[unity] Re-added removed extension method GetRepackedAttachments(). Cleanup: Removed extension methods Attachment.GetRegion(). See commit f2a8c9a. See #1557.

This commit is contained in:
Harald Csaszar 2019-11-29 16:45:20 +01:00
parent f3b6cc5933
commit d99fd64e2d
3 changed files with 94 additions and 22 deletions

View File

@ -44,8 +44,8 @@
* **Breaking changes**
* Removed all `Spine.Unity.AttachmentTools.SkinUtilities` Skin extension methods. These have become obsoleted and error-prone since the introduction of the new Skin API in 3.8. To fix any compile errors, replace any usage of `Skin` extension methods with their counterparts, e.g. replace occurrances of `skin.AddAttachments()` with `skin.AddSkin()`.
* Removed redundant `Spine.Unity.AttachmentTools` extension method `Skin.GetRepackedAttachments()`. Please use `Skin.GetRepackedSkin()` instead.
* Removed redundant `Spine.Unity.AttachmentTools.AttachmentCloneExtensions` extension methods `Attachment.GetCopy()` and `Attachment.GetLinkedMesh()`. To fix any compile errors, replace any occurrances with `Attachment.Copy()` and `Attachment.NewLinkedMesh()`.
* Removed rarely used `Spine.Unity.AttachmentTools.AttachmentRegionExtensions` extension methods `Attachment.GetRegion()`. Use `Attachment.RendererObject as AtlasRegion` instead.
* Removed redundant `Spine.SkeletonExtensions` extension methods `Skeleton.Set*ToSetupPose()`. Also removed less commonly used extension methods `TrackEntry.AllowImmediateQueue()` and `Attachment.IsRenderable()`.
* `Skin.Attachments` now replaces `Skin.GetAttachments()`, returning an `ICollection<SkinEntry>`. This makes access more consistent and intuitive. To fix any compile errors, replace any occurrances of `skin.GetAttachments()` by `skin.Attachments`.

View File

@ -219,6 +219,99 @@ namespace Spine.Unity.AttachmentTools {
}
#region Runtime Repacking
/// <summary>
/// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments, but mapped to a new single texture using the same material.</summary>
/// <param name="sourceAttachments">The list of attachments to be repacked.</param>
/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.</param>
///
/// <param name="materialPropertySource">May be null. If no Material property source is provided, no special </param>
public static void GetRepackedAttachments (List<Attachment> sourceAttachments, List<Attachment> outputAttachments, Material materialPropertySource, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, string newAssetName = "Repacked Attachments", bool clearCache = false, bool useOriginalNonrenderables = true) {
if (sourceAttachments == null) throw new System.ArgumentNullException("sourceAttachments");
if (outputAttachments == null) throw new System.ArgumentNullException("outputAttachments");
// Use these to detect and use shared regions.
var existingRegions = new Dictionary<AtlasRegion, int>();
var regionIndexes = new List<int>();
var texturesToPack = new List<Texture2D>();
var originalRegions = new List<AtlasRegion>();
outputAttachments.Clear();
outputAttachments.AddRange(sourceAttachments);
int newRegionIndex = 0;
for (int i = 0, n = sourceAttachments.Count; i < n; i++) {
var originalAttachment = sourceAttachments[i];
if (originalAttachment is IHasRendererObject) {
var originalMeshAttachment = originalAttachment as MeshAttachment;
Attachment newAttachment = (originalMeshAttachment != null) ? originalMeshAttachment.NewLinkedMesh() : originalAttachment.Copy();
var region = ((IHasRendererObject)newAttachment).RendererObject as AtlasRegion;
int existingIndex;
if (existingRegions.TryGetValue(region, out existingIndex)) {
regionIndexes.Add(existingIndex); // Store the region index for the eventual new attachment.
}
else {
originalRegions.Add(region);
texturesToPack.Add(region.ToTexture()); // Add the texture to the PackTextures argument
existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
regionIndexes.Add(newRegionIndex); // Store the region index for the eventual new attachment.
newRegionIndex++;
}
outputAttachments[i] = newAttachment;
}
else {
outputAttachments[i] = useOriginalNonrenderables ? originalAttachment : originalAttachment.Copy();
regionIndexes.Add(NonrenderingRegion); // Output attachments pairs with regionIndexes list 1:1. Pad with a sentinel if the attachment doesn't have a region.
}
}
// Fill a new texture with the collected attachment textures.
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);
newTexture.mipMapBias = AtlasUtilities.DefaultMipmapBias;
newTexture.name = newAssetName;
// Copy settings
if (texturesToPack.Count > 0) {
var sourceTexture = texturesToPack[0];
newTexture.CopyTextureAttributesFrom(sourceTexture);
}
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
// Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
Shader shader = materialPropertySource == null ? Shader.Find("Spine/Skeleton") : materialPropertySource.shader;
var newMaterial = new Material(shader);
if (materialPropertySource != null) {
newMaterial.CopyPropertiesFromMaterial(materialPropertySource);
newMaterial.shaderKeywords = materialPropertySource.shaderKeywords;
}
newMaterial.name = newAssetName;
newMaterial.mainTexture = newTexture;
var page = newMaterial.ToSpineAtlasPage();
page.name = newAssetName;
var repackedRegions = new List<AtlasRegion>();
for (int i = 0, n = originalRegions.Count; i < n; i++) {
var oldRegion = originalRegions[i];
var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
repackedRegions.Add(newRegion);
}
// Map the cloned attachments to the repacked atlas.
for (int i = 0, n = outputAttachments.Count; i < n; i++) {
var a = outputAttachments[i];
if (a is IHasRendererObject)
a.SetRegion(repackedRegions[regionIndexes[i]]);
}
// Clean up.
if (clearCache)
AtlasUtilities.ClearCache();
outputTexture = newTexture;
outputMaterial = newMaterial;
}
/// <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>

View File

@ -33,27 +33,6 @@ using System.Collections;
namespace Spine.Unity.AttachmentTools {
public static class AttachmentRegionExtensions {
#region GetRegion
/// <summary>
/// Tries to get the region (image) of a renderable attachment. If the attachment is not renderable, it returns null.</summary>
public static AtlasRegion GetRegion (this Attachment attachment) {
var renderableAttachment = attachment as IHasRendererObject;
if (renderableAttachment != null)
return renderableAttachment.RendererObject as AtlasRegion;
return null;
}
/// <summary>Gets the region (image) of a RegionAttachment</summary>
public static AtlasRegion GetRegion (this RegionAttachment regionAttachment) {
return regionAttachment.RendererObject as AtlasRegion;
}
/// <summary>Gets the region (image) of a MeshAttachment</summary>
public static AtlasRegion GetRegion (this MeshAttachment meshAttachment) {
return meshAttachment.RendererObject as AtlasRegion;
}
#endregion
#region SetRegion
/// <summary>
/// Tries to set the region (image) of a renderable attachment. If the attachment is not renderable, nothing is applied.</summary>