[unity] Spine.Unity.Modules.AttachmentTools

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pharan 2016-11-06 22:32:35 +08:00
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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity.Modules.AttachmentTools {
public static class AttachmentRegionExtensions {
/// <summary>
/// Tries to set the region (image) of a renderable attachment. If the attachment is not renderable, nothing is applied.</summary>
public static void SetRegion (this Attachment attachment, AtlasRegion region, bool updateOffset = true) {
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
regionAttachment.SetRegion(region, updateOffset);
} else {
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null)
meshAttachment.SetRegion(region, updateOffset);
}
}
/// <summary>Sets the region (image) of a RegionAttachment</summary>
public static void SetRegion (this RegionAttachment attachment, AtlasRegion region, bool updateOffset = true) {
if (region == null) throw new System.ArgumentNullException("region");
// (AtlasAttachmentLoader.cs)
attachment.RendererObject = region;
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate);
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
if (updateOffset) attachment.UpdateOffset();
}
/// <summary>Sets the region (image) of a MeshAttachment</summary>
public static void SetRegion (this MeshAttachment attachment, AtlasRegion region, bool updateUVs = true) {
if (region == null) throw new System.ArgumentNullException("region");
// (AtlasAttachmentLoader.cs)
attachment.RendererObject = region;
attachment.RegionU = region.u;
attachment.RegionV = region.v;
attachment.RegionU2 = region.u2;
attachment.RegionV2 = region.v2;
attachment.RegionRotate = region.rotate;
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
if (updateUVs) attachment.UpdateUVs();
}
#region Runtime RegionAttachments
/// <summary>
/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses a new AtlasPage with the Material provided./// </summary>
public static RegionAttachment ToRegionAttachment (this Sprite sprite, Material material) {
return sprite.ToRegionAttachment(material.ToSpineAtlasPage());
}
/// <summary>
/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses the AtlasPage provided./// </summary>
public static RegionAttachment ToRegionAttachment (this Sprite sprite, AtlasPage page) {
if (sprite == null) throw new System.ArgumentNullException("sprite");
if (page == null) throw new System.ArgumentNullException("page");
var region = sprite.ToAtlasRegion(page);
var unitsPerPixel = 1f / sprite.pixelsPerUnit;
return region.ToRegionAttachment(sprite.name, unitsPerPixel);
}
/// <summary>
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data. Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton"</summary>
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader) {
if (sprite == null) throw new System.ArgumentNullException("sprite");
if (shader == null) throw new System.ArgumentNullException("shader");
var region = sprite.ToAtlasRegionPMAClone(shader);
var unitsPerPixel = 1f / sprite.pixelsPerUnit;
return region.ToRegionAttachment(sprite.name, unitsPerPixel);
}
/// <summary>
/// Creates a new RegionAttachment from a given AtlasRegion.</summary>
public static RegionAttachment ToRegionAttachment (this AtlasRegion region, string attachmentName, float scale = 0.01f) {
if (string.IsNullOrEmpty(attachmentName)) throw new System.ArgumentException("attachmentName can't be null or empty.", "attachmentName");
if (region == null) throw new System.ArgumentNullException("region");
// (AtlasAttachmentLoader.cs)
var attachment = new RegionAttachment(attachmentName);
attachment.scaleX = 1;
attachment.scaleY = 1;
attachment.SetColor(Color.white);
attachment.width = region.width * scale;
attachment.height = region.height * scale;
attachment.RendererObject = region;
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate);
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;
attachment.regionHeight = region.height;
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
attachment.UpdateOffset();
return attachment;
}
#endregion
}
public static class SpriteAtlasRegionExtensions {
/// <summary>
/// Creates a new Spine.AtlasPage from a UnityEngine.Material. If the material has a preassigned texture, the page width and height will be set.</summary>
public static AtlasPage ToSpineAtlasPage (this Material m) {
var newPage = new AtlasPage {
rendererObject = m,
name = m.name
};
var t = m.mainTexture;
if (t != null) {
newPage.width = t.width;
newPage.height = t.height;
}
return newPage;
}
/// <summary>
/// Creates a Spine.AtlasRegion from a UnityEngine.Sprite.</summary>
public static AtlasRegion ToAtlasRegion (this Sprite s, AtlasPage page) {
if (page == null) throw new System.ArgumentNullException("page", "page cannot be null. AtlasPage determines which texture region belongs and how it should be rendered. You can use material.ToSpineAtlasPage() to get a shareable AtlasPage from a Material, or use the sprite.ToAtlasRegion(material) overload.");
var region = s.ToAtlasRegion();
region.page = page;
return region;
}
/// <summary>
/// Creates a Spine.AtlasRegion from a UnityEngine.Sprite. This creates a new AtlasPage object for every AtlasRegion you create. You can centralize Material control by creating a shared atlas page using Material.ToSpineAtlasPage and using the sprite.ToAtlasRegion(AtlasPage) overload.</summary>
public static AtlasRegion ToAtlasRegion (this Sprite s, Material material) {
var region = s.ToAtlasRegion();
region.page = material.ToSpineAtlasPage();
return region;
}
/// <summary>
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary>
public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Shader shader) {
var material = new Material(shader);
var tex = s.ToTexture(false);
tex.ApplyPMA(true);
tex.name = s.name + "-pma-";
material.name = tex.name + shader.name;
material.mainTexture = tex;
var page = material.ToSpineAtlasPage();
var region = s.ToAtlasRegion(true);
region.page = page;
return region;
}
static AtlasRegion ToAtlasRegion (this Sprite s, bool isolatedTexture = false) {
var region = new AtlasRegion();
region.name = s.name;
region.index = -1;
region.rotate = s.packed && s.packingRotation != SpritePackingRotation.None;
// World space units
Bounds bounds = s.bounds;
Vector2 boundsMin = bounds.min, boundsMax = bounds.max;
// Texture space/pixel units
Rect spineRect = s.rect.SpineUnityFlipRect(s.texture.height);
region.width = (int)spineRect.width;
region.originalWidth = (int)spineRect.width;
region.height = (int)spineRect.height;
region.originalHeight = (int)spineRect.height;
region.offsetX = spineRect.width * (0.5f - InverseLerp(boundsMin.x, boundsMax.x, 0));
region.offsetY = spineRect.height * (0.5f - InverseLerp(boundsMin.y, boundsMax.y, 0));
if (isolatedTexture) {
region.u = 0;
region.v = 1;
region.u2 = 1;
region.v2 = 0;
region.x = 0;
region.y = 0;
} else {
Texture2D tex = s.texture;
Rect uvRect = TextureRectToUVRect(s.textureRect, tex.width, tex.height);
region.u = uvRect.xMin;
region.v = uvRect.yMax;
region.u2 = uvRect.xMax;
region.v2 = uvRect.yMin;
region.x = (int)spineRect.x;
region.y = (int)spineRect.y;
}
return region;
}
#region Runtime Repacking
/// <summary>
/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
public static Skin GetRepackedSkin (this Skin o, string skinName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2) {
var skinAttachments = o.Attachments;
var newSkin = new Skin(skinName);
var repackedAttachments = new List<Attachment>();
var texturesToPack = new List<Texture2D>();
foreach (var kvp in skinAttachments) {
var newAttachment = kvp.Value.GetClone(true);
if (IsRenderable(newAttachment)) {
texturesToPack.Add(newAttachment.GetAtlasRegion().ToTexture());
repackedAttachments.Add(newAttachment);
}
var key = kvp.Key;
newSkin.AddAttachment(key.slotIndex, key.name, newAttachment);
}
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize);
newTexture.name = skinName;
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
var newMaterial = new Material(shader);
newMaterial.name = skinName;
newMaterial.mainTexture = newTexture;
var page = newMaterial.ToSpineAtlasPage();
page.name = skinName;
for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
var a = repackedAttachments[i];
var r = rects[i];
var oldRegion = a.GetAtlasRegion();
var newRegion = UVRectToAtlasRegion(r, oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
a.SetRegion(newRegion);
}
t = newTexture;
m = newMaterial;
return newSkin;
}
public static Sprite ToSprite (this AtlasRegion ar, float pixelsPerUnit = 100) {
return Sprite.Create(ar.GetMainTexture(), ar.GetUnityRect(), new Vector2(0.5f, 0.5f), pixelsPerUnit);
}
static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true) {
Texture2D sourceTexture = ar.GetMainTexture();
Texture2D output = new Texture2D(ar.width, ar.height);
output.name = ar.name;
Rect r = ar.GetUnityRect(sourceTexture.height);
Color[] pixelBuffer = sourceTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
output.SetPixels(pixelBuffer);
if (applyImmediately)
output.Apply();
return output;
}
static Texture2D ToTexture (this Sprite s, bool applyImmediately = true) {
var spriteTexture = s.texture;
var r = s.textureRect;
var spritePixels = spriteTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height); // TODO: Test
var newTexture = new Texture2D((int)r.width, (int)r.height);
newTexture.SetPixels(spritePixels);
if (applyImmediately)
newTexture.Apply();
return newTexture;
}
static bool IsRenderable (Attachment a) {
return a is RegionAttachment || a is MeshAttachment;
}
/// <summary>
/// Get a rect with flipped Y so that a Spine atlas rect gets converted to a Unity Sprite rect and vice versa.</summary>
static Rect SpineUnityFlipRect (this Rect rect, int textureHeight) {
rect.y = textureHeight - rect.y - rect.height;
return rect;
}
/// <summary>
/// Gets the Rect of an AtlasRegion according to Unity texture coordinates (x-right, y-up).
/// This overload relies on region.page.height being correctly set.</summary>
static Rect GetUnityRect (this AtlasRegion region) {
return region.GetSpineAtlasRect().SpineUnityFlipRect(region.page.height);
}
/// <summary>
/// Gets the Rect of an AtlasRegion according to Unity texture coordinates (x-right, y-up).</summary>
static Rect GetUnityRect (this AtlasRegion region, int textureHeight) {
return region.GetSpineAtlasRect().SpineUnityFlipRect(textureHeight);
}
/// <summary>
/// Returns a Rect of the AtlasRegion according to Spine texture coordinates. (x-right, y-down)</summary>
static Rect GetSpineAtlasRect (this AtlasRegion region) {
return new Rect(region.x, region.y, region.width, region.height);
}
/// <summary>
/// Denormalize a uvRect into a texture-space Rect.</summary>
static Rect UVRectToTextureRect (Rect uvRect, int texWidth, int texHeight) {
uvRect.x *= texWidth;
uvRect.width *= texWidth;
uvRect.y *= texHeight;
uvRect.height *= texHeight;
return uvRect;
}
/// <summary>
/// Normalize a texture Rect into UV coordinates.</summary>
static Rect TextureRectToUVRect (Rect textureRect, int texWidth, int texHeight) {
textureRect.x = Mathf.InverseLerp(0, texWidth, textureRect.x);
textureRect.y = Mathf.InverseLerp(0, texHeight, textureRect.y);
textureRect.width = Mathf.InverseLerp(0, texWidth, textureRect.width);
textureRect.height = Mathf.InverseLerp(0, texHeight, textureRect.height);
return textureRect;
}
/// <summary>
/// Creates a new Spine AtlasRegion according to a Unity UV Rect (x-right, y-up, uv-normalized).</summary>
static AtlasRegion UVRectToAtlasRegion (Rect uvRect, string name, AtlasPage page, float offsetX, float offsetY, bool rotate) {
var tr = UVRectToTextureRect(uvRect, page.width, page.height);
var rr = tr.SpineUnityFlipRect(page.height);
int w = (int)rr.width, h = (int)rr.height, x = (int)rr.x, y = (int)rr.y;
return new AtlasRegion {
page = page,
name = name,
u = uvRect.xMin,
u2 = uvRect.xMax,
v = uvRect.yMax,
v2 = uvRect.yMin,
index = -1,
width = w,
originalWidth = w,
height = h,
originalHeight = h,
offsetX = offsetX,
offsetY = offsetY,
x = x,
y = y,
rotate = rotate
};
}
/// <summary>
/// Tries to get the backing AtlasRegion of an attachment if it is renderable. Returns null for non-renderable attachments.</summary>
static AtlasRegion GetAtlasRegion (this Attachment a) {
var regionAttachment = a as RegionAttachment;
if (regionAttachment != null)
return (regionAttachment.RendererObject) as AtlasRegion;
var meshAttachment = a as MeshAttachment;
if (meshAttachment != null)
return (meshAttachment.RendererObject) as AtlasRegion;
return null;
}
/// <summary>
/// Convenience method for getting the main texture of the material of the page of the region.</summary>
static Texture2D GetMainTexture (this AtlasRegion region) {
var material = (region.page.rendererObject as Material);
return material.mainTexture as Texture2D;
}
static void ApplyPMA (this Texture2D texture, bool applyImmediately = true) {
var pixels = texture.GetPixels();
for (int i = 0, n = pixels.Length; i < n; i++) {
Color p = pixels[i];
float a = p.a;
p.r = p.r * a;
p.g = p.g * a;
p.b = p.b * a;
pixels[i] = p;
}
texture.SetPixels(pixels);
if (applyImmediately)
texture.Apply();
}
#endregion
private static float InverseLerp (float a, float b, float value) {
return (value - a) / (b - a);
}
}
public static class SkinExtensions {
/// <summary>
/// Convenience method for duplicating a skeleton's current active skin so changes to it will not affect other skeleton instances. .</summary>
public static Skin UnshareSkin (this Skeleton skeleton, bool includeDefaultSkin, bool unshareAttachments, AnimationState state = null) {
// 1. Copy the current skin and set the skeleton's skin to the new one.
var newSkin = skeleton.GetClonedSkin("cloned skin", includeDefaultSkin, unshareAttachments, true);
skeleton.SetSkin(newSkin);
// 2. Apply correct attachments: skeleton.SetToSetupPose + animationState.Apply
if (state != null) {
skeleton.SetToSetupPose();
state.Apply(skeleton);
}
// 3. Return unshared skin.
return newSkin;
}
public static Skin GetClonedSkin (this Skeleton skeleton, string newSkinName, bool includeDefaultSkin = false, bool cloneAttachments = false, bool cloneMeshesAsLinked = true) {
var newSkin = new Skin(newSkinName); // may have null name. Harmless.
var defaultSkin = skeleton.data.DefaultSkin;
var activeSkin = skeleton.skin;
if (includeDefaultSkin)
defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
activeSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
return newSkin;
}
/// <summary>
/// Gets a shallow copy of the skin. The cloned skin's attachments are shared with the original skin.</summary>
public static Skin GetClone (this Skin original) {
var newSkin = new Skin(original.name + " clone");
var newSkinAttachments = newSkin.Attachments;
foreach (var a in original.Attachments)
newSkinAttachments[a.Key] = a.Value;
return newSkin;
}
public static void CopyTo (this Skin source, Skin destination, bool overwrite, bool cloneAttachments, bool cloneMeshesAsLinked = true) {
var sourceAttachments = source.Attachments;
var destinationAttachments = destination.Attachments;
if (cloneAttachments) {
if (overwrite) {
foreach (var e in sourceAttachments)
destinationAttachments[e.Key] = e.Value.GetClone(cloneMeshesAsLinked);
} else {
foreach (var e in sourceAttachments) {
if (destinationAttachments.ContainsKey(e.Key)) continue;
destinationAttachments.Add(e.Key, e.Value.GetClone(cloneMeshesAsLinked));
}
}
} else {
if (overwrite) {
foreach (var e in sourceAttachments)
destinationAttachments[e.Key] = e.Value;
} else {
foreach (var e in sourceAttachments) {
if (destinationAttachments.ContainsKey(e.Key)) continue;
destinationAttachments.Add(e.Key, e.Value);
}
}
}
}
}
public static class AttachmentCloneExtensions {
/// <summary>
/// Clones the attachment.</summary>
public static Attachment GetClone (this Attachment o, bool cloneMeshesAsLinked) {
var regionAttachment = o as RegionAttachment;
if (regionAttachment != null)
return regionAttachment.GetClone();
var meshAttachment = o as MeshAttachment;
if (meshAttachment != null)
return cloneMeshesAsLinked ? meshAttachment.GetLinkedClone() : meshAttachment.GetClone();
var boundingBoxAttachment = o as BoundingBoxAttachment;
if (boundingBoxAttachment != null)
return boundingBoxAttachment.GetClone();
var pathAttachment = o as PathAttachment;
if (pathAttachment != null)
return pathAttachment.GetClone();
return null;
}
public static RegionAttachment GetClone (this RegionAttachment o) {
return new RegionAttachment(o.Name + "clone") {
x = o.x,
y = o.y,
rotation = o.rotation,
scaleX = o.scaleX,
scaleY = o.scaleY,
width = o.width,
height = o.height,
r = o.r,
g = o.g,
b = o.b,
a = o.a,
Path = o.Path,
RendererObject = o.RendererObject,
regionOffsetX = o.regionOffsetX,
regionOffsetY = o.regionOffsetY,
regionWidth = o.regionWidth,
regionHeight = o.regionHeight,
regionOriginalWidth = o.regionOriginalWidth,
regionOriginalHeight = o.regionOriginalHeight,
uvs = o.uvs.Clone() as float[],
offset = o.offset.Clone() as float[]
};
}
public static BoundingBoxAttachment GetClone (this BoundingBoxAttachment o) {
var ba = new BoundingBoxAttachment(o.Name);
CloneVertexAttachment(o, ba);
return o;
}
public static MeshAttachment GetLinkedClone (this MeshAttachment o, bool inheritDeform = true) {
return o.GetLinkedMesh(o.Name, o.RendererObject as AtlasRegion, inheritDeform);
}
/// <summary>
/// Returns a clone of the MeshAttachment. This will cause Deform animations to stop working unless you explicity set the .parentMesh to the original.</summary>
public static MeshAttachment GetClone (this MeshAttachment o) {
var ma = new MeshAttachment(o.Name) {
r = o.r,
g = o.g,
b = o.b,
a = o.a,
inheritDeform = o.inheritDeform,
Path = o.Path,
RendererObject = o.RendererObject,
regionOffsetX = o.regionOffsetX,
regionOffsetY = o.regionOffsetY,
regionWidth = o.regionWidth,
regionHeight = o.regionHeight,
regionOriginalWidth = o.regionOriginalWidth,
regionOriginalHeight = o.regionOriginalHeight,
RegionU = o.RegionU,
RegionV = o.RegionV,
RegionU2 = o.RegionU2,
RegionV2 = o.RegionV2,
RegionRotate = o.RegionRotate,
uvs = o.uvs.Clone() as float[]
};
// Linked mesh
if (o.parentMesh != null) {
// bones, vertices, worldVerticesLength, regionUVs, triangles, HullLength, Edges, Width, Height
ma.ParentMesh = o.parentMesh;
} else {
CloneVertexAttachment(o, ma); // bones, vertices, worldVerticesLength
ma.regionUVs = o.regionUVs.Clone() as float[];
ma.triangles = o.triangles.Clone() as int[];
ma.hulllength = o.hulllength;
// Nonessential.
ma.Edges = o.Edges.Clone() as int[];
ma.Width = o.Width;
ma.Height = o.Height;
}
return o;
}
public static PathAttachment GetClone (this PathAttachment o) {
var newPathAttachment = new PathAttachment(o.Name) {
lengths = o.lengths.Clone() as float[],
closed = o.closed,
constantSpeed = o.constantSpeed
};
CloneVertexAttachment(o, newPathAttachment);
return newPathAttachment;
}
static void CloneVertexAttachment (VertexAttachment src, VertexAttachment dest) {
dest.worldVerticesLength = src.worldVerticesLength;
if (src.bones != null)
dest.bones = src.vertices.Clone() as int[];
if (src.vertices != null)
dest.vertices = src.vertices.Clone() as float[];
}
#region Runtime Linked MeshAttachments
/// <summary>
/// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to the AtlasRegion provided.</summary>
public static MeshAttachment GetLinkedMesh (this MeshAttachment o, string newLinkedMeshName, AtlasRegion region, bool inheritDeform = true) {
//if (string.IsNullOrEmpty(attachmentName)) throw new System.ArgumentException("attachmentName cannot be null or empty", "attachmentName");
if (region == null) throw new System.ArgumentNullException("region");
// If parentMesh is a linked mesh, create a link to its parent. Preserves Deform animations.
if (o.parentMesh != null)
o = o.parentMesh;
// 1. NewMeshAttachment (AtlasAttachmentLoader.cs)
var mesh = new MeshAttachment(newLinkedMeshName);
mesh.SetRegion(region, false);
// 2. (SkeletonJson.cs::ReadAttachment. case: LinkedMesh)
mesh.Path = newLinkedMeshName;
mesh.r = 1f;
mesh.g = 1f;
mesh.b = 1f;
mesh.a = 1f;
//mesh.ParentMesh property call below sets mesh.Width and mesh.Height
// 3. Link mesh with parent. (SkeletonJson.cs)
mesh.inheritDeform = inheritDeform;
mesh.ParentMesh = o;
mesh.UpdateUVs();
return mesh;
}
/// <summary>
/// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader.
/// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary>
public static MeshAttachment GetLinkedMesh (this MeshAttachment o, Sprite sprite, Shader shader, bool inheritDeform = true) {
return o.GetLinkedMesh(sprite.name, sprite.ToAtlasRegion(new Material(shader)), inheritDeform);
}
#endregion
}
}

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