SpineRenderSeparator

This commit is contained in:
pharan 2016-03-08 12:00:19 +08:00
parent 5538c0adde
commit 0687826542
29 changed files with 799 additions and 299 deletions

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@ -30,7 +30,6 @@
*****************************************************************************/
using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
@ -40,9 +39,7 @@ public class SkeletonRendererInspector : Editor {
protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, submeshSeparators, front, zSpacing;
private static MethodInfo EditorGUILayoutSortingLayerField;
protected SerializedObject rendererSerializedObject;
protected SerializedProperty sortingLayerIDProperty;
protected SpineInspectorUtility.SerializedSortingProperties sortingProperties;
protected virtual void OnEnable () {
SpineEditorUtilities.ConfirmInitialization();
@ -56,11 +53,8 @@ public class SkeletonRendererInspector : Editor {
front = serializedObject.FindProperty("frontFacing");
zSpacing = serializedObject.FindProperty("zSpacing");
if(EditorGUILayoutSortingLayerField == null)
EditorGUILayoutSortingLayerField = typeof(EditorGUILayout).GetMethod("SortingLayerField", BindingFlags.Static | BindingFlags.NonPublic, null, new Type[] { typeof(GUIContent), typeof(SerializedProperty), typeof(GUIStyle) }, null);
rendererSerializedObject = new SerializedObject(((SkeletonRenderer)target).GetComponent<Renderer>());
sortingLayerIDProperty = rendererSerializedObject.FindProperty("m_SortingLayerID");
var renderer = ((SkeletonRenderer)target).GetComponent<Renderer>();
sortingProperties = new SpineInspectorUtility.SerializedSortingProperties(renderer);
}
protected virtual void DrawInspectorGUI () {
@ -107,23 +101,7 @@ public class SkeletonRendererInspector : Editor {
// Sorting Layers
{
var renderer = component.GetComponent<Renderer>();
if(renderer != null) {
EditorGUI.BeginChangeCheck();
if(EditorGUILayoutSortingLayerField != null && sortingLayerIDProperty != null) {
EditorGUILayoutSortingLayerField.Invoke(null, new object[] { new GUIContent("Sorting Layer"), sortingLayerIDProperty, EditorStyles.popup } );
} else {
renderer.sortingLayerID = EditorGUILayout.IntField("Sorting Layer ID", renderer.sortingLayerID);
}
renderer.sortingOrder = EditorGUILayout.IntField("Order in Layer", renderer.sortingOrder);
if(EditorGUI.EndChangeCheck()) {
rendererSerializedObject.ApplyModifiedProperties();
EditorUtility.SetDirty(renderer);
}
}
SpineInspectorUtility.SortingPropertyFields(sortingProperties, applyModifiedProperties: true);
}
// More Render Options...

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@ -0,0 +1,92 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Reflection;
public static class SpineInspectorUtility {
#region Sorting Layer Field Helpers
static readonly GUIContent SortingLayerLabel = new GUIContent("Sorting Layer");
static readonly GUIContent OrderInLayerLabel = new GUIContent("Order in Layer");
static MethodInfo m_SortingLayerFieldMethod;
static MethodInfo SortingLayerFieldMethod {
get {
if (m_SortingLayerFieldMethod == null)
m_SortingLayerFieldMethod = typeof(EditorGUILayout).GetMethod("SortingLayerField", BindingFlags.Static | BindingFlags.NonPublic, null, new System.Type[] { typeof(GUIContent), typeof(SerializedProperty), typeof(GUIStyle) }, null);
return m_SortingLayerFieldMethod;
}
}
public struct SerializedSortingProperties {
public SerializedObject renderer;
public SerializedProperty sortingLayerID;
public SerializedProperty sortingOrder;
public SerializedSortingProperties (Renderer r) {
renderer = new SerializedObject(r);
sortingLayerID = renderer.FindProperty("m_SortingLayerID");
sortingOrder = renderer.FindProperty("m_SortingOrder");
}
public void ApplyModifiedProperties () {
renderer.ApplyModifiedProperties();
}
}
public static void SortingPropertyFields (SerializedSortingProperties prop, bool applyModifiedProperties) {
if (applyModifiedProperties) {
EditorGUI.BeginChangeCheck();
SortingPropertyFields(prop.sortingLayerID, prop.sortingOrder);
if(EditorGUI.EndChangeCheck()) {
prop.ApplyModifiedProperties();
EditorUtility.SetDirty(prop.renderer.targetObject);
}
} else {
SortingPropertyFields(prop.sortingLayerID, prop.sortingOrder);
}
}
public static void SortingPropertyFields (SerializedProperty m_SortingLayerID, SerializedProperty m_SortingOrder) {
if (SpineInspectorUtility.SortingLayerFieldMethod != null && m_SortingLayerID != null) {
SpineInspectorUtility.SortingLayerFieldMethod.Invoke(null, new object[] { SortingLayerLabel, m_SortingLayerID, EditorStyles.popup } );
} else {
EditorGUILayout.PropertyField(m_SortingLayerID);
}
EditorGUILayout.PropertyField(m_SortingOrder, OrderInLayerLabel);
}
#endregion
}

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@ -1,8 +1,12 @@
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userData:
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@ -0,0 +1,15 @@
using UnityEngine;
using System.Collections;
namespace Spine.Unity {
public class DoubleBuffered<T> where T : new() {
readonly T a = new T();
readonly T b = new T();
bool usingA;
public T GetNext () {
usingA = !usingA;
return usingA ? a : b;
}
}
}

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@ -0,0 +1,12 @@
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@ -0,0 +1,9 @@
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folderAsset: yes
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@ -0,0 +1,315 @@
using UnityEngine;
using System.Collections;
namespace Spine.Unity {
public class ArraysSingleSubmeshGenerator : ISingleSubmeshGenerator {
public float zSpacing = 0f;
bool premultiplyVertexColors = true;
public bool PremultiplyVertexColors { get { return this.premultiplyVertexColors; } set { this.premultiplyVertexColors = value; } }
public Mesh GenerateMesh (SubmeshInstruction instruction) {
float zSpacing = this.zSpacing;
float[] attVertBuffer = this.attachmentVertexBuffer;
Vector2[] uvs = this.meshUVs;
Color32[] colors32 = this.meshColors32;
Color32 color;
var attachmentList = this.attachmentListBuffer;
attachmentList.Clear();
// Ensure correct buffer sizes.
Vector3[] vertices = this.meshVertices;
int instructionVertexCount = instruction.vertexCount;
bool newVertices = vertices == null || instructionVertexCount > vertices.Length;
if (newVertices) {
this.meshVertices = vertices = new Vector3[instructionVertexCount];
this.meshColors32 = colors32 = new Color32[instructionVertexCount];
this.meshUVs = uvs = new Vector2[instructionVertexCount];
} else {
var zero = Vector3.zero;
for (int i = instructionVertexCount, n = this.meshVertices.Length; i < n; i++)
vertices[i] = zero;
}
Vector3 meshBoundsMin;
Vector3 meshBoundsMax;
int attachmentCount = instruction.endSlot - instruction.startSlot;
// Initial values for manual Mesh Bounds calculation
if (attachmentCount <= 0) {
meshBoundsMin = new Vector3(0, 0, 0);
meshBoundsMax = new Vector3(0, 0, 0);
} else {
meshBoundsMin.x = int.MaxValue;
meshBoundsMin.y = int.MaxValue;
meshBoundsMax.x = int.MinValue;
meshBoundsMax.y = int.MinValue;
if (zSpacing > 0f) {
meshBoundsMin.z = 0f;
meshBoundsMax.z = zSpacing * (attachmentCount - 1);
} else {
meshBoundsMin.z = zSpacing * (attachmentCount - 1);
meshBoundsMax.z = 0f;
}
}
int vertexIndex = 0;
var skeleton = instruction.skeleton;
var skeletonDrawOrderItems = skeleton.DrawOrder.Items;
float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b;
// Push verts in this submesh
for (int slotIndex = instruction.startSlot, endSlot = instruction.endSlot; slotIndex < endSlot; slotIndex++) {
var slot = skeletonDrawOrderItems[slotIndex];
var attachment = slot.attachment;
float z = slotIndex * zSpacing;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
attachmentList.Add(attachment);
regionAttachment.ComputeWorldVertices(slot.bone, attVertBuffer);
float x1 = attVertBuffer[RegionAttachment.X1], y1 = attVertBuffer[RegionAttachment.Y1];
float x2 = attVertBuffer[RegionAttachment.X2], y2 = attVertBuffer[RegionAttachment.Y2];
float x3 = attVertBuffer[RegionAttachment.X3], y3 = attVertBuffer[RegionAttachment.Y3];
float x4 = attVertBuffer[RegionAttachment.X4], y4 = attVertBuffer[RegionAttachment.Y4];
vertices[vertexIndex].x = x1; vertices[vertexIndex].y = y1; vertices[vertexIndex].z = z;
vertices[vertexIndex + 1].x = x4; vertices[vertexIndex + 1].y = y4; vertices[vertexIndex + 1].z = z;
vertices[vertexIndex + 2].x = x2; vertices[vertexIndex + 2].y = y2; vertices[vertexIndex + 2].z = z;
vertices[vertexIndex + 3].x = x3; vertices[vertexIndex + 3].y = y3; vertices[vertexIndex + 3].z = z;
color.a = (byte)(a * slot.a * regionAttachment.a);
if (this.premultiplyVertexColors) {
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);
} else {
color.r = (byte)(r * slot.r * regionAttachment.r); color.g = (byte)(g * slot.g * regionAttachment.g); color.b = (byte)(b * slot.b * regionAttachment.b);
}
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
colors32[vertexIndex] = color; colors32[vertexIndex + 1] = color; colors32[vertexIndex + 2] = color; colors32[vertexIndex + 3] = color;
float[] regionUVs = regionAttachment.uvs;
uvs[vertexIndex].x = regionUVs[RegionAttachment.X1]; uvs[vertexIndex].y = regionUVs[RegionAttachment.Y1];
uvs[vertexIndex + 1].x = regionUVs[RegionAttachment.X4]; uvs[vertexIndex + 1].y = regionUVs[RegionAttachment.Y4];
uvs[vertexIndex + 2].x = regionUVs[RegionAttachment.X2]; uvs[vertexIndex + 2].y = regionUVs[RegionAttachment.Y2];
uvs[vertexIndex + 3].x = regionUVs[RegionAttachment.X3]; uvs[vertexIndex + 3].y = regionUVs[RegionAttachment.Y3];
// Calculate min/max X
if (x1 < meshBoundsMin.x) meshBoundsMin.x = x1;
else if (x1 > meshBoundsMax.x) meshBoundsMax.x = x1;
if (x2 < meshBoundsMin.x) meshBoundsMin.x = x2;
else if (x2 > meshBoundsMax.x) meshBoundsMax.x = x2;
if (x3 < meshBoundsMin.x) meshBoundsMin.x = x3;
else if (x3 > meshBoundsMax.x) meshBoundsMax.x = x3;
if (x4 < meshBoundsMin.x) meshBoundsMin.x = x4;
else if (x4 > meshBoundsMax.x) meshBoundsMax.x = x4;
// Calculate min/max Y
if (y1 < meshBoundsMin.y) meshBoundsMin.y = y1;
else if (y1 > meshBoundsMax.y) meshBoundsMax.y = y1;
if (y2 < meshBoundsMin.y) meshBoundsMin.y = y2;
else if (y2 > meshBoundsMax.y) meshBoundsMax.y = y2;
if (y3 < meshBoundsMin.y) meshBoundsMin.y = y3;
else if (y3 > meshBoundsMax.y) meshBoundsMax.y = y3;
if (y4 < meshBoundsMin.y) meshBoundsMin.y = y4;
else if (y4 > meshBoundsMax.y) meshBoundsMax.y = y4;
vertexIndex += 4;
} else {
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentList.Add(attachment);
int meshVertexCount = meshAttachment.vertices.Length;
if (attVertBuffer.Length < meshVertexCount) this.attachmentVertexBuffer = attVertBuffer = new float[meshVertexCount];
meshAttachment.ComputeWorldVertices(slot, attVertBuffer);
color.a = (byte)(a * slot.a * meshAttachment.a);
if (this.premultiplyVertexColors) {
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);
} else {
color.r = (byte)(r * slot.r * meshAttachment.r);
color.g = (byte)(g * slot.g * meshAttachment.g);
color.b = (byte)(b * slot.b * meshAttachment.b);
}
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
float[] attachmentUVs = meshAttachment.uvs;
for (int iii = 0; iii < meshVertexCount; iii += 2) {
float x = attVertBuffer[iii], y = attVertBuffer[iii + 1];
vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z;
colors32[vertexIndex] = color; uvs[vertexIndex].x = attachmentUVs[iii]; uvs[vertexIndex].y = attachmentUVs[iii + 1];
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;
vertexIndex++;
}
} else {
var weightedMeshAttachment = attachment as WeightedMeshAttachment;
if (weightedMeshAttachment != null) {
attachmentList.Add(attachment);
int meshVertexCount = weightedMeshAttachment.uvs.Length;
if (attVertBuffer.Length < meshVertexCount) this.attachmentVertexBuffer = attVertBuffer = new float[meshVertexCount];
weightedMeshAttachment.ComputeWorldVertices(slot, attVertBuffer);
color.a = (byte)(a * slot.a * weightedMeshAttachment.a);
if (this.premultiplyVertexColors) {
color.r = (byte)(r * slot.r * weightedMeshAttachment.r * color.a);
color.g = (byte)(g * slot.g * weightedMeshAttachment.g * color.a);
color.b = (byte)(b * slot.b * weightedMeshAttachment.b * color.a);
} else {
color.r = (byte)(r * slot.r * weightedMeshAttachment.r);
color.g = (byte)(g * slot.g * weightedMeshAttachment.g);
color.b = (byte)(b * slot.b * weightedMeshAttachment.b);
}
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
float[] attachmentUVs = weightedMeshAttachment.uvs;
for (int iii = 0; iii < meshVertexCount; iii += 2) {
float x = attVertBuffer[iii], y = attVertBuffer[iii + 1];
vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z;
colors32[vertexIndex] = color;
uvs[vertexIndex].x = attachmentUVs[iii]; uvs[vertexIndex].y = attachmentUVs[iii + 1];
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;
vertexIndex++;
}
}
}
}
}
var smartMesh = this.doubleBufferedSmartMesh.GetNext();
var mesh = smartMesh.mesh;
bool structureDoesntMatch = newVertices || smartMesh.StructureDoesntMatch(attachmentList, instruction);
// Push triangles in this submesh
if (structureDoesntMatch) {
mesh.Clear();
int triangleCount = instruction.triangleCount;
int[] thisTriangles = this.triangles;
if (triangles == null || triangles.Length < triangleCount) {
this.triangles = thisTriangles = new int[triangleCount];
} else if (triangles.Length > triangleCount) {
for (int i = triangleCount; i < triangles.Length; i++)
thisTriangles[i] = 0;
}
// Iterate through submesh slots and store the triangles.
int triangleIndex = 0;
int afv = 0; // attachment first vertex, for single submesh, don't use instructions.firstVertexIndex
for (int i = instruction.startSlot, n = instruction.endSlot; i < n; i++) {
var attachment = skeletonDrawOrderItems[i].attachment;
if (attachment is RegionAttachment) {
thisTriangles[triangleIndex] = afv; thisTriangles[triangleIndex + 1] = afv + 2; thisTriangles[triangleIndex + 2] = afv + 1;
thisTriangles[triangleIndex + 3] = afv + 2; thisTriangles[triangleIndex + 4] = afv + 3; thisTriangles[triangleIndex + 5] = afv + 1;
triangleIndex += 6;
afv += 4;
} else {
int[] attachmentTriangles;
int attachmentVertexCount;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentVertexCount = meshAttachment.vertices.Length >> 1; // length/2
attachmentTriangles = meshAttachment.triangles;
} else {
var weightedMeshAttachment = attachment as WeightedMeshAttachment;
if (weightedMeshAttachment != null) {
attachmentVertexCount = weightedMeshAttachment.uvs.Length >> 1; // length/2
attachmentTriangles = weightedMeshAttachment.triangles;
} else
continue;
}
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
thisTriangles[triangleIndex] = afv + attachmentTriangles[ii];
afv += attachmentVertexCount;
}
} // Done adding current submesh triangles
}
Vector3 meshBoundsExtents = (meshBoundsMax - meshBoundsMin);
Vector3 meshCenter = meshBoundsMin + meshBoundsExtents * 0.5f;
smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, attachmentList, instruction);
mesh.bounds = new Bounds(meshCenter, meshBoundsExtents);
if (structureDoesntMatch) {
mesh.triangles = triangles;
}
return smartMesh.mesh;
}
readonly DoubleBuffered<ArraysSingleSubmeshGenerator.SmartMesh> doubleBufferedSmartMesh = new DoubleBuffered<SmartMesh>();
readonly ExposedList<Attachment> attachmentListBuffer = new ExposedList<Attachment>();
float[] attachmentVertexBuffer = new float[8];
Vector3[] meshVertices;
Color32[] meshColors32;
Vector2[] meshUVs;
int[] triangles;
class SmartMesh {
public readonly Mesh mesh = SpineMesh.NewMesh();
SubmeshInstruction instructionsUsed;
readonly ExposedList<Attachment> attachmentsUsed = new ExposedList<Attachment>();
public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, ExposedList<Attachment> attachmentList, SubmeshInstruction instructions) {
mesh.vertices = verts;
mesh.uv = uvs;
mesh.colors32 = colors;
instructionsUsed = instructions;
attachmentsUsed.Clear();
attachmentsUsed.GrowIfNeeded(attachmentList.Capacity);
attachmentsUsed.Count = attachmentList.Count;
attachmentList.CopyTo(attachmentsUsed.Items);
}
public bool StructureDoesntMatch (ExposedList<Attachment> attachmentList, SubmeshInstruction instructions) {
// Check each submesh instructions for equal arrangement.
var thisInstructions = instructionsUsed;
if (
instructions.skeleton != thisInstructions.skeleton ||
instructions.material.GetInstanceID() != thisInstructions.material.GetInstanceID() ||
instructions.startSlot != thisInstructions.startSlot ||
instructions.endSlot != thisInstructions.endSlot ||
instructions.triangleCount != thisInstructions.triangleCount ||
instructions.vertexCount != thisInstructions.vertexCount
) return true;
//Debug.Log("structure matched");
// Check count inequality.
if (attachmentList.Count != this.attachmentsUsed.Count) return true;
var attachmentsPassed = attachmentList.Items;
var myAttachments = this.attachmentsUsed.Items;
for (int i = 0, n = attachmentsUsed.Count; i < n; i++)
if (attachmentsPassed[i] != myAttachments[i]) return true;
//Debug.Log("attachments matched");
return false;
}
}
}
}

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@ -0,0 +1,12 @@
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icon: {instanceID: 0}
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@ -15,7 +15,7 @@ public class ArraysSubmeshedMeshGenerator : Spine.Unity.ISubmeshedMeshGenerator
public float zSpacing = 0f;
public SubmeshedMeshInstructions GenerateInstructions (Skeleton skeleton) {
public SubmeshedMeshInstruction GenerateInstruction (Skeleton skeleton) {
if (skeleton == null) throw new System.ArgumentNullException("skeleton");
// Count vertices and submesh triangles.
@ -33,9 +33,9 @@ public class ArraysSubmeshedMeshGenerator : Spine.Unity.ISubmeshedMeshGenerator
int separatorCount = separators.Count;
var instructionList = this.currentInstructions.submeshInstructions;
instructionList.Clear();
instructionList.Clear(false);
currentInstructions.attachmentList.Clear();
currentInstructions.attachmentList.Clear(false);
for (int i = 0; i < drawOrderCount; i++) {
var slot = drawOrderItems[i];
@ -70,11 +70,10 @@ public class ArraysSubmeshedMeshGenerator : Spine.Unity.ISubmeshedMeshGenerator
// Populate submesh when material changes. (or when forced to separate by a submeshSeparator)
if (( runningVertexCount > 0 && lastMaterial.GetInstanceID() != attachmentMaterial.GetInstanceID() ) ||
//if (( lastMaterial != null && lastMaterial.GetInstanceID() != attachmentMaterial.GetInstanceID() ) ||
( separatorCount > 0 && separators.Contains(slot) )) {
instructionList.Add(
new SubmeshInstructions {
new SubmeshInstruction {
skeleton = skeleton,
material = lastMaterial,
triangleCount = submeshTriangleCount,
@ -101,7 +100,7 @@ public class ArraysSubmeshedMeshGenerator : Spine.Unity.ISubmeshedMeshGenerator
}
instructionList.Add(
new SubmeshInstructions {
new SubmeshInstruction {
skeleton = skeleton,
material = lastMaterial,
triangleCount = submeshTriangleCount,
@ -116,7 +115,7 @@ public class ArraysSubmeshedMeshGenerator : Spine.Unity.ISubmeshedMeshGenerator
return currentInstructions;
}
public SubmeshedMesh GenerateMesh (SubmeshedMeshInstructions meshInstructions) {
public SubmeshedMesh GenerateMesh (SubmeshedMeshInstruction meshInstructions) {
var smartMesh = doubleBufferedSmartMesh.GetNextMesh();
var mesh = smartMesh.mesh;
@ -406,7 +405,7 @@ public class ArraysSubmeshedMeshGenerator : Spine.Unity.ISubmeshedMeshGenerator
#region Internals
readonly DoubleBufferedSmartMesh doubleBufferedSmartMesh = new DoubleBufferedSmartMesh();
readonly SubmeshedMeshInstructions currentInstructions = new SubmeshedMeshInstructions();
readonly SubmeshedMeshInstruction currentInstructions = new SubmeshedMeshInstruction();
float[] attachmentVertexBuffer = new float[8];
Vector3[] meshVertices;
@ -442,39 +441,35 @@ public class ArraysSubmeshedMeshGenerator : Spine.Unity.ISubmeshedMeshGenerator
class SmartMesh {
public readonly Mesh mesh = SpineMesh.NewMesh();
readonly ExposedList<Attachment> attachmentsUsed = new ExposedList<Attachment>();
readonly ExposedList<SubmeshInstructions> instructionsUsed = new ExposedList<SubmeshInstructions>();
readonly ExposedList<SubmeshInstruction> instructionsUsed = new ExposedList<SubmeshInstruction>();
public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, SubmeshedMeshInstructions instructions) {
public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, SubmeshedMeshInstruction instruction) {
mesh.vertices = verts;
mesh.uv = uvs;
mesh.colors32 = colors;
attachmentsUsed.Clear();
attachmentsUsed.GrowIfNeeded(instructions.attachmentList.Capacity);
attachmentsUsed.Count = instructions.attachmentList.Count;
instructions.attachmentList.CopyTo(attachmentsUsed.Items);
attachmentsUsed.Clear(false);
attachmentsUsed.GrowIfNeeded(instruction.attachmentList.Capacity);
attachmentsUsed.Count = instruction.attachmentList.Count;
instruction.attachmentList.CopyTo(attachmentsUsed.Items);
instructionsUsed.Clear();
instructionsUsed.GrowIfNeeded(instructions.submeshInstructions.Capacity);
instructionsUsed.Count = instructions.submeshInstructions.Count;
instructions.submeshInstructions.CopyTo(instructionsUsed.Items);
instructionsUsed.Clear(false);
instructionsUsed.GrowIfNeeded(instruction.submeshInstructions.Capacity);
instructionsUsed.Count = instruction.submeshInstructions.Count;
instruction.submeshInstructions.CopyTo(instructionsUsed.Items);
}
public bool StructureDoesntMatch (SubmeshedMeshInstructions instructions) {
public bool StructureDoesntMatch (SubmeshedMeshInstruction instructions) {
// Check count inequality.
if (instructions.attachmentList.Count != this.attachmentsUsed.Count) return true;
if (instructions.submeshInstructions.Count != this.instructionsUsed.Count) return true;
//Debug.Log("broadphase matched");
// Check each attachment.
var attachmentsPassed = instructions.attachmentList.Items;
var myAttachments = this.attachmentsUsed.Items;
for (int i = 0, n = attachmentsUsed.Count; i < n; i++)
if (attachmentsPassed[i] != myAttachments[i]) return true;
//Debug.Log("attachments matched");
// Check each submesh for equal arrangement.
var instructionListItems = instructions.submeshInstructions.Items;
var myInstructions = this.instructionsUsed.Items;
@ -482,7 +477,6 @@ public class ArraysSubmeshedMeshGenerator : Spine.Unity.ISubmeshedMeshGenerator
var lhs = instructionListItems[i];
var rhs = myInstructions[i];
if (
lhs.skeleton != rhs.skeleton ||
lhs.material.GetInstanceID() != rhs.material.GetInstanceID() ||
lhs.startSlot != rhs.startSlot ||
lhs.endSlot != rhs.endSlot ||

View File

@ -5,18 +5,18 @@ namespace Spine.Unity {
public interface ISubmeshedMeshGenerator {
/// <summary>Generates instructions for how to generate the submeshed mesh based on the given state of the
/// skeleton. The returned instructions can be used to generate a whole submeshed mesh or individual submeshes.</summary>
SubmeshedMeshInstructions GenerateInstructions (Skeleton skeleton);
SubmeshedMeshInstruction GenerateInstruction (Skeleton skeleton);
/// <summary>Returns a SubmeshedMesh (a mesh and a material array coupled in a struct).
/// Call GenerateInstructions to get the SubmeshedMeshInstructions to pass into this.</summary>
SubmeshedMesh GenerateMesh (SubmeshedMeshInstructions wholeMeshInstruction);
SubmeshedMesh GenerateMesh (SubmeshedMeshInstruction wholeMeshInstruction);
/// <summary>A list of slots that mark the end of a submesh. The slot after it will be the start of a new submesh.</summary>
List<Slot> Separators { get; }
}
public interface ISingleSubmeshGenerator {
void FillMesh (SubmeshInstructions instructions, Mesh meshToFill);
Mesh GenerateMesh (SubmeshInstruction instruction);
}
/// <summary>A Submeshed mesh is a return type so the mesh with
@ -31,8 +31,8 @@ namespace Spine.Unity {
}
/// <summary>Primarily a collection of Submesh Instructions. This constitutes instructions for how to construct a mesh containing submeshes.</summary>
public class SubmeshedMeshInstructions {
public readonly ExposedList<SubmeshInstructions> submeshInstructions = new ExposedList<SubmeshInstructions>();
public class SubmeshedMeshInstruction {
public readonly ExposedList<SubmeshInstruction> submeshInstructions = new ExposedList<SubmeshInstruction>();
public readonly ExposedList<Attachment> attachmentList = new ExposedList<Attachment>();
public int vertexCount = -1;
@ -52,7 +52,7 @@ namespace Spine.Unity {
}
/// <summary>Instructions for how to generate a mesh or submesh out of a range of slots in a given skeleton.</summary>
public struct SubmeshInstructions {
public struct SubmeshInstruction {
public Skeleton skeleton;
public int startSlot;
public int endSlot;

View File

@ -0,0 +1,9 @@
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guid: 3a361f5ac799a5149b340f9e20da27d1
folderAsset: yes
timeCreated: 1457405502
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 211465c9f045fd142abe552a6ffdc799
folderAsset: yes
timeCreated: 1457405813
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,36 @@
using UnityEngine;
using System.Collections;
using UnityEditor;
using Spine.Unity;
[CustomEditor(typeof(SpineRenderSeparator))]
public class SpineRenderSeparatorInspector : Editor {
SpineRenderSeparator component;
void OnEnable () {
component = target as SpineRenderSeparator;
}
public override void OnInspectorGUI () {
base.OnInspectorGUI();
if (GUILayout.Button("Destroy Submesh Renderers")) {
if (EditorUtility.DisplayDialog("Destroy Submesh Renderers", "Do you really want to destroy all the SubmeshRenderer GameObjects in the list?", "Destroy", "Cancel")) {
for (int i = 0; i < component.submeshRenderers.Count; i++) {
Debug.LogFormat("Destroying {0}", component.submeshRenderers[i].gameObject.name);
DestroyImmediate(component.submeshRenderers[i].gameObject);
}
component.submeshRenderers.Clear();
}
}
if (GUILayout.Button("Add SubmeshRenderer")) {
int index = component.submeshRenderers.Count;
var smr = SubmeshRenderer.NewSubmeshRendererGameObject(component.transform, index.ToString());
component.submeshRenderers.Add(smr);
}
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: d8742ee1d54c9954d95c9e6508806ac2
timeCreated: 1457405832
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,63 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine.Unity;
[ExecuteInEditMode]
public class SpineRenderSeparator : MonoBehaviour {
[SerializeField]
protected SkeletonRenderer skeletonRenderer;
public SkeletonRenderer SkeletonRenderer {
get { return skeletonRenderer; }
set {
if (skeletonRenderer != null)
skeletonRenderer.GenerateMeshOverride -= SeparatelyRenderSubmeshes;
skeletonRenderer = value;
}
}
MeshRenderer masterMeshRenderer;
public List<Spine.Unity.SubmeshRenderer> submeshRenderers = new List<SubmeshRenderer>();
public bool propagateMaterialPropertyBlock = false;
void OnEnable () {
if (skeletonRenderer == null) return;
if (block == null) block = new MaterialPropertyBlock();
masterMeshRenderer = skeletonRenderer.GetComponent<MeshRenderer>();
masterMeshRenderer.enabled = false;
skeletonRenderer.GenerateMeshOverride -= SeparatelyRenderSubmeshes;
skeletonRenderer.GenerateMeshOverride += SeparatelyRenderSubmeshes;
}
void OnDisable () {
if (skeletonRenderer == null) return;
masterMeshRenderer.enabled = true;
skeletonRenderer.GenerateMeshOverride -= SeparatelyRenderSubmeshes;
foreach (var s in submeshRenderers)
s.ClearMesh();
}
MaterialPropertyBlock block;
void SeparatelyRenderSubmeshes (SkeletonRenderer.SmartMesh.Instruction instruction) {
var submeshInstructions = instruction.submeshInstructions;
var submeshInstructionsItems = submeshInstructions.Items;
for (int i = 0; i < instruction.submeshInstructions.Count; i++) {
if (i >= submeshRenderers.Count) return;
var submeshRenderer = submeshRenderers[i];
submeshRenderer.RenderSubmesh(submeshInstructionsItems[i]);
if (propagateMaterialPropertyBlock) {
masterMeshRenderer.GetPropertyBlock(block);
submeshRenderer.SetPropertyBlock(block);
}
}
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 5c70a5b35f6ff2541aed8e8346b7e4d5
timeCreated: 1457405791
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 792af191c395561459cc0cc03a517ae8
folderAsset: yes
timeCreated: 1457401769
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 5eec1664658bb4344909619707652674
folderAsset: yes
timeCreated: 1457405608
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,22 @@
using UnityEngine;
using System.Collections;
using UnityEditor;
using Spine.Unity;
[CustomEditor(typeof(SubmeshRenderer))]
public class SubmeshRendererInspector : Editor {
SpineInspectorUtility.SerializedSortingProperties sortingProperties;
SubmeshRenderer component;
void OnEnable () {
component = target as SubmeshRenderer;
sortingProperties = new SpineInspectorUtility.SerializedSortingProperties(component.GetComponent<MeshRenderer>());
}
public override void OnInspectorGUI () {
DrawDefaultInspector();
SpineInspectorUtility.SortingPropertyFields(sortingProperties, true);
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 15418e02758268b488e9ab86f805330c
timeCreated: 1457407060
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,63 @@
using UnityEngine;
using System.Collections;
using UnityEngine.Assertions;
namespace Spine.Unity {
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class SubmeshRenderer : MonoBehaviour {
ISingleSubmeshGenerator meshGenerator;
public ISingleSubmeshGenerator MeshGenerator {
get {
LazyIntialize();
return meshGenerator;
}
}
MeshRenderer meshRenderer;
public MeshRenderer MeshRenderer {
get {
LazyIntialize();
return meshRenderer;
}
}
MeshFilter meshFilter;
public MeshFilter MeshFilter {
get {
LazyIntialize();
return meshFilter;
}
}
void LazyIntialize () {
if (meshGenerator != null) return;
meshGenerator = new ArraysSingleSubmeshGenerator(); // swap this out with your custom ISingleSubmeshGenerator code.
meshFilter = GetComponent<MeshFilter>();
meshRenderer = GetComponent<MeshRenderer>();
}
public void ClearMesh () {
meshFilter.sharedMesh = null;
}
public void RenderSubmesh (SubmeshInstruction instruction) {
LazyIntialize();
meshRenderer.sharedMaterial = instruction.material;
meshFilter.sharedMesh = meshGenerator.GenerateMesh(instruction);
}
public void SetPropertyBlock (MaterialPropertyBlock block) {
LazyIntialize();
meshRenderer.SetPropertyBlock(block);
}
public static SubmeshRenderer NewSubmeshRendererGameObject (Transform parent, string name) {
var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
go.transform.SetParent(parent, false);
var returnComponent = go.AddComponent<SubmeshRenderer>();
return returnComponent;
}
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 5273e5c60bd84a44db5a4e8f3252eef0
timeCreated: 1457396525
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -32,6 +32,7 @@ using System;
using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;
/// <summary>Renders a skeleton.</summary>
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer)), DisallowMultipleComponent]
@ -52,11 +53,15 @@ public class SkeletonRenderer : MonoBehaviour {
// Submesh Separation
[SpineSlot] public string[] submeshSeparators = new string[0];
[HideInInspector] public List<Slot> submeshSeparatorSlots = new List<Slot>();
[System.NonSerialized] public List<Slot> submeshSeparatorSlots = new List<Slot>();
// Custom Slot Material
[System.NonSerialized] private readonly Dictionary<Slot, Material> customSlotMaterials = new Dictionary<Slot, Material>();
[System.NonSerialized] readonly Dictionary<Slot, Material> customSlotMaterials = new Dictionary<Slot, Material>();
public Dictionary<Slot, Material> CustomSlotMaterials { get { return customSlotMaterials; } }
// Custom Mesh Generation Override
public delegate void InstructionDelegate (SkeletonRenderer.SmartMesh.Instruction instruction);
public event InstructionDelegate GenerateMeshOverride;
#endregion
[System.NonSerialized] public bool valid;
@ -65,7 +70,7 @@ public class SkeletonRenderer : MonoBehaviour {
MeshRenderer meshRenderer;
MeshFilter meshFilter;
DoubleBufferedSmartMesh doubleBufferedMesh;
Spine.Unity.DoubleBuffered<SkeletonRenderer.SmartMesh> doubleBufferedMesh;
readonly SmartMesh.Instruction currentInstructions = new SmartMesh.Instruction();
readonly ExposedList<SubmeshTriangleBuffer> submeshes = new ExposedList<SubmeshTriangleBuffer>();
@ -80,8 +85,6 @@ public class SkeletonRenderer : MonoBehaviour {
Vector3[] normals;
Vector4[] tangents;
SkeletonUtilitySubmeshRenderer[] submeshRenderers;
#region Runtime Instantiation
public static T NewSpineGameObject<T> (SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
return SkeletonRenderer.AddSpineComponent<T>(new GameObject("New Spine GameObject"), skeletonDataAsset);
@ -140,7 +143,7 @@ public class SkeletonRenderer : MonoBehaviour {
meshFilter = GetComponent<MeshFilter>();
meshRenderer = GetComponent<MeshRenderer>();
doubleBufferedMesh = new DoubleBufferedSmartMesh();
doubleBufferedMesh = new DoubleBuffered<SmartMesh>();
vertices = new Vector3[0];
skeleton = new Skeleton(skeletonData);
@ -152,23 +155,17 @@ public class SkeletonRenderer : MonoBehaviour {
submeshSeparatorSlots.Add(skeleton.FindSlot(submeshSeparators[i]));
}
CollectSubmeshRenderers();
LateUpdate();
if (OnRebuild != null)
OnRebuild(this);
}
public void CollectSubmeshRenderers () {
submeshRenderers = GetComponentsInChildren<SkeletonUtilitySubmeshRenderer>();
}
public virtual void LateUpdate () {
if (!valid)
return;
if (!meshRenderer.enabled && submeshRenderers.Length == 0)
if (!meshRenderer.enabled && GenerateMeshOverride == null)
return;
// Step 1. Determine a SmartMesh.Instruction. Split up instructions into submeshes.
@ -202,6 +199,7 @@ public class SkeletonRenderer : MonoBehaviour {
bool isCustomMaterialsPopulated = customSlotMaterials.Count > 0;
int vertexCount = 0;
int submeshVertexCount = 0;
int submeshTriangleCount = 0, submeshFirstVertex = 0, submeshStartSlotIndex = 0;
Material lastMaterial = null;
for (int i = 0; i < drawOrderCount; i++) {
@ -261,16 +259,19 @@ public class SkeletonRenderer : MonoBehaviour {
(submeshSeparatorSlotsCount > 0 && submeshSeparatorSlots.Contains(slot))) {
workingSubmeshInstructions.Add(
new SmartMesh.Instruction.SubmeshInstruction {
new Spine.Unity.SubmeshInstruction {
skeleton = this.skeleton,
material = lastMaterial,
startSlot = submeshStartSlotIndex,
endSlot = i,
triangleCount = submeshTriangleCount,
firstVertex = submeshFirstVertex,
firstVertexIndex = submeshFirstVertex,
vertexCount = submeshVertexCount
}
);
submeshTriangleCount = 0;
submeshVertexCount = 0;
submeshFirstVertex = vertexCount;
submeshStartSlotIndex = i;
}
@ -278,15 +279,18 @@ public class SkeletonRenderer : MonoBehaviour {
submeshTriangleCount += attachmentTriangleCount;
vertexCount += attachmentVertexCount;
submeshVertexCount += attachmentVertexCount;
}
workingSubmeshInstructions.Add(
new SmartMesh.Instruction.SubmeshInstruction {
new Spine.Unity.SubmeshInstruction {
skeleton = this.skeleton,
material = lastMaterial,
startSlot = submeshStartSlotIndex,
endSlot = drawOrderCount,
triangleCount = submeshTriangleCount,
firstVertex = submeshFirstVertex,
firstVertexIndex = submeshFirstVertex,
vertexCount = submeshVertexCount
}
);
@ -294,6 +298,10 @@ public class SkeletonRenderer : MonoBehaviour {
workingInstruction.immutableTriangles = this.immutableTriangles;
workingInstruction.frontFacing = this.frontFacing;
if (GenerateMeshOverride != null) {
GenerateMeshOverride(workingInstruction);
return;
}
// Step 2. Update vertex buffer based on verts from the attachments.
// Uses values that were also stored in workingInstruction.
@ -509,7 +517,7 @@ public class SkeletonRenderer : MonoBehaviour {
}
// Step 3. Move the mesh data into a UnityEngine.Mesh
var currentSmartMesh = doubleBufferedMesh.GetNextMesh(); // Double-buffer for performance.
var currentSmartMesh = doubleBufferedMesh.GetNext(); // Double-buffer for performance.
var currentMesh = currentSmartMesh.mesh;
currentMesh.vertices = vertices;
@ -590,20 +598,7 @@ public class SkeletonRenderer : MonoBehaviour {
// Step 5. Miscellaneous
// Submesh Renderers
if (submeshRenderers.Length > 0) {
var thisSharedMaterials = this.sharedMaterials;
for (int i = 0; i < submeshRenderers.Length; i++) {
SkeletonUtilitySubmeshRenderer submeshRenderer = submeshRenderers[i];
if (submeshRenderer.submeshIndex < thisSharedMaterials.Length) {
submeshRenderer.SetMesh(meshRenderer, currentMesh, thisSharedMaterials[submeshRenderer.submeshIndex]);
} else {
submeshRenderer.GetComponent<Renderer>().enabled = false;
}
}
}
// Add stuff here if you want
}
static bool CheckIfMustUpdateMeshStructure (SmartMesh.Instruction a, SmartMesh.Instruction b) {
@ -613,6 +608,9 @@ public class SkeletonRenderer : MonoBehaviour {
return true;
#endif
if (a.vertexCount != b.vertexCount)
return true;
if (a.immutableTriangles != b.immutableTriangles)
return true;
@ -652,22 +650,25 @@ public class SkeletonRenderer : MonoBehaviour {
var submeshA = submeshInstructionsItemsA[i];
var submeshB = submeshInstructionsItemsB[i];
if (!(submeshA.startSlot == submeshB.startSlot &&
if (!(
submeshA.vertexCount == submeshB.vertexCount &&
submeshA.startSlot == submeshB.startSlot &&
submeshA.endSlot == submeshB.endSlot &&
submeshA.triangleCount == submeshB.triangleCount &&
submeshA.firstVertex == submeshB.firstVertex))
submeshA.firstVertexIndex == submeshB.firstVertexIndex
))
return true;
}
return false;
}
void SetSubmesh (int submeshIndex, SmartMesh.Instruction.SubmeshInstruction submeshInstructions, ExposedList<bool> flipStates, bool isLastSubmesh) {
void SetSubmesh (int submeshIndex, Spine.Unity.SubmeshInstruction submeshInstructions, ExposedList<bool> flipStates, bool isLastSubmesh) {
SubmeshTriangleBuffer currentSubmesh = submeshes.Items[submeshIndex];
int[] triangles = currentSubmesh.triangles;
int triangleCount = submeshInstructions.triangleCount;
int firstVertex = submeshInstructions.firstVertex;
int firstVertex = submeshInstructions.firstVertexIndex;
int trianglesCapacity = triangles.Length;
if (isLastSubmesh && trianglesCapacity > triangleCount) {
@ -787,19 +788,8 @@ public class SkeletonRenderer : MonoBehaviour {
}
#endif
class DoubleBufferedSmartMesh {
readonly SmartMesh mesh1 = new SmartMesh();
readonly SmartMesh mesh2 = new SmartMesh();
bool usingMesh1;
public SmartMesh GetNextMesh () {
usingMesh1 = !usingMesh1;
return usingMesh1 ? mesh1 : mesh2;
}
}
///<summary>This is a Mesh that also stores the instructions SkeletonRenderer generated for it.</summary>
class SmartMesh {
public class SmartMesh {
public Mesh mesh = Spine.Unity.SpineMesh.NewMesh();
public SmartMesh.Instruction instructionUsed = new SmartMesh.Instruction();
@ -809,11 +799,7 @@ public class SkeletonRenderer : MonoBehaviour {
public int vertexCount = -1;
public readonly ExposedList<Attachment> attachments = new ExposedList<Attachment>();
public readonly ExposedList<bool> attachmentFlips = new ExposedList<bool>();
public readonly ExposedList<SubmeshInstruction> submeshInstructions = new ExposedList<SubmeshInstruction>();
public struct SubmeshInstruction {
public Material material;
public int firstVertex, startSlot, endSlot, triangleCount;
}
public readonly ExposedList<Spine.Unity.SubmeshInstruction> submeshInstructions = new ExposedList<Spine.Unity.SubmeshInstruction>();
public void Clear () {
this.attachments.Clear(false);
@ -824,7 +810,6 @@ public class SkeletonRenderer : MonoBehaviour {
public void Set (Instruction other) {
this.immutableTriangles = other.immutableTriangles;
this.frontFacing = other.frontFacing;
//this.requiresUpdate = other.requiresUpdate;
this.vertexCount = other.vertexCount;
this.attachments.Clear(false);

View File

@ -35,9 +35,7 @@ public class SkeletonUtilityInspector : Editor {
break;
}
}
typeof(EditorGUIUtility).InvokeMember("SetIconForObject", BindingFlags.InvokeMethod | BindingFlags.Static | BindingFlags.NonPublic, null, null, new object[2] {
utilityBone.gameObject,
icon
@ -170,8 +168,9 @@ public class SkeletonUtilityInspector : Editor {
}
EditorGUI.EndDisabledGroup();
if (GUILayout.Button(new GUIContent("Spawn Submeshes", SpineEditorUtilities.Icons.subMeshRenderer), GUILayout.Width(150), GUILayout.Height(24)))
skeletonUtility.SpawnSubRenderers(true);
// if (GUILayout.Button(new GUIContent("Spawn Submeshes", SpineEditorUtilities.Icons.subMeshRenderer), GUILayout.Width(150), GUILayout.Height(24)))
// skeletonUtility.SpawnSubRenderers(true);
GUILayout.EndHorizontal();
EditorGUI.BeginChangeCheck();

View File

@ -1,79 +0,0 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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.
*****************************************************************************/
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Reflection;
[CustomEditor(typeof(SkeletonUtilitySubmeshRenderer))]
public class SkeletonUtilitySubmeshRendererInspector : Editor {
private static MethodInfo EditorGUILayoutSortingLayerField;
protected SerializedObject rendererSerializedObject;
protected SerializedProperty sortingLayerIDProperty;
SkeletonUtilitySubmeshRenderer component;
void OnEnable () {
component = (SkeletonUtilitySubmeshRenderer)target;
if (EditorGUILayoutSortingLayerField == null)
EditorGUILayoutSortingLayerField = typeof(EditorGUILayout).GetMethod("SortingLayerField", BindingFlags.Static | BindingFlags.NonPublic, null, new Type[] { typeof(GUIContent), typeof(SerializedProperty), typeof(GUIStyle) }, null);
rendererSerializedObject = new SerializedObject(((SkeletonUtilitySubmeshRenderer)target).GetComponent<Renderer>());
sortingLayerIDProperty = rendererSerializedObject.FindProperty("m_SortingLayerID");
}
public override void OnInspectorGUI () {
// Sorting Layers
{
var renderer = component.GetComponent<Renderer>();
if (renderer != null) {
EditorGUI.BeginChangeCheck();
if (EditorGUILayoutSortingLayerField != null && sortingLayerIDProperty != null) {
EditorGUILayoutSortingLayerField.Invoke(null, new object[] { new GUIContent("Sorting Layer"), sortingLayerIDProperty, EditorStyles.popup });
} else {
renderer.sortingLayerID = EditorGUILayout.IntField("Sorting Layer ID", renderer.sortingLayerID);
}
renderer.sortingOrder = EditorGUILayout.IntField("Order in Layer", renderer.sortingOrder);
if (EditorGUI.EndChangeCheck()) {
rendererSerializedObject.ApplyModifiedProperties();
EditorUtility.SetDirty(renderer);
}
}
}
}
}

View File

@ -381,24 +381,4 @@ public class SkeletonUtility : MonoBehaviour {
return go;
}
public void SpawnSubRenderers (bool disablePrimaryRenderer) {
int submeshCount = GetComponent<MeshFilter>().sharedMesh.subMeshCount;
for (int i = 0; i < submeshCount; i++) {
GameObject go = new GameObject("Submesh " + i, typeof(MeshFilter), typeof(MeshRenderer));
go.transform.parent = transform;
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.transform.localScale = Vector3.one;
SkeletonUtilitySubmeshRenderer s = go.AddComponent<SkeletonUtilitySubmeshRenderer>();
s.GetComponent<Renderer>().sortingOrder = i * 10;
s.submeshIndex = i;
}
skeletonRenderer.CollectSubmeshRenderers();
if (disablePrimaryRenderer)
GetComponent<Renderer>().enabled = false;
}
}

View File

@ -1,70 +0,0 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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.
*****************************************************************************/
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class SkeletonUtilitySubmeshRenderer : MonoBehaviour {
[System.NonSerialized]
public Mesh mesh;
public int submeshIndex = 0;
public Material hiddenPassMaterial;
Renderer cachedRenderer;
MeshFilter filter;
Material[] sharedMaterials;
void Awake () {
cachedRenderer = GetComponent<Renderer>();
filter = GetComponent<MeshFilter>();
sharedMaterials = new Material[0];
}
public void SetMesh (Renderer parentRenderer, Mesh mesh, Material mat) {
if (cachedRenderer == null)
return;
cachedRenderer.enabled = true;
filter.sharedMesh = mesh;
if (cachedRenderer.sharedMaterials.Length != parentRenderer.sharedMaterials.Length) {
sharedMaterials = parentRenderer.sharedMaterials;
}
for (int i = 0; i < sharedMaterials.Length; i++) {
if (i == submeshIndex)
sharedMaterials[i] = mat;
else
sharedMaterials[i] = hiddenPassMaterial;
}
cachedRenderer.sharedMaterials = sharedMaterials;
}
}

View File

@ -1,14 +0,0 @@
fileFormatVersion: 2
guid: 7820c1c2b0e52c6408de899d6939996e
MonoImporter:
serializedVersion: 2
defaultReferences:
- parentRenderer: {instanceID: 0}
- mesh: {instanceID: 0}
- hiddenPassMaterial: {fileID: 2100000, guid: 43227e5adadc6f24bb4bf74b92a56fb4,
type: 2}
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: