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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated July 28, 2023. Replaces all prior versions.
- *
- * Copyright (c) 2013-2024, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software or
- * otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 THE
- * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #if UNITY_2018_1_OR_NEWER
- #define HAS_NATIVE_COLLECTIONS
- #endif
- using System;
- using System.Collections.Generic;
- using Unity.Collections;
- using UnityEngine;
- namespace Spine.Unity {
- /// <summary>Holds several methods to prepare and generate a UnityEngine mesh based on a skeleton. Contains buffers needed to perform the operation, and serializes settings for mesh generation.</summary>
- [System.Serializable]
- public class MeshGeneratorUIElements : MeshGenerator {
- #if HAS_NATIVE_COLLECTIONS
- public void FillVertexData (ref NativeSlice<UnityEngine.UIElements.Vertex> uiVertices) {
- var vertexBufferItems = vertexBuffer.Items;
- var uvBufferItems = uvBuffer.Items;
- var colorBufferItems = colorBuffer.Items;
- int vertexBufferLength = vertexBufferItems.Length;
- int vertexCount = vertexBuffer.Count;
- // Zero the extra.
- {
- var vector3zero = Vector3.zero;
- for (int i = vertexCount; i < vertexBufferLength; i++)
- vertexBufferItems[i] = vector3zero;
- }
- // Set the vertex buffer.
- {
- for (int i = 0; i < vertexCount; i++) {
- UnityEngine.UIElements.Vertex uiVertex = uiVertices[i];
- uiVertex.position = vertexBufferItems[i];
- uiVertex.tint = colorBufferItems[i];
- uiVertex.uv = uvBufferItems[i];
- uiVertices[i] = uiVertex;
- }
- }
- }
- public void FillTrianglesSingleSubmesh (ref NativeSlice<ushort> uiIndices, int submeshIndex = 0) {
- if (submeshes.Count == 0)
- return;
- var srcIndices32List = submeshes.Items[submeshIndex];
- int[] srcIndices32 = srcIndices32List.Items;
- int srcIndicesCount = srcIndices32List.Count;
- int dstIndicesCount = uiIndices.Length;
- for (int i = 0; i < srcIndicesCount; ++i)
- uiIndices[i] = (ushort)srcIndices32[i];
- for (int i = srcIndicesCount; i < dstIndicesCount; ++i)
- uiIndices[i] = 0;
- }
- #endif // HAS_NATIVE_COLLECTIONS
- }
- }
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