spine-runtimes/spine-tk2d/Code/tk2dSpineSkeleton.cs
NathanSweet a0b29a2719 Merge remote-tracking branch 'origin/master'
Conflicts:
	spine-tk2d/Code/tk2dSpineSkeleton.cs
2013-06-18 20:32:58 +02:00

235 lines
6.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Spine;
[ExecuteInEditMode]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class tk2dSpineSkeleton : MonoBehaviour, tk2dRuntime.ISpriteCollectionForceBuild {
public tk2dSpineSkeletonDataAsset skeletonDataAsset;
public Skeleton skeleton;
private Mesh mesh;
private Vector3[] vertices;
private Color32[] colors;
private Vector2[] uvs;
private int cachedQuadCount;
private float[] vertexPositions;
private List<Material> submeshMaterials = new List<Material>();
private List<int[]> submeshIndices = new List<int[]>();
void Awake() {
vertexPositions = new float[8];
submeshMaterials = new List<Material>();
submeshIndices = new List<int[]>();
}
void Start () {
Initialize();
}
void Update () {
SkeletonData skeletonData = skeletonDataAsset == null ? null : skeletonDataAsset.GetSkeletonData();
if (skeletonData == null) {
Clear();
return;
}
if (skeleton == null || skeleton.Data != skeletonData) Initialize();
skeleton.UpdateWorldTransform();
UpdateCache();
UpdateMesh();
}
private void Clear() {
GetComponent<MeshFilter>().mesh = null;
DestroyImmediate(mesh);
mesh = null;
skeleton = null;
}
private void Initialize() {
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
mesh.name = "tk2dSkeleton Mesh";
mesh.hideFlags = HideFlags.HideAndDontSave;
if(skeletonDataAsset != null) {
skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData());
}
}
private void UpdateMesh() {
int quadIndex = 0;
int drawCount = skeleton.DrawOrder.Count;
Color32 color = new Color32();
for (int i = 0; i < drawCount; i++) {
Slot slot = skeleton.DrawOrder[i];
Attachment attachment = slot.Attachment;
if (attachment is RegionAttachment) {
RegionAttachment regionAttachment = attachment as RegionAttachment;
regionAttachment.ComputeVertices(skeleton.X, skeleton.Y, slot.Bone, vertexPositions);
int vertexIndex = quadIndex * 4;
vertices[vertexIndex + 0] = 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);
float[] regionUVs = regionAttachment.UVs;
uvs[vertexIndex + 0] = new Vector2(regionUVs[RegionAttachment.X1],regionUVs[RegionAttachment.Y1]);
uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4],regionUVs[RegionAttachment.Y4]);
uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2],regionUVs[RegionAttachment.Y2]);
uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3],regionUVs[RegionAttachment.Y3]);
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;
quadIndex++;
}
}
mesh.Clear();
mesh.vertices = vertices;
mesh.colors32 = colors;
mesh.uv = uvs;
mesh.subMeshCount = submeshIndices.Count;
for(int i = 0; i < mesh.subMeshCount; ++i) {
mesh.SetTriangles(submeshIndices[i],i);
}
if (skeletonDataAsset.normalGenerationMode != tk2dSpriteCollection.NormalGenerationMode.None) {
mesh.RecalculateNormals();
if (skeletonDataAsset.normalGenerationMode == tk2dSpriteCollection.NormalGenerationMode.NormalsAndTangents) {
Vector4[] tangents = new Vector4[mesh.normals.Length];
for (int i = 0; i < tangents.Length; i++) {
tangents[i] = new Vector4(1, 0, 0, 1);
}
mesh.tangents = tangents;
}
}
renderer.sharedMaterial = skeletonDataAsset.spritesData.inst.materials[0];
#if UNITY_EDITOR
UpdateEditorGizmo();
#endif
}
private void UpdateCache() {
int quadCount = 0;
int drawCount = skeleton.DrawOrder.Count;
for (int i = 0; i < drawCount; i++) {
Attachment attachment = skeleton.DrawOrder[i].Attachment;
if (attachment is RegionAttachment) quadCount++;
}
if (quadCount == cachedQuadCount) return;
cachedQuadCount = quadCount;
vertices = new Vector3[quadCount * 4];
uvs = new Vector2[quadCount * 4];
colors = new Color32[quadCount * 4];
UpdateSubmeshCache();
}
private void UpdateSubmeshCache() {
submeshIndices.Clear();
submeshMaterials.Clear();
Material oldMaterial = null;
List<int> currentSubmesh = new List<int>();
int quadIndex = 0;
int drawCount = skeleton.DrawOrder.Count;
for (int i = 0; i < drawCount; i++) {
Attachment attachment = skeleton.DrawOrder[i].Attachment;
Material currentMaterial = skeletonDataAsset.spritesData.GetSpriteDefinition(attachment.Name).material;
if(!(attachment is RegionAttachment)) continue;
if(oldMaterial == null) oldMaterial = currentMaterial;
if(oldMaterial != currentMaterial) {
submeshIndices.Add(currentSubmesh.ToArray());
submeshMaterials.Add(oldMaterial);
currentSubmesh.Clear();
}
int vertexIndex = quadIndex * 4;
currentSubmesh.Add(vertexIndex);
currentSubmesh.Add(vertexIndex + 2);
currentSubmesh.Add(vertexIndex + 1);
currentSubmesh.Add(vertexIndex + 2);
currentSubmesh.Add(vertexIndex + 3);
currentSubmesh.Add(vertexIndex + 1);
quadIndex++;
oldMaterial = currentMaterial;
}
submeshIndices.Add(currentSubmesh.ToArray());
submeshMaterials.Add(oldMaterial);
renderer.sharedMaterials = submeshMaterials.ToArray();
}
public bool UsesSpriteCollection(tk2dSpriteCollectionData spriteCollection) {
return skeletonDataAsset.spritesData == spriteCollection;
}
public void ForceBuild() {
skeletonDataAsset.ForceUpdate();
skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData());
UpdateSubmeshCache();
UpdateMesh();
}
#region Unity Editor
#if UNITY_EDITOR
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);
void UpdateEditorGizmo() {
//determine the minimums and maximums
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);
}
void OnDrawGizmos() {
Gizmos.color = Color.clear;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawCube(gizmosCenter, gizmosSize);
}
#endif
#endregion
}