/******************************************************************************* * 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; /** Renders a skeleton. Extend to apply animations, get bones and manipulate them, etc. */ [ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class SkeletonComponent : MonoBehaviour { public SkeletonDataAsset skeletonDataAsset; public Skeleton skeleton; public String initialSkinName; public float timeScale = 1; public bool calculateNormals; public bool calculateTangents; private Mesh mesh; private float[] vertexPositions = new float[8]; private int lastVertexCount; private Vector3[] vertices; private Color32[] colors; private Vector2[] uvs; private Material[] sharedMaterials = new Material[0]; private List submeshMaterials = new List(); private List submeshIndexes = new List(); private Vector4[] tangents = new Vector4[0]; public virtual void Clear () { GetComponent().mesh = null; DestroyImmediate(mesh); mesh = null; renderer.sharedMaterial = null; skeleton = null; } public virtual void Initialize () { mesh = new Mesh(); GetComponent().mesh = mesh; mesh.name = "Skeleton Mesh"; mesh.hideFlags = HideFlags.HideAndDontSave; mesh.MarkDynamic(); vertices = new Vector3[0]; skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false)); if (initialSkinName != null && initialSkinName.Length > 0) { skeleton.SetSkin(initialSkinName); skeleton.SetSlotsToSetupPose(); } } public virtual void UpdateSkeleton () { skeleton.Update(Time.deltaTime * timeScale); skeleton.UpdateWorldTransform(); } public virtual void Update () { if (skeletonDataAsset == null) { Clear(); return; } SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false); if (skeletonData == null) { Clear(); return; } // Initialize fields. if (skeleton == null || skeleton.Data != skeletonData) Initialize(); UpdateSkeleton(); // Count quads and submeshes. int quadCount = 0, submeshQuadCount = 0; Material lastMaterial = null; submeshMaterials.Clear(); List drawOrder = skeleton.DrawOrder; for (int i = 0, n = drawOrder.Count; i < n; i++) { RegionAttachment regionAttachment = drawOrder[i].Attachment as RegionAttachment; if (regionAttachment == null) continue; // Add submesh when material changes. Material material = (Material)((AtlasRegion)regionAttachment.RendererObject).page.rendererObject; if (lastMaterial != material && lastMaterial != null) { addSubmesh(lastMaterial, quadCount, submeshQuadCount, false); submeshQuadCount = 0; } lastMaterial = material; quadCount++; submeshQuadCount++; } addSubmesh(lastMaterial, quadCount, submeshQuadCount, false); // Set materials. if (submeshMaterials.Count == sharedMaterials.Length) submeshMaterials.CopyTo(sharedMaterials); else sharedMaterials = submeshMaterials.ToArray(); renderer.sharedMaterials = sharedMaterials; // Ensure mesh data is the right size. Mesh mesh = this.mesh; Vector3[] vertices = this.vertices; int vertexCount = quadCount * 4; bool newTriangles = vertexCount > vertices.Length; if (newTriangles) { // Not enough vertices, increase size. this.vertices = vertices = new Vector3[vertexCount]; this.colors = new Color32[vertexCount]; this.uvs = new Vector2[vertexCount]; mesh.Clear(); } else { // Too many vertices, zero the extra. Vector3 zero = new Vector3(0, 0, 0); for (int i = vertexCount, n = lastVertexCount; i < n; i++) vertices[i] = zero; } lastVertexCount = vertexCount; // Setup mesh. float[] vertexPositions = this.vertexPositions; Vector2[] uvs = this.uvs; Color32[] colors = this.colors; int vertexIndex = 0; Color32 color = new Color32(); for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrder[i]; RegionAttachment regionAttachment = slot.Attachment as RegionAttachment; if (regionAttachment == null) continue; regionAttachment.ComputeVertices(skeleton.X, skeleton.Y, slot.Bone, vertexPositions); 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 = (byte)(skeleton.A * slot.A * 255); color.r = (byte)(skeleton.R * slot.R * color.a); color.g = (byte)(skeleton.G * slot.G * color.a); color.b = (byte)(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]); vertexIndex += 4; } mesh.vertices = vertices; mesh.colors32 = colors; mesh.uv = uvs; mesh.subMeshCount = submeshMaterials.Count; for (int i = 0; i < mesh.subMeshCount; ++i) mesh.SetTriangles(submeshIndexes[i], i); if (calculateNormals) { mesh.RecalculateNormals(); if (calculateTangents) { Vector4[] tangents = this.tangents; int count = mesh.normals.Length; if (tangents.Length != count) this.tangents = tangents = new Vector4[count]; for (int i = 0; i < count; i++) tangents[i] = new Vector4(1, 0, 0, 1); mesh.tangents = tangents; } } } /** Adds a material. Adds submesh indexes if existing indexes aren't sufficient. */ private void addSubmesh (Material material, int endQuadCount, int submeshQuadCount, bool exact) { int submeshIndex = submeshMaterials.Count; submeshMaterials.Add(material); // Return if the existing submesh is big enough. int indexCount = submeshQuadCount * 6; if (submeshIndexes.Count > submeshIndex) { if (exact) { if (submeshIndexes[submeshIndex].Length == indexCount) return; } else { if (submeshIndexes[submeshIndex].Length >= indexCount) return; } } else submeshIndexes.Add(null); int vertexIndex = (endQuadCount - submeshQuadCount) * 4; int[] indexes = new int[indexCount]; for (int i = 0; i < indexCount; i += 6, vertexIndex += 4) { indexes[i] = vertexIndex; indexes[i + 1] = vertexIndex + 2; indexes[i + 2] = vertexIndex + 1; indexes[i + 3] = vertexIndex + 2; indexes[i + 4] = vertexIndex + 3; indexes[i + 5] = vertexIndex + 1; } submeshIndexes[submeshIndex] = indexes; } public virtual void OnEnable () { Update(); } #if UNITY_EDITOR public virtual void OnDisable () { Clear(); } #endif public virtual void Reset () { Update(); } #if UNITY_EDITOR void OnDrawGizmos() { Vector3 gizmosCenter = new Vector3(); Vector3 gizmosSize = new Vector3(); Vector3 min = new Vector3(float.MaxValue, float.MaxValue, 0f); Vector3 max = new Vector3(float.MinValue, float.MinValue, 0f); foreach (Vector3 vert in vertices) { min = Vector3.Min (min, vert); max = Vector3.Max (max, vert); } float width = max.x - min.x; float height = max.y - min.y; gizmosCenter = new Vector3(min.x + (width / 2f), min.y + (height / 2f), 0f); gizmosSize = new Vector3(width, height, 1f); Gizmos.color = Color.clear; Gizmos.matrix = transform.localToWorldMatrix; Gizmos.DrawCube(gizmosCenter, gizmosSize); } #endif }