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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-14 02:58:44 +08:00
[Unity] Fix attachment match check.
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@ -39,7 +39,7 @@ namespace Spine.Unity.MeshGeneration {
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readonly DoubleBuffered<SmartMesh> doubleBufferedSmartMesh = new DoubleBuffered<SmartMesh>();
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readonly ExposedList<SubmeshInstruction> currentInstructions = new ExposedList<SubmeshInstruction>();
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readonly ExposedList<Attachment> currentAttachments = new ExposedList<Attachment>();
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readonly ExposedList<Attachment> attachmentBuffer = new ExposedList<Attachment>();
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readonly ExposedList<SubmeshTriangleBuffer> submeshBuffers = new ExposedList<SubmeshTriangleBuffer>();
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Material[] sharedMaterials = new Material[0];
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@ -90,9 +90,8 @@ namespace Spine.Unity.MeshGeneration {
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}
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// For each submesh, add vertex data from attachments.
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var currentAttachments_ = this.currentAttachments;
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bool structureDoesntMatch = vertBufferResized || submeshBuffersResized || smartMesh.StructureDoesntMatch(currentAttachments_, currentInstructions);
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currentAttachments_.Clear(false);
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var workingAttachments = this.attachmentBuffer;
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workingAttachments.Clear(false);
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int vertexIndex = 0; // modified by FillVerts
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for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
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var currentInstruction = currentInstructionsItems[submeshIndex];
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@ -102,13 +101,18 @@ namespace Spine.Unity.MeshGeneration {
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var skeletonDrawOrderItems = skeleton.DrawOrder.Items;
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for (int i = startSlot; i < endSlot; i++) {
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var ca = skeletonDrawOrderItems[i].attachment;
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if (ca != null) currentAttachments_.Add(ca); // Includes BoundingBoxes. This is ok.
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if (ca != null) workingAttachments.Add(ca); // Includes BoundingBoxes. This is ok.
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}
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ArraysMeshGenerator.FillVerts(skeleton, startSlot, endSlot, zSpacing, this.premultiplyVertexColors, this.meshVertices, this.meshUVs, this.meshColors32, ref vertexIndex, ref this.attachmentVertexBuffer, ref meshBoundsMin, ref meshBoundsMax);
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}
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bool structureDoesntMatch = vertBufferResized || submeshBuffersResized || smartMesh.StructureDoesntMatch(workingAttachments, currentInstructions);
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for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
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var currentInstruction = currentInstructionsItems[submeshIndex];
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if (structureDoesntMatch) {
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var currentBuffer = submeshBuffers.Items[submeshIndex];
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bool isLastSubmesh = (submeshIndex == submeshCount - 1);
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ArraysMeshGenerator.FillTriangles(skeleton, currentInstruction.triangleCount, currentInstruction.firstVertexIndex, startSlot, endSlot, ref currentBuffer.triangles, isLastSubmesh);
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ArraysMeshGenerator.FillTriangles(currentInstruction.skeleton, currentInstruction.triangleCount, currentInstruction.firstVertexIndex, currentInstruction.startSlot, currentInstruction.endSlot, ref currentBuffer.triangles, isLastSubmesh);
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}
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}
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@ -118,7 +122,7 @@ namespace Spine.Unity.MeshGeneration {
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}
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// STEP 3: Assign the buffers into the Mesh.
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smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, currentAttachments, currentInstructions);
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smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, workingAttachments, currentInstructions);
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mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
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#if SPINE_OPTIONAL_NORMALS
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this.TryAddNormalsTo(mesh, vertexCount);
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@ -184,7 +188,6 @@ namespace Spine.Unity.MeshGeneration {
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) return true;
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}
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//Debug.Log("structure matched");
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return false;
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}
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}
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