2017-02-27 00:41:11 +08:00

126 lines
6.0 KiB
C#

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) 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 UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity.MeshGeneration {
// ISubmeshedMeshGenerator:
// How to use:
// Step 1: Have a SubmeshedMeshGenerator instance, and a Spine.Skeleton
// Step 2: Call GenerateInstruction. Pass it your Skeleton. Keep the return value (a SubmeshedMeshInstruction, you can use it in other classes too).
// Step 3: Pass the SubmeshedMeshInstruction into GenerateMesh. You'll get a Mesh and Materials.
// Step 4: Put the Mesh in MeshFilter. Put the Materials in MeshRenderer.sharedMaterials.
public interface ISubmeshedMeshGenerator {
SubmeshedMeshInstruction GenerateInstruction (Skeleton skeleton);
MeshAndMaterials GenerateMesh (SubmeshedMeshInstruction wholeMeshInstruction);
List<Slot> Separators { get; }
float ZSpacing { get; set; }
bool PremultiplyVertexColors { get; set; }
bool AddNormals { get; set; }
bool AddTangents { get; set; }
bool AddBlackTint { get; set; }
}
// ISubmeshSetMeshGenerator
// How to use:
// Step 1: Get a list of SubmeshInstruction. You can get this from SkeletonRenderer or an ISubmeshedMeshGenerator's returned SubmeshedMeshInstruction.
// Step 2: Call AddInstruction one by one, or AddInstructions once.
// Step 3: Call GenerateMesh. You'll get a Mesh and Materials.
// Step 4: Put the Mesh in MeshFilter. Put the Materials in MeshRenderer.sharedMaterials.
public interface ISubmeshSetMeshGenerator {
MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh, float scale = 1f);
float ZSpacing { get; set; }
bool PremultiplyVertexColors { get; set; }
bool AddNormals { get; set; }
bool AddTangents { get; set; }
bool AddBlackTint { get; set; }
}
/// <summary>Primarily a collection of Submesh Instructions. This constitutes instructions for how to construct a mesh containing submeshes.</summary>
public class SubmeshedMeshInstruction {
public readonly ExposedList<SubmeshInstruction> submeshInstructions = new ExposedList<SubmeshInstruction>();
public readonly ExposedList<Attachment> attachmentList = new ExposedList<Attachment>();
public int vertexCount = -1;
/// <summary>Returns a material array of the SubmeshedMeshInstruction. Fills the passed array if it's the correct size. Creates a new array if it's a different size.</summary>
public Material[] GetUpdatedMaterialArray (Material[] materials) {
return submeshInstructions.GetUpdatedMaterialArray(materials);
}
}
/// <summary>Instructions for how to generate a mesh or submesh out of a range of slots in a given skeleton.</summary>
public struct SubmeshInstruction {
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;
public bool forceSeparate;
/// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
public int SlotCount { get { return endSlot - startSlot; } }
}
public static class SubmeshInstructionExtensions {
/// <summary>Returns a material array of the instructions. Fills the passed array if it's the correct size. Creates a new array if it's a different size.</summary>
public static Material[] GetUpdatedMaterialArray (this ExposedList<SubmeshInstruction> instructions, Material[] materials) {
int submeshCount = instructions.Count;
if (submeshCount != materials.Length)
materials = new Material[submeshCount];
for (int i = 0, n = materials.Length; i < n; i++)
materials[i] = instructions.Items[i].material;
return materials;
}
}
public struct MeshAndMaterials {
public readonly Mesh mesh;
public readonly Material[] materials;
public MeshAndMaterials (Mesh mesh, Material[] materials) {
this.mesh = mesh;
this.materials = materials;
}
}
}