mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Merge pull request #351 from Fenrisul/master
Null mesh cleanup fixed in SkeletonRenderer
This commit is contained in:
commit
5275e921c8
@ -33,7 +33,7 @@ using UnityEngine;
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[CustomEditor(typeof(SkeletonRenderer))]
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public class SkeletonRendererInspector : Editor {
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protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, submeshSeparators;
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protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, submeshSeparators, front;
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protected virtual void OnEnable () {
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SpineEditorUtilities.ConfirmInitialization();
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@ -44,6 +44,7 @@ public class SkeletonRendererInspector : Editor {
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meshes = serializedObject.FindProperty("renderMeshes");
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immutableTriangles = serializedObject.FindProperty("immutableTriangles");
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submeshSeparators = serializedObject.FindProperty("submeshSeparators");
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front = serializedObject.FindProperty("frontFacing");
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}
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protected virtual void gui () {
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@ -97,6 +98,7 @@ public class SkeletonRendererInspector : Editor {
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new GUIContent("Immutable Triangles", "Enable to optimize rendering for skeletons that never change attachment visbility"));
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EditorGUILayout.PropertyField(normals);
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EditorGUILayout.PropertyField(tangents);
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EditorGUILayout.PropertyField(front);
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EditorGUILayout.PropertyField(submeshSeparators, true);
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}
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@ -38,7 +38,7 @@ using Spine;
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[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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public class SkeletonRenderer : MonoBehaviour {
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public delegate void SkeletonRendererDelegate (SkeletonRenderer skeletonRenderer);
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public delegate void SkeletonRendererDelegate(SkeletonRenderer skeletonRenderer);
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public SkeletonRendererDelegate OnReset;
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[System.NonSerialized]
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@ -50,6 +50,7 @@ public class SkeletonRenderer : MonoBehaviour {
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public bool calculateNormals, calculateTangents;
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public float zSpacing;
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public bool renderMeshes = true, immutableTriangles;
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public bool frontFacing;
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public bool logErrors = false;
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[SpineSlot]
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@ -70,9 +71,9 @@ public class SkeletonRenderer : MonoBehaviour {
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private Material[] sharedMaterials = new Material[0];
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private readonly List<Material> submeshMaterials = new List<Material>();
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private readonly List<Submesh> submeshes = new List<Submesh>();
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public virtual void Reset () {
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public virtual void Reset() {
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if (meshFilter != null)
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meshFilter.sharedMesh = null;
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if (renderer != null)
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@ -99,12 +100,12 @@ public class SkeletonRenderer : MonoBehaviour {
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if (skeletonData == null)
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return;
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valid = true;
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meshFilter = GetComponent<MeshFilter>();
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mesh1 = newMesh();
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mesh2 = newMesh();
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vertices = new Vector3[0];
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skeleton = new Skeleton(skeletonData);
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if (initialSkinName != null && initialSkinName.Length > 0 && initialSkinName != "default")
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skeleton.SetSkin(initialSkinName);
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@ -114,33 +115,44 @@ public class SkeletonRenderer : MonoBehaviour {
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submeshSeparatorSlots.Add(skeleton.FindSlot(submeshSeparators[i]));
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}
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// Store flipped triangles for meshes
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if (OnReset != null)
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OnReset(this);
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}
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public virtual void OnEnable() {
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if(mesh1 == null || mesh2 == null)
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if (mesh1 == null || mesh2 == null)
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Reset();
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}
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public virtual void OnDisable() {
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if (Application.isPlaying && gameObject.activeInHierarchy == false) {
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if (mesh1 != null)
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if (mesh1 != null) {
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Destroy(mesh1);
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if (mesh2 != null)
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mesh1 = null;
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}
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if (mesh2 != null) {
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Destroy(mesh2);
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mesh2 = null;
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}
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}
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}
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private Mesh newMesh () {
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private Mesh newMesh() {
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Mesh mesh = new Mesh();
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mesh.name = "Skeleton Mesh";
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mesh.hideFlags = HideFlags.HideAndDontSave;
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mesh.MarkDynamic();
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return mesh;
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}
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public virtual void LateUpdate () {
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public virtual void LateUpdate() {
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if (!valid)
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return;
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// Count vertices and submesh triangles.
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@ -154,10 +166,10 @@ public class SkeletonRenderer : MonoBehaviour {
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for (int i = 0; i < drawOrderCount; i++) {
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Slot slot = drawOrder[i];
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Attachment attachment = slot.attachment;
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object rendererObject;
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int attachmentVertexCount, attachmentTriangleCount;
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if (attachment is RegionAttachment) {
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rendererObject = ((RegionAttachment)attachment).RendererObject;
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attachmentVertexCount = 4;
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@ -171,12 +183,12 @@ public class SkeletonRenderer : MonoBehaviour {
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attachmentVertexCount = meshAttachment.vertices.Length >> 1;
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attachmentTriangleCount = meshAttachment.triangles.Length;
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} else if (attachment is SkinnedMeshAttachment) {
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SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
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rendererObject = meshAttachment.RendererObject;
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attachmentVertexCount = meshAttachment.uvs.Length >> 1;
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attachmentTriangleCount = meshAttachment.triangles.Length;
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} else
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continue;
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SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
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rendererObject = meshAttachment.RendererObject;
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attachmentVertexCount = meshAttachment.uvs.Length >> 1;
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attachmentTriangleCount = meshAttachment.triangles.Length;
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} else
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continue;
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}
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// Populate submesh when material changes.
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@ -189,19 +201,19 @@ public class SkeletonRenderer : MonoBehaviour {
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submeshStartSlotIndex = i;
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}
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lastMaterial = material;
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submeshTriangleCount += attachmentTriangleCount;
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vertexCount += attachmentVertexCount;
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}
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AddSubmesh(lastMaterial, submeshStartSlotIndex, drawOrderCount, submeshTriangleCount, submeshFirstVertex, true);
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// Set materials.
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if (submeshMaterials.Count == sharedMaterials.Length)
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submeshMaterials.CopyTo(sharedMaterials);
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else
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sharedMaterials = submeshMaterials.ToArray();
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renderer.sharedMaterials = sharedMaterials;
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// Ensure mesh data is the right size.
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Vector3[] vertices = this.vertices;
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bool newTriangles = vertexCount > vertices.Length;
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@ -219,7 +231,7 @@ public class SkeletonRenderer : MonoBehaviour {
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vertices[i] = zero;
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}
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lastVertexCount = vertexCount;
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// Setup mesh.
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float[] tempVertices = this.tempVertices;
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Vector2[] uvs = this.uvs;
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@ -234,13 +246,13 @@ public class SkeletonRenderer : MonoBehaviour {
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if (attachment is RegionAttachment) {
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RegionAttachment regionAttachment = (RegionAttachment)attachment;
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regionAttachment.ComputeWorldVertices(slot.bone, tempVertices);
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float z = i * zSpacing;
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vertices[vertexIndex] = new Vector3(tempVertices[RegionAttachment.X1], tempVertices[RegionAttachment.Y1], z);
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vertices[vertexIndex + 1] = new Vector3(tempVertices[RegionAttachment.X4], tempVertices[RegionAttachment.Y4], z);
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vertices[vertexIndex + 2] = new Vector3(tempVertices[RegionAttachment.X2], tempVertices[RegionAttachment.Y2], z);
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vertices[vertexIndex + 3] = new Vector3(tempVertices[RegionAttachment.X3], tempVertices[RegionAttachment.Y3], z);
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color.a = (byte)(a * slot.a * regionAttachment.a);
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color.r = (byte)(r * slot.r * regionAttachment.r * color.a);
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color.g = (byte)(g * slot.g * regionAttachment.g * color.a);
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@ -251,13 +263,13 @@ public class SkeletonRenderer : MonoBehaviour {
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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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float[] regionUVs = regionAttachment.uvs;
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uvs[vertexIndex] = new Vector2(regionUVs[RegionAttachment.X1], regionUVs[RegionAttachment.Y1]);
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uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4], regionUVs[RegionAttachment.Y4]);
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uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], regionUVs[RegionAttachment.Y2]);
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uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], regionUVs[RegionAttachment.Y3]);
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vertexIndex += 4;
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} else {
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if (!renderMeshes)
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@ -268,14 +280,14 @@ public class SkeletonRenderer : MonoBehaviour {
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if (tempVertices.Length < meshVertexCount)
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this.tempVertices = tempVertices = new float[meshVertexCount];
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meshAttachment.ComputeWorldVertices(slot, tempVertices);
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color.a = (byte)(a * slot.a * meshAttachment.a);
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color.r = (byte)(r * slot.r * meshAttachment.r * color.a);
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color.g = (byte)(g * slot.g * meshAttachment.g * color.a);
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color.b = (byte)(b * slot.b * meshAttachment.b * color.a);
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if (slot.data.additiveBlending)
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color.a = 0;
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float[] meshUVs = meshAttachment.uvs;
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float z = i * zSpacing;
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for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
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@ -284,38 +296,38 @@ public class SkeletonRenderer : MonoBehaviour {
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uvs[vertexIndex] = new Vector2(meshUVs[ii], meshUVs[ii + 1]);
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}
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} else if (attachment is SkinnedMeshAttachment) {
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SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
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int meshVertexCount = meshAttachment.uvs.Length;
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if (tempVertices.Length < meshVertexCount)
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this.tempVertices = tempVertices = new float[meshVertexCount];
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meshAttachment.ComputeWorldVertices(slot, tempVertices);
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color.a = (byte)(a * slot.a * meshAttachment.a);
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color.r = (byte)(r * slot.r * meshAttachment.r * color.a);
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color.g = (byte)(g * slot.g * meshAttachment.g * color.a);
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color.b = (byte)(b * slot.b * meshAttachment.b * color.a);
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if (slot.data.additiveBlending)
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color.a = 0;
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float[] meshUVs = meshAttachment.uvs;
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float z = i * zSpacing;
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for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
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vertices[vertexIndex] = new Vector3(tempVertices[ii], tempVertices[ii + 1], z);
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colors[vertexIndex] = color;
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uvs[vertexIndex] = new Vector2(meshUVs[ii], meshUVs[ii + 1]);
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}
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SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
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int meshVertexCount = meshAttachment.uvs.Length;
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if (tempVertices.Length < meshVertexCount)
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this.tempVertices = tempVertices = new float[meshVertexCount];
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meshAttachment.ComputeWorldVertices(slot, tempVertices);
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color.a = (byte)(a * slot.a * meshAttachment.a);
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color.r = (byte)(r * slot.r * meshAttachment.r * color.a);
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color.g = (byte)(g * slot.g * meshAttachment.g * color.a);
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color.b = (byte)(b * slot.b * meshAttachment.b * color.a);
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if (slot.data.additiveBlending)
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color.a = 0;
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float[] meshUVs = meshAttachment.uvs;
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float z = i * zSpacing;
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for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
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vertices[vertexIndex] = new Vector3(tempVertices[ii], tempVertices[ii + 1], z);
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colors[vertexIndex] = color;
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uvs[vertexIndex] = new Vector2(meshUVs[ii], meshUVs[ii + 1]);
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}
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}
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}
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}
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// Double buffer mesh.
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Mesh mesh = useMesh1 ? mesh1 : mesh2;
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meshFilter.sharedMesh = mesh;
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mesh.vertices = vertices;
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mesh.colors32 = colors;
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mesh.uv = uvs;
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int submeshCount = submeshMaterials.Count;
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mesh.subMeshCount = submeshCount;
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for (int i = 0; i < submeshCount; ++i)
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@ -330,7 +342,7 @@ public class SkeletonRenderer : MonoBehaviour {
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(useMesh1 ? mesh2 : mesh1).vertices = vertices; // Set other mesh vertices.
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mesh1.normals = normals;
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mesh2.normals = normals;
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if (calculateTangents) {
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Vector4[] tangents = new Vector4[vertexCount];
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Vector3 tangent = new Vector3(0, 0, 1);
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@ -340,22 +352,22 @@ public class SkeletonRenderer : MonoBehaviour {
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mesh2.tangents = tangents;
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}
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}
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useMesh1 = !useMesh1;
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}
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/** Stores vertices and triangles for a single material. */
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private void AddSubmesh (Material material, int startSlot, int endSlot, int triangleCount, int firstVertex, bool lastSubmesh) {
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private void AddSubmesh(Material material, int startSlot, int endSlot, int triangleCount, int firstVertex, bool lastSubmesh) {
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int submeshIndex = submeshMaterials.Count;
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submeshMaterials.Add(material);
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if (submeshes.Count <= submeshIndex)
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submeshes.Add(new Submesh());
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else if (immutableTriangles)
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return;
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return;
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Submesh submesh = submeshes[submeshIndex];
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int[] triangles = submesh.triangles;
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int trianglesCapacity = triangles.Length;
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if (lastSubmesh && trianglesCapacity > triangleCount) {
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@ -364,17 +376,18 @@ public class SkeletonRenderer : MonoBehaviour {
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triangles[i] = 0;
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submesh.triangleCount = triangleCount;
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} else if (trianglesCapacity != triangleCount) {
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// Reallocate triangles when not the exact size needed.
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submesh.triangles = triangles = new int[triangleCount];
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submesh.triangleCount = 0;
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}
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// Reallocate triangles when not the exact size needed.
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submesh.triangles = triangles = new int[triangleCount];
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submesh.triangleCount = 0;
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}
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if (!renderMeshes) {
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if (!renderMeshes && !frontFacing) {
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// Use stored triangles if possible.
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if (submesh.firstVertex != firstVertex || submesh.triangleCount < triangleCount) {
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submesh.triangleCount = triangleCount;
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submesh.firstVertex = firstVertex;
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for (int i = 0; i < triangleCount; i += 6, firstVertex += 4) {
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int drawOrderIndex = 0;
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for (int i = 0; i < triangleCount; i += 6, firstVertex += 4, drawOrderIndex++) {
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triangles[i] = firstVertex;
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triangles[i + 1] = firstVertex + 2;
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triangles[i + 2] = firstVertex + 1;
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@ -389,14 +402,27 @@ public class SkeletonRenderer : MonoBehaviour {
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// Store triangles.
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List<Slot> drawOrder = skeleton.DrawOrder;
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for (int i = startSlot, triangleIndex = 0; i < endSlot; i++) {
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Attachment attachment = drawOrder[i].attachment;
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Slot slot = drawOrder[i];
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Attachment attachment = slot.attachment;
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bool flip = frontFacing && ((slot.Bone.WorldFlipX != slot.Bone.WorldFlipY) != (Mathf.Sign(slot.Bone.WorldScaleX) != Mathf.Sign(slot.bone.WorldScaleY)));
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if (attachment is RegionAttachment) {
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triangles[triangleIndex] = firstVertex;
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triangles[triangleIndex + 1] = firstVertex + 2;
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triangles[triangleIndex + 2] = firstVertex + 1;
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triangles[triangleIndex + 3] = firstVertex + 2;
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triangles[triangleIndex + 4] = firstVertex + 3;
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triangles[triangleIndex + 5] = firstVertex + 1;
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if (!flip) {
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triangles[triangleIndex] = firstVertex;
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triangles[triangleIndex + 1] = firstVertex + 2;
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triangles[triangleIndex + 2] = firstVertex + 1;
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triangles[triangleIndex + 3] = firstVertex + 2;
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triangles[triangleIndex + 4] = firstVertex + 3;
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triangles[triangleIndex + 5] = firstVertex + 1;
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} else {
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triangles[triangleIndex] = firstVertex + 1;
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triangles[triangleIndex + 1] = firstVertex + 2;
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triangles[triangleIndex + 2] = firstVertex;
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triangles[triangleIndex + 3] = firstVertex + 1;
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triangles[triangleIndex + 4] = firstVertex + 3;
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triangles[triangleIndex + 5] = firstVertex + 2;
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}
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triangleIndex += 6;
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firstVertex += 4;
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continue;
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@ -408,17 +434,28 @@ public class SkeletonRenderer : MonoBehaviour {
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attachmentVertexCount = meshAttachment.vertices.Length >> 1;
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attachmentTriangles = meshAttachment.triangles;
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} else if (attachment is SkinnedMeshAttachment) {
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SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
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attachmentVertexCount = meshAttachment.uvs.Length >> 1;
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attachmentTriangles = meshAttachment.triangles;
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} else
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continue;
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for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
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triangles[triangleIndex] = firstVertex + attachmentTriangles[ii];
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SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
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attachmentVertexCount = meshAttachment.uvs.Length >> 1;
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attachmentTriangles = meshAttachment.triangles;
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} else
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continue;
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if (flip) {
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for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii += 3, triangleIndex += 3) {
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triangles[triangleIndex + 2] = firstVertex + attachmentTriangles[ii];
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triangles[triangleIndex + 1] = firstVertex + attachmentTriangles[ii + 1];
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triangles[triangleIndex] = firstVertex + attachmentTriangles[ii + 2];
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}
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} else {
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for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++) {
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triangles[triangleIndex] = firstVertex + attachmentTriangles[ii];
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}
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}
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firstVertex += attachmentVertexCount;
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}
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}
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#if UNITY_EDITOR
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void OnDrawGizmos() {
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// Make selection easier by drawing a clear gizmo over the skeleton.
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@ -434,7 +471,7 @@ public class SkeletonRenderer : MonoBehaviour {
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float width = max.x - min.x;
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float height = max.y - min.y;
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gizmosCenter = new Vector3(min.x + (width / 2f), min.y + (height / 2f), 0f);
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gizmosSize = new Vector3(width, height, 1f);
|
||||
gizmosSize = new Vector3(width, height, 1f);
|
||||
Gizmos.color = Color.clear;
|
||||
Gizmos.matrix = transform.localToWorldMatrix;
|
||||
Gizmos.DrawCube(gizmosCenter, gizmosSize);
|
||||
|
||||
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Reference in New Issue
Block a user