/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2019_3_OR_NEWER
#define MESH_SET_TRIANGLES_PROVIDES_LENGTH_PARAM
#endif
#if !UNITY_2020_1_OR_NEWER
// Note: on Unity 2019.4 or older, e.g. operator* was not inlined via AggressiveInlining and at least with some
// configurations will lead to unnecessary overhead.
#define MANUALLY_INLINE_VECTOR_OPERATORS
#endif
// Optimization option: Allows faster BuildMeshWithArrays call and avoids calling SetTriangles at the cost of
// checking for mesh differences (vertex counts, member-wise attachment list compare) every frame.
#define SPINE_TRIANGLECHECK
//#define SPINE_DEBUG
// New optimization option to avoid rendering fully transparent attachments at slot alpha 0.
// Comment out this line to revert to previous behaviour.
// You may only need this option disabled when utilizing a custom shader which
// uses vertex color alpha for purposes other than transparency.
//
// Important Note: When disabling this define, also disable the one in SkeletonRenderInstruction.cs
#define SLOT_ALPHA_DISABLES_ATTACHMENT
// Note: This define below enables a bugfix where when Linear color space is used and `PMA vertex colors` enabled,
// additive slots add a too dark (too transparent) color value.
//
// If you want the old incorrect behaviour (darker additive slots) or are not using Linear but Gamma color space,
// you can comment-out the define below to deactivate the fix or just to skip unnecessary instructions.
//
// Details:
// Alpha-premultiplication of vertex colors happens in gamma-space, and vertexColor.a is set to 0 at additive slots.
// In the shader, gamma space vertex color has to be transformed from gamma space to linear space.
// Unfortunately vertexColorGamma.rgb=(rgb*a) while the desired color in linear space would be
// vertexColorLinear.rgb = GammaToLinear(rgb)*a = GammaToLinear(vertexColorGamma.rgb/a),
// but unfortunately 'a' is unknown as vertexColorGamma.a = 0 at additive slots.
// Thus the define below enables a fix where 'a' is transformed via
// a=LinearToGamma(a), so that the subsequent GammaToLinear() operation is canceled out on 'a'.
#define LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity {
public delegate void MeshGeneratorDelegate (MeshGeneratorBuffers buffers);
public struct MeshGeneratorBuffers {
/// The vertex count that will actually be used for the mesh. The Lengths of the buffer arrays may be larger than this number.
public int vertexCount;
/// Vertex positions. To be used for UnityEngine.Mesh.vertices.
public Vector3[] vertexBuffer;
/// Vertex texture coordinates (UVs). To be used for UnityEngine.Mesh.uv.
public Vector2[] uvBuffer;
/// Vertex colors. To be used for UnityEngine.Mesh.colors32.
public Color32[] colorBuffer;
/// Optional vertex texture coordinates (UVs), second channel. To be used for UnityEngine.Mesh.uv2.
/// Using this accessor automatically allocates and resizes the buffer accordingly.
public Vector2[] uv2Buffer { get { return meshGenerator.UV2; } }
/// Optional vertex texture coordinates (UVs), third channel. To be used for UnityEngine.Mesh.uv3.
/// Using this accessor automatically allocates and resizes the buffer accordingly.
public Vector2[] uv3Buffer { get { return meshGenerator.UV3; } }
/// The Spine rendering component's MeshGenerator.
public MeshGenerator meshGenerator;
}
/// 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.
[System.Serializable]
public class MeshGenerator {
public Settings settings = Settings.Default;
[System.Serializable]
public struct Settings {
public bool useClipping;
[Range(-0.1f, 0f)] public float zSpacing;
public bool tintBlack;
[UnityEngine.Serialization.FormerlySerializedAs("canvasGroupTintBlack")]
[Tooltip("Enable when using SkeletonGraphic under a CanvasGroup. " +
"When enabled, PMA Vertex Color alpha value is stored at uv2.g instead of color.a to capture " +
"CanvasGroup modifying color.a. Also helps to detect correct parameter setting combinations.")]
public bool canvasGroupCompatible;
public bool pmaVertexColors;
public bool addNormals;
public bool calculateTangents;
public bool immutableTriangles;
static public Settings Default {
get {
return new Settings {
pmaVertexColors = true,
zSpacing = 0f,
useClipping = true,
tintBlack = false,
calculateTangents = false,
//renderMeshes = true,
addNormals = false,
immutableTriangles = false
};
}
}
}
const float BoundsMinDefault = float.PositiveInfinity;
const float BoundsMaxDefault = float.NegativeInfinity;
[NonSerialized] protected readonly ExposedList vertexBuffer = new ExposedList(4);
[NonSerialized] protected readonly ExposedList uvBuffer = new ExposedList(4);
[NonSerialized] protected readonly ExposedList colorBuffer = new ExposedList(4);
[NonSerialized] protected readonly ExposedList> submeshes = new ExposedList> { new ExposedList(6) }; // start with 1 submesh.
[NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;
[NonSerialized] float meshBoundsThickness;
[NonSerialized] int submeshIndex = 0;
[NonSerialized] SkeletonClipping clipper = new SkeletonClipping();
[NonSerialized] float[] tempVerts = new float[8];
[NonSerialized] int[] regionTriangles = { 0, 1, 2, 2, 3, 0 };
#region Optional Buffers
// These optional buffers are lazy-instantiated when the feature is used.
[NonSerialized] Vector3[] normals;
[NonSerialized] Vector4[] tangents;
[NonSerialized] Vector2[] tempTanBuffer;
[NonSerialized] ExposedList uv2;
[NonSerialized] ExposedList uv3;
/// Optional vertex texture coordinates (UVs), second channel. To be used for UnityEngine.Mesh.uv2.
/// Using this accessor automatically allocates and resizes the buffer accordingly.
public Vector2[] UV2 { get { PrepareOptionalUVBuffer(ref uv2, vertexBuffer.Count); return uv2.Items; } }
/// Optional vertex texture coordinates (UVs), third channel. To be used for UnityEngine.Mesh.uv3.
/// Using this accessor automatically allocates and resizes the buffer accordingly.
public Vector2[] UV3 { get { PrepareOptionalUVBuffer(ref uv3, vertexBuffer.Count); return uv3.Items; } }
#endregion
public int VertexCount { get { return vertexBuffer.Count; } }
public int SubmeshIndexCount (int submeshIndex) { return submeshes.Items[submeshIndex].Count; }
/// A set of mesh arrays whose values are modifiable by the user. Modify these values before they are passed to the UnityEngine mesh object in order to see the effect.
public MeshGeneratorBuffers Buffers {
get {
return new MeshGeneratorBuffers {
vertexCount = this.VertexCount,
vertexBuffer = this.vertexBuffer.Items,
uvBuffer = this.uvBuffer.Items,
colorBuffer = this.colorBuffer.Items,
meshGenerator = this
};
}
}
/// Returns the used by this mesh generator for use with e.g.
///
///
public SkeletonClipping SkeletonClipping { get { return clipper; } }
public MeshGenerator () {
submeshes.TrimExcess();
}
#region Step 1 : Generate Instructions
///
/// A specialized variant of .
/// Generates renderer instructions using a single submesh, using only a single material and texture.
///
/// The resulting instructions.
/// The skeleton to generate renderer instructions for.
/// Material to be set at the renderer instruction. When null, the last attachment
/// in the draw order list is assigned as the instruction's material.
public static void GenerateSingleSubmeshInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Material material) {
ExposedList drawOrder = skeleton.DrawOrder;
int drawOrderCount = drawOrder.Count;
// Clear last state of attachments and submeshes
instructionOutput.Clear(); // submeshInstructions.Clear(); attachments.Clear();
ExposedList workingSubmeshInstructions = instructionOutput.submeshInstructions;
#if SPINE_TRIANGLECHECK
instructionOutput.attachments.Resize(drawOrderCount);
Attachment[] workingAttachmentsItems = instructionOutput.attachments.Items;
int totalRawVertexCount = 0;
#endif
SubmeshInstruction current = new SubmeshInstruction {
skeleton = skeleton,
preActiveClippingSlotSource = -1,
startSlot = 0,
#if SPINE_TRIANGLECHECK
rawFirstVertexIndex = 0,
#endif
material = material,
forceSeparate = false,
endSlot = drawOrderCount
};
#if SPINE_TRIANGLECHECK
object rendererObject = null;
bool skeletonHasClipping = false;
Slot[] drawOrderItems = drawOrder.Items;
for (int i = 0; i < drawOrderCount; i++) {
Slot slot = drawOrderItems[i];
if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
|| slot.A == 0f
#endif
) {
workingAttachmentsItems[i] = null;
continue;
}
if (slot.Data.BlendMode == BlendMode.Additive) current.hasPMAAdditiveSlot = true;
Attachment attachment = slot.Attachment;
workingAttachmentsItems[i] = attachment;
int attachmentTriangleCount;
int attachmentVertexCount;
RegionAttachment regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
if (regionAttachment.Sequence != null) regionAttachment.Sequence.Apply(slot, regionAttachment);
rendererObject = regionAttachment.Region;
attachmentVertexCount = 4;
attachmentTriangleCount = 6;
} else {
MeshAttachment meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
if (meshAttachment.Sequence != null) meshAttachment.Sequence.Apply(slot, meshAttachment);
rendererObject = meshAttachment.Region;
attachmentVertexCount = meshAttachment.WorldVerticesLength >> 1;
attachmentTriangleCount = meshAttachment.Triangles.Length;
} else {
ClippingAttachment clippingAttachment = attachment as ClippingAttachment;
if (clippingAttachment != null) {
current.hasClipping = true;
skeletonHasClipping = true;
}
attachmentVertexCount = 0;
attachmentTriangleCount = 0;
}
}
current.rawTriangleCount += attachmentTriangleCount;
current.rawVertexCount += attachmentVertexCount;
totalRawVertexCount += attachmentVertexCount;
}
#if !SPINE_TK2D
if (material == null && rendererObject != null)
current.material = (Material)((AtlasRegion)rendererObject).page.rendererObject;
#else
if (material == null && rendererObject != null)
current.material = (rendererObject is Material) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject;
#endif
instructionOutput.hasActiveClipping = skeletonHasClipping;
instructionOutput.rawVertexCount = totalRawVertexCount;
#endif
#if SPINE_TRIANGLECHECK
bool hasAnyVertices = totalRawVertexCount > 0;
#else
bool hasAnyVertices = true;
#endif
if (hasAnyVertices) {
workingSubmeshInstructions.Resize(1);
workingSubmeshInstructions.Items[0] = current;
} else {
workingSubmeshInstructions.Resize(0);
}
}
public static bool RequiresMultipleSubmeshesByDrawOrder (Skeleton skeleton) {
#if SPINE_TK2D
return false;
#endif
ExposedList drawOrder = skeleton.DrawOrder;
int drawOrderCount = drawOrder.Count;
Slot[] drawOrderItems = drawOrder.Items;
Material lastRendererMaterial = null;
for (int i = 0; i < drawOrderCount; i++) {
Slot slot = drawOrderItems[i];
if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
|| slot.A == 0f
#endif
) continue;
Attachment attachment = slot.Attachment;
IHasTextureRegion rendererAttachment = attachment as IHasTextureRegion;
if (rendererAttachment != null) {
if (rendererAttachment.Sequence != null) rendererAttachment.Sequence.Apply(slot, rendererAttachment);
AtlasRegion atlasRegion = (AtlasRegion)rendererAttachment.Region;
Material material = (Material)atlasRegion.page.rendererObject;
if (lastRendererMaterial != material) {
if (lastRendererMaterial != null)
return true;
lastRendererMaterial = material;
}
}
}
return false;
}
public static void GenerateSkeletonRendererInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Dictionary customSlotMaterials, List separatorSlots, bool generateMeshOverride, bool immutableTriangles = false) {
// if (skeleton == null) throw new ArgumentNullException("skeleton");
// if (instructionOutput == null) throw new ArgumentNullException("instructionOutput");
ExposedList drawOrder = skeleton.DrawOrder;
int drawOrderCount = drawOrder.Count;
// Clear last state of attachments and submeshes
instructionOutput.Clear(); // submeshInstructions.Clear(); attachments.Clear();
ExposedList workingSubmeshInstructions = instructionOutput.submeshInstructions;
#if SPINE_TRIANGLECHECK
instructionOutput.attachments.Resize(drawOrderCount);
Attachment[] workingAttachmentsItems = instructionOutput.attachments.Items;
int totalRawVertexCount = 0;
bool skeletonHasClipping = false;
#endif
SubmeshInstruction current = new SubmeshInstruction {
skeleton = skeleton,
preActiveClippingSlotSource = -1
};
#if !SPINE_TK2D
bool isCustomSlotMaterialsPopulated = customSlotMaterials != null && customSlotMaterials.Count > 0;
#endif
int separatorCount = separatorSlots == null ? 0 : separatorSlots.Count;
bool hasSeparators = separatorCount > 0;
int clippingAttachmentSource = -1;
int lastPreActiveClipping = -1; // The index of the last slot that had an active ClippingAttachment.
SlotData clippingEndSlot = null;
int submeshIndex = 0;
Slot[] drawOrderItems = drawOrder.Items;
for (int i = 0; i < drawOrderCount; i++) {
Slot slot = drawOrderItems[i];
if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
|| (slot.A == 0f && slot.Data != clippingEndSlot)
#endif
) {
#if SPINE_TRIANGLECHECK
workingAttachmentsItems[i] = null;
#endif
continue;
}
if (slot.Data.BlendMode == BlendMode.Additive) current.hasPMAAdditiveSlot = true;
Attachment attachment = slot.Attachment;
#if SPINE_TRIANGLECHECK
workingAttachmentsItems[i] = attachment;
int attachmentVertexCount = 0, attachmentTriangleCount = 0;
#endif
object region = null;
bool noRender = false; // Using this allows empty slots as separators, and keeps separated parts more stable despite slots being reordered
RegionAttachment regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
if (regionAttachment.Sequence != null) regionAttachment.Sequence.Apply(slot, regionAttachment);
region = regionAttachment.Region;
#if SPINE_TRIANGLECHECK
attachmentVertexCount = 4;
attachmentTriangleCount = 6;
#endif
} else {
MeshAttachment meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
if (meshAttachment.Sequence != null) meshAttachment.Sequence.Apply(slot, meshAttachment);
region = meshAttachment.Region;
#if SPINE_TRIANGLECHECK
attachmentVertexCount = meshAttachment.WorldVerticesLength >> 1;
attachmentTriangleCount = meshAttachment.Triangles.Length;
#endif
} else {
#if SPINE_TRIANGLECHECK
ClippingAttachment clippingAttachment = attachment as ClippingAttachment;
if (clippingAttachment != null) {
clippingEndSlot = clippingAttachment.EndSlot;
clippingAttachmentSource = i;
current.hasClipping = true;
skeletonHasClipping = true;
}
#endif
noRender = true;
}
}
// Create a new SubmeshInstruction when material changes. (or when forced to separate by a submeshSeparator)
// Slot with a separator/new material will become the starting slot of the next new instruction.
if (hasSeparators) { //current.forceSeparate = hasSeparators && separatorSlots.Contains(slot);
current.forceSeparate = false;
for (int s = 0; s < separatorCount; s++) {
if (Slot.ReferenceEquals(slot, separatorSlots[s])) {
current.forceSeparate = true;
break;
}
}
}
if (noRender) {
if (current.forceSeparate && generateMeshOverride) { // && current.rawVertexCount > 0) {
{ // Add
current.endSlot = i;
current.preActiveClippingSlotSource = lastPreActiveClipping;
workingSubmeshInstructions.Resize(submeshIndex + 1);
workingSubmeshInstructions.Items[submeshIndex] = current;
submeshIndex++;
}
current.startSlot = i;
lastPreActiveClipping = clippingAttachmentSource;
#if SPINE_TRIANGLECHECK
current.rawTriangleCount = 0;
current.rawVertexCount = 0;
current.rawFirstVertexIndex = totalRawVertexCount;
current.hasClipping = clippingAttachmentSource >= 0;
#endif
}
} else {
#if !SPINE_TK2D
Material material;
if (isCustomSlotMaterialsPopulated) {
if (!customSlotMaterials.TryGetValue(slot, out material))
material = (Material)((AtlasRegion)region).page.rendererObject;
} else {
material = (Material)((AtlasRegion)region).page.rendererObject;
}
#else
// An AtlasRegion in plain spine-unity, spine-TK2D hooks into TK2D's system. eventual source of Material object.
Material material = (region is Material) ? (Material)region : (Material)((AtlasRegion)region).page.rendererObject;
#endif
#if !SPINE_TRIANGLECHECK
if (current.forceSeparate || !System.Object.ReferenceEquals(current.material, material)) { // Material changed. Add the previous submesh.
#else
if (current.forceSeparate || (current.rawVertexCount > 0 && !System.Object.ReferenceEquals(current.material, material))) { // Material changed. Add the previous submesh.
#endif
{ // Add
current.endSlot = i;
current.preActiveClippingSlotSource = lastPreActiveClipping;
workingSubmeshInstructions.Resize(submeshIndex + 1);
workingSubmeshInstructions.Items[submeshIndex] = current;
submeshIndex++;
}
current.startSlot = i;
lastPreActiveClipping = clippingAttachmentSource;
#if SPINE_TRIANGLECHECK
current.rawTriangleCount = 0;
current.rawVertexCount = 0;
current.rawFirstVertexIndex = totalRawVertexCount;
current.hasClipping = clippingAttachmentSource >= 0;
#endif
}
// Update state for the next Attachment.
current.material = material;
#if SPINE_TRIANGLECHECK
current.rawTriangleCount += attachmentTriangleCount;
current.rawVertexCount += attachmentVertexCount;
current.rawFirstVertexIndex = totalRawVertexCount;
totalRawVertexCount += attachmentVertexCount;
#endif
}
if (clippingEndSlot != null && slot.Data == clippingEndSlot && i != clippingAttachmentSource) {
clippingEndSlot = null;
clippingAttachmentSource = -1;
}
}
if (current.rawVertexCount > 0) {
{ // Add last or only submesh.
current.endSlot = drawOrderCount;
current.preActiveClippingSlotSource = lastPreActiveClipping;
current.forceSeparate = false;
workingSubmeshInstructions.Resize(submeshIndex + 1);
workingSubmeshInstructions.Items[submeshIndex] = current;
//submeshIndex++;
}
}
#if SPINE_TRIANGLECHECK
instructionOutput.hasActiveClipping = skeletonHasClipping;
instructionOutput.rawVertexCount = totalRawVertexCount;
#endif
instructionOutput.immutableTriangles = immutableTriangles;
}
public static void TryReplaceMaterials (ExposedList workingSubmeshInstructions, Dictionary customMaterialOverride) {
// Material overrides are done here so they can be applied per submesh instead of per slot
// but they will still be passed through the GenerateMeshOverride delegate,
// and will still go through the normal material match check step in STEP 3.
SubmeshInstruction[] wsii = workingSubmeshInstructions.Items;
for (int i = 0; i < workingSubmeshInstructions.Count; i++) {
Material material = wsii[i].material;
if (material == null) continue;
Material overrideMaterial;
if (customMaterialOverride.TryGetValue(material, out overrideMaterial))
wsii[i].material = overrideMaterial;
}
}
#endregion
#region Step 2 : Populate vertex data and triangle index buffers.
public void Begin () {
vertexBuffer.Clear(false);
colorBuffer.Clear(false);
uvBuffer.Clear(false);
clipper.ClipEnd();
{
meshBoundsMin.x = BoundsMinDefault;
meshBoundsMin.y = BoundsMinDefault;
meshBoundsMax.x = BoundsMaxDefault;
meshBoundsMax.y = BoundsMaxDefault;
meshBoundsThickness = 0f;
}
submeshIndex = 0;
submeshes.Count = 1;
//submeshes.Items[0].Clear(false);
}
public void AddSubmesh (SubmeshInstruction instruction, bool updateTriangles = true) {
Settings settings = this.settings;
int newSubmeshCount = submeshIndex + 1;
if (submeshes.Items.Length < newSubmeshCount)
submeshes.Resize(newSubmeshCount);
submeshes.Count = newSubmeshCount;
ExposedList submesh = submeshes.Items[submeshIndex];
if (submesh == null)
submeshes.Items[submeshIndex] = submesh = new ExposedList();
submesh.Clear(false);
Skeleton skeleton = instruction.skeleton;
Slot[] drawOrderItems = skeleton.DrawOrder.Items;
Color32 color = default(Color32);
float skeletonA = skeleton.A, skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B;
Vector2 meshBoundsMin = this.meshBoundsMin, meshBoundsMax = this.meshBoundsMax;
// Settings
float zSpacing = settings.zSpacing;
bool pmaVertexColors = settings.pmaVertexColors;
bool tintBlack = settings.tintBlack;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
bool linearColorSpace = QualitySettings.activeColorSpace == ColorSpace.Linear;
#endif
#if SPINE_TRIANGLECHECK
bool useClipping = settings.useClipping && instruction.hasClipping;
#else
bool useClipping = settings.useClipping;
#endif
bool canvasGroupTintBlack = settings.tintBlack && settings.canvasGroupCompatible;
if (useClipping) {
if (instruction.preActiveClippingSlotSource >= 0) {
Slot slot = drawOrderItems[instruction.preActiveClippingSlotSource];
clipper.ClipStart(slot, slot.Attachment as ClippingAttachment);
}
}
for (int slotIndex = instruction.startSlot; slotIndex < instruction.endSlot; slotIndex++) {
Slot slot = drawOrderItems[slotIndex];
if (!slot.Bone.Active) {
clipper.ClipEnd(slot);
continue;
}
Attachment attachment = slot.Attachment;
float z = zSpacing * slotIndex;
float[] workingVerts = this.tempVerts;
float[] uvs;
int[] attachmentTriangleIndices;
int attachmentVertexCount;
int attachmentIndexCount;
Color c = default(Color);
// Identify and prepare values.
RegionAttachment region = attachment as RegionAttachment;
if (region != null) {
region.ComputeWorldVertices(slot, workingVerts, 0);
uvs = region.UVs;
attachmentTriangleIndices = regionTriangles;
c.r = region.R; c.g = region.G; c.b = region.B; c.a = region.A;
attachmentVertexCount = 4;
attachmentIndexCount = 6;
} else {
MeshAttachment mesh = attachment as MeshAttachment;
if (mesh != null) {
int meshVerticesLength = mesh.WorldVerticesLength;
if (workingVerts.Length < meshVerticesLength) {
workingVerts = new float[meshVerticesLength];
this.tempVerts = workingVerts;
}
mesh.ComputeWorldVertices(slot, 0, meshVerticesLength, workingVerts, 0); //meshAttachment.ComputeWorldVertices(slot, tempVerts);
uvs = mesh.UVs;
attachmentTriangleIndices = mesh.Triangles;
c.r = mesh.R; c.g = mesh.G; c.b = mesh.B; c.a = mesh.A;
attachmentVertexCount = meshVerticesLength >> 1; // meshVertexCount / 2;
attachmentIndexCount = mesh.Triangles.Length;
} else {
if (useClipping) {
ClippingAttachment clippingAttachment = attachment as ClippingAttachment;
if (clippingAttachment != null) {
clipper.ClipStart(slot, clippingAttachment);
continue;
}
}
// If not any renderable attachment.
clipper.ClipEnd(slot);
continue;
}
}
float tintBlackAlpha = 1.0f;
if (pmaVertexColors) {
float alpha = skeletonA * slot.A * c.a;
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
color.a = (byte)(alpha * 255);
color.r = (byte)(skeletonR * slot.R * c.r * color.a);
color.g = (byte)(skeletonG * slot.G * c.g * color.a);
color.b = (byte)(skeletonB * slot.B * c.b * color.a);
if (canvasGroupTintBlack) {
tintBlackAlpha = isAdditiveSlot ? 0 : alpha;
color.a = 255;
} else {
if (isAdditiveSlot)
color.a = 0;
}
} else {
color.a = (byte)(skeletonA * slot.A * c.a * 255);
color.r = (byte)(skeletonR * slot.R * c.r * 255);
color.g = (byte)(skeletonG * slot.G * c.g * 255);
color.b = (byte)(skeletonB * slot.B * c.b * 255);
}
if (useClipping && clipper.IsClipping) {
clipper.ClipTriangles(workingVerts, attachmentTriangleIndices, attachmentIndexCount, uvs);
workingVerts = clipper.ClippedVertices.Items;
attachmentVertexCount = clipper.ClippedVertices.Count >> 1;
attachmentTriangleIndices = clipper.ClippedTriangles.Items;
attachmentIndexCount = clipper.ClippedTriangles.Count;
uvs = clipper.ClippedUVs.Items;
}
// Actually add slot/attachment data into buffers.
if (attachmentVertexCount != 0 && attachmentIndexCount != 0) {
if (tintBlack) {
float r2 = slot.R2;
float g2 = slot.G2;
float b2 = slot.B2;
if (pmaVertexColors) {
float alpha = skeletonA * slot.A * c.a;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
r2 *= alpha;
g2 *= alpha;
b2 *= alpha;
}
AddAttachmentTintBlack(r2, g2, b2, tintBlackAlpha, attachmentVertexCount);
}
//AddAttachment(workingVerts, uvs, color, attachmentTriangleIndices, attachmentVertexCount, attachmentIndexCount, ref meshBoundsMin, ref meshBoundsMax, z);
int ovc = vertexBuffer.Count;
// Add data to vertex buffers
{
int newVertexCount = ovc + attachmentVertexCount;
int oldArraySize = vertexBuffer.Items.Length;
if (newVertexCount > oldArraySize) {
int newArraySize = (int)(oldArraySize * 1.3f);
if (newArraySize < newVertexCount) newArraySize = newVertexCount;
Array.Resize(ref vertexBuffer.Items, newArraySize);
Array.Resize(ref uvBuffer.Items, newArraySize);
Array.Resize(ref colorBuffer.Items, newArraySize);
}
vertexBuffer.Count = uvBuffer.Count = colorBuffer.Count = newVertexCount;
}
Vector3[] vbi = vertexBuffer.Items;
Vector2[] ubi = uvBuffer.Items;
Color32[] cbi = colorBuffer.Items;
if (ovc == 0) {
for (int i = 0; i < attachmentVertexCount; i++) {
int vi = ovc + i;
int i2 = i << 1; // i * 2
float x = workingVerts[i2];
float y = workingVerts[i2 + 1];
vbi[vi].x = x;
vbi[vi].y = y;
vbi[vi].z = z;
ubi[vi].x = uvs[i2];
ubi[vi].y = uvs[i2 + 1];
cbi[vi] = color;
// Calculate bounds.
if (x < meshBoundsMin.x) meshBoundsMin.x = x;
if (x > meshBoundsMax.x) meshBoundsMax.x = x;
if (y < meshBoundsMin.y) meshBoundsMin.y = y;
if (y > meshBoundsMax.y) meshBoundsMax.y = y;
}
} else {
for (int i = 0; i < attachmentVertexCount; i++) {
int vi = ovc + i;
int i2 = i << 1; // i * 2
float x = workingVerts[i2];
float y = workingVerts[i2 + 1];
vbi[vi].x = x;
vbi[vi].y = y;
vbi[vi].z = z;
ubi[vi].x = uvs[i2];
ubi[vi].y = uvs[i2 + 1];
cbi[vi] = color;
// Calculate bounds.
if (x < meshBoundsMin.x) meshBoundsMin.x = x;
else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
if (y < meshBoundsMin.y) meshBoundsMin.y = y;
else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
}
}
// Add data to triangle buffer
if (updateTriangles) {
int oldTriangleCount = submesh.Count;
{ //submesh.Resize(oldTriangleCount + attachmentIndexCount);
int newTriangleCount = oldTriangleCount + attachmentIndexCount;
if (newTriangleCount > submesh.Items.Length) Array.Resize(ref submesh.Items, newTriangleCount);
submesh.Count = newTriangleCount;
}
int[] submeshItems = submesh.Items;
for (int i = 0; i < attachmentIndexCount; i++)
submeshItems[oldTriangleCount + i] = attachmentTriangleIndices[i] + ovc;
}
}
clipper.ClipEnd(slot);
}
clipper.ClipEnd();
this.meshBoundsMin = meshBoundsMin;
this.meshBoundsMax = meshBoundsMax;
meshBoundsThickness = instruction.endSlot * zSpacing;
// Trim or zero submesh triangles.
int[] currentSubmeshItems = submesh.Items;
for (int i = submesh.Count, n = currentSubmeshItems.Length; i < n; i++)
currentSubmeshItems[i] = 0;
submeshIndex++; // Next AddSubmesh will use a new submeshIndex value.
}
public void BuildMesh (SkeletonRendererInstruction instruction, bool updateTriangles) {
SubmeshInstruction[] wsii = instruction.submeshInstructions.Items;
for (int i = 0, n = instruction.submeshInstructions.Count; i < n; i++)
this.AddSubmesh(wsii[i], updateTriangles);
}
// Use this faster method when no clipping is involved.
public void BuildMeshWithArrays (SkeletonRendererInstruction instruction, bool updateTriangles) {
#if !SPINE_TRIANGLECHECK
return;
#else
Settings settings = this.settings;
bool canvasGroupTintBlack = settings.tintBlack && settings.canvasGroupCompatible;
int totalVertexCount = instruction.rawVertexCount;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
bool linearColorSpace = QualitySettings.activeColorSpace == ColorSpace.Linear;
#endif
// Add data to vertex buffers
{
if (totalVertexCount > vertexBuffer.Items.Length) { // Manual ExposedList.Resize()
Array.Resize(ref vertexBuffer.Items, totalVertexCount);
Array.Resize(ref uvBuffer.Items, totalVertexCount);
Array.Resize(ref colorBuffer.Items, totalVertexCount);
}
vertexBuffer.Count = uvBuffer.Count = colorBuffer.Count = totalVertexCount;
}
// Populate Verts
Color32 color = default(Color32);
int vertexIndex = 0;
float[] tempVerts = this.tempVerts;
Vector2 bmin = this.meshBoundsMin;
Vector2 bmax = this.meshBoundsMax;
Vector3[] vbi = vertexBuffer.Items;
Vector2[] ubi = uvBuffer.Items;
Color32[] cbi = colorBuffer.Items;
int lastSlotIndex = 0;
// drawOrder[endSlot] is excluded
for (int si = 0, n = instruction.submeshInstructions.Count; si < n; si++) {
SubmeshInstruction submesh = instruction.submeshInstructions.Items[si];
Skeleton skeleton = submesh.skeleton;
Slot[] drawOrderItems = skeleton.DrawOrder.Items;
float a = skeleton.A, r = skeleton.R, g = skeleton.G, b = skeleton.B;
int endSlot = submesh.endSlot;
int startSlot = submesh.startSlot;
lastSlotIndex = endSlot;
if (settings.tintBlack) {
Vector2 rg, b2;
int vi = vertexIndex;
b2.y = 1f;
PrepareOptionalUVBuffer(ref uv2, totalVertexCount);
PrepareOptionalUVBuffer(ref uv3, totalVertexCount);
Vector2[] uv2i = uv2.Items;
Vector2[] uv3i = uv3.Items;
for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
Slot slot = drawOrderItems[slotIndex];
if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
|| slot.A == 0f
#endif
) continue;
Attachment attachment = slot.Attachment;
rg.x = slot.R2; //r
rg.y = slot.G2; //g
b2.x = slot.B2; //b
b2.y = 1.0f;
RegionAttachment regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
if (settings.pmaVertexColors) {
float alpha = a * slot.A * regionAttachment.A;
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
rg.x *= alpha;
rg.y *= alpha;
b2.x *= alpha;
b2.y = isAdditiveSlot ? 0 : alpha;
}
uv2i[vi] = rg; uv2i[vi + 1] = rg; uv2i[vi + 2] = rg; uv2i[vi + 3] = rg;
uv3i[vi] = b2; uv3i[vi + 1] = b2; uv3i[vi + 2] = b2; uv3i[vi + 3] = b2;
vi += 4;
} else { //} if (settings.renderMeshes) {
MeshAttachment meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
if (settings.pmaVertexColors) {
float alpha = a * slot.A * meshAttachment.A;
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
rg.x *= alpha;
rg.y *= alpha;
b2.x *= alpha;
b2.y = isAdditiveSlot ? 0 : alpha;
}
int verticesArrayLength = meshAttachment.WorldVerticesLength;
for (int iii = 0; iii < verticesArrayLength; iii += 2) {
uv2i[vi] = rg;
uv3i[vi] = b2;
vi++;
}
}
}
}
}
for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
Slot slot = drawOrderItems[slotIndex];
if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
|| slot.A == 0f
#endif
) continue;
Attachment attachment = slot.Attachment;
float z = slotIndex * settings.zSpacing;
RegionAttachment regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
regionAttachment.ComputeWorldVertices(slot, tempVerts, 0);
float x1 = tempVerts[RegionAttachment.BLX], y1 = tempVerts[RegionAttachment.BLY];
float x2 = tempVerts[RegionAttachment.ULX], y2 = tempVerts[RegionAttachment.ULY];
float x3 = tempVerts[RegionAttachment.URX], y3 = tempVerts[RegionAttachment.URY];
float x4 = tempVerts[RegionAttachment.BRX], y4 = tempVerts[RegionAttachment.BRY];
vbi[vertexIndex].x = x1; vbi[vertexIndex].y = y1; vbi[vertexIndex].z = z;
vbi[vertexIndex + 1].x = x4; vbi[vertexIndex + 1].y = y4; vbi[vertexIndex + 1].z = z;
vbi[vertexIndex + 2].x = x2; vbi[vertexIndex + 2].y = y2; vbi[vertexIndex + 2].z = z;
vbi[vertexIndex + 3].x = x3; vbi[vertexIndex + 3].y = y3; vbi[vertexIndex + 3].z = z;
if (settings.pmaVertexColors) {
float alpha = a * slot.A * regionAttachment.A;
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
color.a = (byte)(alpha * 255);
color.r = (byte)(r * slot.R * regionAttachment.R * color.a);
color.g = (byte)(g * slot.G * regionAttachment.G * color.a);
color.b = (byte)(b * slot.B * regionAttachment.B * color.a);
if (canvasGroupTintBlack) color.a = 255;
else if (isAdditiveSlot) color.a = 0;
} else {
color.a = (byte)(a * slot.A * regionAttachment.A * 255);
color.r = (byte)(r * slot.R * regionAttachment.R * 255);
color.g = (byte)(g * slot.G * regionAttachment.G * 255);
color.b = (byte)(b * slot.B * regionAttachment.B * 255);
}
cbi[vertexIndex] = color; cbi[vertexIndex + 1] = color; cbi[vertexIndex + 2] = color; cbi[vertexIndex + 3] = color;
float[] regionUVs = regionAttachment.UVs;
ubi[vertexIndex].x = regionUVs[RegionAttachment.BLX]; ubi[vertexIndex].y = regionUVs[RegionAttachment.BLY];
ubi[vertexIndex + 1].x = regionUVs[RegionAttachment.BRX]; ubi[vertexIndex + 1].y = regionUVs[RegionAttachment.BRY];
ubi[vertexIndex + 2].x = regionUVs[RegionAttachment.ULX]; ubi[vertexIndex + 2].y = regionUVs[RegionAttachment.ULY];
ubi[vertexIndex + 3].x = regionUVs[RegionAttachment.URX]; ubi[vertexIndex + 3].y = regionUVs[RegionAttachment.URY];
if (x1 < bmin.x) bmin.x = x1; // Potential first attachment bounds initialization. Initial min should not block initial max. Same for Y below.
if (x1 > bmax.x) bmax.x = x1;
if (x2 < bmin.x) bmin.x = x2;
else if (x2 > bmax.x) bmax.x = x2;
if (x3 < bmin.x) bmin.x = x3;
else if (x3 > bmax.x) bmax.x = x3;
if (x4 < bmin.x) bmin.x = x4;
else if (x4 > bmax.x) bmax.x = x4;
if (y1 < bmin.y) bmin.y = y1;
if (y1 > bmax.y) bmax.y = y1;
if (y2 < bmin.y) bmin.y = y2;
else if (y2 > bmax.y) bmax.y = y2;
if (y3 < bmin.y) bmin.y = y3;
else if (y3 > bmax.y) bmax.y = y3;
if (y4 < bmin.y) bmin.y = y4;
else if (y4 > bmax.y) bmax.y = y4;
vertexIndex += 4;
} else { //if (settings.renderMeshes) {
MeshAttachment meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
int verticesArrayLength = meshAttachment.WorldVerticesLength;
if (tempVerts.Length < verticesArrayLength) this.tempVerts = tempVerts = new float[verticesArrayLength];
meshAttachment.ComputeWorldVertices(slot, tempVerts);
if (settings.pmaVertexColors) {
float alpha = a * slot.A * meshAttachment.A;
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
color.a = (byte)(alpha * 255);
color.r = (byte)(r * slot.R * meshAttachment.R * color.a);
color.g = (byte)(g * slot.G * meshAttachment.G * color.a);
color.b = (byte)(b * slot.B * meshAttachment.B * color.a);
if (canvasGroupTintBlack) color.a = 255;
else if (isAdditiveSlot) color.a = 0;
} else {
color.a = (byte)(a * slot.A * meshAttachment.A * 255);
color.r = (byte)(r * slot.R * meshAttachment.R * 255);
color.g = (byte)(g * slot.G * meshAttachment.G * 255);
color.b = (byte)(b * slot.B * meshAttachment.B * 255);
}
float[] attachmentUVs = meshAttachment.UVs;
// Potential first attachment bounds initialization. See conditions in RegionAttachment logic.
if (vertexIndex == 0) {
// Initial min should not block initial max.
// vi == vertexIndex does not always mean the bounds are fresh. It could be a submesh. Do not nuke old values by omitting the check.
// Should know that this is the first attachment in the submesh. slotIndex == startSlot could be an empty slot.
float fx = tempVerts[0], fy = tempVerts[1];
if (fx < bmin.x) bmin.x = fx;
if (fx > bmax.x) bmax.x = fx;
if (fy < bmin.y) bmin.y = fy;
if (fy > bmax.y) bmax.y = fy;
}
for (int iii = 0; iii < verticesArrayLength; iii += 2) {
float x = tempVerts[iii], y = tempVerts[iii + 1];
vbi[vertexIndex].x = x; vbi[vertexIndex].y = y; vbi[vertexIndex].z = z;
cbi[vertexIndex] = color; ubi[vertexIndex].x = attachmentUVs[iii]; ubi[vertexIndex].y = attachmentUVs[iii + 1];
if (x < bmin.x) bmin.x = x;
else if (x > bmax.x) bmax.x = x;
if (y < bmin.y) bmin.y = y;
else if (y > bmax.y) bmax.y = y;
vertexIndex++;
}
}
}
}
}
this.meshBoundsMin = bmin;
this.meshBoundsMax = bmax;
this.meshBoundsThickness = lastSlotIndex * settings.zSpacing;
int submeshInstructionCount = instruction.submeshInstructions.Count;
submeshes.Count = submeshInstructionCount;
// Add triangles
if (updateTriangles) {
// Match submesh buffers count with submeshInstruction count.
if (this.submeshes.Items.Length < submeshInstructionCount) {
this.submeshes.Resize(submeshInstructionCount);
for (int i = 0, n = submeshInstructionCount; i < n; i++) {
ExposedList submeshBuffer = this.submeshes.Items[i];
if (submeshBuffer == null)
this.submeshes.Items[i] = new ExposedList();
else
submeshBuffer.Clear(false);
}
}
SubmeshInstruction[] submeshInstructionsItems = instruction.submeshInstructions.Items; // This relies on the resize above.
// Fill the buffers.
int attachmentFirstVertex = 0;
for (int smbi = 0; smbi < submeshInstructionCount; smbi++) {
SubmeshInstruction submeshInstruction = submeshInstructionsItems[smbi];
ExposedList currentSubmeshBuffer = this.submeshes.Items[smbi];
{ //submesh.Resize(submesh.rawTriangleCount);
int newTriangleCount = submeshInstruction.rawTriangleCount;
if (newTriangleCount > currentSubmeshBuffer.Items.Length)
Array.Resize(ref currentSubmeshBuffer.Items, newTriangleCount);
else if (newTriangleCount < currentSubmeshBuffer.Items.Length) {
// Zero the extra.
int[] sbi = currentSubmeshBuffer.Items;
for (int ei = newTriangleCount, nn = sbi.Length; ei < nn; ei++)
sbi[ei] = 0;
}
currentSubmeshBuffer.Count = newTriangleCount;
}
int[] tris = currentSubmeshBuffer.Items;
int triangleIndex = 0;
Skeleton skeleton = submeshInstruction.skeleton;
Slot[] drawOrderItems = skeleton.DrawOrder.Items;
for (int slotIndex = submeshInstruction.startSlot, endSlot = submeshInstruction.endSlot; slotIndex < endSlot; slotIndex++) {
Slot slot = drawOrderItems[slotIndex];
if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
|| slot.A == 0f
#endif
) continue;
Attachment attachment = drawOrderItems[slotIndex].Attachment;
if (attachment is RegionAttachment) {
tris[triangleIndex] = attachmentFirstVertex;
tris[triangleIndex + 1] = attachmentFirstVertex + 2;
tris[triangleIndex + 2] = attachmentFirstVertex + 1;
tris[triangleIndex + 3] = attachmentFirstVertex + 2;
tris[triangleIndex + 4] = attachmentFirstVertex + 3;
tris[triangleIndex + 5] = attachmentFirstVertex + 1;
triangleIndex += 6;
attachmentFirstVertex += 4;
continue;
}
MeshAttachment meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
int[] attachmentTriangles = meshAttachment.Triangles;
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
tris[triangleIndex] = attachmentFirstVertex + attachmentTriangles[ii];
attachmentFirstVertex += meshAttachment.WorldVerticesLength >> 1; // length/2;
}
}
}
}
#endif // SPINE_TRIANGLECHECK
}
public void ScaleVertexData (float scale) {
Vector3[] vbi = vertexBuffer.Items;
for (int i = 0, n = vertexBuffer.Count; i < n; i++) {
#if MANUALLY_INLINE_VECTOR_OPERATORS
vbi[i].x *= scale;
vbi[i].y *= scale;
vbi[i].z *= scale;
#else
vbi[i] *= scale;
#endif
}
meshBoundsMin *= scale;
meshBoundsMax *= scale;
meshBoundsThickness *= scale;
}
public void ScaleAndOffsetVertexData (float scale, Vector2 offset2D) {
Vector3 offset = new Vector3(offset2D.x, offset2D.y);
Vector3[] vbi = vertexBuffer.Items;
for (int i = 0, n = vertexBuffer.Count; i < n; i++) {
#if MANUALLY_INLINE_VECTOR_OPERATORS
vbi[i].x = vbi[i].x * scale + offset.x;
vbi[i].y = vbi[i].y * scale + offset.y;
vbi[i].z = vbi[i].z * scale + offset.z;
#else
vbi[i] = vbi[i] * scale + offset;
#endif
}
meshBoundsMin *= scale;
meshBoundsMax *= scale;
meshBoundsMin += offset2D;
meshBoundsMax += offset2D;
meshBoundsThickness *= scale;
}
public Bounds GetMeshBounds () {
if (float.IsInfinity(meshBoundsMin.x)) { // meshBoundsMin.x == BoundsMinDefault // == doesn't work on float Infinity constants.
return new Bounds();
} else {
//mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
float halfWidth = (meshBoundsMax.x - meshBoundsMin.x) * 0.5f;
float halfHeight = (meshBoundsMax.y - meshBoundsMin.y) * 0.5f;
return new Bounds {
center = new Vector3(meshBoundsMin.x + halfWidth, meshBoundsMin.y + halfHeight),
extents = new Vector3(halfWidth, halfHeight, meshBoundsThickness * 0.5f)
};
}
}
void AddAttachmentTintBlack (float r2, float g2, float b2, float a, int vertexCount) {
Vector2 rg = new Vector2(r2, g2);
Vector2 bo = new Vector2(b2, a);
int ovc = vertexBuffer.Count;
int newVertexCount = ovc + vertexCount;
PrepareOptionalUVBuffer(ref uv2, newVertexCount);
PrepareOptionalUVBuffer(ref uv3, newVertexCount);
Vector2[] uv2i = uv2.Items;
Vector2[] uv3i = uv3.Items;
for (int i = 0; i < vertexCount; i++) {
uv2i[ovc + i] = rg;
uv3i[ovc + i] = bo;
}
}
void PrepareOptionalUVBuffer (ref ExposedList uvBuffer, int vertexCount) {
if (uvBuffer == null) {
uvBuffer = new ExposedList();
}
if (vertexCount > uvBuffer.Items.Length) { // Manual ExposedList.Resize()
Array.Resize(ref uvBuffer.Items, vertexCount);
}
uvBuffer.Count = vertexCount;
}
void ResizeOptionalUVBuffer (ref ExposedList uvBuffer, int vertexCount) {
if (uvBuffer != null) {
if (vertexCount != uvBuffer.Items.Length) {
Array.Resize(ref uvBuffer.Items, vertexCount);
uvBuffer.Count = vertexCount;
}
}
}
#endregion
#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
public void FillVertexData (Mesh mesh) {
Vector3[] vbi = vertexBuffer.Items;
Vector2[] ubi = uvBuffer.Items;
Color32[] cbi = colorBuffer.Items;
int vbiLength = vbi.Length;
// Zero the extra.
{
int listCount = vertexBuffer.Count;
Vector3 vector3zero = Vector3.zero;
for (int i = listCount; i < vbiLength; i++)
vbi[i] = vector3zero;
}
// Set the vertex buffer.
{
mesh.vertices = vbi;
mesh.uv = ubi;
mesh.colors32 = cbi;
mesh.bounds = GetMeshBounds();
}
{
if (settings.addNormals) {
int oldLength = 0;
if (normals == null)
normals = new Vector3[vbiLength];
else
oldLength = normals.Length;
if (oldLength != vbiLength) {
Array.Resize(ref this.normals, vbiLength);
Vector3[] localNormals = this.normals;
for (int i = oldLength; i < vbiLength; i++) localNormals[i] = Vector3.back;
}
mesh.normals = this.normals;
}
// Sometimes, the vertex buffer becomes smaller. We need to trim the size of
// the uv2 and uv3 buffers (used for tint black) to match.
ResizeOptionalUVBuffer(ref uv2, vbiLength);
ResizeOptionalUVBuffer(ref uv3, vbiLength);
mesh.uv2 = this.uv2 == null ? null : this.uv2.Items;
mesh.uv3 = this.uv3 == null ? null : this.uv3.Items;
}
}
public void FillLateVertexData (Mesh mesh) {
if (settings.calculateTangents) {
int vertexCount = this.vertexBuffer.Count;
ExposedList[] sbi = submeshes.Items;
int submeshCount = submeshes.Count;
Vector3[] vbi = vertexBuffer.Items;
Vector2[] ubi = uvBuffer.Items;
MeshGenerator.SolveTangents2DEnsureSize(ref this.tangents, ref this.tempTanBuffer, vertexCount, vbi.Length);
for (int i = 0; i < submeshCount; i++) {
int[] submesh = sbi[i].Items;
int triangleCount = sbi[i].Count;
MeshGenerator.SolveTangents2DTriangles(this.tempTanBuffer, submesh, triangleCount, vbi, ubi, vertexCount);
}
MeshGenerator.SolveTangents2DBuffer(this.tangents, this.tempTanBuffer, vertexCount);
mesh.tangents = this.tangents;
}
}
public void FillTriangles (Mesh mesh) {
int submeshCount = submeshes.Count;
ExposedList[] submeshesItems = submeshes.Items;
mesh.subMeshCount = submeshCount;
for (int i = 0; i < submeshCount; i++)
#if MESH_SET_TRIANGLES_PROVIDES_LENGTH_PARAM
mesh.SetTriangles(submeshesItems[i].Items, 0, submeshesItems[i].Count, i, false);
#else
mesh.SetTriangles(submeshesItems[i].Items, i, false);
#endif
}
#endregion
public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
if (minimumVertexCount > vertexBuffer.Items.Length) {
Array.Resize(ref vertexBuffer.Items, minimumVertexCount);
Array.Resize(ref uvBuffer.Items, minimumVertexCount);
Array.Resize(ref colorBuffer.Items, minimumVertexCount);
if (inlcudeTintBlack) {
if (uv2 == null) {
uv2 = new ExposedList(minimumVertexCount);
uv3 = new ExposedList(minimumVertexCount);
}
uv2.Resize(minimumVertexCount);
uv3.Resize(minimumVertexCount);
}
if (includeNormals) {
if (normals == null)
normals = new Vector3[minimumVertexCount];
else
Array.Resize(ref normals, minimumVertexCount);
}
if (includeTangents) {
if (tangents == null)
tangents = new Vector4[minimumVertexCount];
else
Array.Resize(ref tangents, minimumVertexCount);
}
}
}
/// Trims internal buffers to reduce the resulting mesh data stream size.
public void TrimExcess () {
vertexBuffer.TrimExcess();
uvBuffer.TrimExcess();
colorBuffer.TrimExcess();
if (uv2 != null) uv2.TrimExcess();
if (uv3 != null) uv3.TrimExcess();
int vbiLength = vertexBuffer.Items.Length;
if (normals != null) Array.Resize(ref normals, vbiLength);
if (tangents != null) Array.Resize(ref tangents, vbiLength);
}
#region TangentSolver2D
// Thanks to contributions from forum user ToddRivers
/// Step 1 of solving tangents. Ensure you have buffers of the correct size.
/// Eventual Vector4[] tangent buffer to assign to Mesh.tangents.
/// Temporary Vector2 buffer for calculating directions.
/// Number of vertices that require tangents (or the size of the vertex array)
internal static void SolveTangents2DEnsureSize (ref Vector4[] tangentBuffer, ref Vector2[] tempTanBuffer, int vertexCount, int vertexBufferLength) {
if (tangentBuffer == null || tangentBuffer.Length != vertexBufferLength)
tangentBuffer = new Vector4[vertexBufferLength];
if (tempTanBuffer == null || tempTanBuffer.Length < vertexCount * 2)
tempTanBuffer = new Vector2[vertexCount * 2]; // two arrays in one.
}
/// Step 2 of solving tangents. Fills (part of) a temporary tangent-solution buffer based on the vertices and uvs defined by a submesh's triangle buffer. Only needs to be called once for single-submesh meshes.
/// A temporary Vector3[] for calculating tangents.
/// The mesh's current vertex position buffer.
/// The mesh's current triangles buffer.
/// The mesh's current uvs buffer.
/// Number of vertices that require tangents (or the size of the vertex array)
/// The number of triangle indexes in the triangle array to be used.
internal static void SolveTangents2DTriangles (Vector2[] tempTanBuffer, int[] triangles, int triangleCount, Vector3[] vertices, Vector2[] uvs, int vertexCount) {
Vector2 sdir;
Vector2 tdir;
for (int t = 0; t < triangleCount; t += 3) {
int i1 = triangles[t + 0];
int i2 = triangles[t + 1];
int i3 = triangles[t + 2];
Vector3 v1 = vertices[i1];
Vector3 v2 = vertices[i2];
Vector3 v3 = vertices[i3];
Vector2 w1 = uvs[i1];
Vector2 w2 = uvs[i2];
Vector2 w3 = uvs[i3];
float x1 = v2.x - v1.x;
float x2 = v3.x - v1.x;
float y1 = v2.y - v1.y;
float y2 = v3.y - v1.y;
float s1 = w2.x - w1.x;
float s2 = w3.x - w1.x;
float t1 = w2.y - w1.y;
float t2 = w3.y - w1.y;
float div = s1 * t2 - s2 * t1;
float r = (div == 0f) ? 0f : 1f / div;
sdir.x = (t2 * x1 - t1 * x2) * r;
sdir.y = (t2 * y1 - t1 * y2) * r;
tempTanBuffer[i1] = tempTanBuffer[i2] = tempTanBuffer[i3] = sdir;
tdir.x = (s1 * x2 - s2 * x1) * r;
tdir.y = (s1 * y2 - s2 * y1) * r;
tempTanBuffer[vertexCount + i1] = tempTanBuffer[vertexCount + i2] = tempTanBuffer[vertexCount + i3] = tdir;
}
}
/// Step 3 of solving tangents. Fills a Vector4[] tangents array according to values calculated in step 2.
/// A Vector4[] that will eventually be used to set Mesh.tangents
/// A temporary Vector3[] for calculating tangents.
/// Number of vertices that require tangents (or the size of the vertex array)
internal static void SolveTangents2DBuffer (Vector4[] tangents, Vector2[] tempTanBuffer, int vertexCount) {
Vector4 tangent;
tangent.z = 0;
for (int i = 0; i < vertexCount; ++i) {
Vector2 t = tempTanBuffer[i];
// t.Normalize() (aggressively inlined). Even better if offloaded to GPU via vertex shader.
float magnitude = Mathf.Sqrt(t.x * t.x + t.y * t.y);
if (magnitude > 1E-05) {
float reciprocalMagnitude = 1f / magnitude;
t.x *= reciprocalMagnitude;
t.y *= reciprocalMagnitude;
}
Vector2 t2 = tempTanBuffer[vertexCount + i];
tangent.x = t.x;
tangent.y = t.y;
//tangent.z = 0;
tangent.w = (t.y * t2.x > t.x * t2.y) ? 1 : -1; // 2D direction calculation. Used for binormals.
tangents[i] = tangent;
}
}
#endregion
#region AttachmentRendering
static List AttachmentVerts = new List();
static List AttachmentUVs = new List();
static List AttachmentColors32 = new List();
static List AttachmentIndices = new List();
/// Fills mesh vertex data to render a RegionAttachment.
public static void FillMeshLocal (Mesh mesh, RegionAttachment regionAttachment) {
if (mesh == null) return;
if (regionAttachment == null) return;
AttachmentVerts.Clear();
float[] offsets = regionAttachment.Offset;
AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.BLX], offsets[RegionAttachment.BLY]));
AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.ULX], offsets[RegionAttachment.ULY]));
AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.URX], offsets[RegionAttachment.URY]));
AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.BRX], offsets[RegionAttachment.BRY]));
AttachmentUVs.Clear();
float[] uvs = regionAttachment.UVs;
AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.ULX], uvs[RegionAttachment.ULY]));
AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.URX], uvs[RegionAttachment.URY]));
AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.BRX], uvs[RegionAttachment.BRY]));
AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.BLX], uvs[RegionAttachment.BLY]));
AttachmentColors32.Clear();
Color32 c = (Color32)(new Color(regionAttachment.R, regionAttachment.G, regionAttachment.B, regionAttachment.A));
for (int i = 0; i < 4; i++)
AttachmentColors32.Add(c);
AttachmentIndices.Clear();
AttachmentIndices.AddRange(new[] { 0, 2, 1, 0, 3, 2 });
mesh.Clear();
mesh.name = regionAttachment.Name;
mesh.SetVertices(AttachmentVerts);
mesh.SetUVs(0, AttachmentUVs);
mesh.SetColors(AttachmentColors32);
mesh.SetTriangles(AttachmentIndices, 0);
mesh.RecalculateBounds();
AttachmentVerts.Clear();
AttachmentUVs.Clear();
AttachmentColors32.Clear();
AttachmentIndices.Clear();
}
public static void FillMeshLocal (Mesh mesh, MeshAttachment meshAttachment, SkeletonData skeletonData) {
if (mesh == null) return;
if (meshAttachment == null) return;
int vertexCount = meshAttachment.WorldVerticesLength / 2;
AttachmentVerts.Clear();
if (meshAttachment.IsWeighted()) {
int count = meshAttachment.WorldVerticesLength;
int[] meshAttachmentBones = meshAttachment.Bones;
int v = 0;
float[] vertices = meshAttachment.Vertices;
for (int w = 0, b = 0; w < count; w += 2) {
float wx = 0, wy = 0;
int n = meshAttachmentBones[v++];
n += v;
for (; v < n; v++, b += 3) {
BoneMatrix bm = BoneMatrix.CalculateSetupWorld(skeletonData.Bones.Items[meshAttachmentBones[v]]);
float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bm.a + vy * bm.b + bm.x) * weight;
wy += (vx * bm.c + vy * bm.d + bm.y) * weight;
}
AttachmentVerts.Add(new Vector3(wx, wy));
}
} else {
float[] localVerts = meshAttachment.Vertices;
Vector3 pos = default(Vector3);
for (int i = 0; i < vertexCount; i++) {
int ii = i * 2;
pos.x = localVerts[ii];
pos.y = localVerts[ii + 1];
AttachmentVerts.Add(pos);
}
}
float[] uvs = meshAttachment.UVs;
Vector2 uv = default(Vector2);
Color32 c = (Color32)(new Color(meshAttachment.R, meshAttachment.G, meshAttachment.B, meshAttachment.A));
AttachmentUVs.Clear();
AttachmentColors32.Clear();
for (int i = 0; i < vertexCount; i++) {
int ii = i * 2;
uv.x = uvs[ii];
uv.y = uvs[ii + 1];
AttachmentUVs.Add(uv);
AttachmentColors32.Add(c);
}
AttachmentIndices.Clear();
AttachmentIndices.AddRange(meshAttachment.Triangles);
mesh.Clear();
mesh.name = meshAttachment.Name;
mesh.SetVertices(AttachmentVerts);
mesh.SetUVs(0, AttachmentUVs);
mesh.SetColors(AttachmentColors32);
mesh.SetTriangles(AttachmentIndices, 0);
mesh.RecalculateBounds();
AttachmentVerts.Clear();
AttachmentUVs.Clear();
AttachmentColors32.Clear();
AttachmentIndices.Clear();
}
#endregion
}
}