[unity] MeshGenerator can fill mesh with setup pose attachment.

This commit is contained in:
pharan 2018-04-17 07:59:27 +08:00
parent 1c3f6b1b32
commit 0a23ed3d85

View File

@ -1159,6 +1159,123 @@ namespace Spine.Unity {
}
}
#endregion
#region AttachmentRendering
static List<Vector3> AttachmentVerts = new List<Vector3>();
static List<Vector2> AttachmentUVs = new List<Vector2>();
static List<Color32> AttachmentColors32 = new List<Color32>();
static List<int> AttachmentIndices = new List<int>();
/// <summary>
/// Fills mesh vertex data to render a RegionAttachment.</summary>
public static void FillMeshLocal (Mesh mesh, RegionAttachment regionAttachment) {
if (mesh == null) return;
if (regionAttachment == null) return;
AttachmentVerts.Clear();
var offsets = regionAttachment.Offset;
AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.BLX], offsets[RegionAttachment.BLY]));
AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.ULX], offsets[RegionAttachment.ULY]));
AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.URX], offsets[RegionAttachment.URY]));
AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.BRX], offsets[RegionAttachment.BRY]));
AttachmentUVs.Clear();
var uvs = regionAttachment.UVs;
AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.ULX], uvs[RegionAttachment.ULY]));
AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.URX], uvs[RegionAttachment.URY]));
AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.BRX], uvs[RegionAttachment.BRY]));
AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.BLX], uvs[RegionAttachment.BLY]));
AttachmentColors32.Clear();
Color32 c = (Color32)(new Color(regionAttachment.r, regionAttachment.g, regionAttachment.b, regionAttachment.a));
for (int i = 0; i < 4; i++)
AttachmentColors32.Add(c);
AttachmentIndices.Clear();
AttachmentIndices.AddRange(new[] { 0, 2, 1, 0, 3, 2 });
mesh.Clear();
mesh.name = regionAttachment.Name;
mesh.SetVertices(AttachmentVerts);
mesh.SetUVs(0, AttachmentUVs);
mesh.SetColors(AttachmentColors32);
mesh.SetTriangles(AttachmentIndices, 0);
mesh.RecalculateBounds();
AttachmentVerts.Clear();
AttachmentUVs.Clear();
AttachmentColors32.Clear();
AttachmentIndices.Clear();
}
public static void FillMeshLocal (Mesh mesh, MeshAttachment meshAttachment, SkeletonData skeletonData) {
if (mesh == null) return;
if (meshAttachment == null) return;
int vertexCount = meshAttachment.WorldVerticesLength / 2;
AttachmentVerts.Clear();
if (meshAttachment.IsWeighted()) {
int count = meshAttachment.WorldVerticesLength;
int[] meshAttachmentBones = meshAttachment.bones;
int v = 0;
float[] vertices = meshAttachment.vertices;
for (int w = 0, b = 0; w < count; w += 2) {
float wx = 0, wy = 0;
int n = meshAttachmentBones[v++];
n += v;
for (; v < n; v++, b += 3) {
BoneMatrix bm = BoneMatrix.CalculateSetupWorld(skeletonData.bones.Items[meshAttachmentBones[v]]);
float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bm.a + vy * bm.b + bm.x) * weight;
wy += (vx * bm.c + vy * bm.d + bm.y) * weight;
}
AttachmentVerts.Add(new Vector3(wx, wy));
}
} else {
var localVerts = meshAttachment.Vertices;
Vector3 pos = default(Vector3);
for (int i = 0; i < vertexCount; i++) {
int ii = i * 2;
pos.x = localVerts[ii];
pos.y = localVerts[ii + 1];
AttachmentVerts.Add(pos);
}
}
var uvs = meshAttachment.uvs;
Vector2 uv = default(Vector2);
Color32 c = (Color32)(new Color(meshAttachment.r, meshAttachment.g, meshAttachment.b, meshAttachment.a));
AttachmentUVs.Clear();
AttachmentColors32.Clear();
for (int i = 0; i < vertexCount; i++) {
int ii = i * 2;
uv.x = uvs[ii];
uv.y = uvs[ii + 1];
AttachmentUVs.Add(uv);
AttachmentColors32.Add(c);
}
AttachmentIndices.Clear();
AttachmentIndices.AddRange(meshAttachment.triangles);
mesh.Clear();
mesh.name = meshAttachment.Name;
mesh.SetVertices(AttachmentVerts);
mesh.SetUVs(0, AttachmentUVs);
mesh.SetColors(AttachmentColors32);
mesh.SetTriangles(AttachmentIndices, 0);
mesh.RecalculateBounds();
AttachmentVerts.Clear();
AttachmentUVs.Clear();
AttachmentColors32.Clear();
AttachmentIndices.Clear();
}
#endregion
}
public class MeshRendererBuffers : IDisposable {