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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Some small optimizations.
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@ -56,6 +56,8 @@ public class SkeletonComponent : MonoBehaviour {
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mesh.name = "Skeleton Mesh";
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mesh.hideFlags = HideFlags.HideAndDontSave;
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renderer.sharedMaterial = skeletonDataAsset.atlasAsset.material;
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vertices = new Vector3[0];
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skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false));
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@ -95,8 +97,10 @@ public class SkeletonComponent : MonoBehaviour {
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}
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// Ensure mesh data is the right size.
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if (quadCount > vertices.Length / 4) {
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vertices = new Vector3[quadCount * 4];
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Vector3[] vertices = this.vertices;
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bool newTriangles = quadCount > vertices.Length / 4;
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if (newTriangles) {
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this.vertices = vertices = new Vector3[quadCount * 4];
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colors = new Color[quadCount * 4];
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uvs = new Vector2[quadCount * 4];
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triangles = new int[quadCount * 6];
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@ -104,13 +108,13 @@ public class SkeletonComponent : MonoBehaviour {
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for (int i = 0, n = quadCount; i < n; i++) {
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int index = i * 6;
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int vertexIndex = i * 4;
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triangles[index] = vertexIndex;
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triangles[index + 1] = vertexIndex + 2;
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triangles[index + 2] = vertexIndex + 1;
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triangles[index + 3] = vertexIndex + 2;
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triangles[index + 4] = vertexIndex + 3;
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triangles[index + 5] = vertexIndex + 1;
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int vertex = i * 4;
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triangles[index] = vertex;
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triangles[index + 1] = vertex + 2;
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triangles[index + 2] = vertex + 1;
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triangles[index + 3] = vertex + 2;
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triangles[index + 4] = vertex + 3;
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triangles[index + 5] = vertex + 1;
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}
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} else {
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Vector3 zero = new Vector3(0, 0, 0);
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@ -120,45 +124,41 @@ public class SkeletonComponent : MonoBehaviour {
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// Setup mesh.
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float[] vertexPositions = this.vertexPositions;
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int quadIndex = 0;
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int vertexIndex = 0;
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Color color = new Color();
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for (int i = 0, n = drawOrder.Count; i < n; i++) {
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Slot slot = drawOrder[i];
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Attachment attachment = slot.Attachment;
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if (attachment is RegionAttachment) {
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RegionAttachment regionAttachment = (RegionAttachment)attachment;
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regionAttachment.ComputeVertices(skeleton.X, skeleton.Y, slot.Bone, vertexPositions);
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int vertexIndex = quadIndex * 4;
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vertices[vertexIndex] = new Vector3(vertexPositions[RegionAttachment.X1], vertexPositions[RegionAttachment.Y1], 0);
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vertices[vertexIndex + 1] = new Vector3(vertexPositions[RegionAttachment.X4], vertexPositions[RegionAttachment.Y4], 0);
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vertices[vertexIndex + 2] = new Vector3(vertexPositions[RegionAttachment.X2], vertexPositions[RegionAttachment.Y2], 0);
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vertices[vertexIndex + 3] = new Vector3(vertexPositions[RegionAttachment.X3], vertexPositions[RegionAttachment.Y3], 0);
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color.a = skeleton.A * slot.A;
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color.r = skeleton.R * slot.R * color.a;
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color.g = skeleton.G * slot.G * color.a;
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color.b = skeleton.B * slot.B * color.a;
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colors[vertexIndex] = color;
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colors[vertexIndex + 1] = color;
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colors[vertexIndex + 2] = color;
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colors[vertexIndex + 3] = color;
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RegionAttachment regionAttachment = slot.Attachment as RegionAttachment;
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if (regionAttachment == null) continue;
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float[] regionUVs = regionAttachment.UVs;
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uvs[vertexIndex] = new Vector2(regionUVs[RegionAttachment.X1], 1 - regionUVs[RegionAttachment.Y1]);
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uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4], 1 - regionUVs[RegionAttachment.Y4]);
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uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], 1 - regionUVs[RegionAttachment.Y2]);
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uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], 1 - regionUVs[RegionAttachment.Y3]);
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regionAttachment.ComputeVertices(skeleton.X, skeleton.Y, slot.Bone, vertexPositions);
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vertices[vertexIndex] = new Vector3(vertexPositions[RegionAttachment.X1], vertexPositions[RegionAttachment.Y1], 0);
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vertices[vertexIndex + 1] = new Vector3(vertexPositions[RegionAttachment.X4], vertexPositions[RegionAttachment.Y4], 0);
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vertices[vertexIndex + 2] = new Vector3(vertexPositions[RegionAttachment.X2], vertexPositions[RegionAttachment.Y2], 0);
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vertices[vertexIndex + 3] = new Vector3(vertexPositions[RegionAttachment.X3], vertexPositions[RegionAttachment.Y3], 0);
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color.a = skeleton.A * slot.A;
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color.r = skeleton.R * slot.R * color.a;
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color.g = skeleton.G * slot.G * color.a;
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color.b = skeleton.B * slot.B * color.a;
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colors[vertexIndex] = color;
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colors[vertexIndex + 1] = color;
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colors[vertexIndex + 2] = color;
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colors[vertexIndex + 3] = color;
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quadIndex++;
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}
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float[] regionUVs = regionAttachment.UVs;
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uvs[vertexIndex] = new Vector2(regionUVs[RegionAttachment.X1], 1 - regionUVs[RegionAttachment.Y1]);
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uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4], 1 - regionUVs[RegionAttachment.Y4]);
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uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], 1 - regionUVs[RegionAttachment.Y2]);
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uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], 1 - regionUVs[RegionAttachment.Y3]);
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vertexIndex += 4;
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}
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mesh.vertices = vertices;
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mesh.colors = colors;
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mesh.uv = uvs;
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mesh.triangles = triangles;
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renderer.sharedMaterial = skeletonDataAsset.atlasAsset.material;
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if (newTriangles) mesh.triangles = triangles;
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}
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public virtual void OnEnable () {
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