[unity] Allow user to preallocate MeshGenerator buffer size.

This commit is contained in:
pharan 2018-10-17 22:18:53 +08:00
parent 6dec3d37fa
commit fac440c434
2 changed files with 39 additions and 0 deletions

View File

@ -172,6 +172,13 @@ namespace Spine.Unity {
if (skeleton != null) skeleton.SetToSetupPose();
}
/// <summary>
/// Sets a minimum buffer size for the internal MeshGenerator to prevent excess allocations during animation.
/// </summary>
public void EnsureMeshGeneratorCapacity (int minimumVertexCount) {
meshGenerator.EnsureVertexCapacity(minimumVertexCount);
}
/// <summary>
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Skeleton object and buffers.</summary>
/// <param name="overwrite">If set to <c>true</c>, it will overwrite internal objects if they were already generated. Otherwise, the initialized component will ignore subsequent calls to initialize.</param>

View File

@ -1057,6 +1057,38 @@ namespace Spine.Unity {
}
#endregion
public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
if (minimumVertexCount > vertexBuffer.Items.Length) {
Array.Resize(ref vertexBuffer.Items, minimumVertexCount);
Array.Resize(ref uvBuffer.Items, minimumVertexCount);
Array.Resize(ref colorBuffer.Items, minimumVertexCount);
if (inlcudeTintBlack) {
if (uv2 == null) {
uv2 = new ExposedList<Vector2>(minimumVertexCount);
uv3 = new ExposedList<Vector2>(minimumVertexCount);
}
uv2.Resize(minimumVertexCount);
uv3.Resize(minimumVertexCount);
}
if (includeNormals) {
if (normals == null)
normals = new Vector3[minimumVertexCount];
else
Array.Resize(ref normals, minimumVertexCount);
}
if (includeTangents) {
if (tangents == null)
tangents = new Vector4[minimumVertexCount];
else
Array.Resize(ref tangents, minimumVertexCount);
}
}
}
public void TrimExcess () {
vertexBuffer.TrimExcess();
uvBuffer.TrimExcess();