 1;
|
|
|
+ submeshes.Items[0].Clear(false);
|
|
|
+ submeshIndex = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ public void AddSubmesh (SubmeshInstruction instruction, bool updateTriangles = true) {
|
|
|
+ var settings = this.settings;
|
|
|
+
|
|
|
+ if (submeshes.Count - 1 < submeshIndex) {
|
|
|
+ submeshes.Resize(submeshIndex + 1);
|
|
|
+ if (submeshes.Items[submeshIndex] == null)
|
|
|
+ submeshes.Items[submeshIndex] = new ExposedList<int>();
|
|
|
+ }
|
|
|
+ var submesh = submeshes.Items[submeshIndex];
|
|
|
+ submesh.Clear(false);
|
|
|
+
|
|
|
+ var skeleton = instruction.skeleton;
|
|
|
+ var drawOrderItems = skeleton.drawOrder.Items;
|
|
|
+
|
|
|
+ Color32 color = default(Color32);
|
|
|
+ float skeletonA = skeleton.a * 255, skeletonR = skeleton.r, skeletonG = skeleton.g, skeletonB = skeleton.b;
|
|
|
+ Vector2 meshBoundsMin = this.meshBoundsMin, meshBoundsMax = this.meshBoundsMax;
|
|
|
+
|
|
|
+ // Settings
|
|
|
+ float zSpacing = settings.zSpacing;
|
|
|
+ bool pmaVertexColors = settings.pmaVertexColors;
|
|
|
+ bool tintBlack = settings.tintBlack;
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ bool useClipping = settings.useClipping && instruction.hasClipping;
|
|
|
+ #else
|
|
|
+ bool useClipping = settings.useClipping;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ if (useClipping) {
|
|
|
+ if (instruction.preActiveClippingSlotSource >= 0) {
|
|
|
+ var slot = drawOrderItems[instruction.preActiveClippingSlotSource];
|
|
|
+ clipper.ClipStart(slot, slot.attachment as ClippingAttachment);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (int slotIndex = instruction.startSlot; slotIndex < instruction.endSlot; slotIndex++) {
|
|
|
+ var slot = drawOrderItems[slotIndex];
|
|
|
+ var attachment = slot.attachment;
|
|
|
+ float z = zSpacing * slotIndex;
|
|
|
+
|
|
|
+ var workingVerts = this.tempVerts;
|
|
|
+ float[] uvs;
|
|
|
+ int[] attachmentTriangleIndices;
|
|
|
+ int attachmentVertexCount;
|
|
|
+ int attachmentIndexCount;
|
|
|
+
|
|
|
+ Color c = default(Color);
|
|
|
+
|
|
|
+ var region = attachment as RegionAttachment;
|
|
|
+ if (region != null) {
|
|
|
+ region.ComputeWorldVertices(slot.bone, workingVerts, 0);
|
|
|
+ uvs = region.uvs;
|
|
|
+ attachmentTriangleIndices = regionTriangles;
|
|
|
+ c.r = region.r; c.g = region.g; c.b = region.b; c.a = region.a;
|
|
|
+ attachmentVertexCount = 4;
|
|
|
+ attachmentIndexCount = 6;
|
|
|
+ } else {
|
|
|
+ var mesh = attachment as MeshAttachment;
|
|
|
+ if (mesh != null) {
|
|
|
+ int meshVerticesLength = mesh.worldVerticesLength;
|
|
|
+ if (workingVerts.Length < meshVerticesLength) {
|
|
|
+ workingVerts = new float[meshVerticesLength];
|
|
|
+ this.tempVerts = workingVerts;
|
|
|
+ }
|
|
|
+ mesh.ComputeWorldVertices(slot, 0, meshVerticesLength, workingVerts, 0); //meshAttachment.ComputeWorldVertices(slot, tempVerts);
|
|
|
+ uvs = mesh.uvs;
|
|
|
+ attachmentTriangleIndices = mesh.triangles;
|
|
|
+ c.r = mesh.r; c.g = mesh.g; c.b = mesh.b; c.a = mesh.a;
|
|
|
+ attachmentVertexCount = meshVerticesLength >> 1; // meshVertexCount / 2;
|
|
|
+ attachmentIndexCount = mesh.triangles.Length;
|
|
|
+ } else {
|
|
|
+ if (useClipping) {
|
|
|
+ var clippingAttachment = attachment as ClippingAttachment;
|
|
|
+ if (clippingAttachment != null) {
|
|
|
+ clipper.ClipStart(slot, clippingAttachment);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (pmaVertexColors) {
|
|
|
+ color.a = (byte)(skeletonA * slot.a * c.a);
|
|
|
+ color.r = (byte)(skeletonR * slot.r * c.r * color.a);
|
|
|
+ color.g = (byte)(skeletonG * slot.g * c.g * color.a);
|
|
|
+ color.b = (byte)(skeletonB * slot.b * c.b * color.a);
|
|
|
+ if (slot.data.blendMode == BlendMode.Additive) color.a = 0;
|
|
|
+ } else {
|
|
|
+ color.a = (byte)(skeletonA * slot.a * c.a);
|
|
|
+ color.r = (byte)(skeletonR * slot.r * c.r * 255);
|
|
|
+ color.g = (byte)(skeletonG * slot.g * c.g * 255);
|
|
|
+ color.b = (byte)(skeletonB * slot.b * c.b * 255);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (useClipping && clipper.IsClipping) {
|
|
|
+ clipper.ClipTriangles(workingVerts, attachmentVertexCount << 1, attachmentTriangleIndices, attachmentIndexCount, uvs);
|
|
|
+ workingVerts = clipper.clippedVertices.Items;
|
|
|
+ attachmentVertexCount = clipper.clippedVertices.Count >> 1;
|
|
|
+ attachmentTriangleIndices = clipper.clippedTriangles.Items;
|
|
|
+ attachmentIndexCount = clipper.clippedTriangles.Count;
|
|
|
+ uvs = clipper.clippedUVs.Items;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (attachmentVertexCount != 0 && attachmentIndexCount != 0) {
|
|
|
+ if (tintBlack)
|
|
|
+ AddAttachmentTintBlack(slot.r2, slot.g2, slot.b2, attachmentVertexCount);
|
|
|
+
|
|
|
+ //AddAttachment(workingVerts, uvs, color, attachmentTriangleIndices, attachmentVertexCount, attachmentIndexCount, ref meshBoundsMin, ref meshBoundsMax, z);
|
|
|
+ int ovc = vertexBuffer.Count;
|
|
|
+ // Add data to vertex buffers
|
|
|
+ {
|
|
|
+ int newVertexCount = ovc + attachmentVertexCount;
|
|
|
+ if (newVertexCount > vertexBuffer.Items.Length) { // Manual ExposedList.Resize()
|
|
|
+ Array.Resize(ref vertexBuffer.Items, newVertexCount);
|
|
|
+ Array.Resize(ref uvBuffer.Items, newVertexCount);
|
|
|
+ Array.Resize(ref colorBuffer.Items, newVertexCount);
|
|
|
+ }
|
|
|
+ vertexBuffer.Count = uvBuffer.Count = colorBuffer.Count = newVertexCount;
|
|
|
+ }
|
|
|
+
|
|
|
+ var vbi = vertexBuffer.Items;
|
|
|
+ var ubi = uvBuffer.Items;
|
|
|
+ var cbi = colorBuffer.Items;
|
|
|
+ if (ovc == 0) {
|
|
|
+ for (int i = 0; i < attachmentVertexCount; i++) {
|
|
|
+ int vi = ovc + i;
|
|
|
+ int i2 = i << 1; // i * 2
|
|
|
+ float x = workingVerts[i2];
|
|
|
+ float y = workingVerts[i2 + 1];
|
|
|
+
|
|
|
+ vbi[vi].x = x;
|
|
|
+ vbi[vi].y = y;
|
|
|
+ vbi[vi].z = z;
|
|
|
+ ubi[vi].x = uvs[i2];
|
|
|
+ ubi[vi].y = uvs[i2 + 1];
|
|
|
+ cbi[vi] = color;
|
|
|
+
|
|
|
+ // Calculate bounds.
|
|
|
+ if (x < meshBoundsMin.x) meshBoundsMin.x = x;
|
|
|
+ if (x > meshBoundsMax.x) meshBoundsMax.x = x;
|
|
|
+ if (y < meshBoundsMin.y) meshBoundsMin.y = y;
|
|
|
+ if (y > meshBoundsMax.y) meshBoundsMax.y = y;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ for (int i = 0; i < attachmentVertexCount; i++) {
|
|
|
+ int vi = ovc + i;
|
|
|
+ int i2 = i << 1; // i * 2
|
|
|
+ float x = workingVerts[i2];
|
|
|
+ float y = workingVerts[i2 + 1];
|
|
|
+
|
|
|
+ vbi[vi].x = x;
|
|
|
+ vbi[vi].y = y;
|
|
|
+ vbi[vi].z = z;
|
|
|
+ ubi[vi].x = uvs[i2];
|
|
|
+ ubi[vi].y = uvs[i2 + 1];
|
|
|
+ cbi[vi] = color;
|
|
|
+
|
|
|
+ // Calculate bounds.
|
|
|
+ if (x < meshBoundsMin.x) meshBoundsMin.x = x;
|
|
|
+ else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
|
|
|
+ if (y < meshBoundsMin.y) meshBoundsMin.y = y;
|
|
|
+ else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // Add data to triangle buffer
|
|
|
+ if (updateTriangles) {
|
|
|
+ int oldTriangleCount = submesh.Count;
|
|
|
+ { //submesh.Resize(oldTriangleCount + attachmentIndexCount);
|
|
|
+ int newTriangleCount = oldTriangleCount + attachmentIndexCount;
|
|
|
+ if (newTriangleCount > submesh.Items.Length) Array.Resize(ref submesh.Items, newTriangleCount);
|
|
|
+ submesh.Count = newTriangleCount;
|
|
|
+ }
|
|
|
+ var submeshItems = submesh.Items;
|
|
|
+ for (int i = 0; i < attachmentIndexCount; i++)
|
|
|
+ submeshItems[oldTriangleCount + i] = attachmentTriangleIndices[i] + ovc;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ clipper.ClipEnd(slot);
|
|
|
+ }
|
|
|
+ clipper.ClipEnd();
|
|
|
+
|
|
|
+ this.meshBoundsMin = meshBoundsMin;
|
|
|
+ this.meshBoundsMax = meshBoundsMax;
|
|
|
+ meshBoundsThickness = instruction.endSlot * zSpacing;
|
|
|
+
|
|
|
+ // Trim or zero submesh triangles.
|
|
|
+ var currentSubmeshItems = submesh.Items;
|
|
|
+ for (int i = submesh.Count, n = currentSubmeshItems.Length; i < n; i++)
|
|
|
+ currentSubmeshItems[i] = 0;
|
|
|
+
|
|
|
+ submeshIndex++; // Next AddSubmesh will use a new submeshIndex value.
|
|
|
+ }
|
|
|
+
|
|
|
+ public void BuildMesh (SkeletonRendererInstruction instruction, bool updateTriangles) {
|
|
|
+ var wsii = instruction.submeshInstructions.Items;
|
|
|
+ for (int i = 0, n = instruction.submeshInstructions.Count; i < n; i++)
|
|
|
+ this.AddSubmesh(wsii[i], updateTriangles);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Use this faster method when no clipping is involved.
|
|
|
+ public void BuildMeshWithArrays (SkeletonRendererInstruction instruction, bool updateTriangles) {
|
|
|
+ var settings = this.settings;
|
|
|
+ int totalVertexCount = instruction.rawVertexCount;
|
|
|
+
|
|
|
+ // Add data to vertex buffers
|
|
|
+ {
|
|
|
+ if (totalVertexCount > vertexBuffer.Items.Length) { // Manual ExposedList.Resize()
|
|
|
+ Array.Resize(ref vertexBuffer.Items, totalVertexCount);
|
|
|
+ Array.Resize(ref uvBuffer.Items, totalVertexCount);
|
|
|
+ Array.Resize(ref colorBuffer.Items, totalVertexCount);
|
|
|
+ }
|
|
|
+ vertexBuffer.Count = uvBuffer.Count = colorBuffer.Count = totalVertexCount;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Populate Verts
|
|
|
+ Color32 color = default(Color32);
|
|
|
+
|
|
|
+ int vertexIndex = 0;
|
|
|
+ var tempVerts = this.tempVerts;
|
|
|
+ Vector3 bmin = this.meshBoundsMin;
|
|
|
+ Vector3 bmax = this.meshBoundsMax;
|
|
|
+
|
|
|
+ var vbi = vertexBuffer.Items;
|
|
|
+ var ubi = uvBuffer.Items;
|
|
|
+ var cbi = colorBuffer.Items;
|
|
|
+ int lastSlotIndex = 0;
|
|
|
+
|
|
|
+ // drawOrder[endSlot] is excluded
|
|
|
+ for (int si = 0, n = instruction.submeshInstructions.Count; si < n; si++) {
|
|
|
+ var submesh = instruction.submeshInstructions.Items[si];
|
|
|
+ var skeleton = submesh.skeleton;
|
|
|
+ var skeletonDrawOrderItems = skeleton.drawOrder.Items;
|
|
|
+ float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b;
|
|
|
+
|
|
|
+ int endSlot = submesh.endSlot;
|
|
|
+ int startSlot = submesh.startSlot;
|
|
|
+ lastSlotIndex = endSlot;
|
|
|
+
|
|
|
+ if (settings.tintBlack) {
|
|
|
+ Vector2 rg, b2;
|
|
|
+ int vi = vertexIndex;
|
|
|
+ b2.y = 1f;
|
|
|
+
|
|
|
+ {
|
|
|
+ if (uv2 == null) {
|
|
|
+ uv2 = new ExposedList<Vector2>();
|
|
|
+ uv3 = new ExposedList<Vector2>();
|
|
|
+ }
|
|
|
+ if (totalVertexCount > uv2.Items.Length) { // Manual ExposedList.Resize()
|
|
|
+ Array.Resize(ref uv2.Items, totalVertexCount);
|
|
|
+ Array.Resize(ref uv3.Items, totalVertexCount);
|
|
|
+ }
|
|
|
+ uv2.Count = uv3.Count = totalVertexCount;
|
|
|
+ }
|
|
|
+
|
|
|
+ var uv2i = uv2.Items;
|
|
|
+ var uv3i = uv3.Items;
|
|
|
+
|
|
|
+ for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
|
|
|
+ var slot = skeletonDrawOrderItems[slotIndex];
|
|
|
+ var attachment = slot.attachment;
|
|
|
+
|
|
|
+ rg.x = slot.r2; //r
|
|
|
+ rg.y = slot.g2; //g
|
|
|
+ b2.x = slot.b2; //b
|
|
|
+
|
|
|
+ var regionAttachment = attachment as RegionAttachment;
|
|
|
+ if (regionAttachment != null) {
|
|
|
+ uv2i[vi] = rg; uv2i[vi + 1] = rg; uv2i[vi + 2] = rg; uv2i[vi + 3] = rg;
|
|
|
+ uv3i[vi] = b2; uv3i[vi + 1] = b2; uv3i[vi + 2] = b2; uv3i[vi + 3] = b2;
|
|
|
+ vi += 4;
|
|
|
+ } else { //} if (settings.renderMeshes) {
|
|
|
+ var meshAttachment = attachment as MeshAttachment;
|
|
|
+ if (meshAttachment != null) {
|
|
|
+ int meshVertexCount = meshAttachment.worldVerticesLength;
|
|
|
+ for (int iii = 0; iii < meshVertexCount; iii += 2) {
|
|
|
+ uv2i[vi] = rg;
|
|
|
+ uv3i[vi] = b2;
|
|
|
+ vi++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
|
|
|
+ var slot = skeletonDrawOrderItems[slotIndex];
|
|
|
+ var attachment = slot.attachment;
|
|
|
+ float z = slotIndex * settings.zSpacing;
|
|
|
+
|
|
|
+ var regionAttachment = attachment as RegionAttachment;
|
|
|
+ if (regionAttachment != null) {
|
|
|
+ regionAttachment.ComputeWorldVertices(slot.bone, tempVerts, 0);
|
|
|
+
|
|
|
+ float x1 = tempVerts[RegionAttachment.BLX], y1 = tempVerts[RegionAttachment.BLY];
|
|
|
+ float x2 = tempVerts[RegionAttachment.ULX], y2 = tempVerts[RegionAttachment.ULY];
|
|
|
+ float x3 = tempVerts[RegionAttachment.URX], y3 = tempVerts[RegionAttachment.URY];
|
|
|
+ float x4 = tempVerts[RegionAttachment.BRX], y4 = tempVerts[RegionAttachment.BRY];
|
|
|
+ vbi[vertexIndex].x = x1; vbi[vertexIndex].y = y1; vbi[vertexIndex].z = z;
|
|
|
+ vbi[vertexIndex + 1].x = x4; vbi[vertexIndex + 1].y = y4; vbi[vertexIndex + 1].z = z;
|
|
|
+ vbi[vertexIndex + 2].x = x2; vbi[vertexIndex + 2].y = y2; vbi[vertexIndex + 2].z = z;
|
|
|
+ vbi[vertexIndex + 3].x = x3; vbi[vertexIndex + 3].y = y3; vbi[vertexIndex + 3].z = z;
|
|
|
+
|
|
|
+ if (settings.pmaVertexColors) {
|
|
|
+ color.a = (byte)(a * slot.a * regionAttachment.a);
|
|
|
+ color.r = (byte)(r * slot.r * regionAttachment.r * color.a);
|
|
|
+ color.g = (byte)(g * slot.g * regionAttachment.g * color.a);
|
|
|
+ color.b = (byte)(b * slot.b * regionAttachment.b * color.a);
|
|
|
+ if (slot.data.blendMode == BlendMode.Additive) color.a = 0;
|
|
|
+ } else {
|
|
|
+ color.a = (byte)(a * slot.a * regionAttachment.a);
|
|
|
+ color.r = (byte)(r * slot.r * regionAttachment.r * 255);
|
|
|
+ color.g = (byte)(g * slot.g * regionAttachment.g * 255);
|
|
|
+ color.b = (byte)(b * slot.b * regionAttachment.b * 255);
|
|
|
+ }
|
|
|
+
|
|
|
+ cbi[vertexIndex] = color; cbi[vertexIndex + 1] = color; cbi[vertexIndex + 2] = color; cbi[vertexIndex + 3] = color;
|
|
|
+
|
|
|
+ float[] regionUVs = regionAttachment.uvs;
|
|
|
+ ubi[vertexIndex].x = regionUVs[RegionAttachment.BLX]; ubi[vertexIndex].y = regionUVs[RegionAttachment.BLY];
|
|
|
+ ubi[vertexIndex + 1].x = regionUVs[RegionAttachment.BRX]; ubi[vertexIndex + 1].y = regionUVs[RegionAttachment.BRY];
|
|
|
+ ubi[vertexIndex + 2].x = regionUVs[RegionAttachment.ULX]; ubi[vertexIndex + 2].y = regionUVs[RegionAttachment.ULY];
|
|
|
+ ubi[vertexIndex + 3].x = regionUVs[RegionAttachment.URX]; ubi[vertexIndex + 3].y = regionUVs[RegionAttachment.URY];
|
|
|
+
|
|
|
+ if (x1 < bmin.x) bmin.x = x1; // Potential first attachment bounds initialization. Initial min should not block initial max. Same for Y below.
|
|
|
+ if (x1 > bmax.x) bmax.x = x1;
|
|
|
+ if (x2 < bmin.x) bmin.x = x2;
|
|
|
+ else if (x2 > bmax.x) bmax.x = x2;
|
|
|
+ if (x3 < bmin.x) bmin.x = x3;
|
|
|
+ else if (x3 > bmax.x) bmax.x = x3;
|
|
|
+ if (x4 < bmin.x) bmin.x = x4;
|
|
|
+ else if (x4 > bmax.x) bmax.x = x4;
|
|
|
+
|
|
|
+ if (y1 < bmin.y) bmin.y = y1;
|
|
|
+ if (y1 > bmax.y) bmax.y = y1;
|
|
|
+ if (y2 < bmin.y) bmin.y = y2;
|
|
|
+ else if (y2 > bmax.y) bmax.y = y2;
|
|
|
+ if (y3 < bmin.y) bmin.y = y3;
|
|
|
+ else if (y3 > bmax.y) bmax.y = y3;
|
|
|
+ if (y4 < bmin.y) bmin.y = y4;
|
|
|
+ else if (y4 > bmax.y) bmax.y = y4;
|
|
|
+
|
|
|
+ vertexIndex += 4;
|
|
|
+ } else { //if (settings.renderMeshes) {
|
|
|
+ var meshAttachment = attachment as MeshAttachment;
|
|
|
+ if (meshAttachment != null) {
|
|
|
+ int meshVertexCount = meshAttachment.worldVerticesLength;
|
|
|
+ if (tempVerts.Length < meshVertexCount) this.tempVerts = tempVerts = new float[meshVertexCount];
|
|
|
+ meshAttachment.ComputeWorldVertices(slot, tempVerts);
|
|
|
+
|
|
|
+ if (settings.pmaVertexColors) {
|
|
|
+ color.a = (byte)(a * slot.a * meshAttachment.a);
|
|
|
+ color.r = (byte)(r * slot.r * meshAttachment.r * color.a);
|
|
|
+ color.g = (byte)(g * slot.g * meshAttachment.g * color.a);
|
|
|
+ color.b = (byte)(b * slot.b * meshAttachment.b * color.a);
|
|
|
+ if (slot.data.blendMode == BlendMode.Additive) color.a = 0;
|
|
|
+ } else {
|
|
|
+ color.a = (byte)(a * slot.a * meshAttachment.a);
|
|
|
+ color.r = (byte)(r * slot.r * meshAttachment.r * 255);
|
|
|
+ color.g = (byte)(g * slot.g * meshAttachment.g * 255);
|
|
|
+ color.b = (byte)(b * slot.b * meshAttachment.b * 255);
|
|
|
+ }
|
|
|
+
|
|
|
+ float[] attachmentUVs = meshAttachment.uvs;
|
|
|
+
|
|
|
+ // Potential first attachment bounds initialization. See conditions in RegionAttachment logic.
|
|
|
+ if (vertexIndex == 0) {
|
|
|
+ // Initial min should not block initial max.
|
|
|
+ // vi == vertexIndex does not always mean the bounds are fresh. It could be a submesh. Do not nuke old values by omitting the check.
|
|
|
+ // Should know that this is the first attachment in the submesh. slotIndex == startSlot could be an empty slot.
|
|
|
+ float fx = tempVerts[0], fy = tempVerts[1];
|
|
|
+ if (fx < bmin.x) bmin.x = fx;
|
|
|
+ if (fx > bmax.x) bmax.x = fx;
|
|
|
+ if (fy < bmin.y) bmin.y = fy;
|
|
|
+ if (fy > bmax.y) bmax.y = fy;
|
|
|
+ }
|
|
|
+
|
|
|
+ for (int iii = 0; iii < meshVertexCount; iii += 2) {
|
|
|
+ float x = tempVerts[iii], y = tempVerts[iii + 1];
|
|
|
+ vbi[vertexIndex].x = x; vbi[vertexIndex].y = y; vbi[vertexIndex].z = z;
|
|
|
+ cbi[vertexIndex] = color; ubi[vertexIndex].x = attachmentUVs[iii]; ubi[vertexIndex].y = attachmentUVs[iii + 1];
|
|
|
+
|
|
|
+ if (x < bmin.x) bmin.x = x;
|
|
|
+ else if (x > bmax.x) bmax.x = x;
|
|
|
+
|
|
|
+ if (y < bmin.y) bmin.y = y;
|
|
|
+ else if (y > bmax.y) bmax.y = y;
|
|
|
+
|
|
|
+ vertexIndex++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ this.meshBoundsMin = bmin;
|
|
|
+ this.meshBoundsMax = bmax;
|
|
|
+ this.meshBoundsThickness = lastSlotIndex * settings.zSpacing;
|
|
|
+
|
|
|
+ // Add triangles
|
|
|
+ if (updateTriangles) {
|
|
|
+ int submeshInstructionCount = instruction.submeshInstructions.Count;
|
|
|
+
|
|
|
+ // Match submesh buffers count with submeshInstruction count.
|
|
|
+ if (this.submeshes.Count < submeshInstructionCount) {
|
|
|
+ this.submeshes.Resize(submeshInstructionCount);
|
|
|
+ for (int i = 0, n = submeshInstructionCount; i < n; i++) {
|
|
|
+ var submeshBuffer = this.submeshes.Items[i];
|
|
|
+ if (submeshBuffer == null)
|
|
|
+ this.submeshes.Items[i] = new ExposedList<int>();
|
|
|
+ else
|
|
|
+ submeshBuffer.Clear(false);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ var submeshInstructionsItems = instruction.submeshInstructions.Items; // This relies on the resize above.
|
|
|
+
|
|
|
+ // Fill the buffers.
|
|
|
+ int attachmentFirstVertex = 0;
|
|
|
+ for (int smbi = 0; smbi < submeshInstructionCount; smbi++) {
|
|
|
+ var submeshInstruction = submeshInstructionsItems[smbi];
|
|
|
+ var currentSubmeshBuffer = this.submeshes.Items[smbi];
|
|
|
+ { //submesh.Resize(submesh.rawTriangleCount);
|
|
|
+ int newTriangleCount = submeshInstruction.rawTriangleCount;
|
|
|
+ if (newTriangleCount > currentSubmeshBuffer.Items.Length)
|
|
|
+ Array.Resize(ref currentSubmeshBuffer.Items, newTriangleCount);
|
|
|
+ else if (newTriangleCount < currentSubmeshBuffer.Items.Length) {
|
|
|
+ // Zero the extra.
|
|
|
+ var sbi = currentSubmeshBuffer.Items;
|
|
|
+ for (int ei = newTriangleCount, nn = sbi.Length; ei < nn; ei++)
|
|
|
+ sbi[ei] = 0;
|
|
|
+ }
|
|
|
+ currentSubmeshBuffer.Count = newTriangleCount;
|
|
|
+ }
|
|
|
+
|
|
|
+ var tris = currentSubmeshBuffer.Items;
|
|
|
+ int triangleIndex = 0;
|
|
|
+ var skeleton = submeshInstruction.skeleton;
|
|
|
+ var skeletonDrawOrderItems = skeleton.drawOrder.Items;
|
|
|
+ for (int a = submeshInstruction.startSlot, endSlot = submeshInstruction.endSlot; a < endSlot; a++) {
|
|
|
+ var attachment = skeletonDrawOrderItems[a].attachment;
|
|
|
+ if (attachment is RegionAttachment) {
|
|
|
+ tris[triangleIndex] = attachmentFirstVertex;
|
|
|
+ tris[triangleIndex + 1] = attachmentFirstVertex + 2;
|
|
|
+ tris[triangleIndex + 2] = attachmentFirstVertex + 1;
|
|
|
+ tris[triangleIndex + 3] = attachmentFirstVertex + 2;
|
|
|
+ tris[triangleIndex + 4] = attachmentFirstVertex + 3;
|
|
|
+ tris[triangleIndex + 5] = attachmentFirstVertex + 1;
|
|
|
+ triangleIndex += 6;
|
|
|
+ attachmentFirstVertex += 4;
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ var meshAttachment = attachment as MeshAttachment;
|
|
|
+ if (meshAttachment != null) {
|
|
|
+ int[] attachmentTriangles = meshAttachment.triangles;
|
|
|
+ for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
|
|
|
+ tris[triangleIndex] = attachmentFirstVertex + attachmentTriangles[ii];
|
|
|
+ attachmentFirstVertex += meshAttachment.worldVerticesLength >> 1; // length/2;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ public void ScaleVertexData (float scale) {
|
|
|
+ var vbi = vertexBuffer.Items;
|
|
|
+ for (int i = 0, n = vertexBuffer.Count; i < n; i++) {
|
|
|
+ vbi[i] *= scale; // vbi[i].x *= scale; vbi[i].y *= scale;
|
|
|
+ }
|
|
|
+
|
|
|
+ meshBoundsMin *= scale;
|
|
|
+ meshBoundsMax *= scale;
|
|
|
+ meshBoundsThickness *= scale;
|
|
|
+ }
|
|
|
+
|
|
|
+ void AddAttachmentTintBlack (float r2, float g2, float b2, int vertexCount) {
|
|
|
+ var rg = new Vector2(r2, g2);
|
|
|
+ var bo = new Vector2(b2, 1f);
|
|
|
+
|
|
|
+ int ovc = vertexBuffer.Count;
|
|
|
+ int newVertexCount = ovc + vertexCount;
|
|
|
+ {
|
|
|
+ if (uv2 == null) {
|
|
|
+ uv2 = new ExposedList<Vector2>();
|
|
|
+ uv3 = new ExposedList<Vector2>();
|
|
|
+ }
|
|
|
+ if (newVertexCount > uv2.Items.Length) { // Manual ExposedList.Resize()
|
|
|
+ Array.Resize(ref uv2.Items, newVertexCount);
|
|
|
+ Array.Resize(ref uv3.Items, newVertexCount);
|
|
|
+ }
|
|
|
+ uv2.Count = uv3.Count = newVertexCount;
|
|
|
+ }
|
|
|
+
|
|
|
+ var uv2i = uv2.Items;
|
|
|
+ var uv3i = uv3.Items;
|
|
|
+ for (int i = 0; i < vertexCount; i++) {
|
|
|
+ uv2i[ovc + i] = rg;
|
|
|
+ uv3i[ovc + i] = bo;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
|
|
|
+ public void FillVertexData (Mesh mesh) {
|
|
|
+ var vbi = vertexBuffer.Items;
|
|
|
+ var ubi = uvBuffer.Items;
|
|
|
+ var cbi = colorBuffer.Items;
|
|
|
+ var sbi = submeshes.Items;
|
|
|
+ int submeshCount = submeshes.Count;
|
|
|
+
|
|
|
+ // Zero the extra.
|
|
|
+ {
|
|
|
+ int listCount = vertexBuffer.Count;
|
|
|
+ int arrayLength = vertexBuffer.Items.Length;
|
|
|
+ var vector3zero = Vector3.zero;
|
|
|
+ for (int i = listCount; i < arrayLength; i++)
|
|
|
+ vbi[i] = vector3zero;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Set the vertex buffer.
|
|
|
+ {
|
|
|
+ mesh.vertices = vbi;
|
|
|
+ mesh.uv = ubi;
|
|
|
+ mesh.colors32 = cbi;
|
|
|
+
|
|
|
+ if (float.IsInfinity(meshBoundsMin.x)) { // meshBoundsMin.x == BoundsMinDefault // == doesn't work on float Infinity constants.
|
|
|
+ mesh.bounds = new Bounds();
|
|
|
+ } else {
|
|
|
+ //mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
|
|
|
+ Vector2 halfSize = (meshBoundsMax - meshBoundsMin) * 0.5f;
|
|
|
+ mesh.bounds = new Bounds {
|
|
|
+ center = (Vector3)(meshBoundsMin + halfSize),
|
|
|
+ extents = new Vector3(halfSize.x, halfSize.y, meshBoundsThickness * 0.5f)
|
|
|
+ };
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ {
|
|
|
+ int vertexCount = this.vertexBuffer.Count;
|
|
|
+ if (settings.addNormals) {
|
|
|
+ int oldLength = 0;
|
|
|
+
|
|
|
+ if (normals == null)
|
|
|
+ normals = new Vector3[vertexCount];
|
|
|
+ else
|
|
|
+ oldLength = normals.Length;
|
|
|
+
|
|
|
+ if (oldLength < vertexCount) {
|
|
|
+ Array.Resize(ref this.normals, vertexCount);
|
|
|
+ var localNormals = this.normals;
|
|
|
+ for (int i = oldLength; i < vertexCount; i++) localNormals[i] = Vector3.back;
|
|
|
+ }
|
|
|
+ mesh.normals = this.normals;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (settings.tintBlack) {
|
|
|
+ mesh.uv2 = this.uv2.Items;
|
|
|
+ mesh.uv3 = this.uv3.Items;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (settings.calculateTangents) {
|
|
|
+ MeshGenerator.SolveTangents2DEnsureSize(ref this.tangents, ref this.tempTanBuffer, vertexCount);
|
|
|
+ for (int i = 0; i < submeshCount; i++) {
|
|
|
+ var submesh = sbi[i].Items;
|
|
|
+ int triangleCount = sbi[i].Count;
|
|
|
+ MeshGenerator.SolveTangents2DTriangles(this.tempTanBuffer, submesh, triangleCount, vbi, ubi, vertexCount);
|
|
|
+ }
|
|
|
+ MeshGenerator.SolveTangents2DBuffer(this.tangents, this.tempTanBuffer, vertexCount);
|
|
|
+ mesh.tangents = this.tangents;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ public void FillTriangles (Mesh mesh) {
|
|
|
+ int submeshCount = submeshes.Count;
|
|
|
+ var submeshesItems = submeshes.Items;
|
|
|
+ mesh.subMeshCount = submeshCount;
|
|
|
+
|
|
|
+ for (int i = 0; i < submeshCount; i++)
|
|
|
+ mesh.SetTriangles(submeshesItems[i].Items, i, false);
|
|
|
+ }
|
|
|
+
|
|
|
+ public void FillTrianglesSingle (Mesh mesh) {
|
|
|
+ mesh.SetTriangles(submeshes.Items[0].Items, 0, false);
|
|
|
+ }
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ public void TrimExcess () {
|
|
|
+ vertexBuffer.TrimExcess();
|
|
|
+ uvBuffer.TrimExcess();
|
|
|
+ colorBuffer.TrimExcess();
|
|
|
+
|
|
|
+ if (uv2 != null) uv2.TrimExcess();
|
|
|
+ if (uv3 != null) uv3.TrimExcess();
|
|
|
+
|
|
|
+ int count = vertexBuffer.Count;
|
|
|
+ if (normals != null) Array.Resize(ref normals, count);
|
|
|
+ if (tangents != null) Array.Resize(ref tangents, count);
|
|
|
+ }
|
|
|
+
|
|
|
+ #region TangentSolver2D
|
|
|
+ // Thanks to contributions from forum user ToddRivers
|
|
|
+
|
|
|
+ /// <summary>Step 1 of solving tangents. Ensure you have buffers of the correct size.</summary>
|
|
|
+ /// <param name="tangentBuffer">Eventual Vector4[] tangent buffer to assign to Mesh.tangents.</param>
|
|
|
+ /// <param name="tempTanBuffer">Temporary Vector2 buffer for calculating directions.</param>
|
|
|
+ /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
|
|
|
+ internal static void SolveTangents2DEnsureSize (ref Vector4[] tangentBuffer, ref Vector2[] tempTanBuffer, int vertexCount) {
|
|
|
+ if (tangentBuffer == null || tangentBuffer.Length < vertexCount)
|
|
|
+ tangentBuffer = new Vector4[vertexCount];
|
|
|
+
|
|
|
+ if (tempTanBuffer == null || tempTanBuffer.Length < vertexCount * 2)
|
|
|
+ tempTanBuffer = new Vector2[vertexCount * 2]; // two arrays in one.
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Step 2 of solving tangents. Fills (part of) a temporary tangent-solution buffer based on the vertices and uvs defined by a submesh's triangle buffer. Only needs to be called once for single-submesh meshes.</summary>
|
|
|
+ /// <param name="tempTanBuffer">A temporary Vector3[] for calculating tangents.</param>
|
|
|
+ /// <param name="vertices">The mesh's current vertex position buffer.</param>
|
|
|
+ /// <param name="triangles">The mesh's current triangles buffer.</param>
|
|
|
+ /// <param name="uvs">The mesh's current uvs buffer.</param>
|
|
|
+ /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
|
|
|
+ /// <param name = "triangleCount">The number of triangle indexes in the triangle array to be used.</param>
|
|
|
+ internal static void SolveTangents2DTriangles (Vector2[] tempTanBuffer, int[] triangles, int triangleCount, Vector3[] vertices, Vector2[] uvs, int vertexCount) {
|
|
|
+ Vector2 sdir;
|
|
|
+ Vector2 tdir;
|
|
|
+ for (int t = 0; t < triangleCount; t += 3) {
|
|
|
+ int i1 = triangles[t + 0];
|
|
|
+ int i2 = triangles[t + 1];
|
|
|
+ int i3 = triangles[t + 2];
|
|
|
+
|
|
|
+ Vector3 v1 = vertices[i1];
|
|
|
+ Vector3 v2 = vertices[i2];
|
|
|
+ Vector3 v3 = vertices[i3];
|
|
|
+
|
|
|
+ Vector2 w1 = uvs[i1];
|
|
|
+ Vector2 w2 = uvs[i2];
|
|
|
+ Vector2 w3 = uvs[i3];
|
|
|
+
|
|
|
+ float x1 = v2.x - v1.x;
|
|
|
+ float x2 = v3.x - v1.x;
|
|
|
+ float y1 = v2.y - v1.y;
|
|
|
+ float y2 = v3.y - v1.y;
|
|
|
+
|
|
|
+ float s1 = w2.x - w1.x;
|
|
|
+ float s2 = w3.x - w1.x;
|
|
|
+ float t1 = w2.y - w1.y;
|
|
|
+ float t2 = w3.y - w1.y;
|
|
|
+
|
|
|
+ float div = s1 * t2 - s2 * t1;
|
|
|
+ float r = (div == 0f) ? 0f : 1f / div;
|
|
|
+
|
|
|
+ sdir.x = (t2 * x1 - t1 * x2) * r;
|
|
|
+ sdir.y = (t2 * y1 - t1 * y2) * r;
|
|
|
+ tempTanBuffer[i1] = tempTanBuffer[i2] = tempTanBuffer[i3] = sdir;
|
|
|
+
|
|
|
+ tdir.x = (s1 * x2 - s2 * x1) * r;
|
|
|
+ tdir.y = (s1 * y2 - s2 * y1) * r;
|
|
|
+ tempTanBuffer[vertexCount + i1] = tempTanBuffer[vertexCount + i2] = tempTanBuffer[vertexCount + i3] = tdir;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Step 3 of solving tangents. Fills a Vector4[] tangents array according to values calculated in step 2.</summary>
|
|
|
+ /// <param name="tangents">A Vector4[] that will eventually be used to set Mesh.tangents</param>
|
|
|
+ /// <param name="tempTanBuffer">A temporary Vector3[] for calculating tangents.</param>
|
|
|
+ /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
|
|
|
+ internal static void SolveTangents2DBuffer (Vector4[] tangents, Vector2[] tempTanBuffer, int vertexCount) {
|
|
|
+ Vector4 tangent;
|
|
|
+ tangent.z = 0;
|
|
|
+ for (int i = 0; i < vertexCount; ++i) {
|
|
|
+ Vector2 t = tempTanBuffer[i];
|
|
|
+
|
|
|
+ // t.Normalize() (aggressively inlined). Even better if offloaded to GPU via vertex shader.
|
|
|
+ float magnitude = Mathf.Sqrt(t.x * t.x + t.y * t.y);
|
|
|
+ if (magnitude > 1E-05) {
|
|
|
+ float reciprocalMagnitude = 1f/magnitude;
|
|
|
+ t.x *= reciprocalMagnitude;
|
|
|
+ t.y *= reciprocalMagnitude;
|
|
|
+ }
|
|
|
+
|
|
|
+ Vector2 t2 = tempTanBuffer[vertexCount + i];
|
|
|
+ tangent.x = t.x;
|
|
|
+ tangent.y = t.y;
|
|
|
+ //tangent.z = 0;
|
|
|
+ tangent.w = (t.y * t2.x > t.x * t2.y) ? 1 : -1; // 2D direction calculation. Used for binormals.
|
|
|
+ tangents[i] = tangent;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ #endregion
|
|
|
+ }
|
|
|
+
|
|
|
+ public class MeshRendererBuffers : IDisposable {
|
|
|
+ DoubleBuffered<SmartMesh> doubleBufferedMesh;
|
|
|
+ internal readonly ExposedList<Material> submeshMaterials = new ExposedList<Material>();
|
|
|
+ internal Material[] sharedMaterials = new Material[0];
|
|
|
+
|
|
|
+ public void Initialize () {
|
|
|
+ doubleBufferedMesh = new DoubleBuffered<SmartMesh>();
|
|
|
+ }
|
|
|
+
|
|
|
+ public Material[] GetUpdatedShaderdMaterialsArray () {
|
|
|
+ if (submeshMaterials.Count == sharedMaterials.Length)
|
|
|
+ submeshMaterials.CopyTo(sharedMaterials);
|
|
|
+ else
|
|
|
+ sharedMaterials = submeshMaterials.ToArray();
|
|
|
+
|
|
|
+ return sharedMaterials;
|
|
|
+ }
|
|
|
+
|
|
|
+ public bool MaterialsChangedInLastUpdate () {
|
|
|
+ int newSubmeshMaterials = submeshMaterials.Count;
|
|
|
+ var sharedMaterials = this.sharedMaterials;
|
|
|
+ if (newSubmeshMaterials != sharedMaterials.Length) return true;
|
|
|
+
|
|
|
+ var submeshMaterialsItems = submeshMaterials.Items;
|
|
|
+ for (int i = 0; i < newSubmeshMaterials; i++)
|
|
|
+ if (!Material.ReferenceEquals(submeshMaterialsItems[i], sharedMaterials[i])) return true; //if (submeshMaterialsItems[i].GetInstanceID() != sharedMaterials[i].GetInstanceID()) return true;
|
|
|
+
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ public void UpdateSharedMaterials (ExposedList<SubmeshInstruction> instructions) {
|
|
|
+ int newSize = instructions.Count;
|
|
|
+ { //submeshMaterials.Resize(instructions.Count);
|
|
|
+ if (newSize > submeshMaterials.Items.Length)
|
|
|
+ Array.Resize(ref submeshMaterials.Items, newSize);
|
|
|
+ submeshMaterials.Count = newSize;
|
|
|
+ }
|
|
|
+
|
|
|
+ var submeshMaterialsItems = submeshMaterials.Items;
|
|
|
+ var instructionsItems = instructions.Items;
|
|
|
+ for (int i = 0; i < newSize; i++)
|
|
|
+ submeshMaterialsItems[i] = instructionsItems[i].material;
|
|
|
+ }
|
|
|
+
|
|
|
+ public SmartMesh GetNextMesh () {
|
|
|
+ return doubleBufferedMesh.GetNext();
|
|
|
+ }
|
|
|
+
|
|
|
+ public void Clear () {
|
|
|
+ sharedMaterials = new Material[0];
|
|
|
+ submeshMaterials.Clear();
|
|
|
+ }
|
|
|
+
|
|
|
+ public void Dispose () {
|
|
|
+ if (doubleBufferedMesh == null) return;
|
|
|
+ doubleBufferedMesh.GetNext().Dispose();
|
|
|
+ doubleBufferedMesh.GetNext().Dispose();
|
|
|
+ doubleBufferedMesh = null;
|
|
|
+ }
|
|
|
+
|
|
|
+ ///<summary>This is a Mesh that also stores the instructions SkeletonRenderer generated for it.</summary>
|
|
|
+ public class SmartMesh : IDisposable {
|
|
|
+ public Mesh mesh = SpineMesh.NewMesh();
|
|
|
+ public SkeletonRendererInstruction instructionUsed = new SkeletonRendererInstruction();
|
|
|
+
|
|
|
+ public void Dispose () {
|
|
|
+ if (mesh != null) {
|
|
|
+ #if UNITY_EDITOR
|
|
|
+ if (Application.isEditor && !Application.isPlaying)
|
|
|
+ UnityEngine.Object.DestroyImmediate(mesh);
|
|
|
+ else
|
|
|
+ UnityEngine.Object.Destroy(mesh);
|
|
|
+ #else
|
|
|
+ UnityEngine.Object.Destroy(mesh);
|
|
|
+ #endif
|
|
|
+ }
|
|
|
+ mesh = null;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ public class SkeletonRendererInstruction {
|
|
|
+ public bool immutableTriangles;
|
|
|
+ public readonly ExposedList<SubmeshInstruction> submeshInstructions = new ExposedList<SubmeshInstruction>();
|
|
|
+
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ public bool hasActiveClipping;
|
|
|
+ public int rawVertexCount = -1;
|
|
|
+ public readonly ExposedList<Attachment> attachments = new ExposedList<Attachment>();
|
|
|
+ #endif
|
|
|
+
|
|
|
+ public void Clear () {
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ this.attachments.Clear(false);
|
|
|
+ rawVertexCount = -1;
|
|
|
+ hasActiveClipping = false;
|
|
|
+ #endif
|
|
|
+ this.submeshInstructions.Clear(false);
|
|
|
+ }
|
|
|
+
|
|
|
+ public void Dispose () {
|
|
|
+ attachments.Clear(true);
|
|
|
+ }
|
|
|
+
|
|
|
+ public void SetWithSubset (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ int runningVertexCount = 0;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ var submeshes = this.submeshInstructions;
|
|
|
+ submeshes.Clear(false);
|
|
|
+ int submeshCount = endSubmesh - startSubmesh;
|
|
|
+ submeshes.Resize(submeshCount);
|
|
|
+ var submeshesItems = submeshes.Items;
|
|
|
+ var instructionsItems = instructions.Items;
|
|
|
+ for (int i = 0; i < submeshCount; i++) {
|
|
|
+ var instruction = instructionsItems[startSubmesh + i];
|
|
|
+ submeshesItems[i] = instruction;
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ this.hasActiveClipping = instruction.hasClipping;
|
|
|
+ submeshesItems[i].rawFirstVertexIndex = runningVertexCount; // Ensure current instructions have correct cached values.
|
|
|
+ runningVertexCount += instruction.rawVertexCount; // vertexCount will also be used for the rest of this method.
|
|
|
+ #endif
|
|
|
+ }
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ this.rawVertexCount = runningVertexCount;
|
|
|
+
|
|
|
+ // assumption: instructions are contiguous. start and end are valid within instructions.
|
|
|
+
|
|
|
+ int startSlot = instructionsItems[startSubmesh].startSlot;
|
|
|
+ int endSlot = instructionsItems[endSubmesh - 1].endSlot;
|
|
|
+ attachments.Clear(false);
|
|
|
+ int attachmentCount = endSlot - startSlot;
|
|
|
+ attachments.Resize(attachmentCount);
|
|
|
+ var attachmentsItems = attachments.Items;
|
|
|
+
|
|
|
+ var drawOrder = instructionsItems[0].skeleton.drawOrder.Items;
|
|
|
+ for (int i = 0; i < attachmentCount; i++)
|
|
|
+ attachmentsItems[i] = drawOrder[startSlot + i].attachment;
|
|
|
+ #endif
|
|
|
+ }
|
|
|
+
|
|
|
+ public void Set (SkeletonRendererInstruction other) {
|
|
|
+ this.immutableTriangles = other.immutableTriangles;
|
|
|
+
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ this.hasActiveClipping = other.hasActiveClipping;
|
|
|
+ this.rawVertexCount = other.rawVertexCount;
|
|
|
+ this.attachments.Clear(false);
|
|
|
+ this.attachments.GrowIfNeeded(other.attachments.Capacity);
|
|
|
+ this.attachments.Count = other.attachments.Count;
|
|
|
+ other.attachments.CopyTo(this.attachments.Items);
|
|
|
+ #endif
|
|
|
+
|
|
|
+ this.submeshInstructions.Clear(false);
|
|
|
+ this.submeshInstructions.GrowIfNeeded(other.submeshInstructions.Capacity);
|
|
|
+ this.submeshInstructions.Count = other.submeshInstructions.Count;
|
|
|
+ other.submeshInstructions.CopyTo(this.submeshInstructions.Items);
|
|
|
+ }
|
|
|
+
|
|
|
+ public static bool GeometryNotEqual (SkeletonRendererInstruction a, SkeletonRendererInstruction b) {
|
|
|
+ #if SPINE_TRIANGLECHECK
|
|
|
+ #if UNITY_EDITOR
|
|
|
+ if (!Application.isPlaying)
|
|
|
+ return true;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ if (a.hasActiveClipping || b.hasActiveClipping) return true; // Triangles are unpredictable when clipping is active.
|
|
|
+
|
|
|
+ // Everything below assumes the raw vertex and triangle counts were used. (ie, no clipping was done)
|
|
|
+ if (a.rawVertexCount != b.rawVertexCount) return true;
|
|
|
+
|
|
|
+ if (a.immutableTriangles != b.immutableTriangles) return true;
|
|
|
+
|
|
|
+ int attachmentCountB = b.attachments.Count;
|
|
|
+ if (a.attachments.Count != attachmentCountB) return true; // Bounds check for the looped storedAttachments count below.
|
|
|
+
|
|
|
+ // Submesh count changed
|
|
|
+ int submeshCountA = a.submeshInstructions.Count;
|
|
|
+ int submeshCountB = b.submeshInstructions.Count;
|
|
|
+ if (submeshCountA != submeshCountB) return true;
|
|
|
+
|
|
|
+ // Submesh Instruction mismatch
|
|
|
+ var submeshInstructionsItemsA = a.submeshInstructions.Items;
|
|
|
+ var submeshInstructionsItemsB = b.submeshInstructions.Items;
|
|
|
+
|
|
|
+ var attachmentsA = a.attachments.Items;
|
|
|
+ var attachmentsB = b.attachments.Items;
|
|
|
+ for (int i = 0; i < attachmentCountB; i++)
|
|
|
+ if (!System.Object.ReferenceEquals(attachmentsA[i], attachmentsB[i])) return true;
|
|
|
+
|
|
|
+ for (int i = 0; i < submeshCountB; i++) {
|
|
|
+ var submeshA = submeshInstructionsItemsA[i];
|
|
|
+ var submeshB = submeshInstructionsItemsB[i];
|
|
|
+
|
|
|
+ if (!(
|
|
|
+ submeshA.rawVertexCount == submeshB.rawVertexCount &&
|
|
|
+ submeshA.startSlot == submeshB.startSlot &&
|
|
|
+ submeshA.endSlot == submeshB.endSlot
|
|
|
+ && submeshA.rawTriangleCount == submeshB.rawTriangleCount &&
|
|
|
+ submeshA.rawFirstVertexIndex == submeshB.rawFirstVertexIndex
|
|
|
+ ))
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+ #else
|
|
|
+ // In normal immutable triangle use, immutableTriangles will be initially false, forcing the smartmesh to update the first time but never again after that, unless there was an immutableTriangles flag mismatch..
|
|
|
+ if (a.immutableTriangles || b.immutableTriangles)
|
|
|
+ return (a.immutableTriangles != b.immutableTriangles);
|
|
|
+
|
|
|
+ return true;
|
|
|
+ #endif
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+}
|