mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
89 lines
3.5 KiB
C#
89 lines
3.5 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2018_1_OR_NEWER
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#define HAS_NATIVE_COLLECTIONS
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#endif
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using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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namespace Spine.Unity {
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/// <summary>Holds several methods to prepare and generate a UnityEngine mesh based on a skeleton. Contains buffers needed to perform the operation, and serializes settings for mesh generation.</summary>
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[System.Serializable]
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public class MeshGeneratorUIElements : MeshGenerator {
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#if HAS_NATIVE_COLLECTIONS
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public void FillVertexData (ref NativeSlice<UnityEngine.UIElements.Vertex> uiVertices) {
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var vertexBufferItems = vertexBuffer.Items;
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var uvBufferItems = uvBuffer.Items;
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var colorBufferItems = colorBuffer.Items;
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int vertexBufferLength = vertexBufferItems.Length;
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int vertexCount = vertexBuffer.Count;
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// Zero the extra.
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{
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var vector3zero = Vector3.zero;
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for (int i = vertexCount; i < vertexBufferLength; i++)
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vertexBufferItems[i] = vector3zero;
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}
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// Set the vertex buffer.
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{
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for (int i = 0; i < vertexCount; i++) {
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UnityEngine.UIElements.Vertex uiVertex = uiVertices[i];
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uiVertex.position = vertexBufferItems[i];
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uiVertex.tint = colorBufferItems[i];
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uiVertex.uv = uvBufferItems[i];
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uiVertices[i] = uiVertex;
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}
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}
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}
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public void FillTrianglesSingleSubmesh (ref NativeSlice<ushort> uiIndices, int submeshIndex = 0) {
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if (submeshes.Count == 0)
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return;
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var srcIndices32List = submeshes.Items[submeshIndex];
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int[] srcIndices32 = srcIndices32List.Items;
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int srcIndicesCount = srcIndices32List.Count;
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int dstIndicesCount = uiIndices.Length;
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for (int i = 0; i < srcIndicesCount; ++i)
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uiIndices[i] = (ushort)srcIndices32[i];
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for (int i = srcIndicesCount; i < dstIndicesCount; ++i)
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uiIndices[i] = 0;
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}
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#endif // HAS_NATIVE_COLLECTIONS
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}
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}
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