[unity] Fixed committed conflict markers (reverted to state beforehand).

This commit is contained in:
Harald Csaszar 2021-04-06 21:18:57 +02:00
parent 01902e2393
commit 598d257b2d

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@ -228,121 +228,16 @@ namespace Spine.Unity.AttachmentTools {
}
#region Runtime Repacking
static readonly Dictionary<AtlasRegion, int> existingRegions = new Dictionary<AtlasRegion, int>();
static readonly List<int> regionIndices = new List<int>();
static readonly List<Texture2D> texturesToPack = new List<Texture2D>();
static readonly List<AtlasRegion> originalRegions = new List<AtlasRegion>();
static readonly List<AtlasRegion> repackedRegions = new List<AtlasRegion>();
static readonly List<Attachment> repackedAttachments = new List<Attachment>();
static List<Texture2D>[] texturesToPackAtParam = new List<Texture2D>[1];
/// <summary>
/// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments,
/// but mapped to a new single texture using the same material.</summary>
/// <remarks>Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
/// to free resources.</remarks>
/// <param name="sourceAttachments">The list of attachments to be repacked.</param>
<<<<<<< HEAD
/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.
/// May be equal to <c>sourceAttachments</c> for in-place operation.</param>
/// <param name="materialPropertySource">May be null. If no Material property source is provided, a material with
/// default parameters using the provided <c>shader</c> will be created.</param>
=======
/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.</param>
///
/// <param name="materialPropertySource">May be null. If no Material property source is provided, no special </param>
public static void GetRepackedAttachments (List<Attachment> sourceAttachments, List<Attachment> outputAttachments, Material materialPropertySource, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, string newAssetName = "Repacked Attachments", bool clearCache = false, bool useOriginalNonrenderables = true) {
if (sourceAttachments == null) throw new System.ArgumentNullException("sourceAttachments");
if (outputAttachments == null) throw new System.ArgumentNullException("outputAttachments");
// Use shared lists to detect and use shared regions.
existingRegions.Clear();
regionIndices.Clear();
texturesToPack.Clear();
originalRegions.Clear();
outputAttachments.Clear();
outputAttachments.AddRange(sourceAttachments);
int newRegionIndex = 0;
for (int i = 0, n = sourceAttachments.Count; i < n; i++) {
var originalAttachment = sourceAttachments[i];
if (IsRenderable(originalAttachment)) {
var newAttachment = originalAttachment.GetCopy(true);
var region = newAttachment.GetRegion();
int existingIndex;
if (existingRegions.TryGetValue(region, out existingIndex)) {
regionIndices.Add(existingIndex); // Store the region index for the eventual new attachment.
} else {
originalRegions.Add(region);
texturesToPack.Add(region.ToTexture(textureFormat, mipmaps)); // Add the texture to the PackTextures argument
existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
regionIndices.Add(newRegionIndex); // Store the region index for the eventual new attachment.
newRegionIndex++;
}
outputAttachments[i] = newAttachment;
} else {
outputAttachments[i] = useOriginalNonrenderables ? originalAttachment : originalAttachment.GetCopy(true);
regionIndices.Add(NonrenderingRegion); // Output attachments pairs with regionIndexes list 1:1. Pad with a sentinel if the attachment doesn't have a region.
}
}
// Fill a new texture with the collected attachment textures.
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);
newTexture.mipMapBias = AtlasUtilities.DefaultMipmapBias;
newTexture.name = newAssetName;
// Copy settings
if (texturesToPack.Count > 0) {
var sourceTexture = texturesToPack[0];
newTexture.CopyTextureAttributesFrom(sourceTexture);
}
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
// Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
Shader shader = materialPropertySource == null ? Shader.Find("Spine/Skeleton") : materialPropertySource.shader;
var newMaterial = new Material(shader);
if (materialPropertySource != null) {
newMaterial.CopyPropertiesFromMaterial(materialPropertySource);
newMaterial.shaderKeywords = materialPropertySource.shaderKeywords;
}
newMaterial.name = newAssetName;
newMaterial.mainTexture = newTexture;
var page = newMaterial.ToSpineAtlasPage();
page.name = newAssetName;
repackedRegions.Clear();
for (int i = 0, n = originalRegions.Count; i < n; i++) {
var oldRegion = originalRegions[i];
var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
repackedRegions.Add(newRegion);
}
// Map the cloned attachments to the repacked atlas.
for (int i = 0, n = outputAttachments.Count; i < n; i++) {
var a = outputAttachments[i];
if (IsRenderable(a))
a.SetRegion(repackedRegions[regionIndices[i]]);
}
// Clean up.
if (clearCache)
AtlasUtilities.ClearCache();
outputTexture = newTexture;
outputMaterial = newMaterial;
}
/// <summary>
/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas
/// comprised of all the regions from the original skin.</summary>
/// <remarks>GetRepackedSkin is an expensive operation, preferably call it at level load time.
/// No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.
/// Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
/// to free resources.</remarks>
>>>>>>> 3.8
/// <param name="additionalTexturePropertyIDsToCopy">Optional additional textures (such as normal maps) to copy while repacking.
/// To copy e.g. the main texture and normal maps, pass 'new int[] { Shader.PropertyToID("_BumpMap") }' at this parameter.</param>
/// <param name="additionalOutputTextures">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
@ -417,31 +312,17 @@ namespace Spine.Unity.AttachmentTools {
}
// Use these to detect and use shared regions.
existingRegions.Clear();
regionIndices.Clear();
var existingRegions = new Dictionary<AtlasRegion, int>();
var regionIndexes = new List<int>();
<<<<<<< HEAD
// Collect all textures from original attachments.
=======
// Collect all textures from the attachments of the original skin.
repackedAttachments.Clear();
>>>>>>> 3.8
int numTextureParamsToRepack = 1 + (additionalTexturePropertyIDsToCopy == null ? 0 : additionalTexturePropertyIDsToCopy.Length);
additionalOutputTextures = (additionalTexturePropertyIDsToCopy == null ? null : new Texture2D[additionalTexturePropertyIDsToCopy.Length]);
if (texturesToPackAtParam.Length < numTextureParamsToRepack)
Array.Resize(ref texturesToPackAtParam, numTextureParamsToRepack);
List<Texture2D>[] texturesToPackAtParam = new List<Texture2D>[numTextureParamsToRepack];
for (int i = 0; i < numTextureParamsToRepack; ++i) {
if (texturesToPackAtParam[i] != null)
texturesToPackAtParam[i].Clear();
else
texturesToPackAtParam[i] = new List<Texture2D>();
texturesToPackAtParam[i] = new List<Texture2D>();
}
<<<<<<< HEAD
var originalRegions = new List<AtlasRegion>();
=======
originalRegions.Clear();
int newRegionIndex = 0;
>>>>>>> 3.8
if (!object.ReferenceEquals(sourceAttachments, outputAttachments)) {
outputAttachments.Clear();
@ -458,14 +339,9 @@ namespace Spine.Unity.AttachmentTools {
var region = ((IHasRendererObject)newAttachment).RendererObject as AtlasRegion;
int existingIndex;
if (existingRegions.TryGetValue(region, out existingIndex)) {
<<<<<<< HEAD
regionIndexes.Add(existingIndex);
}
else {
=======
regionIndices.Add(existingIndex); // Store the region index for the eventual new attachment.
} else {
>>>>>>> 3.8
originalRegions.Add(region);
for (int i = 0; i < numTextureParamsToRepack; ++i) {
Texture2D regionTexture = (i == 0 ?
@ -475,14 +351,9 @@ namespace Spine.Unity.AttachmentTools {
mipmaps, additionalTexturePropertyIDsToCopy[i - 1], additionalTextureIsLinear[i - 1]));
texturesToPackAtParam[i].Add(regionTexture);
}
<<<<<<< HEAD
existingRegions.Add(region, newRegionIndex);
regionIndexes.Add(newRegionIndex);
=======
existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
regionIndices.Add(newRegionIndex); // Store the region index for the eventual new attachment.
>>>>>>> 3.8
newRegionIndex++;
}
@ -533,7 +404,7 @@ namespace Spine.Unity.AttachmentTools {
var page = newMaterial.ToSpineAtlasPage();
page.name = newAssetName;
repackedRegions.Clear();
var repackedRegions = new List<AtlasRegion>();
for (int i = 0, n = originalRegions.Count; i < n; i++) {
var oldRegion = originalRegions[i];
var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
@ -541,17 +412,10 @@ namespace Spine.Unity.AttachmentTools {
}
// Map the cloned attachments to the repacked atlas.
<<<<<<< HEAD
for (int i = 0, n = outputAttachments.Count; i < n; i++) {
var a = outputAttachments[i];
if (a is IHasRendererObject)
a.SetRegion(repackedRegions[regionIndexes[i]]);
=======
for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
var a = repackedAttachments[i];
if (IsRenderable(a))
a.SetRegion(repackedRegions[regionIndices[i]]);
>>>>>>> 3.8
}
// Clean up.
@ -672,15 +536,6 @@ namespace Spine.Unity.AttachmentTools {
if (output == null) {
Texture2D sourceTexture = texturePropertyId == 0 ? ar.GetMainTexture() : ar.GetTexture(texturePropertyId);
Rect r = ar.GetUnityRect();
// Compensate any image resizing due to Texture 'Max Size' import settings.
// sourceTexture.width returns the resized image dimensions, at least in newer Unity versions.
if (sourceTexture.width < ar.page.width) {
float scaleX = (float)(sourceTexture.width) / (float)(ar.page.width);
float scaleY = (float)(sourceTexture.height) / (float)(ar.page.height);
var scale = new Vector2(scaleX, scaleY);
r = new Rect(Vector2.Scale(r.position, scale), Vector2.Scale(r.size, scale));
}
int width = (int)r.width;
int height = (int)r.height;
output = new Texture2D(width, height, textureFormat, mipmaps, linear) { name = ar.name };