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

233 lines
10 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;
namespace Spine.Unity.MeshGeneration {
public class ArraysSubmeshSetMeshGenerator : ArraysMeshGenerator, ISubmeshSetMeshGenerator {
#region Settings
public float ZSpacing { get; set; }
#endregion
readonly DoubleBuffered<SmartMesh> doubleBufferedSmartMesh = new DoubleBuffered<SmartMesh>();
readonly ExposedList<SubmeshInstruction> currentInstructions = new ExposedList<SubmeshInstruction>();
readonly ExposedList<Attachment> attachmentBuffer = new ExposedList<Attachment>();
readonly ExposedList<SubmeshTriangleBuffer> submeshBuffers = new ExposedList<SubmeshTriangleBuffer>();
Material[] sharedMaterials = new Material[0];
/// <summary>
/// Generates a mesh based on a subset of instructions.
/// </summary>
/// <returns>A UnityEngine.Mesh.</returns>
/// <param name="instructions">A list of SubmeshInstructions.</param>
/// <param name="startSubmesh">The index of the starting submesh.</param>
/// <param name="endSubmesh">The exclusive upper bound of the last submesh to be included.</param>
public MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh, float scale = 1f) {
// STEP 0: Prepare instructions.
var paramItems = instructions.Items;
currentInstructions.Clear(false);
for (int i = startSubmesh, n = endSubmesh; i < n; i++) {
this.currentInstructions.Add(paramItems[i]);
}
var smartMesh = doubleBufferedSmartMesh.GetNext();
var mesh = smartMesh.mesh;
int submeshCount = currentInstructions.Count;
var currentInstructionsItems = currentInstructions.Items;
int vertexCount = 0;
for (int i = 0; i < submeshCount; i++) {
currentInstructionsItems[i].firstVertexIndex = vertexCount;// Ensure current instructions have correct cached values.
vertexCount += currentInstructionsItems[i].vertexCount; // vertexCount will also be used for the rest of this method.
}
// STEP 1: Ensure correct buffer sizes.
bool vertBufferResized = ArraysMeshGenerator.EnsureSize(vertexCount, ref this.meshVertices, ref this.meshUVs, ref this.meshColors32);
bool submeshBuffersResized = ArraysMeshGenerator.EnsureTriangleBuffersSize(submeshBuffers, submeshCount, currentInstructionsItems);
if (addBlackTint) {
ArraysMeshGenerator.EnsureSize(vertexCount, ref this.uv2);
ArraysMeshGenerator.EnsureSize(vertexCount, ref this.uv3);
}
// STEP 2: Update buffers based on Skeleton.
// Initial values for manual Mesh Bounds calculation
Vector3 meshBoundsMin;
Vector3 meshBoundsMax;
float zSpacing = this.ZSpacing;
if (vertexCount <= 0) {
meshBoundsMin = new Vector3(0, 0, 0);
meshBoundsMax = new Vector3(0, 0, 0);
} else {
meshBoundsMin.x = int.MaxValue;
meshBoundsMin.y = int.MaxValue;
meshBoundsMax.x = int.MinValue;
meshBoundsMax.y = int.MinValue;
int endSlot = currentInstructionsItems[submeshCount - 1].endSlot;
if (zSpacing > 0f) {
meshBoundsMin.z = 0f;
meshBoundsMax.z = zSpacing * endSlot;
} else {
meshBoundsMin.z = zSpacing * endSlot;
meshBoundsMax.z = 0f;
}
}
// For each submesh, add vertex data from attachments.
var workingAttachments = this.attachmentBuffer;
workingAttachments.Clear(false);
int vertexIndex = 0; // modified by FillVerts
for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
var currentInstruction = currentInstructionsItems[submeshIndex];
int startSlot = currentInstruction.startSlot;
int endSlot = currentInstruction.endSlot;
var skeleton = currentInstruction.skeleton;
var skeletonDrawOrderItems = skeleton.DrawOrder.Items;
for (int i = startSlot; i < endSlot; i++) {
var ca = skeletonDrawOrderItems[i].attachment;
if (ca != null) workingAttachments.Add(ca); // Includes BoundingBoxes. This is ok.
}
if (addBlackTint) ArraysMeshGenerator.FillBlackUVs(skeleton, startSlot, endSlot, this.uv2, this.uv3, vertexIndex);
ArraysMeshGenerator.FillVerts(skeleton, startSlot, endSlot, zSpacing, this.PremultiplyVertexColors, this.meshVertices, this.meshUVs, this.meshColors32, ref vertexIndex, ref this.attachmentVertexBuffer, ref meshBoundsMin, ref meshBoundsMax);
}
bool structureDoesntMatch = vertBufferResized || submeshBuffersResized || smartMesh.StructureDoesntMatch(workingAttachments, currentInstructions);
for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
var currentInstruction = currentInstructionsItems[submeshIndex];
if (structureDoesntMatch) {
var currentBuffer = submeshBuffers.Items[submeshIndex];
bool isLastSubmesh = (submeshIndex == submeshCount - 1);
ArraysMeshGenerator.FillTriangles(ref currentBuffer.triangles, currentInstruction.skeleton, currentInstruction.triangleCount, currentInstruction.firstVertexIndex, currentInstruction.startSlot, currentInstruction.endSlot, isLastSubmesh);
currentBuffer.triangleCount = currentInstruction.triangleCount;
currentBuffer.firstVertex = currentInstruction.firstVertexIndex;
}
}
if (structureDoesntMatch) {
mesh.Clear();
this.sharedMaterials = currentInstructions.GetUpdatedMaterialArray(this.sharedMaterials);
}
if (scale != 1f) {
for (int i = 0; i < vertexCount; i++) {
meshVertices[i].x *= scale;
meshVertices[i].y *= scale;
//meshVertices[i].z *= scale;
}
}
// STEP 3: Assign the buffers into the Mesh.
smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, workingAttachments, currentInstructions);
mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
if (addBlackTint) {
mesh.uv2 = this.uv2;
mesh.uv3 = this.uv3;
}
if (structureDoesntMatch) {
// Push new triangles if doesn't match.
mesh.subMeshCount = submeshCount;
for (int i = 0; i < submeshCount; i++)
mesh.SetTriangles(submeshBuffers.Items[i].triangles, i);
this.TryAddNormalsTo(mesh, vertexCount);
}
if (addTangents) {
SolveTangents2DEnsureSize(ref this.meshTangents, ref this.tempTanBuffer, vertexCount);
for (int i = 0, n = submeshCount; i < n; i++) {
var submesh = submeshBuffers.Items[i];
SolveTangents2DTriangles(this.tempTanBuffer, submesh.triangles, submesh.triangleCount, meshVertices, meshUVs, vertexCount);
}
SolveTangents2DBuffer(this.meshTangents, this.tempTanBuffer, vertexCount);
}
return new MeshAndMaterials(smartMesh.mesh, sharedMaterials);
}
#region Types
// A SmartMesh is a Mesh (with submeshes) that knows what attachments and instructions were used to generate it.
class SmartMesh {
public readonly Mesh mesh = SpineMesh.NewMesh();
readonly ExposedList<Attachment> attachmentsUsed = new ExposedList<Attachment>();
readonly ExposedList<SubmeshInstruction> instructionsUsed = new ExposedList<SubmeshInstruction>();
public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, ExposedList<Attachment> attachments, ExposedList<SubmeshInstruction> instructions) {
mesh.vertices = verts;
mesh.uv = uvs;
mesh.colors32 = colors;
attachmentsUsed.Clear(false);
attachmentsUsed.GrowIfNeeded(attachments.Capacity);
attachmentsUsed.Count = attachments.Count;
attachments.CopyTo(attachmentsUsed.Items);
instructionsUsed.Clear(false);
instructionsUsed.GrowIfNeeded(instructions.Capacity);
instructionsUsed.Count = instructions.Count;
instructions.CopyTo(instructionsUsed.Items);
}
public bool StructureDoesntMatch (ExposedList<Attachment> attachments, ExposedList<SubmeshInstruction> instructions) {
// Check count inequality.
if (attachments.Count != this.attachmentsUsed.Count) return true;
if (instructions.Count != this.instructionsUsed.Count) return true;
// Check each attachment.
var attachmentsPassed = attachments.Items;
var myAttachments = this.attachmentsUsed.Items;
for (int i = 0, n = attachmentsUsed.Count; i < n; i++)
if (attachmentsPassed[i] != myAttachments[i]) return true;
// Check each submesh for equal arrangement.
var instructionListItems = instructions.Items;
var myInstructions = this.instructionsUsed.Items;
for (int i = 0, n = this.instructionsUsed.Count; i < n; i++) {
var lhs = instructionListItems[i];
var rhs = myInstructions[i];
if (
lhs.material.GetInstanceID() != rhs.material.GetInstanceID() ||
lhs.startSlot != rhs.startSlot ||
lhs.endSlot != rhs.endSlot ||
lhs.triangleCount != rhs.triangleCount ||
lhs.vertexCount != rhs.vertexCount ||
lhs.firstVertexIndex != rhs.firstVertexIndex
) return true;
}
return false;
}
}
#endregion
}
}