Merge pull request #384 from Fenrisul/master

SpriteAttachmentLoader
This commit is contained in:
Fenrisul 2015-03-13 20:26:03 -07:00
commit a7bc5321ac
3 changed files with 212 additions and 10 deletions

View File

@ -39,70 +39,96 @@ using Spine;
public static class SkeletonExtensions {
public static void SetColor(this Slot slot, Color color) {
public static void SetColor (this Slot slot, Color color) {
slot.A = color.a;
slot.R = color.r;
slot.G = color.g;
slot.B = color.b;
}
public static void SetColor(this Slot slot, Color32 color) {
public static void SetColor (this Slot slot, Color32 color) {
slot.A = color.a / 255f;
slot.R = color.r / 255f;
slot.G = color.g / 255f;
slot.B = color.b / 255f;
}
public static void SetColor(this RegionAttachment attachment, Color color) {
public static void SetColor (this RegionAttachment attachment, Color color) {
attachment.A = color.a;
attachment.R = color.r;
attachment.G = color.g;
attachment.B = color.b;
}
public static void SetColor(this RegionAttachment attachment, Color32 color) {
public static void SetColor (this RegionAttachment attachment, Color32 color) {
attachment.A = color.a / 255f;
attachment.R = color.r / 255f;
attachment.G = color.g / 255f;
attachment.B = color.b / 255f;
}
public static void SetColor(this MeshAttachment attachment, Color color) {
public static void SetColor (this MeshAttachment attachment, Color color) {
attachment.A = color.a;
attachment.R = color.r;
attachment.G = color.g;
attachment.B = color.b;
}
public static void SetColor(this MeshAttachment attachment, Color32 color) {
public static void SetColor (this MeshAttachment attachment, Color32 color) {
attachment.A = color.a / 255f;
attachment.R = color.r / 255f;
attachment.G = color.g / 255f;
attachment.B = color.b / 255f;
}
public static void SetColor(this SkinnedMeshAttachment attachment, Color color) {
public static void SetColor (this SkinnedMeshAttachment attachment, Color color) {
attachment.A = color.a;
attachment.R = color.r;
attachment.G = color.g;
attachment.B = color.b;
}
public static void SetColor(this SkinnedMeshAttachment attachment, Color32 color) {
public static void SetColor (this SkinnedMeshAttachment attachment, Color32 color) {
attachment.A = color.a / 255f;
attachment.R = color.r / 255f;
attachment.G = color.g / 255f;
attachment.B = color.b / 255f;
}
public static void SetPosition(this Bone bone, Vector2 position) {
public static void SetPosition (this Bone bone, Vector2 position) {
bone.X = position.x;
bone.Y = position.y;
}
public static void SetPosition(this Bone bone, Vector3 position) {
public static void SetPosition (this Bone bone, Vector3 position) {
bone.X = position.x;
bone.Y = position.y;
}
public static Attachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = "Spine/Skeleton") {
var att = sprite.ToRegionAttachment(shaderName);
skeleton.FindSlot(slotName).Attachment = att;
return att;
}
public static Attachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = "Spine/Skeleton") {
var att = sprite.ToRegionAttachment(shaderName);
var slotIndex = skeletonData.FindSlotIndex(slotName);
Skin skin = skeletonData.defaultSkin;
if (skinName != "")
skin = skeletonData.FindSkin(skinName);
skin.AddAttachment(slotIndex, att.Name, att);
return att;
}
public static RegionAttachment ToRegionAttachment (this Sprite sprite, string shaderName = "Spine/Skeleton") {
var loader = new SpriteAttachmentLoader(sprite, Shader.Find(shaderName));
var att = loader.NewRegionAttachment(null, sprite.name, "");
loader = null;
return att;
}
}

View File

@ -0,0 +1,168 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;
public class SpriteAttacher : MonoBehaviour {
public bool attachOnStart = true;
public bool keepLoaderInMemory = true;
public Sprite sprite;
[SpineSlot]
public string slot;
private SpriteAttachmentLoader loader;
private RegionAttachment attachment;
void Start () {
if (attachOnStart)
Attach();
}
public void Attach () {
var skeletonRenderer = GetComponent<SkeletonRenderer>();
if (loader == null)
//create loader instance, tell it what sprite and shader to use
loader = new SpriteAttachmentLoader(sprite, Shader.Find("Spine/Skeleton"));
if (attachment == null)
attachment = loader.NewRegionAttachment(null, sprite.name, "");
skeletonRenderer.skeleton.FindSlot(slot).Attachment = attachment;
if (!keepLoaderInMemory)
loader = null;
}
}
public class SpriteAttachmentLoader : AttachmentLoader {
//TODO: Memory cleanup functions
//IMPORTANT: Make sure you clear this when you don't need it anymore. Goodluck.
public static Dictionary<int, AtlasRegion> atlasTable = new Dictionary<int, AtlasRegion>();
//Shouldn't need to clear this, should just prevent redoing premultiply alpha pass on packed atlases
public static List<int> premultipliedAtlasIds = new List<int>();
Sprite sprite;
Shader shader;
public SpriteAttachmentLoader (Sprite sprite, Shader shader) {
if (sprite.packingMode == SpritePackingMode.Tight) {
Debug.LogError("Tight Packer Policy not supported yet!");
return;
}
this.sprite = sprite;
this.shader = shader;
Texture2D tex = sprite.texture;
//premultiply texture if it hasn't been yet
int instanceId = tex.GetInstanceID();
if (!premultipliedAtlasIds.Contains(instanceId)) {
try {
var colors = tex.GetPixels();
Color c;
float a;
for (int i = 0; i < colors.Length; i++) {
c = colors[i];
a = c.a;
c.r *= a;
c.g *= a;
c.b *= a;
colors[i] = c;
}
tex.SetPixels(colors);
tex.Apply();
premultipliedAtlasIds.Add(instanceId);
} catch {
//texture is not readable! Can't pre-multiply it, you're on your own.
}
}
}
public RegionAttachment NewRegionAttachment (Skin skin, string name, string path) {
RegionAttachment attachment = new RegionAttachment(name);
Texture2D tex = sprite.texture;
int instanceId = tex.GetInstanceID();
AtlasRegion atlasRegion;
//check cache first
if (atlasTable.ContainsKey(instanceId)) {
atlasRegion = atlasTable[instanceId];
} else {
//Setup new material
Material mat = new Material(shader);
if (sprite.packed)
mat.name = "Unity Packed Sprite Material";
else
mat.name = sprite.name + " Sprite Material";
mat.mainTexture = tex;
//create faux-region to play nice with SkeletonRenderer
atlasRegion = new AtlasRegion();
AtlasPage page = new AtlasPage();
page.rendererObject = mat;
atlasRegion.page = page;
//cache it
atlasTable[instanceId] = atlasRegion;
}
Rect texRect = sprite.textureRect;
//normalize rect to UV space of packed atlas
texRect.x = Mathf.InverseLerp(0, tex.width, texRect.x);
texRect.y = Mathf.InverseLerp(0, tex.height, texRect.y);
texRect.width = Mathf.InverseLerp(0, tex.width, texRect.width);
texRect.height = Mathf.InverseLerp(0, tex.height, texRect.height);
Bounds bounds = sprite.bounds;
Vector3 size = bounds.size;
//TODO: make sure this rotation thing actually works
bool rotated = false;
if (sprite.packed)
rotated = sprite.packingRotation == SpritePackingRotation.Any;
//do some math and assign UVs and sizes
attachment.SetUVs(texRect.xMin, texRect.yMax, texRect.xMax, texRect.yMin, rotated);
attachment.RendererObject = atlasRegion;
attachment.SetColor(Color.white);
attachment.ScaleX = 1;
attachment.ScaleY = 1;
attachment.RegionOffsetX = sprite.rect.width * (0.5f - Mathf.InverseLerp(bounds.min.x, bounds.max.x, 0)) / sprite.pixelsPerUnit;
attachment.RegionOffsetY = sprite.rect.height * (0.5f - Mathf.InverseLerp(bounds.min.y, bounds.max.y, 0)) / sprite.pixelsPerUnit;
attachment.Width = size.x;
attachment.Height = size.y;
attachment.RegionWidth = size.x;
attachment.RegionHeight = size.y;
attachment.RegionOriginalWidth = size.x;
attachment.RegionOriginalHeight = size.y;
attachment.UpdateOffset();
return attachment;
}
public MeshAttachment NewMeshAttachment (Skin skin, string name, string path) {
//TODO: Unity 5 only
throw new System.NotImplementedException();
}
public SkinnedMeshAttachment NewSkinnedMeshAttachment (Skin skin, string name, string path) {
throw new System.NotImplementedException();
}
public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name) {
throw new System.NotImplementedException();
}
}

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 2ee7b5e36685e2445a0097de42940987
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData: