mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
328 lines
14 KiB
C#
328 lines
14 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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namespace Spine.Unity.MeshGeneration {
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public class ArraysMeshGenerator {
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#region Settings
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protected bool premultiplyVertexColors = true;
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public bool PremultiplyVertexColors { get { return this.premultiplyVertexColors; } set { this.premultiplyVertexColors = value; } }
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#endregion
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protected float[] attachmentVertexBuffer = new float[8];
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protected Vector3[] meshVertices;
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protected Color32[] meshColors32;
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protected Vector2[] meshUVs;
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public static bool EnsureSize (int targetVertexCount, ref Vector3[] vertices, ref Vector2[] uvs, ref Color32[] colors) {
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Vector3[] verts = vertices;
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bool verticesWasResized = verts == null || targetVertexCount > verts.Length;
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if (verticesWasResized) {
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// Not enough space, increase size.
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vertices = new Vector3[targetVertexCount];
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colors = new Color32[targetVertexCount];
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uvs = new Vector2[targetVertexCount];
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} else {
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// Too many vertices, zero the extra.
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Vector3 zero = Vector3.zero;
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for (int i = targetVertexCount, n = verts.Length; i < n; i++)
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verts[i] = zero;
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}
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return verticesWasResized;
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}
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public static bool EnsureTriangleBuffersSize (ExposedList<SubmeshTriangleBuffer> submeshBuffers, int targetSubmeshCount, SubmeshInstruction[] instructionItems) {
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bool submeshBuffersWasResized = submeshBuffers.Count < targetSubmeshCount;
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if (submeshBuffersWasResized) {
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submeshBuffers.GrowIfNeeded(targetSubmeshCount - submeshBuffers.Count);
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for (int i = submeshBuffers.Count; submeshBuffers.Count < targetSubmeshCount; i++)
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submeshBuffers.Add(new SubmeshTriangleBuffer(instructionItems[i].triangleCount));
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}
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return submeshBuffersWasResized;
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}
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/// <summary>
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/// Fills vertex arrays.
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/// </summary>
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/// <param name="skeleton">Spine.Skeleton source of the drawOrder array</param>
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/// <param name="startSlot">Slot index of the first slot.</param>
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/// <param name="endSlot">The index bounding the slot list. endSlot - 1 is the last slot to be added.</param>
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/// <param name="zSpacing">Spacing along the z-axis between attachments.</param>
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/// <param name="pmaColors">If set to <c>true</c>, vertex colors will be premultiplied. This will also enable additive.</param>
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/// <param name="verts">Vertex positions array. </param>
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/// <param name="uvs">Vertex UV array.</param>
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/// <param name="colors">Vertex color array (Color32).</param>
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/// <param name="vertexIndex">A reference to the running vertex index. This is used when more than one submesh is to be added.</param>
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/// <param name="tempVertBuffer">A temporary vertex position buffer for attachment position values.</param>
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/// <param name="boundsMin">Reference to the running calculated minimum bounds.</param>
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/// <param name="boundsMax">Reference to the running calculated maximum bounds.</param>
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public static void FillVerts (Skeleton skeleton, int startSlot, int endSlot, float zSpacing, bool pmaColors, Vector3[] verts, Vector2[] uvs, Color32[] colors, ref int vertexIndex, ref float[] tempVertBuffer, ref Vector3 boundsMin, ref Vector3 boundsMax) {
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Color32 color;
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var skeletonDrawOrderItems = skeleton.DrawOrder.Items;
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float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b;
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int vi = vertexIndex;
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var tempVerts = tempVertBuffer;
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Vector3 bmin = boundsMin;
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Vector3 bmax = boundsMax;
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// drawOrder[endSlot] is excluded
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for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
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var slot = skeletonDrawOrderItems[slotIndex];
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var attachment = slot.attachment;
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float z = slotIndex * zSpacing;
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var regionAttachment = attachment as RegionAttachment;
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if (regionAttachment != null) {
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regionAttachment.ComputeWorldVertices(slot.bone, tempVerts);
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float x1 = tempVerts[RegionAttachment.X1], y1 = tempVerts[RegionAttachment.Y1];
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float x2 = tempVerts[RegionAttachment.X2], y2 = tempVerts[RegionAttachment.Y2];
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float x3 = tempVerts[RegionAttachment.X3], y3 = tempVerts[RegionAttachment.Y3];
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float x4 = tempVerts[RegionAttachment.X4], y4 = tempVerts[RegionAttachment.Y4];
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verts[vi].x = x1; verts[vi].y = y1; verts[vi].z = z;
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verts[vi + 1].x = x4; verts[vi + 1].y = y4; verts[vi + 1].z = z;
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verts[vi + 2].x = x2; verts[vi + 2].y = y2; verts[vi + 2].z = z;
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verts[vi + 3].x = x3; verts[vi + 3].y = y3; verts[vi + 3].z = z;
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if (pmaColors) {
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color.a = (byte)(a * slot.a * regionAttachment.a);
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color.r = (byte)(r * slot.r * regionAttachment.r * color.a);
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color.g = (byte)(g * slot.g * regionAttachment.g * color.a);
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color.b = (byte)(b * slot.b * regionAttachment.b * color.a);
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if (slot.data.blendMode == BlendMode.additive) color.a = 0;
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} else {
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color.a = (byte)(a * slot.a * regionAttachment.a);
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color.r = (byte)(r * slot.r * regionAttachment.r * 255);
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color.g = (byte)(g * slot.g * regionAttachment.g * 255);
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color.b = (byte)(b * slot.b * regionAttachment.b * 255);
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}
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colors[vi] = color; colors[vi + 1] = color; colors[vi + 2] = color; colors[vi + 3] = color;
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float[] regionUVs = regionAttachment.uvs;
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uvs[vi].x = regionUVs[RegionAttachment.X1]; uvs[vi].y = regionUVs[RegionAttachment.Y1];
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uvs[vi + 1].x = regionUVs[RegionAttachment.X4]; uvs[vi + 1].y = regionUVs[RegionAttachment.Y4];
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uvs[vi + 2].x = regionUVs[RegionAttachment.X2]; uvs[vi + 2].y = regionUVs[RegionAttachment.Y2];
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uvs[vi + 3].x = regionUVs[RegionAttachment.X3]; uvs[vi + 3].y = regionUVs[RegionAttachment.Y3];
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// Calculate min/max X
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if (x1 < bmin.x) bmin.x = x1;
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else if (x1 > bmax.x) bmax.x = x1;
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if (x2 < bmin.x) bmin.x = x2;
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else if (x2 > bmax.x) bmax.x = x2;
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if (x3 < bmin.x) bmin.x = x3;
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else if (x3 > bmax.x) bmax.x = x3;
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if (x4 < bmin.x) bmin.x = x4;
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else if (x4 > bmax.x) bmax.x = x4;
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// Calculate min/max Y
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if (y1 < bmin.y) bmin.y = y1;
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else if (y1 > bmax.y) bmax.y = y1;
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if (y2 < bmin.y) bmin.y = y2;
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else if (y2 > bmax.y) bmax.y = y2;
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if (y3 < bmin.y) bmin.y = y3;
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else if (y3 > bmax.y) bmax.y = y3;
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if (y4 < bmin.y) bmin.y = y4;
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else if (y4 > bmax.y) bmax.y = y4;
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vi += 4;
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} else {
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var meshAttachment = attachment as MeshAttachment;
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if (meshAttachment != null) {
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int meshVertexCount = meshAttachment.vertices.Length;
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if (tempVerts.Length < meshVertexCount) tempVerts = new float[meshVertexCount];
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meshAttachment.ComputeWorldVertices(slot, tempVerts);
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if (pmaColors) {
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color.a = (byte)(a * slot.a * meshAttachment.a);
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color.r = (byte)(r * slot.r * meshAttachment.r * color.a);
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color.g = (byte)(g * slot.g * meshAttachment.g * color.a);
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color.b = (byte)(b * slot.b * meshAttachment.b * color.a);
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if (slot.data.blendMode == BlendMode.additive) color.a = 0;
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} else {
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color.a = (byte)(a * slot.a * meshAttachment.a);
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color.r = (byte)(r * slot.r * meshAttachment.r * 255);
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color.g = (byte)(g * slot.g * meshAttachment.g * 255);
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color.b = (byte)(b * slot.b * meshAttachment.b * 255);
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}
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float[] attachmentUVs = meshAttachment.uvs;
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for (int iii = 0; iii < meshVertexCount; iii += 2) {
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float x = tempVerts[iii], y = tempVerts[iii + 1];
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verts[vi].x = x; verts[vi].y = y; verts[vi].z = z;
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colors[vi] = color; uvs[vi].x = attachmentUVs[iii]; uvs[vi].y = attachmentUVs[iii + 1];
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if (x < bmin.x) bmin.x = x;
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else if (x > bmax.x) bmax.x = x;
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if (y < bmin.y) bmin.y = y;
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else if (y > bmax.y) bmax.y = y;
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vi++;
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}
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} else {
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var weightedMeshAttachment = attachment as WeightedMeshAttachment;
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if (weightedMeshAttachment != null) {
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int meshVertexCount = weightedMeshAttachment.uvs.Length;
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if (tempVerts.Length < meshVertexCount) tempVerts = new float[meshVertexCount];
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weightedMeshAttachment.ComputeWorldVertices(slot, tempVerts);
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if (pmaColors) {
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color.a = (byte)(a * slot.a * weightedMeshAttachment.a);
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color.r = (byte)(r * slot.r * weightedMeshAttachment.r * color.a);
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color.g = (byte)(g * slot.g * weightedMeshAttachment.g * color.a);
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color.b = (byte)(b * slot.b * weightedMeshAttachment.b * color.a);
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if (slot.data.blendMode == BlendMode.additive) color.a = 0;
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} else {
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color.a = (byte)(a * slot.a * weightedMeshAttachment.a);
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color.r = (byte)(r * slot.r * weightedMeshAttachment.r * 255);
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color.g = (byte)(g * slot.g * weightedMeshAttachment.g * 255);
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color.b = (byte)(b * slot.b * weightedMeshAttachment.b * 255);
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}
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float[] attachmentUVs = weightedMeshAttachment.uvs;
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for (int iii = 0; iii < meshVertexCount; iii += 2) {
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float x = tempVerts[iii], y = tempVerts[iii + 1];
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verts[vi].x = x; verts[vi].y = y; verts[vi].z = z;
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colors[vi] = color;
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uvs[vi].x = attachmentUVs[iii]; uvs[vi].y = attachmentUVs[iii + 1];
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if (x < bmin.x) bmin.x = x;
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else if (x > bmax.x) bmax.x = x;
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if (y < bmin.y) bmin.y = y;
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else if (y > bmax.y) bmax.y = y;
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vi++;
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}
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}
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}
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}
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}
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// ref return values
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vertexIndex = vi;
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tempVertBuffer = tempVerts;
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boundsMin = bmin;
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boundsMax = bmax;
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}
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/// <summary>
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/// Fills a submesh triangle buffer array.
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/// </summary>
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/// <param name="skeleton">Spine.Skeleton source of draw order slots.</param>
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/// <param name="triangleCount">The target triangle count.</param>
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/// <param name="firstVertex">First vertex of this submesh.</param>
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/// <param name="startSlot">Start slot.</param>
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/// <param name="endSlot">End slot.</param>
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/// <param name="triangleBuffer">The triangle buffer array to be filled. This reference will be replaced in case the triangle values don't fit.</param>
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/// <param name="bufferTriangleCount">The current triangle count of the submesh buffer. This is not always equal to triangleBuffer.Length because for last submeshes, length may be larger than needed.</param>
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/// <param name="isLastSubmesh">If set to <c>true</c>, the triangle buffer is allowed to be larger than needed.</param>
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public static void FillTriangles (Skeleton skeleton, int triangleCount, int firstVertex, int startSlot, int endSlot, ref int[] triangleBuffer, ref int bufferTriangleCount, bool isLastSubmesh) {
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int trianglesCapacity = triangleBuffer.Length;
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var tris = triangleBuffer;
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// Ensure triangleBuffer size.
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if (isLastSubmesh) {
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bufferTriangleCount = triangleCount;
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if (trianglesCapacity > triangleCount) {
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for (int i = triangleCount; i < trianglesCapacity; i++)
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tris[i] = 0;
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} else if (trianglesCapacity < triangleCount) {
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triangleBuffer = tris = new int[triangleCount];
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bufferTriangleCount = 0;
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}
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} else if (trianglesCapacity != triangleCount) {
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triangleBuffer = tris = new int[triangleCount];
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bufferTriangleCount = 0;
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}
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// Iterate through submesh slots and store the triangles.
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int triangleIndex = 0;
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int afv = firstVertex; // attachment first vertex
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var skeletonDrawOrderItems = skeleton.drawOrder.Items;
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for (int i = startSlot, n = endSlot; i < n; i++) {
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var attachment = skeletonDrawOrderItems[i].attachment;
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if (attachment is RegionAttachment) {
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tris[triangleIndex] = afv; tris[triangleIndex + 1] = afv + 2; tris[triangleIndex + 2] = afv + 1;
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tris[triangleIndex + 3] = afv + 2; tris[triangleIndex + 4] = afv + 3; tris[triangleIndex + 5] = afv + 1;
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triangleIndex += 6;
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afv += 4;
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} else {
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int[] attachmentTriangles;
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int attachmentVertexCount;
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var meshAttachment = attachment as MeshAttachment;
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if (meshAttachment != null) {
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attachmentVertexCount = meshAttachment.vertices.Length >> 1; // length/2
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attachmentTriangles = meshAttachment.triangles;
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} else {
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var weightedMeshAttachment = attachment as WeightedMeshAttachment;
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if (weightedMeshAttachment != null) {
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attachmentVertexCount = weightedMeshAttachment.uvs.Length >> 1; // length/2
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attachmentTriangles = weightedMeshAttachment.triangles;
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} else
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continue;
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}
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for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
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tris[triangleIndex] = afv + attachmentTriangles[ii];
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afv += attachmentVertexCount;
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}
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} // Done adding current submesh triangles
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}
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public static Bounds ToBounds (Vector3 boundsMin, Vector3 boundsMax) {
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Vector3 size = (boundsMax - boundsMin);
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Vector3 center = boundsMin + size * 0.5f;
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return new Bounds(center, size);
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}
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#region SubmeshTriangleBuffer
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public class SubmeshTriangleBuffer {
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public int[] triangles;
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public int triangleCount;
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public SubmeshTriangleBuffer (int triangleCount) {
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triangles = new int[triangleCount];
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this.triangleCount = triangleCount;
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}
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}
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#endregion
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}
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}
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