/******************************************************************************* * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 System; using System.IO; using System.Collections.Generic; using UnityEngine; using Spine; [ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class SkeletonComponent : MonoBehaviour { public SkeletonDataAsset skeletonDataAsset; public Skeleton skeleton; public String skinName; public String animationName; public bool loop; public float timeScale = 1; public Spine.AnimationState state; private Mesh mesh; private Vector3[] vertices; private Color[] colors; private Vector2[] uvs; private int[] triangles; private int quadCount; private float[] vertexPositions = new float[8]; public void Clear () { GetComponent().mesh = null; DestroyImmediate(mesh); mesh = null; renderer.sharedMaterial = null; skeleton = null; } public void Initialize () { mesh = new Mesh(); GetComponent().mesh = mesh; mesh.name = "Skeleton Mesh"; mesh.hideFlags = HideFlags.HideAndDontSave; state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData()); skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false)); } public void UpdateAnimation () { skeleton.Update(Time.deltaTime * timeScale); state.Update(Time.deltaTime * timeScale); state.Apply(skeleton); skeleton.UpdateWorldTransform(); } public void Update () { // Clear fields if missing information to render. if (skeletonDataAsset == null || skeletonDataAsset.GetSkeletonData(false) == null) { Clear(); return; } // Initialize fields. if (skeleton == null || skeleton.Data != skeletonDataAsset.GetSkeletonData(false)) Initialize(); // Keep AnimationState in sync with animationName and loop fields. if (animationName == null || animationName.Length == 0) { if (state.Animation != null) state.ClearAnimation(); } else if (state.Animation == null || animationName != state.Animation.Name) { Spine.Animation animation = skeleton.Data.FindAnimation(animationName); if (animation != null) state.SetAnimation(animation, loop); } state.Loop = loop; // Keep Skeleton in sync with skinName. if (skinName == null || skinName.Length == 0) { if (skeleton.Skin != null) { skeleton.SetSkin((Skin)null); skeleton.SetSlotsToSetupPose(); } } else if (skeleton.Skin == null || skinName != skeleton.Skin.Name) { skeleton.SetSkin(skinName); skeleton.SetSlotsToSetupPose(); } UpdateAnimation(); // Count quads. int quadCount = 0; List drawOrder = skeleton.DrawOrder; for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrder[i]; Attachment attachment = slot.Attachment; if (attachment is RegionAttachment) quadCount++; } // Ensure mesh data is the right size. if (quadCount != this.quadCount) { this.quadCount = quadCount; vertices = new Vector3[quadCount * 4]; colors = new Color[quadCount * 4]; uvs = new Vector2[quadCount * 4]; triangles = new int[quadCount * 6]; mesh.Clear(); } // Setup mesh. float[] vertexPositions = this.vertexPositions; int quadIndex = 0; Color color = new Color(); for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrder[i]; Attachment attachment = slot.Attachment; if (attachment is RegionAttachment) { RegionAttachment regionAttachment = (RegionAttachment)attachment; regionAttachment.ComputeVertices(slot.Bone, vertexPositions); int vertexIndex = quadIndex * 4; vertices[vertexIndex] = new Vector3(vertexPositions[RegionAttachment.X1], vertexPositions[RegionAttachment.Y1], 0); vertices[vertexIndex + 1] = new Vector3(vertexPositions[RegionAttachment.X4], vertexPositions[RegionAttachment.Y4], 0); vertices[vertexIndex + 2] = new Vector3(vertexPositions[RegionAttachment.X2], vertexPositions[RegionAttachment.Y2], 0); vertices[vertexIndex + 3] = new Vector3(vertexPositions[RegionAttachment.X3], vertexPositions[RegionAttachment.Y3], 0); color.a = skeleton.A * slot.A; color.r = skeleton.R * slot.R * color.a; color.g = skeleton.G * slot.G * color.a; color.b = skeleton.B * slot.B * color.a; colors[vertexIndex] = color; colors[vertexIndex + 1] = color; colors[vertexIndex + 2] = color; colors[vertexIndex + 3] = color; float[] regionUVs = regionAttachment.UVs; uvs[vertexIndex] = new Vector2(regionUVs[RegionAttachment.X1], 1 - regionUVs[RegionAttachment.Y1]); uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4], 1 - regionUVs[RegionAttachment.Y4]); uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], 1 - regionUVs[RegionAttachment.Y2]); uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], 1 - regionUVs[RegionAttachment.Y3]); int index = quadIndex * 6; triangles[index] = vertexIndex; triangles[index + 1] = vertexIndex + 2; triangles[index + 2] = vertexIndex + 1; triangles[index + 3] = vertexIndex + 2; triangles[index + 4] = vertexIndex + 3; triangles[index + 5] = vertexIndex + 1; quadIndex++; } } mesh.vertices = vertices; mesh.colors = colors; mesh.uv = uvs; mesh.triangles = triangles; renderer.sharedMaterial = skeletonDataAsset.atlasAsset.material; } void OnEnable () { Update(); } void OnDisable () { if (Application.isEditor) Clear(); } void Reset () { Update(); } }