TwoByTwoTransformEffectExample.cs 4.6 KB

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  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. using System.Collections;
  31. using System.Collections.Generic;
  32. using UnityEngine;
  33. namespace Spine.Unity.Examples {
  34. // This is a sample component for C# vertex effects for Spine rendering components.
  35. // Using shaders and materials to control vertex properties is still more performant
  36. // than using this API, but in cases where your vertex effect logic cannot be
  37. // expressed as shader code, these vertex effects can be useful.
  38. public class TwoByTwoTransformEffectExample : MonoBehaviour {
  39. public Vector2 xAxis = new Vector2(1, 0);
  40. public Vector2 yAxis = new Vector2(0, 1);
  41. SkeletonRenderer skeletonRenderer;
  42. void OnEnable () {
  43. skeletonRenderer = GetComponent<SkeletonRenderer>();
  44. if (skeletonRenderer == null) return;
  45. // Use the OnPostProcessVertices callback to modify the vertices at the correct time.
  46. skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
  47. skeletonRenderer.OnPostProcessVertices += ProcessVertices;
  48. Debug.Log("2x2 Transform Effect Enabled.");
  49. }
  50. void ProcessVertices (MeshGeneratorBuffers buffers) {
  51. if (!this.enabled)
  52. return;
  53. int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount
  54. // Modify vertex positions by accessing Vector3[] vertexBuffer
  55. var vertices = buffers.vertexBuffer;
  56. Vector3 transformedPos = default(Vector3);
  57. for (int i = 0; i < vertexCount; i++) {
  58. Vector3 originalPos = vertices[i];
  59. transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y);
  60. transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y);
  61. vertices[i] = transformedPos;
  62. }
  63. }
  64. void OnDisable () {
  65. if (skeletonRenderer == null) return;
  66. skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
  67. Debug.Log("2x2 Transform Effect Disabled.");
  68. }
  69. }
  70. }
  71. #if UNITY_EDITOR
  72. [UnityEditor.CustomEditor(typeof(Spine.Unity.Examples.TwoByTwoTransformEffectExample))]
  73. public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
  74. Spine.Unity.Examples.TwoByTwoTransformEffectExample Target { get { return target as Spine.Unity.Examples.TwoByTwoTransformEffectExample; } }
  75. void OnSceneGUI () {
  76. var transform = Target.transform;
  77. LocalVectorHandle(ref Target.xAxis, transform, Color.red);
  78. LocalVectorHandle(ref Target.yAxis, transform, Color.green);
  79. }
  80. static void LocalVectorHandle (ref Vector2 v, Transform transform, Color color) {
  81. Color originalColor = UnityEditor.Handles.color;
  82. UnityEditor.Handles.color = color;
  83. UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
  84. v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), Quaternion.identity, 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
  85. UnityEditor.Handles.color = originalColor;
  86. }
  87. }
  88. #endif