Merge branch 'master' into spine-ue4

This commit is contained in:
badlogic 2017-01-23 11:28:18 +01:00
commit 983855a2a5
7 changed files with 131 additions and 97 deletions

3
CHANGELOG Normal file
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@ -0,0 +1,3 @@
[3.6.x]
- [c] Modified kvec.h used by SkeletonBinary.c to use Spine's MALLOC/FREE macros. That way there's only one place
to inject custom allocators (extension.h) https://github.com/EsotericSoftware/spine-runtimes/commit/c2cfbc6cb8709daa082726222d558188d75a004f

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@ -43,50 +43,63 @@ int main() {
* The initial version.
2017-19-18 (0.1.1):
Spine Special Edition
* Made helper macros for alloc, free and memcpy, which can be overridden.
* Made these helpers point to the Spine C Runtime alloc and free functions by default
* Reimplemented kv_resize to use alloc and free instead of realloc
* Changed kv_push to use kv_resize instead of realloc
* Removed kv_pushp and kv_a macros because the weren't used
* Removed stdlib include
*/
#ifndef AC_KVEC_H
#define AC_KVEC_H
#include <stdlib.h>
#ifndef _kv_free
#define _kv_free(type, p) (FREE(p))
#endif
#ifndef _kv_alloc
#define _kv_alloc(type, s) ((type*)(MALLOC(type, (s))))
#endif
#ifndef _kv_copy
#define _kv_copy(type, d, s, n) memcpy((d), (s), sizeof(type) * (n))
#endif
#define kv_roundup32(x) (--(x), (x)|=(x)>>1, (x)|=(x)>>2, (x)|=(x)>>4, (x)|=(x)>>8, (x)|=(x)>>16, ++(x))
#define kvec_t(type) struct { size_t n, m; type *a; }
#define kv_init(v) ((v).n = (v).m = 0, (v).a = 0)
#define kv_destroy(v) free((v).a)
#define kv_destroy(v) _kv_free(type, (v).a)
#define kv_A(v, i) ((v).a[(i)])
#define kv_array(v) ((v).a)
#define kv_pop(v) ((v).a[--(v).n])
#define kv_size(v) ((v).n)
#define kv_max(v) ((v).m)
#define kv_resize(type, v, s) ((v).m = (s), (v).a = (type*)realloc((v).a, sizeof(type) * (v).m))
#define kv_trim(type, v) (kv_resize(type, (v), kv_size(v)))
#define kv_copy(type, v1, v0) do { \
if ((v1).m < (v0).n) kv_resize(type, v1, (v0).n); \
(v1).n = (v0).n; \
memcpy((v1).a, (v0).a, sizeof(type) * (v0).n); \
} while (0) \
#define kv_push(type, v, x) do { \
if ((v).n == (v).m) { \
(v).m = (v).m? (v).m<<1 : 2; \
(v).a = (type*)realloc((v).a, sizeof(type) * (v).m); \
} \
(v).a[(v).n++] = (x); \
#define kv_resize(type, v, s) do { \
type* b = _kv_alloc(type, (s)); \
if (((s) > 0) && ((v).m > 0)) \
_kv_copy(type, b, (v).a, ((s) < (v).m)? (s) : (v).m); \
_kv_free(type, (v).a); \
(v).a = b; (v).m = (s); \
} while (0)
#define kv_pushp(type, v) (((v).n == (v).m)? \
((v).m = ((v).m? (v).m<<1 : 2), \
(v).a = (type*)realloc((v).a, sizeof(type) * (v).m), 0) \
: 0), ((v).a + ((v).n++))
#define kv_trim(type, v) kv_resize(type, (v), kv_size(v))
#define kv_a(type, v, i) (((v).m <= (size_t)(i)? \
((v).m = (v).n = (i) + 1, kv_roundup32((v).m), \
(v).a = (type*)realloc((v).a, sizeof(type) * (v).m), 0) \
: (v).n <= (size_t)(i)? (v).n = (i) + 1 \
: 0), (v).a[(i)])
#define kv_copy(type, v1, v0) do { \
if ((v1).m < (v0).n) kv_resize(type, v1, (v0).n); \
(v1).n = (v0).n; \
_kv_copy(type, (v1).a, (v0).a, (v0).n); \
} while (0) \
#define kv_push(type, v, x) do { \
if ((v).n == (v).m) \
kv_resize(type, (v), ((v).m? (v).m<<1 : 2)); \
(v).a[(v).n++] = (x); \
} while (0)
#endif

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@ -42,7 +42,14 @@ namespace Spine.Unity.MeshGeneration {
readonly ExposedList<SubmeshTriangleBuffer> submeshBuffers = new ExposedList<SubmeshTriangleBuffer>();
Material[] sharedMaterials = new Material[0];
public MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
/// <summary>
/// Generates a mesh based on a subset of instructions.
/// </summary>
/// <returns>A UnityEngine.Mesh.</returns>
/// <param name="instructions">A list of SubmeshInstructions.</param>
/// <param name="startSubmesh">The index of the starting submesh.</param>
/// <param name="endSubmesh">The exclusive upper bound of the last submesh to be included.</param>
public MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh, float scale = 1f) {
// STEP 0: Prepare instructions.
var paramItems = instructions.Items;
currentInstructions.Clear(false);
@ -122,6 +129,15 @@ namespace Spine.Unity.MeshGeneration {
this.sharedMaterials = currentInstructions.GetUpdatedMaterialArray(this.sharedMaterials);
}
if (scale != 1f) {
for (int i = 0; i < vertexCount; i++) {
meshVertices[i].x *= scale;
meshVertices[i].y *= scale;
//meshVertices[i].z *= scale;
}
}
// STEP 3: Assign the buffers into the Mesh.
smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, workingAttachments, currentInstructions);
mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);

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@ -41,6 +41,7 @@ namespace Spine.Unity.MeshGeneration {
public List<Slot> Separators { get { return this.separators; } }
#region Settings
// ArraysMeshGenerator.PremultiplyAlpha
public float ZSpacing { get; set; }
#endregion

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@ -44,6 +44,7 @@ namespace Spine.Unity.MeshGeneration {
List<Slot> Separators { get; }
float ZSpacing { get; set; }
bool PremultiplyVertexColors { get; set; }
bool AddNormals { get; set; }
bool AddTangents { get; set; }
}
@ -55,7 +56,7 @@ namespace Spine.Unity.MeshGeneration {
// 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);
MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh, float scale = 1f);
float ZSpacing { get; set; }
bool PremultiplyVertexColors { get; set; }

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@ -163,11 +163,11 @@ namespace Spine.Unity {
#endif
}
public virtual void Update () {
public void Update () {
Update(Time.deltaTime);
}
public virtual void Update (float deltaTime) {
public void Update (float deltaTime) {
if (!valid)
return;

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@ -83,7 +83,7 @@ namespace Spine.Unity {
animationTable.Add(a.Name.GetHashCode(), a);
}
void Update () {
public void Update () {
if (!valid) return;
if (layerMixModes.Length < animator.layerCount)