152 lines
5.3 KiB
Plaintext
152 lines
5.3 KiB
Plaintext
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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using UnityEngine;
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namespace Spine.Unity {
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[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
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[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRenderSeparator")]
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public class SkeletonPartsRenderer : MonoBehaviour {
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#region Properties
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MeshGenerator meshGenerator;
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public MeshGenerator MeshGenerator {
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get {
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LazyIntialize();
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return meshGenerator;
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}
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}
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MeshRenderer meshRenderer;
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public MeshRenderer MeshRenderer {
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get {
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LazyIntialize();
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return meshRenderer;
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}
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}
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MeshFilter meshFilter;
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public MeshFilter MeshFilter {
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get {
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LazyIntialize();
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return meshFilter;
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}
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}
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#endregion
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#region Callback Delegates
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public delegate void SkeletonPartsRendererDelegate (SkeletonPartsRenderer skeletonPartsRenderer);
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/// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
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/// all materials have been updated.</summary>
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public event SkeletonPartsRendererDelegate OnMeshAndMaterialsUpdated;
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#endregion
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MeshRendererBuffers buffers;
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SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
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void LazyIntialize () {
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if (buffers == null) {
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buffers = new MeshRendererBuffers();
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buffers.Initialize();
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if (meshGenerator != null) return;
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meshGenerator = new MeshGenerator();
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meshFilter = GetComponent<MeshFilter>();
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meshRenderer = GetComponent<MeshRenderer>();
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currentInstructions.Clear();
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}
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}
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public void ClearMesh () {
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LazyIntialize();
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meshFilter.sharedMesh = null;
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}
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public void RenderParts (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
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LazyIntialize();
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// STEP 1: Create instruction
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var smartMesh = buffers.GetNextMesh();
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currentInstructions.SetWithSubset(instructions, startSubmesh, endSubmesh);
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bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);
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// STEP 2: Generate mesh buffers.
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var currentInstructionsSubmeshesItems = currentInstructions.submeshInstructions.Items;
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meshGenerator.Begin();
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if (currentInstructions.hasActiveClipping) {
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for (int i = 0; i < currentInstructions.submeshInstructions.Count; i++)
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meshGenerator.AddSubmesh(currentInstructionsSubmeshesItems[i], updateTriangles);
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} else {
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meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
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}
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buffers.UpdateSharedMaterials(currentInstructions.submeshInstructions);
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// STEP 3: modify mesh.
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var mesh = smartMesh.mesh;
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if (meshGenerator.VertexCount <= 0) { // Clear an empty mesh
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updateTriangles = false;
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mesh.Clear();
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} else {
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meshGenerator.FillVertexData(mesh);
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if (updateTriangles) {
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meshGenerator.FillTriangles(mesh);
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meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray();
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} else if (buffers.MaterialsChangedInLastUpdate()) {
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meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray();
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}
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meshGenerator.FillLateVertexData(mesh);
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}
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meshFilter.sharedMesh = mesh;
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smartMesh.instructionUsed.Set(currentInstructions);
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if (OnMeshAndMaterialsUpdated != null)
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OnMeshAndMaterialsUpdated(this);
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}
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public void SetPropertyBlock (MaterialPropertyBlock block) {
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LazyIntialize();
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meshRenderer.SetPropertyBlock(block);
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}
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public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name, int sortingOrder = 0) {
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var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
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go.transform.SetParent(parent, false);
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var returnComponent = go.AddComponent<SkeletonPartsRenderer>();
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returnComponent.MeshRenderer.sortingOrder = sortingOrder;
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return returnComponent;
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}
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}
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}
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