Multiple submeshes per part.

This commit is contained in:
pharan 2016-03-16 02:47:22 +08:00
parent 852102ab8f
commit 8e8b5e3904
32 changed files with 1404 additions and 1092 deletions

View File

@ -0,0 +1,149 @@
using UnityEngine;
using System.Collections;
namespace Spine.Unity.MeshGeneration {
public static class ArraysBuffers {
public static void Fill (Skeleton skeleton, int startSlot, int endSlot, float zSpacing, bool pmaColors, Vector3[] vertices, Vector2[] uvs, Color32[] colors32, ref int vertexIndex, ref float[] attVertBuffer, ref Vector3 meshBoundsMin, ref Vector3 meshBoundsMax) {
Color32 color;
var skeletonDrawOrderItems = skeleton.DrawOrder.Items;
float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b;
// drawOrder[endSlot] is excluded
for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
var slot = skeletonDrawOrderItems[slotIndex];
var attachment = slot.attachment;
float z = slotIndex * zSpacing;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
regionAttachment.ComputeWorldVertices(slot.bone, attVertBuffer);
float x1 = attVertBuffer[RegionAttachment.X1], y1 = attVertBuffer[RegionAttachment.Y1];
float x2 = attVertBuffer[RegionAttachment.X2], y2 = attVertBuffer[RegionAttachment.Y2];
float x3 = attVertBuffer[RegionAttachment.X3], y3 = attVertBuffer[RegionAttachment.Y3];
float x4 = attVertBuffer[RegionAttachment.X4], y4 = attVertBuffer[RegionAttachment.Y4];
vertices[vertexIndex].x = x1; vertices[vertexIndex].y = y1; vertices[vertexIndex].z = z;
vertices[vertexIndex + 1].x = x4; vertices[vertexIndex + 1].y = y4; vertices[vertexIndex + 1].z = z;
vertices[vertexIndex + 2].x = x2; vertices[vertexIndex + 2].y = y2; vertices[vertexIndex + 2].z = z;
vertices[vertexIndex + 3].x = x3; vertices[vertexIndex + 3].y = y3; vertices[vertexIndex + 3].z = z;
if (pmaColors) {
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);
color.b = (byte)(b * slot.b * regionAttachment.b * color.a);
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
} else {
color.a = (byte)(a * slot.a * regionAttachment.a);
color.r = (byte)(r * slot.r * regionAttachment.r * 255);
color.g = (byte)(g * slot.g * regionAttachment.g * 255);
color.b = (byte)(b * slot.b * regionAttachment.b * 255);
}
colors32[vertexIndex] = color; colors32[vertexIndex + 1] = color; colors32[vertexIndex + 2] = color; colors32[vertexIndex + 3] = color;
float[] regionUVs = regionAttachment.uvs;
uvs[vertexIndex].x = regionUVs[RegionAttachment.X1]; uvs[vertexIndex].y = regionUVs[RegionAttachment.Y1];
uvs[vertexIndex + 1].x = regionUVs[RegionAttachment.X4]; uvs[vertexIndex + 1].y = regionUVs[RegionAttachment.Y4];
uvs[vertexIndex + 2].x = regionUVs[RegionAttachment.X2]; uvs[vertexIndex + 2].y = regionUVs[RegionAttachment.Y2];
uvs[vertexIndex + 3].x = regionUVs[RegionAttachment.X3]; uvs[vertexIndex + 3].y = regionUVs[RegionAttachment.Y3];
// Calculate min/max X
if (x1 < meshBoundsMin.x) meshBoundsMin.x = x1;
else if (x1 > meshBoundsMax.x) meshBoundsMax.x = x1;
if (x2 < meshBoundsMin.x) meshBoundsMin.x = x2;
else if (x2 > meshBoundsMax.x) meshBoundsMax.x = x2;
if (x3 < meshBoundsMin.x) meshBoundsMin.x = x3;
else if (x3 > meshBoundsMax.x) meshBoundsMax.x = x3;
if (x4 < meshBoundsMin.x) meshBoundsMin.x = x4;
else if (x4 > meshBoundsMax.x) meshBoundsMax.x = x4;
// Calculate min/max Y
if (y1 < meshBoundsMin.y) meshBoundsMin.y = y1;
else if (y1 > meshBoundsMax.y) meshBoundsMax.y = y1;
if (y2 < meshBoundsMin.y) meshBoundsMin.y = y2;
else if (y2 > meshBoundsMax.y) meshBoundsMax.y = y2;
if (y3 < meshBoundsMin.y) meshBoundsMin.y = y3;
else if (y3 > meshBoundsMax.y) meshBoundsMax.y = y3;
if (y4 < meshBoundsMin.y) meshBoundsMin.y = y4;
else if (y4 > meshBoundsMax.y) meshBoundsMax.y = y4;
vertexIndex += 4;
} else {
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
int meshVertexCount = meshAttachment.vertices.Length;
if (attVertBuffer.Length < meshVertexCount) attVertBuffer = new float[meshVertexCount];
meshAttachment.ComputeWorldVertices(slot, attVertBuffer);
if (pmaColors) {
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.blendMode == BlendMode.additive) color.a = 0;
} else {
color.a = (byte)(a * slot.a * meshAttachment.a);
color.r = (byte)(r * slot.r * meshAttachment.r * 255);
color.g = (byte)(g * slot.g * meshAttachment.g * 255);
color.b = (byte)(b * slot.b * meshAttachment.b * 255);
}
float[] attachmentUVs = meshAttachment.uvs;
for (int iii = 0; iii < meshVertexCount; iii += 2) {
float x = attVertBuffer[iii], y = attVertBuffer[iii + 1];
vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z;
colors32[vertexIndex] = color; uvs[vertexIndex].x = attachmentUVs[iii]; uvs[vertexIndex].y = attachmentUVs[iii + 1];
if (x < meshBoundsMin.x) meshBoundsMin.x = x;
else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
if (y < meshBoundsMin.y) meshBoundsMin.y = y;
else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
vertexIndex++;
}
} else {
var weightedMeshAttachment = attachment as WeightedMeshAttachment;
if (weightedMeshAttachment != null) {
int meshVertexCount = weightedMeshAttachment.uvs.Length;
if (attVertBuffer.Length < meshVertexCount) attVertBuffer = new float[meshVertexCount];
weightedMeshAttachment.ComputeWorldVertices(slot, attVertBuffer);
if (pmaColors) {
color.a = (byte)(a * slot.a * weightedMeshAttachment.a);
color.r = (byte)(r * slot.r * weightedMeshAttachment.r * color.a);
color.g = (byte)(g * slot.g * weightedMeshAttachment.g * color.a);
color.b = (byte)(b * slot.b * weightedMeshAttachment.b * color.a);
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
} else {
color.a = (byte)(a * slot.a * weightedMeshAttachment.a);
color.r = (byte)(r * slot.r * weightedMeshAttachment.r * 255);
color.g = (byte)(g * slot.g * weightedMeshAttachment.g * 255);
color.b = (byte)(b * slot.b * weightedMeshAttachment.b * 255);
}
float[] attachmentUVs = weightedMeshAttachment.uvs;
for (int iii = 0; iii < meshVertexCount; iii += 2) {
float x = attVertBuffer[iii], y = attVertBuffer[iii + 1];
vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z;
colors32[vertexIndex] = color;
uvs[vertexIndex].x = attachmentUVs[iii]; uvs[vertexIndex].y = attachmentUVs[iii + 1];
if (x < meshBoundsMin.x) meshBoundsMin.x = x;
else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
if (y < meshBoundsMin.y) meshBoundsMin.y = y;
else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
vertexIndex++;
}
}
}
}
}
} // Fill(...)
}
}

View File

@ -1,6 +1,6 @@
fileFormatVersion: 2
guid: d8742ee1d54c9954d95c9e6508806ac2
timeCreated: 1457405832
guid: 043e864df13214e4989d29c17a863b08
timeCreated: 1458056200
licenseType: Free
MonoImporter:
serializedVersion: 2

View File

@ -32,7 +32,7 @@
using UnityEngine;
using System.Collections;
namespace Spine.Unity {
namespace Spine.Unity.MeshGeneration {
public class ArraysSimpleMeshGenerator : ISimpleMeshGenerator {
#region Settings
protected float scale = 1f;
@ -42,6 +42,8 @@ namespace Spine.Unity {
}
public bool renderMeshes = true;
public bool premultiplyVertexColors = true;
#endregion
#region Buffers
@ -112,14 +114,11 @@ namespace Spine.Unity {
// Step 3 : Push vertices to arrays
//
const float z = 0;
const float zSpacing = 0;
const float zFauxHalfThickness = 0.01f; // Somehow needs this thickness for bounds to work properly in some cases (eg, Unity UI clipping)
float[] tempVertices = this.tempVertices;
Vector2[] uvs = this.uvs;
Color32[] colors = this.colors;
int vertexIndex = 0;
Color32 color;
float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b;
Vector3 meshBoundsMin;
Vector3 meshBoundsMax;
@ -134,116 +133,23 @@ namespace Spine.Unity {
meshBoundsMin.z = -zFauxHalfThickness;
meshBoundsMax.z = zFauxHalfThickness;
int i = 0;
do {
Slot slot = drawOrderItems[i];
Attachment attachment = slot.attachment;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
regionAttachment.ComputeWorldVertices(slot.bone, tempVertices);
int vertexIndex = 0;
ArraysBuffers.Fill(skeleton, 0, drawOrderCount, zSpacing, this.premultiplyVertexColors, vertices, uvs, colors, ref vertexIndex, ref tempVertices, ref meshBoundsMin, ref meshBoundsMax);
this.tempVertices = tempVertices;
float x1 = tempVertices[RegionAttachment.X1], y1 = tempVertices[RegionAttachment.Y1];
float x2 = tempVertices[RegionAttachment.X2], y2 = tempVertices[RegionAttachment.Y2];
float x3 = tempVertices[RegionAttachment.X3], y3 = tempVertices[RegionAttachment.Y3];
float x4 = tempVertices[RegionAttachment.X4], y4 = tempVertices[RegionAttachment.Y4];
vertices[vertexIndex].x = x1 * scale; vertices[vertexIndex].y = y1 * scale; vertices[vertexIndex].z = z;
vertices[vertexIndex + 1].x = x4 * scale; vertices[vertexIndex + 1].y = y4 * scale; vertices[vertexIndex + 1].z = z;
vertices[vertexIndex + 2].x = x2 * scale; vertices[vertexIndex + 2].y = y2 * scale; vertices[vertexIndex + 2].z = z;
vertices[vertexIndex + 3].x = x3 * scale; vertices[vertexIndex + 3].y = y3 * scale; vertices[vertexIndex + 3].z = z;
// Apply scale to vertices
for (int i = 0; i < totalVertexCount; i++) {
var v = vertices[i];
v.x *= scale;
v.y *= scale;
vertices[i] = v;
}
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);
color.b = (byte)(b * slot.b * regionAttachment.b * color.a);
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
colors[vertexIndex] = color; colors[vertexIndex + 1] = color; colors[vertexIndex + 2] = color; colors[vertexIndex + 3] = color;
meshBoundsMax.x *= scale;
meshBoundsMax.y *= scale;
meshBoundsMin.x *= scale;
meshBoundsMax.y *= scale;
float[] regionUVs = regionAttachment.uvs;
uvs[vertexIndex].x = regionUVs[RegionAttachment.X1]; uvs[vertexIndex].y = regionUVs[RegionAttachment.Y1];
uvs[vertexIndex + 1].x = regionUVs[RegionAttachment.X4]; uvs[vertexIndex + 1].y = regionUVs[RegionAttachment.Y4];
uvs[vertexIndex + 2].x = regionUVs[RegionAttachment.X2]; uvs[vertexIndex + 2].y = regionUVs[RegionAttachment.Y2];
uvs[vertexIndex + 3].x = regionUVs[RegionAttachment.X3]; uvs[vertexIndex + 3].y = regionUVs[RegionAttachment.Y3];
// Calculate min/max X
if (x1 < meshBoundsMin.x) meshBoundsMin.x = x1;
else if (x1 > meshBoundsMax.x) meshBoundsMax.x = x1;
if (x2 < meshBoundsMin.x) meshBoundsMin.x = x2;
else if (x2 > meshBoundsMax.x) meshBoundsMax.x = x2;
if (x3 < meshBoundsMin.x) meshBoundsMin.x = x3;
else if (x3 > meshBoundsMax.x) meshBoundsMax.x = x3;
if (x4 < meshBoundsMin.x) meshBoundsMin.x = x4;
else if (x4 > meshBoundsMax.x) meshBoundsMax.x = x4;
// Calculate min/max Y
if (y1 < meshBoundsMin.y) meshBoundsMin.y = y1;
else if (y1 > meshBoundsMax.y) meshBoundsMax.y = y1;
if (y2 < meshBoundsMin.y) meshBoundsMin.y = y2;
else if (y2 > meshBoundsMax.y) meshBoundsMax.y = y2;
if (y3 < meshBoundsMin.y) meshBoundsMin.y = y3;
else if (y3 > meshBoundsMax.y) meshBoundsMax.y = y3;
if (y4 < meshBoundsMin.y) meshBoundsMin.y = y4;
else if (y4 > meshBoundsMax.y) meshBoundsMax.y = y4;
vertexIndex += 4;
} else {
if (!renderMeshes) continue;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
int meshVertexCount = meshAttachment.vertices.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.blendMode == BlendMode.additive) color.a = 0;
float[] meshUVs = meshAttachment.uvs;
for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
float x = tempVertices[ii], y = tempVertices[ii + 1];
vertices[vertexIndex].x = x * scale; vertices[vertexIndex].y = y * scale; vertices[vertexIndex].z = z;
colors[vertexIndex] = color;
uvs[vertexIndex].x = meshUVs[ii]; uvs[vertexIndex].y = meshUVs[ii + 1];
if (x < meshBoundsMin.x) meshBoundsMin.x = x;
else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
if (y < meshBoundsMin.y) meshBoundsMin.y = y;
else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
}
} else {
var skinnedMeshAttachment = attachment as WeightedMeshAttachment;
if (skinnedMeshAttachment != null) {
int meshVertexCount = skinnedMeshAttachment.uvs.Length;
if (tempVertices.Length < meshVertexCount)
this.tempVertices = tempVertices = new float[meshVertexCount];
skinnedMeshAttachment.ComputeWorldVertices(slot, tempVertices);
color.a = (byte)(a * slot.a * skinnedMeshAttachment.a);
color.r = (byte)(r * slot.r * skinnedMeshAttachment.r * color.a);
color.g = (byte)(g * slot.g * skinnedMeshAttachment.g * color.a);
color.b = (byte)(b * slot.b * skinnedMeshAttachment.b * color.a);
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
float[] meshUVs = skinnedMeshAttachment.uvs;
for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
float x = tempVertices[ii], y = tempVertices[ii + 1];
vertices[vertexIndex].x = x * scale; vertices[vertexIndex].y = y * scale; vertices[vertexIndex].z = z;
colors[vertexIndex] = color;
uvs[vertexIndex].x = meshUVs[ii]; uvs[vertexIndex].y = meshUVs[ii + 1];
if (x < meshBoundsMin.x) meshBoundsMin.x = x;
else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
if (y < meshBoundsMin.y) meshBoundsMin.y = y;
else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
}
}
}
}
} while (++i < drawOrderCount);
}

View File

@ -0,0 +1,185 @@
using UnityEngine;
using System.Collections;
namespace Spine.Unity.MeshGeneration {
public class ArraysSingleSubmeshGenerator : ISingleSubmeshGenerator {
public float zSpacing = 0f;
bool premultiplyVertexColors = true;
public bool PremultiplyVertexColors { get { return this.premultiplyVertexColors; } set { this.premultiplyVertexColors = value; } }
public Mesh GenerateMesh (SubmeshInstruction instruction) {
float zSpacing = this.zSpacing;
float[] attVertBuffer = this.attachmentVertexBuffer;
Vector2[] uvs = this.meshUVs;
Color32[] colors32 = this.meshColors32;
var attachmentList = this.attachmentListBuffer;
attachmentList.Clear();
// Ensure correct buffer sizes.
Vector3[] vertices = this.meshVertices;
int instructionVertexCount = instruction.vertexCount;
bool newVertices = vertices == null || instructionVertexCount > vertices.Length;
if (newVertices) {
this.meshVertices = vertices = new Vector3[instructionVertexCount];
this.meshColors32 = colors32 = new Color32[instructionVertexCount];
this.meshUVs = uvs = new Vector2[instructionVertexCount];
} else {
var zero = Vector3.zero;
for (int i = instructionVertexCount, n = this.meshVertices.Length; i < n; i++)
vertices[i] = zero;
}
Vector3 meshBoundsMin;
Vector3 meshBoundsMax;
int attachmentCount = instruction.endSlot - instruction.startSlot;
// Initial values for manual Mesh Bounds calculation
if (attachmentCount <= 0) {
meshBoundsMin = new Vector3(0, 0, 0);
meshBoundsMax = new Vector3(0, 0, 0);
} else {
meshBoundsMin.x = int.MaxValue;
meshBoundsMin.y = int.MaxValue;
meshBoundsMax.x = int.MinValue;
meshBoundsMax.y = int.MinValue;
if (zSpacing > 0f) {
meshBoundsMin.z = 0f;
meshBoundsMax.z = zSpacing * (attachmentCount - 1);
} else {
meshBoundsMin.z = zSpacing * (attachmentCount - 1);
meshBoundsMax.z = 0f;
}
}
var skeleton = instruction.skeleton;
int vertexIndex = 0;
ArraysBuffers.Fill(skeleton, instruction.startSlot, instruction.endSlot, this.zSpacing, this.premultiplyVertexColors, vertices, uvs, colors32, ref vertexIndex, ref attVertBuffer, ref meshBoundsMin, ref meshBoundsMax);
this.attachmentVertexBuffer = attVertBuffer;
var smartMesh = this.doubleBufferedSmartMesh.GetNext();
var mesh = smartMesh.mesh;
bool structureDoesntMatch = newVertices || smartMesh.StructureDoesntMatch(attachmentList, instruction);
// Push triangles in this submesh
if (structureDoesntMatch) {
mesh.Clear();
int triangleCount = instruction.triangleCount;
int[] thisTriangles = this.triangles;
if (triangles == null || triangles.Length < triangleCount) {
this.triangles = thisTriangles = new int[triangleCount];
} else if (triangles.Length > triangleCount) {
for (int i = triangleCount; i < triangles.Length; i++)
thisTriangles[i] = 0;
}
// Iterate through submesh slots and store the triangles.
int triangleIndex = 0;
int afv = 0; // attachment first vertex, for single submesh, don't use instructions.firstVertexIndex
var skeletonDrawOrderItems = skeleton.drawOrder.Items;
for (int i = instruction.startSlot, n = instruction.endSlot; i < n; i++) {
var attachment = skeletonDrawOrderItems[i].attachment;
if (attachment is RegionAttachment) {
thisTriangles[triangleIndex] = afv; thisTriangles[triangleIndex + 1] = afv + 2; thisTriangles[triangleIndex + 2] = afv + 1;
thisTriangles[triangleIndex + 3] = afv + 2; thisTriangles[triangleIndex + 4] = afv + 3; thisTriangles[triangleIndex + 5] = afv + 1;
triangleIndex += 6;
afv += 4;
} else {
int[] attachmentTriangles;
int attachmentVertexCount;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentVertexCount = meshAttachment.vertices.Length >> 1; // length/2
attachmentTriangles = meshAttachment.triangles;
} else {
var weightedMeshAttachment = attachment as WeightedMeshAttachment;
if (weightedMeshAttachment != null) {
attachmentVertexCount = weightedMeshAttachment.uvs.Length >> 1; // length/2
attachmentTriangles = weightedMeshAttachment.triangles;
} else
continue;
}
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
thisTriangles[triangleIndex] = afv + attachmentTriangles[ii];
afv += attachmentVertexCount;
}
} // Done adding current submesh triangles
}
Vector3 meshBoundsExtents = (meshBoundsMax - meshBoundsMin);
Vector3 meshCenter = meshBoundsMin + meshBoundsExtents * 0.5f;
smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, attachmentList, instruction);
mesh.bounds = new Bounds(meshCenter, meshBoundsExtents);
if (structureDoesntMatch) {
mesh.triangles = triangles;
}
return smartMesh.mesh;
}
readonly DoubleBuffered<ArraysSingleSubmeshGenerator.SmartMesh> doubleBufferedSmartMesh = new DoubleBuffered<SmartMesh>();
readonly ExposedList<Attachment> attachmentListBuffer = new ExposedList<Attachment>();
float[] attachmentVertexBuffer = new float[8];
Vector3[] meshVertices;
Color32[] meshColors32;
Vector2[] meshUVs;
int[] triangles;
class SmartMesh {
public readonly Mesh mesh = SpineMesh.NewMesh();
SubmeshInstruction instructionsUsed;
readonly ExposedList<Attachment> attachmentsUsed = new ExposedList<Attachment>();
public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, ExposedList<Attachment> attachmentList, SubmeshInstruction instructions) {
mesh.vertices = verts;
mesh.uv = uvs;
mesh.colors32 = colors;
instructionsUsed = instructions;
attachmentsUsed.Clear();
attachmentsUsed.GrowIfNeeded(attachmentList.Capacity);
attachmentsUsed.Count = attachmentList.Count;
attachmentList.CopyTo(attachmentsUsed.Items);
}
public bool StructureDoesntMatch (ExposedList<Attachment> attachmentList, SubmeshInstruction instructions) {
// Check each submesh instructions for equal arrangement.
var thisInstructions = instructionsUsed;
if (
instructions.skeleton != thisInstructions.skeleton ||
instructions.material.GetInstanceID() != thisInstructions.material.GetInstanceID() ||
instructions.startSlot != thisInstructions.startSlot ||
instructions.endSlot != thisInstructions.endSlot ||
instructions.triangleCount != thisInstructions.triangleCount ||
instructions.vertexCount != thisInstructions.vertexCount
) return true;
//Debug.Log("structure matched");
// Check count inequality.
if (attachmentList.Count != this.attachmentsUsed.Count) return true;
var attachmentsPassed = attachmentList.Items;
var myAttachments = this.attachmentsUsed.Items;
for (int i = 0, n = attachmentsUsed.Count; i < n; i++)
if (attachmentsPassed[i] != myAttachments[i]) return true;
//Debug.Log("attachments matched");
return false;
}
}
}
}

View File

@ -0,0 +1,394 @@
using UnityEngine;
using System.Collections;
using Spine;
namespace Spine.Unity.MeshGeneration {
public class ArraysSubmeshSetMeshGenerator : ISubmeshSetMeshGenerator {
public float zSpacing = 0f;
public bool premultiplyVertexColors = true;
public MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
var paramItems = instructions.Items;
currentInstructions.Clear(false);
for (int i = startSubmesh, n = endSubmesh; i < n; i++) {
this.currentInstructions.Add(paramItems[i]);
}
var smartMesh = doubleBufferedSmartMesh.GetNext();
var mesh = smartMesh.mesh;
int submeshCount = currentInstructions.Count;
var currentInstructionsItems = currentInstructions.Items;
int vertexCount = 0;
for (int i = 0; i < submeshCount; i++) {
// Ensure current instructions have correct cached values.
currentInstructionsItems[i].firstVertexIndex = vertexCount;
// vertexCount will also be used for the rest of this method.
vertexCount += currentInstructionsItems[i].vertexCount;
}
float[] attVertBuffer = this.attachmentVertexBuffer;
Vector2[] uvs = this.meshUVs;
Color32[] colors32 = this.meshColors32;
// Ensure correct buffer sizes.
Vector3[] vertices = this.meshVertices;
bool newVertices = vertices == null || vertexCount > vertices.Length;
if (newVertices) {
this.meshVertices = vertices = new Vector3[vertexCount];
this.meshColors32 = colors32 = new Color32[vertexCount];
this.meshUVs = uvs = new Vector2[vertexCount];
} else {
var zero = Vector3.zero;
for (int i = vertexCount, n = this.meshVertices.Length; i < n; i++)
vertices[i] = zero;
}
bool newSubmeshBuffers = submeshBuffers.Count < submeshCount;
if (newSubmeshBuffers) {
submeshBuffers.GrowIfNeeded(submeshCount);
for (int i = submeshBuffers.Count; submeshBuffers.Count < submeshCount; i++) {
submeshBuffers.Add(new SubmeshTriangleBuffer(currentInstructionsItems[i].triangleCount));
}
}
Vector3 meshBoundsMin;
Vector3 meshBoundsMax;
float zSpacing = this.zSpacing;
// Initial values for manual Mesh Bounds calculation
if (vertexCount <= 0) {
meshBoundsMin = new Vector3(0, 0, 0);
meshBoundsMax = new Vector3(0, 0, 0);
} else {
meshBoundsMin.x = int.MaxValue;
meshBoundsMin.y = int.MaxValue;
meshBoundsMax.x = int.MinValue;
meshBoundsMax.y = int.MinValue;
if (zSpacing > 0f) {
meshBoundsMin.z = 0f;
meshBoundsMax.z = zSpacing * (currentInstructionsItems[submeshCount - 1].endSlot);
} else {
meshBoundsMin.z = zSpacing * (currentInstructionsItems[submeshCount - 1].endSlot);
meshBoundsMax.z = 0f;
}
}
bool structureDoesntMatch = newVertices || newSubmeshBuffers || smartMesh.StructureDoesntMatch(currentAttachments, currentInstructions);
if (structureDoesntMatch) {
mesh.Clear();
if (submeshCount == sharedMaterials.Length)
currentInstructions.FillMaterialArray(this.sharedMaterials);
else
this.sharedMaterials = currentInstructions.GetNewMaterialArray();
}
currentAttachments.Clear(false);
int vertexIndex = 0;
// For each submesh, add vertex data from attachments.
for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
var currentSubmeshInstruction = currentInstructionsItems[submeshIndex];
var skeleton = currentSubmeshInstruction.skeleton;
// for (int slotIndex = currentSubmeshInstruction.startSlot, endSlot = currentSubmeshInstruction.endSlot; slotIndex < endSlot; slotIndex++) {
// var slot = skeletonDrawOrderItems[slotIndex];
// var attachment = slot.attachment;
// float z = slotIndex * zSpacing;
//
// var regionAttachment = attachment as RegionAttachment;
// if (regionAttachment != null) {
// regionAttachment.ComputeWorldVertices(slot.bone, attVertBuffer);
//
// float x1 = attVertBuffer[RegionAttachment.X1], y1 = attVertBuffer[RegionAttachment.Y1];
// float x2 = attVertBuffer[RegionAttachment.X2], y2 = attVertBuffer[RegionAttachment.Y2];
// float x3 = attVertBuffer[RegionAttachment.X3], y3 = attVertBuffer[RegionAttachment.Y3];
// float x4 = attVertBuffer[RegionAttachment.X4], y4 = attVertBuffer[RegionAttachment.Y4];
// vertices[vertexIndex].x = x1; vertices[vertexIndex].y = y1; vertices[vertexIndex].z = z;
// vertices[vertexIndex + 1].x = x4; vertices[vertexIndex + 1].y = y4; vertices[vertexIndex + 1].z = z;
// vertices[vertexIndex + 2].x = x2; vertices[vertexIndex + 2].y = y2; vertices[vertexIndex + 2].z = z;
// vertices[vertexIndex + 3].x = x3; vertices[vertexIndex + 3].y = y3; vertices[vertexIndex + 3].z = z;
//
// if (premultiplyVertexColors) {
// 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);
// color.b = (byte)(b * slot.b * regionAttachment.b * color.a);
// if (slot.data.blendMode == BlendMode.additive) color.a = 0;
// } else {
// color.a = (byte)(a * slot.a * regionAttachment.a);
// color.r = (byte)(r * slot.r * regionAttachment.r * 255);
// color.g = (byte)(g * slot.g * regionAttachment.g * 255);
// color.b = (byte)(b * slot.b * regionAttachment.b * 255);
// }
//
// colors32[vertexIndex] = color; colors32[vertexIndex + 1] = color; colors32[vertexIndex + 2] = color; colors32[vertexIndex + 3] = color;
//
// float[] regionUVs = regionAttachment.uvs;
// uvs[vertexIndex].x = regionUVs[RegionAttachment.X1]; uvs[vertexIndex].y = regionUVs[RegionAttachment.Y1];
// uvs[vertexIndex + 1].x = regionUVs[RegionAttachment.X4]; uvs[vertexIndex + 1].y = regionUVs[RegionAttachment.Y4];
// uvs[vertexIndex + 2].x = regionUVs[RegionAttachment.X2]; uvs[vertexIndex + 2].y = regionUVs[RegionAttachment.Y2];
// uvs[vertexIndex + 3].x = regionUVs[RegionAttachment.X3]; uvs[vertexIndex + 3].y = regionUVs[RegionAttachment.Y3];
//
// // Calculate min/max X
// if (x1 < meshBoundsMin.x) meshBoundsMin.x = x1;
// else if (x1 > meshBoundsMax.x) meshBoundsMax.x = x1;
// if (x2 < meshBoundsMin.x) meshBoundsMin.x = x2;
// else if (x2 > meshBoundsMax.x) meshBoundsMax.x = x2;
// if (x3 < meshBoundsMin.x) meshBoundsMin.x = x3;
// else if (x3 > meshBoundsMax.x) meshBoundsMax.x = x3;
// if (x4 < meshBoundsMin.x) meshBoundsMin.x = x4;
// else if (x4 > meshBoundsMax.x) meshBoundsMax.x = x4;
//
// // Calculate min/max Y
// if (y1 < meshBoundsMin.y) meshBoundsMin.y = y1;
// else if (y1 > meshBoundsMax.y) meshBoundsMax.y = y1;
// if (y2 < meshBoundsMin.y) meshBoundsMin.y = y2;
// else if (y2 > meshBoundsMax.y) meshBoundsMax.y = y2;
// if (y3 < meshBoundsMin.y) meshBoundsMin.y = y3;
// else if (y3 > meshBoundsMax.y) meshBoundsMax.y = y3;
// if (y4 < meshBoundsMin.y) meshBoundsMin.y = y4;
// else if (y4 > meshBoundsMax.y) meshBoundsMax.y = y4;
//
// currentAttachments.Add(regionAttachment);
// vertexIndex += 4;
// } else {
// var meshAttachment = attachment as MeshAttachment;
// if (meshAttachment != null) {
// int meshVertexCount = meshAttachment.vertices.Length;
// if (attVertBuffer.Length < meshVertexCount) this.attachmentVertexBuffer = attVertBuffer = new float[meshVertexCount];
// meshAttachment.ComputeWorldVertices(slot, attVertBuffer);
//
// if (premultiplyVertexColors) {
// 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.blendMode == BlendMode.additive) color.a = 0;
// } else {
// color.a = (byte)(a * slot.a * meshAttachment.a);
// color.r = (byte)(r * slot.r * meshAttachment.r * 255);
// color.g = (byte)(g * slot.g * meshAttachment.g * 255);
// color.b = (byte)(b * slot.b * meshAttachment.b * 255);
// }
//
// float[] attachmentUVs = meshAttachment.uvs;
// for (int iii = 0; iii < meshVertexCount; iii += 2) {
// float x = attVertBuffer[iii], y = attVertBuffer[iii + 1];
// vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z;
// colors32[vertexIndex] = color; uvs[vertexIndex].x = attachmentUVs[iii]; uvs[vertexIndex].y = attachmentUVs[iii + 1];
//
// if (x < meshBoundsMin.x) meshBoundsMin.x = x;
// else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
//
// if (y < meshBoundsMin.y) meshBoundsMin.y = y;
// else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
//
// currentAttachments.Add(meshAttachment);
// vertexIndex++;
// }
// } else {
// var weightedMeshAttachment = attachment as WeightedMeshAttachment;
// if (weightedMeshAttachment != null) {
// int meshVertexCount = weightedMeshAttachment.uvs.Length;
// if (attVertBuffer.Length < meshVertexCount) this.attachmentVertexBuffer = attVertBuffer = new float[meshVertexCount];
// weightedMeshAttachment.ComputeWorldVertices(slot, attVertBuffer);
//
// if (premultiplyVertexColors) {
// color.a = (byte)(a * slot.a * weightedMeshAttachment.a);
// color.r = (byte)(r * slot.r * weightedMeshAttachment.r * color.a);
// color.g = (byte)(g * slot.g * weightedMeshAttachment.g * color.a);
// color.b = (byte)(b * slot.b * weightedMeshAttachment.b * color.a);
// if (slot.data.blendMode == BlendMode.additive) color.a = 0;
// } else {
// color.a = (byte)(a * slot.a * weightedMeshAttachment.a);
// color.r = (byte)(r * slot.r * weightedMeshAttachment.r * 255);
// color.g = (byte)(g * slot.g * weightedMeshAttachment.g * 255);
// color.b = (byte)(b * slot.b * weightedMeshAttachment.b * 255);
// }
//
// float[] attachmentUVs = weightedMeshAttachment.uvs;
// for (int iii = 0; iii < meshVertexCount; iii += 2) {
// float x = attVertBuffer[iii], y = attVertBuffer[iii + 1];
// vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z;
// colors32[vertexIndex] = color;
// uvs[vertexIndex].x = attachmentUVs[iii]; uvs[vertexIndex].y = attachmentUVs[iii + 1];
//
// if (x < meshBoundsMin.x) meshBoundsMin.x = x;
// else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
// if (y < meshBoundsMin.y) meshBoundsMin.y = y;
// else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
//
// currentAttachments.Add(weightedMeshAttachment);
// vertexIndex++;
// }
// }
// }
// }
// }
var skeletonDrawOrderItems = skeleton.DrawOrder.Items;
int startSlot = currentSubmeshInstruction.startSlot;
int endSlot = currentSubmeshInstruction.endSlot;
for (int i = startSlot, n = currentSubmeshInstruction.endSlot; i < n; i++) {
var ca = skeletonDrawOrderItems[i].attachment;
if (ca != null) {
// Includes BoundingBoxes. This is ok.
currentAttachments.Add(ca);
}
}
ArraysBuffers.Fill(skeleton, startSlot, endSlot, zSpacing, this.premultiplyVertexColors, vertices, uvs, colors32, ref vertexIndex, ref attVertBuffer, ref meshBoundsMin, ref meshBoundsMax);
// Push triangles in this submesh
if (structureDoesntMatch) {
smartMesh.mesh.Clear(); // rebuild triangle array.
var currentSubmesh = submeshBuffers.Items[submeshIndex];
bool isLastSubmesh = (submeshIndex == submeshCount - 1);
int triangleCount = currentSubmesh.triangleCount = currentSubmeshInstruction.triangleCount;
int trianglesCapacity = currentSubmesh.triangles.Length;
int[] triangles = currentSubmesh.triangles;
if (isLastSubmesh) {
if (trianglesCapacity > triangleCount) {
for (int i = triangleCount; i < trianglesCapacity; i++)
triangles[i] = 0;
}
} else if (trianglesCapacity != triangleCount) {
triangles = currentSubmesh.triangles = new int[triangleCount];
currentSubmesh.triangleCount = 0;
}
// Iterate through submesh slots and store the triangles.
int triangleIndex = 0;
int afv = currentSubmeshInstruction.firstVertexIndex; // attachment first vertex
for (int i = currentSubmeshInstruction.startSlot, n = currentSubmeshInstruction.endSlot; i < n; i++) {
var attachment = skeletonDrawOrderItems[i].attachment;
if (attachment is RegionAttachment) {
triangles[triangleIndex] = afv; triangles[triangleIndex + 1] = afv + 2; triangles[triangleIndex + 2] = afv + 1;
triangles[triangleIndex + 3] = afv + 2; triangles[triangleIndex + 4] = afv + 3; triangles[triangleIndex + 5] = afv + 1;
triangleIndex += 6;
afv += 4;
} else {
int[] attachmentTriangles;
int attachmentVertexCount;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentVertexCount = meshAttachment.vertices.Length >> 1; // length/2
attachmentTriangles = meshAttachment.triangles;
} else {
var weightedMeshAttachment = attachment as WeightedMeshAttachment;
if (weightedMeshAttachment != null) {
attachmentVertexCount = weightedMeshAttachment.uvs.Length >> 1; // length/2
attachmentTriangles = weightedMeshAttachment.triangles;
} else
continue;
}
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
triangles[triangleIndex] = afv + attachmentTriangles[ii];
afv += attachmentVertexCount;
}
} // Done adding current submesh triangles
}
}
this.attachmentVertexBuffer = attVertBuffer;
Vector3 meshBoundsExtents = (meshBoundsMax - meshBoundsMin);
Vector3 meshCenter = meshBoundsMin + meshBoundsExtents * 0.5f;
smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, currentAttachments, currentInstructions);
mesh.bounds = new Bounds(meshCenter, meshBoundsExtents);
if (structureDoesntMatch) {
// push new triangles if doesn't match.
mesh.subMeshCount = submeshCount;
for (int i = 0; i < submeshCount; i++)
mesh.SetTriangles(submeshBuffers.Items[i].triangles, i);
}
return new MeshAndMaterials(smartMesh.mesh, sharedMaterials);
}
#region Internals
readonly DoubleBuffered<SmartMesh> doubleBufferedSmartMesh = new DoubleBuffered<SmartMesh>();
readonly ExposedList<SubmeshInstruction> currentInstructions = new ExposedList<SubmeshInstruction>();
readonly ExposedList<Attachment> currentAttachments = new ExposedList<Attachment>();
float[] attachmentVertexBuffer = new float[8];
Vector3[] meshVertices;
Color32[] meshColors32;
Vector2[] meshUVs;
Material[] sharedMaterials = new Material[0];
readonly ExposedList<SubmeshTriangleBuffer> submeshBuffers = new ExposedList<SubmeshTriangleBuffer>();
#endregion
#region Types
// A SmartMesh is a Mesh (with submeshes) that knows what attachments and instructions were used to generate it.
class SmartMesh {
public readonly Mesh mesh = SpineMesh.NewMesh();
readonly ExposedList<Attachment> attachmentsUsed = new ExposedList<Attachment>();
readonly ExposedList<SubmeshInstruction> instructionsUsed = new ExposedList<SubmeshInstruction>();
public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, ExposedList<Attachment> attachments, ExposedList<SubmeshInstruction> instructions) {
mesh.vertices = verts;
mesh.uv = uvs;
mesh.colors32 = colors;
attachmentsUsed.Clear(false);
attachmentsUsed.GrowIfNeeded(attachments.Capacity);
attachmentsUsed.Count = attachments.Count;
attachments.CopyTo(attachmentsUsed.Items);
instructionsUsed.Clear(false);
instructionsUsed.GrowIfNeeded(instructions.Capacity);
instructionsUsed.Count = instructions.Count;
instructions.CopyTo(instructionsUsed.Items);
}
public bool StructureDoesntMatch (ExposedList<Attachment> attachments, ExposedList<SubmeshInstruction> instructions) {
// Check count inequality.
if (attachments.Count != this.attachmentsUsed.Count) return true;
if (instructions.Count != this.instructionsUsed.Count) return true;
// Check each attachment.
var attachmentsPassed = attachments.Items;
var myAttachments = this.attachmentsUsed.Items;
for (int i = 0, n = attachmentsUsed.Count; i < n; i++)
if (attachmentsPassed[i] != myAttachments[i]) return true;
// Check each submesh for equal arrangement.
var instructionListItems = instructions.Items;
var myInstructions = this.instructionsUsed.Items;
for (int i = 0, n = this.instructionsUsed.Count; i < n; i++) {
var lhs = instructionListItems[i];
var rhs = myInstructions[i];
if (
lhs.material.GetInstanceID() != rhs.material.GetInstanceID() ||
lhs.startSlot != rhs.startSlot ||
lhs.endSlot != rhs.endSlot ||
lhs.triangleCount != rhs.triangleCount ||
lhs.vertexCount != rhs.vertexCount ||
lhs.firstVertexIndex != rhs.firstVertexIndex
) return true;
}
//Debug.Log("structure matched");
return false;
}
}
#endregion
}
}

View File

@ -1,6 +1,6 @@
fileFormatVersion: 2
guid: 5273e5c60bd84a44db5a4e8f3252eef0
timeCreated: 1457396525
guid: 11ba077d7d984814db31d054192be532
timeCreated: 1458047178
licenseType: Free
MonoImporter:
serializedVersion: 2

View File

@ -0,0 +1,365 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;
using Spine.Unity;
namespace Spine.Unity.MeshGeneration {
public class ArraysSubmeshedMeshGenerator : ISubmeshedMeshGenerator {
readonly List<Slot> separators = new List<Slot>();
public List<Slot> Separators { get { return this.separators; } }
public bool premultiplyVertexColors = true;
public float zSpacing = 0f;
// public bool generateNormals;
// public bool generateTangents;
public SubmeshedMeshInstruction GenerateInstruction (Skeleton skeleton) {
if (skeleton == null) throw new System.ArgumentNullException("skeleton");
// Count vertices and submesh triangles.
int runningVertexCount = 0;
int submeshTriangleCount = 0;
int submeshFirstVertex = 0;
int submeshVertexCount = 0;
int submeshStartSlotIndex = 0;
Material lastMaterial = null;
var drawOrder = skeleton.drawOrder;
var drawOrderItems = drawOrder.Items;
int drawOrderCount = drawOrder.Count;
int separatorCount = separators.Count;
var instructionList = this.currentInstructions.submeshInstructions;
instructionList.Clear(false);
currentInstructions.attachmentList.Clear(false);
for (int i = 0; i < drawOrderCount; i++) {
var slot = drawOrderItems[i];
var attachment = slot.attachment;
object rendererObject; // An AtlasRegion in plain Spine-Unity. eventual source of Material object.
int attachmentVertexCount, attachmentTriangleCount;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
rendererObject = regionAttachment.RendererObject;
attachmentVertexCount = 4;
attachmentTriangleCount = 6;
} else {
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
rendererObject = meshAttachment.RendererObject;
attachmentVertexCount = meshAttachment.vertices.Length >> 1;
attachmentTriangleCount = meshAttachment.triangles.Length;
} else {
var skinnedMeshAttachment = attachment as WeightedMeshAttachment;
if (skinnedMeshAttachment != null) {
rendererObject = skinnedMeshAttachment.RendererObject;
attachmentVertexCount = skinnedMeshAttachment.uvs.Length >> 1;
attachmentTriangleCount = skinnedMeshAttachment.triangles.Length;
} else
continue;
}
}
var attachmentMaterial = (Material)((AtlasRegion)rendererObject).page.rendererObject;
// Populate submesh when material changes. (or when forced to separate by a submeshSeparator)
if (( runningVertexCount > 0 && lastMaterial.GetInstanceID() != attachmentMaterial.GetInstanceID() ) ||
( separatorCount > 0 && separators.Contains(slot) )) {
instructionList.Add(
new SubmeshInstruction {
skeleton = skeleton,
material = lastMaterial,
triangleCount = submeshTriangleCount,
vertexCount = submeshVertexCount,
startSlot = submeshStartSlotIndex,
endSlot = i,
firstVertexIndex = submeshFirstVertex
}
);
// Prepare for next submesh
submeshTriangleCount = 0;
submeshVertexCount = 0;
submeshFirstVertex = runningVertexCount;
submeshStartSlotIndex = i;
}
lastMaterial = attachmentMaterial;
submeshTriangleCount += attachmentTriangleCount;
submeshVertexCount += attachmentVertexCount;
runningVertexCount += attachmentVertexCount;
currentInstructions.attachmentList.Add(attachment);
}
instructionList.Add(
new SubmeshInstruction {
skeleton = skeleton,
material = lastMaterial,
triangleCount = submeshTriangleCount,
vertexCount = submeshVertexCount,
startSlot = submeshStartSlotIndex,
endSlot = drawOrderCount,
firstVertexIndex = submeshFirstVertex
}
);
currentInstructions.vertexCount = runningVertexCount;
return currentInstructions;
}
public MeshAndMaterials GenerateMesh (SubmeshedMeshInstruction meshInstructions) {
var smartMesh = doubleBufferedSmartMesh.GetNext();
var mesh = smartMesh.mesh;
int submeshCount = meshInstructions.submeshInstructions.Count;
var instructionList = meshInstructions.submeshInstructions;
float zSpacing = this.zSpacing;
float[] attVertBuffer = this.attachmentVertexBuffer;
Vector2[] uvs = this.meshUVs;
Color32[] colors32 = this.meshColors32;
// Ensure correct buffer sizes.
Vector3[] vertices = this.meshVertices;
bool newVertices = vertices == null || meshInstructions.vertexCount > vertices.Length;
int instructionVertexCount = meshInstructions.vertexCount;
if (newVertices) {
this.meshVertices = vertices = new Vector3[instructionVertexCount];
this.meshColors32 = colors32 = new Color32[instructionVertexCount];
this.meshUVs = uvs = new Vector2[instructionVertexCount];
} else {
var zero = Vector3.zero;
for (int i = instructionVertexCount, n = this.meshVertices.Length; i < n; i++)
vertices[i] = zero;
}
bool newSubmeshBuffers = submeshBuffers.Count < submeshCount;
if (newSubmeshBuffers) {
submeshBuffers.GrowIfNeeded(submeshCount);
for (int i = submeshBuffers.Count; submeshBuffers.Count < submeshCount; i++) {
submeshBuffers.Add(new SubmeshTriangleBuffer(instructionList.Items[i].triangleCount));
//submeshBuffers.Items[i] = new SubmeshTriangleBuffer(tc);
//submeshBuffers.Count = i;
}
}
Vector3 meshBoundsMin;
Vector3 meshBoundsMax;
int attachmentCount = meshInstructions.attachmentList.Count;
// Initial values for manual Mesh Bounds calculation
if (meshInstructions.attachmentList.Count <= 0) {
meshBoundsMin = new Vector3(0, 0, 0);
meshBoundsMax = new Vector3(0, 0, 0);
} else {
meshBoundsMin.x = int.MaxValue;
meshBoundsMin.y = int.MaxValue;
meshBoundsMax.x = int.MinValue;
meshBoundsMax.y = int.MinValue;
if (zSpacing > 0f) {
meshBoundsMin.z = 0f;
meshBoundsMax.z = zSpacing * (attachmentCount - 1);
} else {
meshBoundsMin.z = zSpacing * (attachmentCount - 1);
meshBoundsMax.z = 0f;
}
}
bool structureDoesntMatch = newVertices || newSubmeshBuffers || smartMesh.StructureDoesntMatch(meshInstructions);
if (structureDoesntMatch) {
mesh.Clear();
if (submeshCount == sharedMaterials.Length)
meshInstructions.FillMaterialArray(this.sharedMaterials);
else
this.sharedMaterials = meshInstructions.GetNewMaterialArray();
}
int vertexIndex = 0;
// For each submesh, add vertex data from attachments.
for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
var currentSubmeshInstruction = instructionList.Items[submeshIndex];
var skeleton = currentSubmeshInstruction.skeleton;
ArraysBuffers.Fill(skeleton, currentSubmeshInstruction.startSlot, currentSubmeshInstruction.endSlot, zSpacing, this.premultiplyVertexColors, vertices, uvs, colors32, ref vertexIndex, ref attVertBuffer, ref meshBoundsMin, ref meshBoundsMax);
// Push triangles in this submesh
if (structureDoesntMatch) {
smartMesh.mesh.Clear(); // rebuild triangle array.
var currentSubmesh = submeshBuffers.Items[submeshIndex];
bool isLastSubmesh = (submeshIndex == submeshCount - 1);
int triangleCount = currentSubmesh.triangleCount = currentSubmeshInstruction.triangleCount;
int trianglesCapacity = currentSubmesh.triangles.Length;
int[] triangles = currentSubmesh.triangles;
if (isLastSubmesh) {
if (trianglesCapacity > triangleCount) {
for (int i = triangleCount; i < trianglesCapacity; i++)
triangles[i] = 0;
}
} else if (trianglesCapacity != triangleCount) {
triangles = currentSubmesh.triangles = new int[triangleCount];
currentSubmesh.triangleCount = 0;
}
// Iterate through submesh slots and store the triangles.
int triangleIndex = 0;
int afv = currentSubmeshInstruction.firstVertexIndex; // attachment first vertex
var skeletonDrawOrderItems = skeleton.DrawOrder.Items;
for (int i = currentSubmeshInstruction.startSlot, n = currentSubmeshInstruction.endSlot; i < n; i++) {
var attachment = skeletonDrawOrderItems[i].attachment;
if (attachment is RegionAttachment) {
triangles[triangleIndex] = afv; triangles[triangleIndex + 1] = afv + 2; triangles[triangleIndex + 2] = afv + 1;
triangles[triangleIndex + 3] = afv + 2; triangles[triangleIndex + 4] = afv + 3; triangles[triangleIndex + 5] = afv + 1;
triangleIndex += 6;
afv += 4;
} else {
int[] attachmentTriangles;
int attachmentVertexCount;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentVertexCount = meshAttachment.vertices.Length >> 1; // length/2
attachmentTriangles = meshAttachment.triangles;
} else {
var weightedMeshAttachment = attachment as WeightedMeshAttachment;
if (weightedMeshAttachment != null) {
attachmentVertexCount = weightedMeshAttachment.uvs.Length >> 1; // length/2
attachmentTriangles = weightedMeshAttachment.triangles;
} else
continue;
}
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
triangles[triangleIndex] = afv + attachmentTriangles[ii];
afv += attachmentVertexCount;
}
} // Done adding current submesh triangles
}
}
this.attachmentVertexBuffer = attVertBuffer;
Vector3 meshBoundsExtents = (meshBoundsMax - meshBoundsMin);
Vector3 meshCenter = meshBoundsMin + meshBoundsExtents * 0.5f;
smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, meshInstructions);
mesh.bounds = new Bounds(meshCenter, meshBoundsExtents);
if (structureDoesntMatch) {
// if (generateNormals) {
// int vertexCount = meshInstructions.vertexCount;
// Vector3[] normals = new Vector3[vertexCount];
// Vector3 normal = new Vector3(0, 0, -1);
// for (int i = 0; i < vertexCount; i++)
// normals[i] = normal;
// mesh.normals = normals;
//
// if (generateTangents) {
// Vector4[] tangents = new Vector4[vertexCount];
// Vector4 tangent = new Vector4(1, 0, 0, -1);
// for (int i = 0; i < vertexCount; i++)
// tangents[i] = tangent;
// mesh.tangents = tangents;
// }
// }
// push new triangles if doesn't match.
mesh.subMeshCount = submeshCount;
for (int i = 0; i < submeshCount; i++)
mesh.SetTriangles(submeshBuffers.Items[i].triangles, i);
}
return new MeshAndMaterials(smartMesh.mesh, sharedMaterials);
}
#region Internals
readonly DoubleBuffered<SmartMesh> doubleBufferedSmartMesh = new DoubleBuffered<SmartMesh>();
readonly SubmeshedMeshInstruction currentInstructions = new SubmeshedMeshInstruction();
float[] attachmentVertexBuffer = new float[8];
Vector3[] meshVertices;
Color32[] meshColors32;
Vector2[] meshUVs;
Material[] sharedMaterials = new Material[0];
readonly ExposedList<SubmeshTriangleBuffer> submeshBuffers = new ExposedList<SubmeshTriangleBuffer>();
#endregion
#region Types
// A SmartMesh is a Mesh (with submeshes) that knows what attachments and instructions were used to generate it.
class SmartMesh {
public readonly Mesh mesh = SpineMesh.NewMesh();
readonly ExposedList<Attachment> attachmentsUsed = new ExposedList<Attachment>();
readonly ExposedList<SubmeshInstruction> instructionsUsed = new ExposedList<SubmeshInstruction>();
public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, SubmeshedMeshInstruction instruction) {
mesh.vertices = verts;
mesh.uv = uvs;
mesh.colors32 = colors;
attachmentsUsed.Clear(false);
attachmentsUsed.GrowIfNeeded(instruction.attachmentList.Capacity);
attachmentsUsed.Count = instruction.attachmentList.Count;
instruction.attachmentList.CopyTo(attachmentsUsed.Items);
instructionsUsed.Clear(false);
instructionsUsed.GrowIfNeeded(instruction.submeshInstructions.Capacity);
instructionsUsed.Count = instruction.submeshInstructions.Count;
instruction.submeshInstructions.CopyTo(instructionsUsed.Items);
}
public bool StructureDoesntMatch (SubmeshedMeshInstruction instructions) {
// Check count inequality.
if (instructions.attachmentList.Count != this.attachmentsUsed.Count) return true;
if (instructions.submeshInstructions.Count != this.instructionsUsed.Count) return true;
// Check each attachment.
var attachmentsPassed = instructions.attachmentList.Items;
var myAttachments = this.attachmentsUsed.Items;
for (int i = 0, n = attachmentsUsed.Count; i < n; i++)
if (attachmentsPassed[i] != myAttachments[i]) return true;
// Check each submesh for equal arrangement.
var instructionListItems = instructions.submeshInstructions.Items;
var myInstructions = this.instructionsUsed.Items;
for (int i = 0, n = this.instructionsUsed.Count; i < n; i++) {
var lhs = instructionListItems[i];
var rhs = myInstructions[i];
if (
lhs.material.GetInstanceID() != rhs.material.GetInstanceID() ||
lhs.startSlot != rhs.startSlot ||
lhs.endSlot != rhs.endSlot ||
lhs.triangleCount != rhs.triangleCount ||
lhs.vertexCount != rhs.vertexCount ||
lhs.firstVertexIndex != rhs.firstVertexIndex
) return true;
}
//Debug.Log("structure matched");
return false;
}
}
#endregion
}
}

View File

@ -0,0 +1,14 @@
using UnityEngine;
using System.Collections;
namespace Spine.Unity.MeshGeneration {
public class SubmeshTriangleBuffer {
public int[] triangles;
public int triangleCount;
public SubmeshTriangleBuffer (int triangleCount) {
triangles = new int[triangleCount];
this.triangleCount = triangleCount;
}
}
}

View File

@ -1,6 +1,6 @@
fileFormatVersion: 2
guid: 15418e02758268b488e9ab86f805330c
timeCreated: 1457407060
guid: 4b4bb4dc3775d6548b9405f681601abb
timeCreated: 1458056219
licenseType: Free
MonoImporter:
serializedVersion: 2

View File

@ -1,315 +0,0 @@
using UnityEngine;
using System.Collections;
namespace Spine.Unity {
public class ArraysSingleSubmeshGenerator : ISingleSubmeshGenerator {
public float zSpacing = 0f;
bool premultiplyVertexColors = true;
public bool PremultiplyVertexColors { get { return this.premultiplyVertexColors; } set { this.premultiplyVertexColors = value; } }
public Mesh GenerateMesh (SubmeshInstruction instruction) {
float zSpacing = this.zSpacing;
float[] attVertBuffer = this.attachmentVertexBuffer;
Vector2[] uvs = this.meshUVs;
Color32[] colors32 = this.meshColors32;
Color32 color;
var attachmentList = this.attachmentListBuffer;
attachmentList.Clear();
// Ensure correct buffer sizes.
Vector3[] vertices = this.meshVertices;
int instructionVertexCount = instruction.vertexCount;
bool newVertices = vertices == null || instructionVertexCount > vertices.Length;
if (newVertices) {
this.meshVertices = vertices = new Vector3[instructionVertexCount];
this.meshColors32 = colors32 = new Color32[instructionVertexCount];
this.meshUVs = uvs = new Vector2[instructionVertexCount];
} else {
var zero = Vector3.zero;
for (int i = instructionVertexCount, n = this.meshVertices.Length; i < n; i++)
vertices[i] = zero;
}
Vector3 meshBoundsMin;
Vector3 meshBoundsMax;
int attachmentCount = instruction.endSlot - instruction.startSlot;
// Initial values for manual Mesh Bounds calculation
if (attachmentCount <= 0) {
meshBoundsMin = new Vector3(0, 0, 0);
meshBoundsMax = new Vector3(0, 0, 0);
} else {
meshBoundsMin.x = int.MaxValue;
meshBoundsMin.y = int.MaxValue;
meshBoundsMax.x = int.MinValue;
meshBoundsMax.y = int.MinValue;
if (zSpacing > 0f) {
meshBoundsMin.z = 0f;
meshBoundsMax.z = zSpacing * (attachmentCount - 1);
} else {
meshBoundsMin.z = zSpacing * (attachmentCount - 1);
meshBoundsMax.z = 0f;
}
}
int vertexIndex = 0;
var skeleton = instruction.skeleton;
var skeletonDrawOrderItems = skeleton.DrawOrder.Items;
float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b;
// Push verts in this submesh
for (int slotIndex = instruction.startSlot, endSlot = instruction.endSlot; slotIndex < endSlot; slotIndex++) {
var slot = skeletonDrawOrderItems[slotIndex];
var attachment = slot.attachment;
float z = slotIndex * zSpacing;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
attachmentList.Add(attachment);
regionAttachment.ComputeWorldVertices(slot.bone, attVertBuffer);
float x1 = attVertBuffer[RegionAttachment.X1], y1 = attVertBuffer[RegionAttachment.Y1];
float x2 = attVertBuffer[RegionAttachment.X2], y2 = attVertBuffer[RegionAttachment.Y2];
float x3 = attVertBuffer[RegionAttachment.X3], y3 = attVertBuffer[RegionAttachment.Y3];
float x4 = attVertBuffer[RegionAttachment.X4], y4 = attVertBuffer[RegionAttachment.Y4];
vertices[vertexIndex].x = x1; vertices[vertexIndex].y = y1; vertices[vertexIndex].z = z;
vertices[vertexIndex + 1].x = x4; vertices[vertexIndex + 1].y = y4; vertices[vertexIndex + 1].z = z;
vertices[vertexIndex + 2].x = x2; vertices[vertexIndex + 2].y = y2; vertices[vertexIndex + 2].z = z;
vertices[vertexIndex + 3].x = x3; vertices[vertexIndex + 3].y = y3; vertices[vertexIndex + 3].z = z;
color.a = (byte)(a * slot.a * regionAttachment.a);
if (this.premultiplyVertexColors) {
color.r = (byte)(r * slot.r * regionAttachment.r * color.a); color.g = (byte)(g * slot.g * regionAttachment.g * color.a); color.b = (byte)(b * slot.b * regionAttachment.b * color.a);
} else {
color.r = (byte)(r * slot.r * regionAttachment.r); color.g = (byte)(g * slot.g * regionAttachment.g); color.b = (byte)(b * slot.b * regionAttachment.b);
}
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
colors32[vertexIndex] = color; colors32[vertexIndex + 1] = color; colors32[vertexIndex + 2] = color; colors32[vertexIndex + 3] = color;
float[] regionUVs = regionAttachment.uvs;
uvs[vertexIndex].x = regionUVs[RegionAttachment.X1]; uvs[vertexIndex].y = regionUVs[RegionAttachment.Y1];
uvs[vertexIndex + 1].x = regionUVs[RegionAttachment.X4]; uvs[vertexIndex + 1].y = regionUVs[RegionAttachment.Y4];
uvs[vertexIndex + 2].x = regionUVs[RegionAttachment.X2]; uvs[vertexIndex + 2].y = regionUVs[RegionAttachment.Y2];
uvs[vertexIndex + 3].x = regionUVs[RegionAttachment.X3]; uvs[vertexIndex + 3].y = regionUVs[RegionAttachment.Y3];
// Calculate min/max X
if (x1 < meshBoundsMin.x) meshBoundsMin.x = x1;
else if (x1 > meshBoundsMax.x) meshBoundsMax.x = x1;
if (x2 < meshBoundsMin.x) meshBoundsMin.x = x2;
else if (x2 > meshBoundsMax.x) meshBoundsMax.x = x2;
if (x3 < meshBoundsMin.x) meshBoundsMin.x = x3;
else if (x3 > meshBoundsMax.x) meshBoundsMax.x = x3;
if (x4 < meshBoundsMin.x) meshBoundsMin.x = x4;
else if (x4 > meshBoundsMax.x) meshBoundsMax.x = x4;
// Calculate min/max Y
if (y1 < meshBoundsMin.y) meshBoundsMin.y = y1;
else if (y1 > meshBoundsMax.y) meshBoundsMax.y = y1;
if (y2 < meshBoundsMin.y) meshBoundsMin.y = y2;
else if (y2 > meshBoundsMax.y) meshBoundsMax.y = y2;
if (y3 < meshBoundsMin.y) meshBoundsMin.y = y3;
else if (y3 > meshBoundsMax.y) meshBoundsMax.y = y3;
if (y4 < meshBoundsMin.y) meshBoundsMin.y = y4;
else if (y4 > meshBoundsMax.y) meshBoundsMax.y = y4;
vertexIndex += 4;
} else {
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentList.Add(attachment);
int meshVertexCount = meshAttachment.vertices.Length;
if (attVertBuffer.Length < meshVertexCount) this.attachmentVertexBuffer = attVertBuffer = new float[meshVertexCount];
meshAttachment.ComputeWorldVertices(slot, attVertBuffer);
color.a = (byte)(a * slot.a * meshAttachment.a);
if (this.premultiplyVertexColors) {
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);
} else {
color.r = (byte)(r * slot.r * meshAttachment.r);
color.g = (byte)(g * slot.g * meshAttachment.g);
color.b = (byte)(b * slot.b * meshAttachment.b);
}
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
float[] attachmentUVs = meshAttachment.uvs;
for (int iii = 0; iii < meshVertexCount; iii += 2) {
float x = attVertBuffer[iii], y = attVertBuffer[iii + 1];
vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z;
colors32[vertexIndex] = color; uvs[vertexIndex].x = attachmentUVs[iii]; uvs[vertexIndex].y = attachmentUVs[iii + 1];
if (x < meshBoundsMin.x) meshBoundsMin.x = x;
else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
if (y < meshBoundsMin.y) meshBoundsMin.y = y;
else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
vertexIndex++;
}
} else {
var weightedMeshAttachment = attachment as WeightedMeshAttachment;
if (weightedMeshAttachment != null) {
attachmentList.Add(attachment);
int meshVertexCount = weightedMeshAttachment.uvs.Length;
if (attVertBuffer.Length < meshVertexCount) this.attachmentVertexBuffer = attVertBuffer = new float[meshVertexCount];
weightedMeshAttachment.ComputeWorldVertices(slot, attVertBuffer);
color.a = (byte)(a * slot.a * weightedMeshAttachment.a);
if (this.premultiplyVertexColors) {
color.r = (byte)(r * slot.r * weightedMeshAttachment.r * color.a);
color.g = (byte)(g * slot.g * weightedMeshAttachment.g * color.a);
color.b = (byte)(b * slot.b * weightedMeshAttachment.b * color.a);
} else {
color.r = (byte)(r * slot.r * weightedMeshAttachment.r);
color.g = (byte)(g * slot.g * weightedMeshAttachment.g);
color.b = (byte)(b * slot.b * weightedMeshAttachment.b);
}
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
float[] attachmentUVs = weightedMeshAttachment.uvs;
for (int iii = 0; iii < meshVertexCount; iii += 2) {
float x = attVertBuffer[iii], y = attVertBuffer[iii + 1];
vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z;
colors32[vertexIndex] = color;
uvs[vertexIndex].x = attachmentUVs[iii]; uvs[vertexIndex].y = attachmentUVs[iii + 1];
if (x < meshBoundsMin.x) meshBoundsMin.x = x;
else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
if (y < meshBoundsMin.y) meshBoundsMin.y = y;
else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
vertexIndex++;
}
}
}
}
}
var smartMesh = this.doubleBufferedSmartMesh.GetNext();
var mesh = smartMesh.mesh;
bool structureDoesntMatch = newVertices || smartMesh.StructureDoesntMatch(attachmentList, instruction);
// Push triangles in this submesh
if (structureDoesntMatch) {
mesh.Clear();
int triangleCount = instruction.triangleCount;
int[] thisTriangles = this.triangles;
if (triangles == null || triangles.Length < triangleCount) {
this.triangles = thisTriangles = new int[triangleCount];
} else if (triangles.Length > triangleCount) {
for (int i = triangleCount; i < triangles.Length; i++)
thisTriangles[i] = 0;
}
// Iterate through submesh slots and store the triangles.
int triangleIndex = 0;
int afv = 0; // attachment first vertex, for single submesh, don't use instructions.firstVertexIndex
for (int i = instruction.startSlot, n = instruction.endSlot; i < n; i++) {
var attachment = skeletonDrawOrderItems[i].attachment;
if (attachment is RegionAttachment) {
thisTriangles[triangleIndex] = afv; thisTriangles[triangleIndex + 1] = afv + 2; thisTriangles[triangleIndex + 2] = afv + 1;
thisTriangles[triangleIndex + 3] = afv + 2; thisTriangles[triangleIndex + 4] = afv + 3; thisTriangles[triangleIndex + 5] = afv + 1;
triangleIndex += 6;
afv += 4;
} else {
int[] attachmentTriangles;
int attachmentVertexCount;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentVertexCount = meshAttachment.vertices.Length >> 1; // length/2
attachmentTriangles = meshAttachment.triangles;
} else {
var weightedMeshAttachment = attachment as WeightedMeshAttachment;
if (weightedMeshAttachment != null) {
attachmentVertexCount = weightedMeshAttachment.uvs.Length >> 1; // length/2
attachmentTriangles = weightedMeshAttachment.triangles;
} else
continue;
}
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
thisTriangles[triangleIndex] = afv + attachmentTriangles[ii];
afv += attachmentVertexCount;
}
} // Done adding current submesh triangles
}
Vector3 meshBoundsExtents = (meshBoundsMax - meshBoundsMin);
Vector3 meshCenter = meshBoundsMin + meshBoundsExtents * 0.5f;
smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, attachmentList, instruction);
mesh.bounds = new Bounds(meshCenter, meshBoundsExtents);
if (structureDoesntMatch) {
mesh.triangles = triangles;
}
return smartMesh.mesh;
}
readonly DoubleBuffered<ArraysSingleSubmeshGenerator.SmartMesh> doubleBufferedSmartMesh = new DoubleBuffered<SmartMesh>();
readonly ExposedList<Attachment> attachmentListBuffer = new ExposedList<Attachment>();
float[] attachmentVertexBuffer = new float[8];
Vector3[] meshVertices;
Color32[] meshColors32;
Vector2[] meshUVs;
int[] triangles;
class SmartMesh {
public readonly Mesh mesh = SpineMesh.NewMesh();
SubmeshInstruction instructionsUsed;
readonly ExposedList<Attachment> attachmentsUsed = new ExposedList<Attachment>();
public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, ExposedList<Attachment> attachmentList, SubmeshInstruction instructions) {
mesh.vertices = verts;
mesh.uv = uvs;
mesh.colors32 = colors;
instructionsUsed = instructions;
attachmentsUsed.Clear();
attachmentsUsed.GrowIfNeeded(attachmentList.Capacity);
attachmentsUsed.Count = attachmentList.Count;
attachmentList.CopyTo(attachmentsUsed.Items);
}
public bool StructureDoesntMatch (ExposedList<Attachment> attachmentList, SubmeshInstruction instructions) {
// Check each submesh instructions for equal arrangement.
var thisInstructions = instructionsUsed;
if (
instructions.skeleton != thisInstructions.skeleton ||
instructions.material.GetInstanceID() != thisInstructions.material.GetInstanceID() ||
instructions.startSlot != thisInstructions.startSlot ||
instructions.endSlot != thisInstructions.endSlot ||
instructions.triangleCount != thisInstructions.triangleCount ||
instructions.vertexCount != thisInstructions.vertexCount
) return true;
//Debug.Log("structure matched");
// Check count inequality.
if (attachmentList.Count != this.attachmentsUsed.Count) return true;
var attachmentsPassed = attachmentList.Items;
var myAttachments = this.attachmentsUsed.Items;
for (int i = 0, n = attachmentsUsed.Count; i < n; i++)
if (attachmentsPassed[i] != myAttachments[i]) return true;
//Debug.Log("attachments matched");
return false;
}
}
}
}

View File

@ -1,494 +0,0 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;
using Spine.Unity;
public class ArraysSubmeshedMeshGenerator : Spine.Unity.ISubmeshedMeshGenerator {
readonly List<Slot> separators = new List<Slot>();
public List<Slot> Separators { get { return this.separators; } }
public bool generateNormals;
public bool generateTangents;
public float zSpacing = 0f;
public SubmeshedMeshInstruction GenerateInstruction (Skeleton skeleton) {
if (skeleton == null) throw new System.ArgumentNullException("skeleton");
// Count vertices and submesh triangles.
int runningVertexCount = 0;
int submeshTriangleCount = 0;
int submeshFirstVertex = 0;
int submeshVertexCount = 0;
int submeshStartSlotIndex = 0;
Material lastMaterial = null;
var drawOrder = skeleton.drawOrder;
var drawOrderItems = drawOrder.Items;
int drawOrderCount = drawOrder.Count;
int separatorCount = separators.Count;
var instructionList = this.currentInstructions.submeshInstructions;
instructionList.Clear(false);
currentInstructions.attachmentList.Clear(false);
for (int i = 0; i < drawOrderCount; i++) {
var slot = drawOrderItems[i];
var attachment = slot.attachment;
object rendererObject; // An AtlasRegion in plain Spine-Unity. eventual source of Material object.
int attachmentVertexCount, attachmentTriangleCount;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
rendererObject = regionAttachment.RendererObject;
attachmentVertexCount = 4;
attachmentTriangleCount = 6;
} else {
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
rendererObject = meshAttachment.RendererObject;
attachmentVertexCount = meshAttachment.vertices.Length >> 1;
attachmentTriangleCount = meshAttachment.triangles.Length;
} else {
var skinnedMeshAttachment = attachment as WeightedMeshAttachment;
if (skinnedMeshAttachment != null) {
rendererObject = skinnedMeshAttachment.RendererObject;
attachmentVertexCount = skinnedMeshAttachment.uvs.Length >> 1;
attachmentTriangleCount = skinnedMeshAttachment.triangles.Length;
} else
continue;
}
}
var attachmentMaterial = (Material)((AtlasRegion)rendererObject).page.rendererObject;
// Populate submesh when material changes. (or when forced to separate by a submeshSeparator)
if (( runningVertexCount > 0 && lastMaterial.GetInstanceID() != attachmentMaterial.GetInstanceID() ) ||
( separatorCount > 0 && separators.Contains(slot) )) {
instructionList.Add(
new SubmeshInstruction {
skeleton = skeleton,
material = lastMaterial,
triangleCount = submeshTriangleCount,
vertexCount = submeshVertexCount,
startSlot = submeshStartSlotIndex,
endSlot = i,
firstVertexIndex = submeshFirstVertex
}
);
// Prepare for next submesh
submeshTriangleCount = 0;
submeshVertexCount = 0;
submeshFirstVertex = runningVertexCount;
submeshStartSlotIndex = i;
}
lastMaterial = attachmentMaterial;
submeshTriangleCount += attachmentTriangleCount;
submeshVertexCount += attachmentVertexCount;
runningVertexCount += attachmentVertexCount;
currentInstructions.attachmentList.Add(attachment);
}
instructionList.Add(
new SubmeshInstruction {
skeleton = skeleton,
material = lastMaterial,
triangleCount = submeshTriangleCount,
vertexCount = submeshVertexCount,
startSlot = submeshStartSlotIndex,
endSlot = drawOrderCount,
firstVertexIndex = submeshFirstVertex
}
);
currentInstructions.vertexCount = runningVertexCount;
return currentInstructions;
}
public SubmeshedMesh GenerateMesh (SubmeshedMeshInstruction meshInstructions) {
var smartMesh = doubleBufferedSmartMesh.GetNextMesh();
var mesh = smartMesh.mesh;
int submeshCount = meshInstructions.submeshInstructions.Count;
var instructionList = meshInstructions.submeshInstructions;
float zSpacing = this.zSpacing;
float[] attVertBuffer = this.attachmentVertexBuffer;
Vector2[] uvs = this.meshUVs;
Color32[] colors32 = this.meshColors32;
Color32 color;
// Ensure correct buffer sizes.
Vector3[] vertices = this.meshVertices;
bool newVertices = vertices == null || meshInstructions.vertexCount > vertices.Length;
int instructionVertexCount = meshInstructions.vertexCount;
if (newVertices) {
this.meshVertices = vertices = new Vector3[instructionVertexCount];
this.meshColors32 = colors32 = new Color32[instructionVertexCount];
this.meshUVs = uvs = new Vector2[instructionVertexCount];
} else {
var zero = Vector3.zero;
for (int i = instructionVertexCount, n = this.meshVertices.Length; i < n; i++)
vertices[i] = zero;
}
bool newSubmeshBuffers = submeshBuffers.Count < submeshCount;
if (newSubmeshBuffers) {
submeshBuffers.GrowIfNeeded(submeshCount);
for (int i = submeshBuffers.Count; submeshBuffers.Count < submeshCount; i++) {
submeshBuffers.Add(new SubmeshTriangleBuffer(instructionList.Items[i].triangleCount));
//submeshBuffers.Items[i] = new SubmeshTriangleBuffer(tc);
//submeshBuffers.Count = i;
}
}
Vector3 meshBoundsMin;
Vector3 meshBoundsMax;
int attachmentCount = meshInstructions.attachmentList.Count;
// Initial values for manual Mesh Bounds calculation
if (meshInstructions.attachmentList.Count <= 0) {
meshBoundsMin = new Vector3(0, 0, 0);
meshBoundsMax = new Vector3(0, 0, 0);
} else {
meshBoundsMin.x = int.MaxValue;
meshBoundsMin.y = int.MaxValue;
meshBoundsMax.x = int.MinValue;
meshBoundsMax.y = int.MinValue;
if (zSpacing > 0f) {
meshBoundsMin.z = 0f;
meshBoundsMax.z = zSpacing * (attachmentCount - 1);
} else {
meshBoundsMin.z = zSpacing * (attachmentCount - 1);
meshBoundsMax.z = 0f;
}
}
bool structureDoesntMatch = newVertices || newSubmeshBuffers || smartMesh.StructureDoesntMatch(meshInstructions);
if (structureDoesntMatch) {
mesh.Clear();
if (submeshCount == sharedMaterials.Length)
meshInstructions.FillMaterialArray(this.sharedMaterials);
else
this.sharedMaterials = meshInstructions.GetNewMaterialArray();
}
int vertexIndex = 0;
// For each submesh, add vertex data from attachments.
for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
var currentSubmeshInstruction = instructionList.Items[submeshIndex];
var skeleton = currentSubmeshInstruction.skeleton;
var skeletonDrawOrderItems = skeleton.DrawOrder.Items;
float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b;
for (int slotIndex = currentSubmeshInstruction.startSlot, endSlot = currentSubmeshInstruction.endSlot; slotIndex < endSlot; slotIndex++) {
var slot = skeletonDrawOrderItems[slotIndex];
var attachment = slot.attachment;
float z = slotIndex * zSpacing;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
regionAttachment.ComputeWorldVertices(slot.bone, attVertBuffer);
float x1 = attVertBuffer[RegionAttachment.X1], y1 = attVertBuffer[RegionAttachment.Y1];
float x2 = attVertBuffer[RegionAttachment.X2], y2 = attVertBuffer[RegionAttachment.Y2];
float x3 = attVertBuffer[RegionAttachment.X3], y3 = attVertBuffer[RegionAttachment.Y3];
float x4 = attVertBuffer[RegionAttachment.X4], y4 = attVertBuffer[RegionAttachment.Y4];
vertices[vertexIndex].x = x1; vertices[vertexIndex].y = y1; vertices[vertexIndex].z = z;
vertices[vertexIndex + 1].x = x4; vertices[vertexIndex + 1].y = y4; vertices[vertexIndex + 1].z = z;
vertices[vertexIndex + 2].x = x2; vertices[vertexIndex + 2].y = y2; vertices[vertexIndex + 2].z = z;
vertices[vertexIndex + 3].x = x3; vertices[vertexIndex + 3].y = y3; vertices[vertexIndex + 3].z = 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);
color.b = (byte)(b * slot.b * regionAttachment.b * color.a);
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
colors32[vertexIndex] = color; colors32[vertexIndex + 1] = color; colors32[vertexIndex + 2] = color; colors32[vertexIndex + 3] = color;
float[] regionUVs = regionAttachment.uvs;
uvs[vertexIndex].x = regionUVs[RegionAttachment.X1]; uvs[vertexIndex].y = regionUVs[RegionAttachment.Y1];
uvs[vertexIndex + 1].x = regionUVs[RegionAttachment.X4]; uvs[vertexIndex + 1].y = regionUVs[RegionAttachment.Y4];
uvs[vertexIndex + 2].x = regionUVs[RegionAttachment.X2]; uvs[vertexIndex + 2].y = regionUVs[RegionAttachment.Y2];
uvs[vertexIndex + 3].x = regionUVs[RegionAttachment.X3]; uvs[vertexIndex + 3].y = regionUVs[RegionAttachment.Y3];
// Calculate min/max X
if (x1 < meshBoundsMin.x) meshBoundsMin.x = x1;
else if (x1 > meshBoundsMax.x) meshBoundsMax.x = x1;
if (x2 < meshBoundsMin.x) meshBoundsMin.x = x2;
else if (x2 > meshBoundsMax.x) meshBoundsMax.x = x2;
if (x3 < meshBoundsMin.x) meshBoundsMin.x = x3;
else if (x3 > meshBoundsMax.x) meshBoundsMax.x = x3;
if (x4 < meshBoundsMin.x) meshBoundsMin.x = x4;
else if (x4 > meshBoundsMax.x) meshBoundsMax.x = x4;
// Calculate min/max Y
if (y1 < meshBoundsMin.y) meshBoundsMin.y = y1;
else if (y1 > meshBoundsMax.y) meshBoundsMax.y = y1;
if (y2 < meshBoundsMin.y) meshBoundsMin.y = y2;
else if (y2 > meshBoundsMax.y) meshBoundsMax.y = y2;
if (y3 < meshBoundsMin.y) meshBoundsMin.y = y3;
else if (y3 > meshBoundsMax.y) meshBoundsMax.y = y3;
if (y4 < meshBoundsMin.y) meshBoundsMin.y = y4;
else if (y4 > meshBoundsMax.y) meshBoundsMax.y = y4;
vertexIndex += 4;
} else {
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
int meshVertexCount = meshAttachment.vertices.Length;
if (attVertBuffer.Length < meshVertexCount) this.attachmentVertexBuffer = attVertBuffer = new float[meshVertexCount];
meshAttachment.ComputeWorldVertices(slot, attVertBuffer);
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.blendMode == BlendMode.additive) color.a = 0;
float[] attachmentUVs = meshAttachment.uvs;
for (int iii = 0; iii < meshVertexCount; iii += 2) {
float x = attVertBuffer[iii], y = attVertBuffer[iii + 1];
vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z;
colors32[vertexIndex] = color; uvs[vertexIndex].x = attachmentUVs[iii]; uvs[vertexIndex].y = attachmentUVs[iii + 1];
if (x < meshBoundsMin.x) meshBoundsMin.x = x;
else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
if (y < meshBoundsMin.y) meshBoundsMin.y = y;
else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
vertexIndex++;
}
} else {
var weightedMeshAttachment = attachment as WeightedMeshAttachment;
if (weightedMeshAttachment != null) {
int meshVertexCount = weightedMeshAttachment.uvs.Length;
if (attVertBuffer.Length < meshVertexCount) this.attachmentVertexBuffer = attVertBuffer = new float[meshVertexCount];
weightedMeshAttachment.ComputeWorldVertices(slot, attVertBuffer);
color.a = (byte)(a * slot.a * weightedMeshAttachment.a);
color.r = (byte)(r * slot.r * weightedMeshAttachment.r * color.a);
color.g = (byte)(g * slot.g * weightedMeshAttachment.g * color.a);
color.b = (byte)(b * slot.b * weightedMeshAttachment.b * color.a);
if (slot.data.blendMode == BlendMode.additive) color.a = 0;
float[] attachmentUVs = weightedMeshAttachment.uvs;
for (int iii = 0; iii < meshVertexCount; iii += 2) {
float x = attVertBuffer[iii], y = attVertBuffer[iii + 1];
vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z;
colors32[vertexIndex] = color;
uvs[vertexIndex].x = attachmentUVs[iii]; uvs[vertexIndex].y = attachmentUVs[iii + 1];
if (x < meshBoundsMin.x) meshBoundsMin.x = x;
else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
if (y < meshBoundsMin.y) meshBoundsMin.y = y;
else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
vertexIndex++;
}
}
}
}
}
// Push triangles in this submesh
if (structureDoesntMatch) {
smartMesh.mesh.Clear(); // rebuild triangle array.
var currentSubmesh = submeshBuffers.Items[submeshIndex];
bool isLastSubmesh = (submeshIndex == submeshCount - 1);
int triangleCount = currentSubmesh.triangleCount = currentSubmeshInstruction.triangleCount;
int trianglesCapacity = currentSubmesh.triangles.Length;
int[] triangles = currentSubmesh.triangles;
if (isLastSubmesh) {
if (trianglesCapacity > triangleCount) {
for (int i = triangleCount; i < trianglesCapacity; i++)
triangles[i] = 0;
}
} else if (trianglesCapacity != triangleCount) {
triangles = currentSubmesh.triangles = new int[triangleCount];
currentSubmesh.triangleCount = 0;
}
// Iterate through submesh slots and store the triangles.
int triangleIndex = 0;
int afv = currentSubmeshInstruction.firstVertexIndex; // attachment first vertex
for (int i = currentSubmeshInstruction.startSlot, n = currentSubmeshInstruction.endSlot; i < n; i++) {
var attachment = skeletonDrawOrderItems[i].attachment;
if (attachment is RegionAttachment) {
triangles[triangleIndex] = afv; triangles[triangleIndex + 1] = afv + 2; triangles[triangleIndex + 2] = afv + 1;
triangles[triangleIndex + 3] = afv + 2; triangles[triangleIndex + 4] = afv + 3; triangles[triangleIndex + 5] = afv + 1;
triangleIndex += 6;
afv += 4;
} else {
int[] attachmentTriangles;
int attachmentVertexCount;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentVertexCount = meshAttachment.vertices.Length >> 1; // length/2
attachmentTriangles = meshAttachment.triangles;
} else {
var weightedMeshAttachment = attachment as WeightedMeshAttachment;
if (weightedMeshAttachment != null) {
attachmentVertexCount = weightedMeshAttachment.uvs.Length >> 1; // length/2
attachmentTriangles = weightedMeshAttachment.triangles;
} else
continue;
}
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
triangles[triangleIndex] = afv + attachmentTriangles[ii];
afv += attachmentVertexCount;
}
} // Done adding current submesh triangles
}
}
Vector3 meshBoundsExtents = (meshBoundsMax - meshBoundsMin);
Vector3 meshCenter = meshBoundsMin + meshBoundsExtents * 0.5f;
smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, meshInstructions);
mesh.bounds = new Bounds(meshCenter, meshBoundsExtents);
if (structureDoesntMatch) {
if (generateNormals) {
int vertexCount = meshInstructions.vertexCount;
Vector3[] normals = new Vector3[vertexCount];
Vector3 normal = new Vector3(0, 0, -1);
for (int i = 0; i < vertexCount; i++)
normals[i] = normal;
mesh.normals = normals;
if (generateTangents) {
Vector4[] tangents = new Vector4[vertexCount];
Vector4 tangent = new Vector4(1, 0, 0, -1);
for (int i = 0; i < vertexCount; i++)
tangents[i] = tangent;
mesh.tangents = tangents;
}
}
// push new triangles if doesn't match.
mesh.subMeshCount = submeshCount;
for (int i = 0; i < submeshCount; i++)
mesh.SetTriangles(submeshBuffers.Items[i].triangles, i);
}
return new SubmeshedMesh(smartMesh.mesh, sharedMaterials);
}
#region Internals
readonly DoubleBufferedSmartMesh doubleBufferedSmartMesh = new DoubleBufferedSmartMesh();
readonly SubmeshedMeshInstruction currentInstructions = new SubmeshedMeshInstruction();
float[] attachmentVertexBuffer = new float[8];
Vector3[] meshVertices;
Color32[] meshColors32;
Vector2[] meshUVs;
Material[] sharedMaterials = new Material[0];
readonly ExposedList<SubmeshTriangleBuffer> submeshBuffers = new ExposedList<SubmeshTriangleBuffer>();
#endregion
#region Types
class SubmeshTriangleBuffer {
public int[] triangles;
public int triangleCount;
public SubmeshTriangleBuffer (int triangleCount) {
triangles = new int[triangleCount];
this.triangleCount = triangleCount;
}
}
class DoubleBufferedSmartMesh {
readonly SmartMesh mesh1 = new SmartMesh();
readonly SmartMesh mesh2 = new SmartMesh();
bool usingMesh1;
public SmartMesh GetNextMesh () {
usingMesh1 = !usingMesh1;
return usingMesh1 ? mesh1 : mesh2;
}
}
// A SmartMesh is a Mesh (with submeshes) that knows what attachments and instructions were used to generate it.
class SmartMesh {
public readonly Mesh mesh = SpineMesh.NewMesh();
readonly ExposedList<Attachment> attachmentsUsed = new ExposedList<Attachment>();
readonly ExposedList<SubmeshInstruction> instructionsUsed = new ExposedList<SubmeshInstruction>();
public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, SubmeshedMeshInstruction instruction) {
mesh.vertices = verts;
mesh.uv = uvs;
mesh.colors32 = colors;
attachmentsUsed.Clear(false);
attachmentsUsed.GrowIfNeeded(instruction.attachmentList.Capacity);
attachmentsUsed.Count = instruction.attachmentList.Count;
instruction.attachmentList.CopyTo(attachmentsUsed.Items);
instructionsUsed.Clear(false);
instructionsUsed.GrowIfNeeded(instruction.submeshInstructions.Capacity);
instructionsUsed.Count = instruction.submeshInstructions.Count;
instruction.submeshInstructions.CopyTo(instructionsUsed.Items);
}
public bool StructureDoesntMatch (SubmeshedMeshInstruction instructions) {
// Check count inequality.
if (instructions.attachmentList.Count != this.attachmentsUsed.Count) return true;
if (instructions.submeshInstructions.Count != this.instructionsUsed.Count) return true;
// Check each attachment.
var attachmentsPassed = instructions.attachmentList.Items;
var myAttachments = this.attachmentsUsed.Items;
for (int i = 0, n = attachmentsUsed.Count; i < n; i++)
if (attachmentsPassed[i] != myAttachments[i]) return true;
// Check each submesh for equal arrangement.
var instructionListItems = instructions.submeshInstructions.Items;
var myInstructions = this.instructionsUsed.Items;
for (int i = 0, n = this.instructionsUsed.Count; i < n; i++) {
var lhs = instructionListItems[i];
var rhs = myInstructions[i];
if (
lhs.material.GetInstanceID() != rhs.material.GetInstanceID() ||
lhs.startSlot != rhs.startSlot ||
lhs.endSlot != rhs.endSlot ||
lhs.triangleCount != rhs.triangleCount ||
lhs.vertexCount != rhs.vertexCount ||
lhs.firstVertexIndex != rhs.firstVertexIndex
) return true;
}
//Debug.Log("structure matched");
return false;
}
}
#endregion
}

View File

@ -1,33 +1,35 @@
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity {
namespace Spine.Unity.MeshGeneration {
// ISubmeshedMeshGenerator:
// How to use:
// Step 1: Have a SubmeshedMeshGenerator instance, and a Spine.Skeleton
// Step 2: Call GenerateInstruction. Pass it your Skeleton. Keep the return value (a SubmeshedMeshInstruction, you can use it in other classes too).
// Step 3: Pass the SubmeshedMeshInstruction into GenerateMesh. You'll get a Mesh and Materials.
// Step 4: Put the Mesh in MeshFilter. Put the Materials in MeshRenderer.sharedMaterials.
public interface ISubmeshedMeshGenerator {
/// <summary>Generates instructions for how to generate the submeshed mesh based on the given state of the
/// skeleton. The returned instructions can be used to generate a whole submeshed mesh or individual submeshes.</summary>
SubmeshedMeshInstruction GenerateInstruction (Skeleton skeleton);
/// <summary>Returns a SubmeshedMesh (a mesh and a material array coupled in a struct).
/// Call GenerateInstructions to get the SubmeshedMeshInstructions to pass into this.</summary>
SubmeshedMesh GenerateMesh (SubmeshedMeshInstruction wholeMeshInstruction);
/// <summary>A list of slots that mark the end of a submesh. The slot after it will be the start of a new submesh.</summary>
MeshAndMaterials GenerateMesh (SubmeshedMeshInstruction wholeMeshInstruction);
List<Slot> Separators { get; }
}
public interface ISingleSubmeshGenerator {
Mesh GenerateMesh (SubmeshInstruction instruction);
// ISubmeshSetMeshGenerator
// How to use:
// Step 1: Get a list of SubmeshInstruction. You can get this from SkeletonRenderer or an ISubmeshedMeshGenerator's returned SubmeshedMeshInstruction.
// Step 2: Call AddInstruction one by one, or AddInstructions once.
// Step 3: Call GenerateMesh. You'll get a Mesh and Materials.
// Step 4: Put the Mesh in MeshFilter. Put the Materials in MeshRenderer.sharedMaterials.
public interface ISubmeshSetMeshGenerator {
MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh);
}
/// <summary>A Submeshed mesh is a return type so the mesh with
/// multiple submeshes can be coupled with a material array to render its submeshes.</summary>
public struct SubmeshedMesh {
public readonly Mesh mesh;
public readonly Material[] materials;
public SubmeshedMesh (Mesh mesh, Material[] materials) {
this.mesh = mesh;
this.materials = materials;
}
// ISingleSubmeshGenerator
// How to use:
// Step 1: Have a single SubmeshInstruction
// Step 2:
public interface ISingleSubmeshGenerator {
Mesh GenerateMesh (SubmeshInstruction instruction);
}
/// <summary>Primarily a collection of Submesh Instructions. This constitutes instructions for how to construct a mesh containing submeshes.</summary>
@ -65,5 +67,33 @@ namespace Spine.Unity {
// Vertex index offset. Used by submesh generation if part of a bigger mesh.
public int firstVertexIndex;
public bool separatedBySlot;
/// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
public int SlotCount { get { return endSlot - startSlot; } }
}
public static class SubmeshInstructionExtensions {
public static void FillMaterialArray (this ExposedList<SubmeshInstruction> instructions, Material[] materialArray) {
for (int i = 0, n = materialArray.Length; i < n; i++)
materialArray[i] = instructions.Items[i].material;
}
public static Material[] GetNewMaterialArray (this ExposedList<SubmeshInstruction> instructions) {
var materials = new Material[instructions.Count];
instructions.FillMaterialArray(materials);
return materials;
}
}
public struct MeshAndMaterials {
public readonly Mesh mesh;
public readonly Material[] materials;
public MeshAndMaterials (Mesh mesh, Material[] materials) {
this.mesh = mesh;
this.materials = materials;
}
}
}

View File

@ -1,6 +1,6 @@
fileFormatVersion: 2
guid: c518552ea622e98418ce673c5febc468
timeCreated: 1455406760
guid: 7492a8ff24ea1884f92307ab1121e451
timeCreated: 1458046464
licenseType: Free
MonoImporter:
serializedVersion: 2

View File

@ -3,14 +3,12 @@ using System.Collections;
using UnityEditor;
using Spine.Unity;
[CustomEditor(typeof(SubmeshRenderer))]
public class SubmeshRendererInspector : Editor {
[CustomEditor(typeof(SkeletonRenderPart))]
public class SkeletonRenderPartInspector : Editor {
SpineInspectorUtility.SerializedSortingProperties sortingProperties;
SubmeshRenderer component;
void OnEnable () {
component = target as SubmeshRenderer;
var component = target as Component;
sortingProperties = new SpineInspectorUtility.SerializedSortingProperties(component.GetComponent<MeshRenderer>());
}
@ -18,5 +16,4 @@ public class SubmeshRendererInspector : Editor {
DrawDefaultInspector();
SpineInspectorUtility.SortingPropertyFields(sortingProperties, true);
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 30e43037bf4433645ad70266f34c1c8b
timeCreated: 1458051036
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,57 @@
using UnityEngine;
using System.Collections;
using UnityEditor;
using Spine.Unity;
[CustomEditor(typeof(SkeletonRenderSeparator))]
public class SkeletonRenderSeparatorInspector : Editor {
SkeletonRenderSeparator component;
void OnEnable () {
component = target as SkeletonRenderSeparator;
}
public override void OnInspectorGUI () {
base.OnInspectorGUI();
if (GUILayout.Button("Add Renderer")) {
const int SortingOrderIncrement = 5;
int index = component.renderers.Count;
var smr = SkeletonRenderPart.NewSubmeshRendererGameObject(component.transform, index.ToString());
component.renderers.Add(smr);
// increment renderer sorting order.
if (index != 0) {
var prev = component.renderers[index - 1];
if (prev != null) {
var prevMeshRenderer = prev.GetComponent<MeshRenderer>();
var currentMeshRenderer = smr.GetComponent<MeshRenderer>();
if (prevMeshRenderer != null && currentMeshRenderer != null) {
int prevSortingLayer = prevMeshRenderer.sortingLayerID;
int prevSortingOrder = prevMeshRenderer.sortingOrder;
currentMeshRenderer.sortingLayerID = prevSortingLayer;
currentMeshRenderer.sortingOrder = prevSortingOrder + SortingOrderIncrement;
}
}
}
}
if (GUILayout.Button("Destroy Renderers")) {
if (EditorUtility.DisplayDialog("Destroy Submesh Renderers", "Do you really want to destroy all the SubmeshRenderer GameObjects in the list?", "Destroy", "Cancel")) {
for (int i = 0; i < component.renderers.Count; i++) {
Debug.LogFormat("Destroying {0}", component.renderers[i].gameObject.name);
DestroyImmediate(component.renderers[i].gameObject);
}
component.renderers.Clear();
}
}
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: d2a5062cfe5dd4344831cda4723128af
timeCreated: 1458067064
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,13 +1,12 @@
using UnityEngine;
using System.Collections;
using UnityEngine.Assertions;
using Spine.Unity.MeshGeneration;
namespace Spine.Unity {
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class SubmeshRenderer : MonoBehaviour {
ISingleSubmeshGenerator meshGenerator;
public ISingleSubmeshGenerator MeshGenerator {
public class SkeletonRenderPart : MonoBehaviour {
ISubmeshSetMeshGenerator meshGenerator;
public ISubmeshSetMeshGenerator MeshGenerator {
get {
LazyIntialize();
return meshGenerator;
@ -32,7 +31,7 @@ namespace Spine.Unity {
void LazyIntialize () {
if (meshGenerator != null) return;
meshGenerator = new ArraysSingleSubmeshGenerator(); // swap this out with your custom ISingleSubmeshGenerator code.
meshGenerator = new ArraysSubmeshSetMeshGenerator();
meshFilter = GetComponent<MeshFilter>();
meshRenderer = GetComponent<MeshRenderer>();
}
@ -41,10 +40,11 @@ namespace Spine.Unity {
meshFilter.sharedMesh = null;
}
public void RenderSubmesh (SubmeshInstruction instruction) {
public void RenderSubmesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
LazyIntialize();
meshRenderer.sharedMaterial = instruction.material;
meshFilter.sharedMesh = meshGenerator.GenerateMesh(instruction);
MeshAndMaterials m = meshGenerator.GenerateMesh(instructions, startSubmesh, endSubmesh);
meshFilter.sharedMesh = m.mesh;
meshRenderer.sharedMaterials = m.materials;
}
public void SetPropertyBlock (MaterialPropertyBlock block) {
@ -52,10 +52,10 @@ namespace Spine.Unity {
meshRenderer.SetPropertyBlock(block);
}
public static SubmeshRenderer NewSubmeshRendererGameObject (Transform parent, string name) {
public static SkeletonRenderPart NewSubmeshRendererGameObject (Transform parent, string name) {
var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
go.transform.SetParent(parent, false);
var returnComponent = go.AddComponent<SubmeshRenderer>();
var returnComponent = go.AddComponent<SkeletonRenderPart>();
return returnComponent;
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 1c0b968d1e7333b499e347acb644f1c1
timeCreated: 1458045480
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,103 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine.Unity;
namespace Spine.Unity {
[ExecuteInEditMode]
public class SkeletonRenderSeparator : MonoBehaviour {
[SerializeField]
protected SkeletonRenderer skeletonRenderer;
public SkeletonRenderer SkeletonRenderer {
get { return skeletonRenderer; }
set {
if (skeletonRenderer != null)
skeletonRenderer.GenerateMeshOverride -= SeparateSkeletonRender;
skeletonRenderer = value;
}
}
MeshRenderer masterMeshRenderer;
[Header("Settings")]
public bool propagateMaterialPropertyBlock = false;
public bool controlMainMeshRenderer = true;
[Space(10f)]
public List<Spine.Unity.SkeletonRenderPart> renderers = new List<SkeletonRenderPart>();
void Reset () {
if (skeletonRenderer == null) {
skeletonRenderer = GetComponent<SkeletonRenderer>();
}
}
void OnEnable () {
if (skeletonRenderer == null) return;
if (block == null) block = new MaterialPropertyBlock();
masterMeshRenderer = skeletonRenderer.GetComponent<MeshRenderer>();
if (controlMainMeshRenderer)
masterMeshRenderer.enabled = false;
skeletonRenderer.GenerateMeshOverride -= SeparateSkeletonRender;
skeletonRenderer.GenerateMeshOverride += SeparateSkeletonRender;
}
void OnDisable () {
if (skeletonRenderer == null) return;
if (controlMainMeshRenderer)
masterMeshRenderer.enabled = true;
skeletonRenderer.GenerateMeshOverride -= SeparateSkeletonRender;
foreach (var s in renderers)
s.ClearMesh();
}
MaterialPropertyBlock block;
void SeparateSkeletonRender (SkeletonRenderer.SmartMesh.Instruction instruction) {
int rendererCount = renderers.Count;
if (rendererCount <= 0) return;
int rendererIndex = 0;
if (propagateMaterialPropertyBlock)
masterMeshRenderer.GetPropertyBlock(block);
var submeshInstructions = instruction.submeshInstructions;
var submeshInstructionsItems = submeshInstructions.Items;
int lastSubmeshInstruction = submeshInstructions.Count - 1;
var currentRenderer = renderers[rendererIndex];
for (int i = 0, start = 0; i <= lastSubmeshInstruction; i++) {
if (submeshInstructionsItems[i].separatedBySlot) {
//Debug.Log(submeshInstructionsItems[i].endSlot);
currentRenderer.RenderSubmesh(instruction.submeshInstructions, start, i + 1);
start = i + 1;
if (propagateMaterialPropertyBlock)
currentRenderer.SetPropertyBlock(block);
rendererIndex++;
if (rendererIndex < rendererCount) {
currentRenderer = renderers[rendererIndex];
} else {
break;
}
} else if (i == lastSubmeshInstruction) {
//Debug.Log(submeshInstructionsItems[i].endSlot);
currentRenderer.RenderSubmesh(instruction.submeshInstructions, start, i + 1);
if (propagateMaterialPropertyBlock)
currentRenderer.SetPropertyBlock(block);
}
}
}
}
}

View File

@ -1,36 +0,0 @@
using UnityEngine;
using System.Collections;
using UnityEditor;
using Spine.Unity;
[CustomEditor(typeof(SpineRenderSeparator))]
public class SpineRenderSeparatorInspector : Editor {
SpineRenderSeparator component;
void OnEnable () {
component = target as SpineRenderSeparator;
}
public override void OnInspectorGUI () {
base.OnInspectorGUI();
if (GUILayout.Button("Destroy Submesh Renderers")) {
if (EditorUtility.DisplayDialog("Destroy Submesh Renderers", "Do you really want to destroy all the SubmeshRenderer GameObjects in the list?", "Destroy", "Cancel")) {
for (int i = 0; i < component.submeshRenderers.Count; i++) {
Debug.LogFormat("Destroying {0}", component.submeshRenderers[i].gameObject.name);
DestroyImmediate(component.submeshRenderers[i].gameObject);
}
component.submeshRenderers.Clear();
}
}
if (GUILayout.Button("Add SubmeshRenderer")) {
int index = component.submeshRenderers.Count;
var smr = SubmeshRenderer.NewSubmeshRendererGameObject(component.transform, index.ToString());
component.submeshRenderers.Add(smr);
}
}
}

View File

@ -1,63 +0,0 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine.Unity;
[ExecuteInEditMode]
public class SpineRenderSeparator : MonoBehaviour {
[SerializeField]
protected SkeletonRenderer skeletonRenderer;
public SkeletonRenderer SkeletonRenderer {
get { return skeletonRenderer; }
set {
if (skeletonRenderer != null)
skeletonRenderer.GenerateMeshOverride -= SeparatelyRenderSubmeshes;
skeletonRenderer = value;
}
}
MeshRenderer masterMeshRenderer;
public List<Spine.Unity.SubmeshRenderer> submeshRenderers = new List<SubmeshRenderer>();
public bool propagateMaterialPropertyBlock = false;
void OnEnable () {
if (skeletonRenderer == null) return;
if (block == null) block = new MaterialPropertyBlock();
masterMeshRenderer = skeletonRenderer.GetComponent<MeshRenderer>();
masterMeshRenderer.enabled = false;
skeletonRenderer.GenerateMeshOverride -= SeparatelyRenderSubmeshes;
skeletonRenderer.GenerateMeshOverride += SeparatelyRenderSubmeshes;
}
void OnDisable () {
if (skeletonRenderer == null) return;
masterMeshRenderer.enabled = true;
skeletonRenderer.GenerateMeshOverride -= SeparatelyRenderSubmeshes;
foreach (var s in submeshRenderers)
s.ClearMesh();
}
MaterialPropertyBlock block;
void SeparatelyRenderSubmeshes (SkeletonRenderer.SmartMesh.Instruction instruction) {
var submeshInstructions = instruction.submeshInstructions;
var submeshInstructionsItems = submeshInstructions.Items;
for (int i = 0; i < instruction.submeshInstructions.Count; i++) {
if (i >= submeshRenderers.Count) return;
var submeshRenderer = submeshRenderers[i];
submeshRenderer.RenderSubmesh(submeshInstructionsItems[i]);
if (propagateMaterialPropertyBlock) {
masterMeshRenderer.GetPropertyBlock(block);
submeshRenderer.SetPropertyBlock(block);
}
}
}
}

View File

@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 792af191c395561459cc0cc03a517ae8
folderAsset: yes
timeCreated: 1457401769
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 5eec1664658bb4344909619707652674
folderAsset: yes
timeCreated: 1457405608
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@ -33,6 +33,7 @@ using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;
using Spine.Unity.MeshGeneration;
/// <summary>Renders a skeleton.</summary>
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer)), DisallowMultipleComponent]
@ -255,18 +256,18 @@ public class SkeletonRenderer : MonoBehaviour {
#endif
// Create a new SubmeshInstruction when material changes. (or when forced to separate by a submeshSeparator)
if ((vertexCount > 0 && lastMaterial.GetInstanceID() != material.GetInstanceID()) ||
(submeshSeparatorSlotsCount > 0 && submeshSeparatorSlots.Contains(slot))) {
bool separatedBySlot = (submeshSeparatorSlotsCount > 0 && submeshSeparatorSlots.Contains(slot));
if ((vertexCount > 0 && lastMaterial.GetInstanceID() != material.GetInstanceID()) || separatedBySlot) {
workingSubmeshInstructions.Add(
new Spine.Unity.SubmeshInstruction {
new Spine.Unity.MeshGeneration.SubmeshInstruction {
skeleton = this.skeleton,
material = lastMaterial,
startSlot = submeshStartSlotIndex,
endSlot = i,
triangleCount = submeshTriangleCount,
firstVertexIndex = submeshFirstVertex,
vertexCount = submeshVertexCount
vertexCount = submeshVertexCount,
separatedBySlot = separatedBySlot
}
);
@ -283,14 +284,15 @@ public class SkeletonRenderer : MonoBehaviour {
}
workingSubmeshInstructions.Add(
new Spine.Unity.SubmeshInstruction {
new Spine.Unity.MeshGeneration.SubmeshInstruction {
skeleton = this.skeleton,
material = lastMaterial,
startSlot = submeshStartSlotIndex,
endSlot = drawOrderCount,
triangleCount = submeshTriangleCount,
firstVertexIndex = submeshFirstVertex,
vertexCount = submeshVertexCount
vertexCount = submeshVertexCount,
separatedBySlot = false
}
);
@ -663,7 +665,7 @@ public class SkeletonRenderer : MonoBehaviour {
return false;
}
void SetSubmesh (int submeshIndex, Spine.Unity.SubmeshInstruction submeshInstructions, ExposedList<bool> flipStates, bool isLastSubmesh) {
void SetSubmesh (int submeshIndex, Spine.Unity.MeshGeneration.SubmeshInstruction submeshInstructions, ExposedList<bool> flipStates, bool isLastSubmesh) {
SubmeshTriangleBuffer currentSubmesh = submeshes.Items[submeshIndex];
int[] triangles = currentSubmesh.triangles;
@ -799,7 +801,7 @@ public class SkeletonRenderer : MonoBehaviour {
public int vertexCount = -1;
public readonly ExposedList<Attachment> attachments = new ExposedList<Attachment>();
public readonly ExposedList<bool> attachmentFlips = new ExposedList<bool>();
public readonly ExposedList<Spine.Unity.SubmeshInstruction> submeshInstructions = new ExposedList<Spine.Unity.SubmeshInstruction>();
public readonly ExposedList<Spine.Unity.MeshGeneration.SubmeshInstruction> submeshInstructions = new ExposedList<Spine.Unity.MeshGeneration.SubmeshInstruction>();
public void Clear () {
this.attachments.Clear(false);