Submeshed MeshGenerator

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pharan 2016-03-04 02:20:30 +08:00
parent ea507f21dd
commit e1b709c1eb
5 changed files with 602 additions and 0 deletions

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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 SubmeshedMeshInstructions GenerateInstructions (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();
currentInstructions.attachmentList.Clear();
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() ) ||
//if (( lastMaterial != null && lastMaterial.GetInstanceID() != attachmentMaterial.GetInstanceID() ) ||
( separatorCount > 0 && separators.Contains(slot) )) {
instructionList.Add(
new SubmeshInstructions {
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 SubmeshInstructions {
skeleton = skeleton,
material = lastMaterial,
triangleCount = submeshTriangleCount,
vertexCount = submeshVertexCount,
startSlot = submeshStartSlotIndex,
endSlot = drawOrderCount,
firstVertexIndex = submeshFirstVertex
}
);
currentInstructions.vertexCount = runningVertexCount;
return currentInstructions;
}
public SubmeshedMesh GenerateMesh (SubmeshedMeshInstructions 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 SubmeshedMeshInstructions currentInstructions = new SubmeshedMeshInstructions();
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<SubmeshInstructions> instructionsUsed = new ExposedList<SubmeshInstructions>();
public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, SubmeshedMeshInstructions instructions) {
mesh.vertices = verts;
mesh.uv = uvs;
mesh.colors32 = colors;
attachmentsUsed.Clear();
attachmentsUsed.GrowIfNeeded(instructions.attachmentList.Capacity);
attachmentsUsed.Count = instructions.attachmentList.Count;
instructions.attachmentList.CopyTo(attachmentsUsed.Items);
instructionsUsed.Clear();
instructionsUsed.GrowIfNeeded(instructions.submeshInstructions.Capacity);
instructionsUsed.Count = instructions.submeshInstructions.Count;
instructions.submeshInstructions.CopyTo(instructionsUsed.Items);
}
public bool StructureDoesntMatch (SubmeshedMeshInstructions instructions) {
// Check count inequality.
if (instructions.attachmentList.Count != this.attachmentsUsed.Count) return true;
if (instructions.submeshInstructions.Count != this.instructionsUsed.Count) return true;
//Debug.Log("broadphase matched");
// 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;
//Debug.Log("attachments matched");
// 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.skeleton != rhs.skeleton ||
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
}

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using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity {
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>
SubmeshedMeshInstructions GenerateInstructions (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 (SubmeshedMeshInstructions 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>
List<Slot> Separators { get; }
}
public interface ISingleSubmeshGenerator {
void FillMesh (SubmeshInstructions instructions, Mesh meshToFill);
}
/// <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;
}
}
/// <summary>Primarily a collection of Submesh Instructions. This constitutes instructions for how to construct a mesh containing submeshes.</summary>
public class SubmeshedMeshInstructions {
public readonly ExposedList<SubmeshInstructions> submeshInstructions = new ExposedList<SubmeshInstructions>();
public readonly ExposedList<Attachment> attachmentList = new ExposedList<Attachment>();
public int vertexCount = -1;
/// <summary>Allocates a new material array to render this mesh and its constituent submeshes.</summary>
public Material[] GetNewMaterialArray () {
var materials = new Material[submeshInstructions.Count];
FillMaterialArray(materials);
return materials;
}
/// <summary>Fills a given array with the materials needed to render this submeshed mesh.</summary>
public void FillMaterialArray (Material[] materialArray) {
var instructionsItems = submeshInstructions.Items;
for (int i = 0, n = materialArray.Length; i < n; i++)
materialArray[i] = instructionsItems[i].material;
}
}
/// <summary>Instructions for how to generate a mesh or submesh out of a range of slots in a given skeleton.</summary>
public struct SubmeshInstructions {
public Skeleton skeleton;
public int startSlot;
public int endSlot;
// Cached values because they are determined in the process of generating instructions,
// but could otherwise be pulled from accessing attachments, checking materials and counting tris and verts.
public Material material;
public int triangleCount;
public int vertexCount;
// Vertex index offset. Used by submesh generation if part of a bigger mesh.
public int firstVertexIndex;
}
}

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