Merge pull request #351 from Fenrisul/master

Null mesh cleanup fixed in SkeletonRenderer
This commit is contained in:
Fenrisul 2015-01-29 17:42:35 -08:00
commit 5275e921c8
2 changed files with 122 additions and 83 deletions

View File

@ -33,7 +33,7 @@ using UnityEngine;
[CustomEditor(typeof(SkeletonRenderer))]
public class SkeletonRendererInspector : Editor {
protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, submeshSeparators;
protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, submeshSeparators, front;
protected virtual void OnEnable () {
SpineEditorUtilities.ConfirmInitialization();
@ -44,6 +44,7 @@ public class SkeletonRendererInspector : Editor {
meshes = serializedObject.FindProperty("renderMeshes");
immutableTriangles = serializedObject.FindProperty("immutableTriangles");
submeshSeparators = serializedObject.FindProperty("submeshSeparators");
front = serializedObject.FindProperty("frontFacing");
}
protected virtual void gui () {
@ -97,6 +98,7 @@ public class SkeletonRendererInspector : Editor {
new GUIContent("Immutable Triangles", "Enable to optimize rendering for skeletons that never change attachment visbility"));
EditorGUILayout.PropertyField(normals);
EditorGUILayout.PropertyField(tangents);
EditorGUILayout.PropertyField(front);
EditorGUILayout.PropertyField(submeshSeparators, true);
}

View File

@ -38,7 +38,7 @@ using Spine;
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class SkeletonRenderer : MonoBehaviour {
public delegate void SkeletonRendererDelegate (SkeletonRenderer skeletonRenderer);
public delegate void SkeletonRendererDelegate(SkeletonRenderer skeletonRenderer);
public SkeletonRendererDelegate OnReset;
[System.NonSerialized]
@ -50,6 +50,7 @@ public class SkeletonRenderer : MonoBehaviour {
public bool calculateNormals, calculateTangents;
public float zSpacing;
public bool renderMeshes = true, immutableTriangles;
public bool frontFacing;
public bool logErrors = false;
[SpineSlot]
@ -70,9 +71,9 @@ public class SkeletonRenderer : MonoBehaviour {
private Material[] sharedMaterials = new Material[0];
private readonly List<Material> submeshMaterials = new List<Material>();
private readonly List<Submesh> submeshes = new List<Submesh>();
public virtual void Reset () {
public virtual void Reset() {
if (meshFilter != null)
meshFilter.sharedMesh = null;
if (renderer != null)
@ -99,12 +100,12 @@ public class SkeletonRenderer : MonoBehaviour {
if (skeletonData == null)
return;
valid = true;
meshFilter = GetComponent<MeshFilter>();
mesh1 = newMesh();
mesh2 = newMesh();
vertices = new Vector3[0];
skeleton = new Skeleton(skeletonData);
if (initialSkinName != null && initialSkinName.Length > 0 && initialSkinName != "default")
skeleton.SetSkin(initialSkinName);
@ -114,33 +115,44 @@ public class SkeletonRenderer : MonoBehaviour {
submeshSeparatorSlots.Add(skeleton.FindSlot(submeshSeparators[i]));
}
// Store flipped triangles for meshes
if (OnReset != null)
OnReset(this);
}
public virtual void OnEnable() {
if(mesh1 == null || mesh2 == null)
if (mesh1 == null || mesh2 == null)
Reset();
}
public virtual void OnDisable() {
if (Application.isPlaying && gameObject.activeInHierarchy == false) {
if (mesh1 != null)
if (mesh1 != null) {
Destroy(mesh1);
if (mesh2 != null)
mesh1 = null;
}
if (mesh2 != null) {
Destroy(mesh2);
mesh2 = null;
}
}
}
private Mesh newMesh () {
private Mesh newMesh() {
Mesh mesh = new Mesh();
mesh.name = "Skeleton Mesh";
mesh.hideFlags = HideFlags.HideAndDontSave;
mesh.MarkDynamic();
return mesh;
}
public virtual void LateUpdate () {
public virtual void LateUpdate() {
if (!valid)
return;
// Count vertices and submesh triangles.
@ -154,10 +166,10 @@ public class SkeletonRenderer : MonoBehaviour {
for (int i = 0; i < drawOrderCount; i++) {
Slot slot = drawOrder[i];
Attachment attachment = slot.attachment;
object rendererObject;
int attachmentVertexCount, attachmentTriangleCount;
if (attachment is RegionAttachment) {
rendererObject = ((RegionAttachment)attachment).RendererObject;
attachmentVertexCount = 4;
@ -171,12 +183,12 @@ public class SkeletonRenderer : MonoBehaviour {
attachmentVertexCount = meshAttachment.vertices.Length >> 1;
attachmentTriangleCount = meshAttachment.triangles.Length;
} else if (attachment is SkinnedMeshAttachment) {
SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
rendererObject = meshAttachment.RendererObject;
attachmentVertexCount = meshAttachment.uvs.Length >> 1;
attachmentTriangleCount = meshAttachment.triangles.Length;
} else
continue;
SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
rendererObject = meshAttachment.RendererObject;
attachmentVertexCount = meshAttachment.uvs.Length >> 1;
attachmentTriangleCount = meshAttachment.triangles.Length;
} else
continue;
}
// Populate submesh when material changes.
@ -189,19 +201,19 @@ public class SkeletonRenderer : MonoBehaviour {
submeshStartSlotIndex = i;
}
lastMaterial = material;
submeshTriangleCount += attachmentTriangleCount;
vertexCount += attachmentVertexCount;
}
AddSubmesh(lastMaterial, submeshStartSlotIndex, drawOrderCount, submeshTriangleCount, submeshFirstVertex, true);
// Set materials.
if (submeshMaterials.Count == sharedMaterials.Length)
submeshMaterials.CopyTo(sharedMaterials);
else
sharedMaterials = submeshMaterials.ToArray();
renderer.sharedMaterials = sharedMaterials;
// Ensure mesh data is the right size.
Vector3[] vertices = this.vertices;
bool newTriangles = vertexCount > vertices.Length;
@ -219,7 +231,7 @@ public class SkeletonRenderer : MonoBehaviour {
vertices[i] = zero;
}
lastVertexCount = vertexCount;
// Setup mesh.
float[] tempVertices = this.tempVertices;
Vector2[] uvs = this.uvs;
@ -234,13 +246,13 @@ public class SkeletonRenderer : MonoBehaviour {
if (attachment is RegionAttachment) {
RegionAttachment regionAttachment = (RegionAttachment)attachment;
regionAttachment.ComputeWorldVertices(slot.bone, tempVertices);
float z = i * zSpacing;
vertices[vertexIndex] = new Vector3(tempVertices[RegionAttachment.X1], tempVertices[RegionAttachment.Y1], z);
vertices[vertexIndex + 1] = new Vector3(tempVertices[RegionAttachment.X4], tempVertices[RegionAttachment.Y4], z);
vertices[vertexIndex + 2] = new Vector3(tempVertices[RegionAttachment.X2], tempVertices[RegionAttachment.Y2], z);
vertices[vertexIndex + 3] = new Vector3(tempVertices[RegionAttachment.X3], tempVertices[RegionAttachment.Y3], z);
color.a = (byte)(a * slot.a * regionAttachment.a);
color.r = (byte)(r * slot.r * regionAttachment.r * color.a);
color.g = (byte)(g * slot.g * regionAttachment.g * color.a);
@ -251,13 +263,13 @@ public class SkeletonRenderer : MonoBehaviour {
colors[vertexIndex + 1] = color;
colors[vertexIndex + 2] = color;
colors[vertexIndex + 3] = color;
float[] regionUVs = regionAttachment.uvs;
uvs[vertexIndex] = new Vector2(regionUVs[RegionAttachment.X1], regionUVs[RegionAttachment.Y1]);
uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4], regionUVs[RegionAttachment.Y4]);
uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], regionUVs[RegionAttachment.Y2]);
uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], regionUVs[RegionAttachment.Y3]);
vertexIndex += 4;
} else {
if (!renderMeshes)
@ -268,14 +280,14 @@ public class SkeletonRenderer : MonoBehaviour {
if (tempVertices.Length < meshVertexCount)
this.tempVertices = tempVertices = new float[meshVertexCount];
meshAttachment.ComputeWorldVertices(slot, tempVertices);
color.a = (byte)(a * slot.a * meshAttachment.a);
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);
if (slot.data.additiveBlending)
color.a = 0;
float[] meshUVs = meshAttachment.uvs;
float z = i * zSpacing;
for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
@ -284,38 +296,38 @@ public class SkeletonRenderer : MonoBehaviour {
uvs[vertexIndex] = new Vector2(meshUVs[ii], meshUVs[ii + 1]);
}
} else if (attachment is SkinnedMeshAttachment) {
SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
int meshVertexCount = meshAttachment.uvs.Length;
if (tempVertices.Length < meshVertexCount)
this.tempVertices = tempVertices = new float[meshVertexCount];
meshAttachment.ComputeWorldVertices(slot, tempVertices);
color.a = (byte)(a * slot.a * meshAttachment.a);
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);
if (slot.data.additiveBlending)
color.a = 0;
float[] meshUVs = meshAttachment.uvs;
float z = i * zSpacing;
for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
vertices[vertexIndex] = new Vector3(tempVertices[ii], tempVertices[ii + 1], z);
colors[vertexIndex] = color;
uvs[vertexIndex] = new Vector2(meshUVs[ii], meshUVs[ii + 1]);
}
SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
int meshVertexCount = meshAttachment.uvs.Length;
if (tempVertices.Length < meshVertexCount)
this.tempVertices = tempVertices = new float[meshVertexCount];
meshAttachment.ComputeWorldVertices(slot, tempVertices);
color.a = (byte)(a * slot.a * meshAttachment.a);
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);
if (slot.data.additiveBlending)
color.a = 0;
float[] meshUVs = meshAttachment.uvs;
float z = i * zSpacing;
for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
vertices[vertexIndex] = new Vector3(tempVertices[ii], tempVertices[ii + 1], z);
colors[vertexIndex] = color;
uvs[vertexIndex] = new Vector2(meshUVs[ii], meshUVs[ii + 1]);
}
}
}
}
// Double buffer mesh.
Mesh mesh = useMesh1 ? mesh1 : mesh2;
meshFilter.sharedMesh = mesh;
mesh.vertices = vertices;
mesh.colors32 = colors;
mesh.uv = uvs;
int submeshCount = submeshMaterials.Count;
mesh.subMeshCount = submeshCount;
for (int i = 0; i < submeshCount; ++i)
@ -330,7 +342,7 @@ public class SkeletonRenderer : MonoBehaviour {
(useMesh1 ? mesh2 : mesh1).vertices = vertices; // Set other mesh vertices.
mesh1.normals = normals;
mesh2.normals = normals;
if (calculateTangents) {
Vector4[] tangents = new Vector4[vertexCount];
Vector3 tangent = new Vector3(0, 0, 1);
@ -340,22 +352,22 @@ public class SkeletonRenderer : MonoBehaviour {
mesh2.tangents = tangents;
}
}
useMesh1 = !useMesh1;
}
/** Stores vertices and triangles for a single material. */
private void AddSubmesh (Material material, int startSlot, int endSlot, int triangleCount, int firstVertex, bool lastSubmesh) {
private void AddSubmesh(Material material, int startSlot, int endSlot, int triangleCount, int firstVertex, bool lastSubmesh) {
int submeshIndex = submeshMaterials.Count;
submeshMaterials.Add(material);
if (submeshes.Count <= submeshIndex)
submeshes.Add(new Submesh());
else if (immutableTriangles)
return;
return;
Submesh submesh = submeshes[submeshIndex];
int[] triangles = submesh.triangles;
int trianglesCapacity = triangles.Length;
if (lastSubmesh && trianglesCapacity > triangleCount) {
@ -364,17 +376,18 @@ public class SkeletonRenderer : MonoBehaviour {
triangles[i] = 0;
submesh.triangleCount = triangleCount;
} else if (trianglesCapacity != triangleCount) {
// Reallocate triangles when not the exact size needed.
submesh.triangles = triangles = new int[triangleCount];
submesh.triangleCount = 0;
}
// Reallocate triangles when not the exact size needed.
submesh.triangles = triangles = new int[triangleCount];
submesh.triangleCount = 0;
}
if (!renderMeshes) {
if (!renderMeshes && !frontFacing) {
// Use stored triangles if possible.
if (submesh.firstVertex != firstVertex || submesh.triangleCount < triangleCount) {
submesh.triangleCount = triangleCount;
submesh.firstVertex = firstVertex;
for (int i = 0; i < triangleCount; i += 6, firstVertex += 4) {
int drawOrderIndex = 0;
for (int i = 0; i < triangleCount; i += 6, firstVertex += 4, drawOrderIndex++) {
triangles[i] = firstVertex;
triangles[i + 1] = firstVertex + 2;
triangles[i + 2] = firstVertex + 1;
@ -389,14 +402,27 @@ public class SkeletonRenderer : MonoBehaviour {
// Store triangles.
List<Slot> drawOrder = skeleton.DrawOrder;
for (int i = startSlot, triangleIndex = 0; i < endSlot; i++) {
Attachment attachment = drawOrder[i].attachment;
Slot slot = drawOrder[i];
Attachment attachment = slot.attachment;
bool flip = frontFacing && ((slot.Bone.WorldFlipX != slot.Bone.WorldFlipY) != (Mathf.Sign(slot.Bone.WorldScaleX) != Mathf.Sign(slot.bone.WorldScaleY)));
if (attachment is RegionAttachment) {
triangles[triangleIndex] = firstVertex;
triangles[triangleIndex + 1] = firstVertex + 2;
triangles[triangleIndex + 2] = firstVertex + 1;
triangles[triangleIndex + 3] = firstVertex + 2;
triangles[triangleIndex + 4] = firstVertex + 3;
triangles[triangleIndex + 5] = firstVertex + 1;
if (!flip) {
triangles[triangleIndex] = firstVertex;
triangles[triangleIndex + 1] = firstVertex + 2;
triangles[triangleIndex + 2] = firstVertex + 1;
triangles[triangleIndex + 3] = firstVertex + 2;
triangles[triangleIndex + 4] = firstVertex + 3;
triangles[triangleIndex + 5] = firstVertex + 1;
} else {
triangles[triangleIndex] = firstVertex + 1;
triangles[triangleIndex + 1] = firstVertex + 2;
triangles[triangleIndex + 2] = firstVertex;
triangles[triangleIndex + 3] = firstVertex + 1;
triangles[triangleIndex + 4] = firstVertex + 3;
triangles[triangleIndex + 5] = firstVertex + 2;
}
triangleIndex += 6;
firstVertex += 4;
continue;
@ -408,17 +434,28 @@ public class SkeletonRenderer : MonoBehaviour {
attachmentVertexCount = meshAttachment.vertices.Length >> 1;
attachmentTriangles = meshAttachment.triangles;
} else if (attachment is SkinnedMeshAttachment) {
SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
attachmentVertexCount = meshAttachment.uvs.Length >> 1;
attachmentTriangles = meshAttachment.triangles;
} else
continue;
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
triangles[triangleIndex] = firstVertex + attachmentTriangles[ii];
SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
attachmentVertexCount = meshAttachment.uvs.Length >> 1;
attachmentTriangles = meshAttachment.triangles;
} else
continue;
if (flip) {
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii += 3, triangleIndex += 3) {
triangles[triangleIndex + 2] = firstVertex + attachmentTriangles[ii];
triangles[triangleIndex + 1] = firstVertex + attachmentTriangles[ii + 1];
triangles[triangleIndex] = firstVertex + attachmentTriangles[ii + 2];
}
} else {
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++) {
triangles[triangleIndex] = firstVertex + attachmentTriangles[ii];
}
}
firstVertex += attachmentVertexCount;
}
}
#if UNITY_EDITOR
void OnDrawGizmos() {
// Make selection easier by drawing a clear gizmo over the skeleton.
@ -434,7 +471,7 @@ public class SkeletonRenderer : MonoBehaviour {
float width = max.x - min.x;
float height = max.y - min.y;
gizmosCenter = new Vector3(min.x + (width / 2f), min.y + (height / 2f), 0f);
gizmosSize = new Vector3(width, height, 1f);
gizmosSize = new Vector3(width, height, 1f);
Gizmos.color = Color.clear;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawCube(gizmosCenter, gizmosSize);