90 lines
3.8 KiB
C#
90 lines
3.8 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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// Optimization option: Allows faster BuildMeshWithArrays call and avoids calling SetTriangles at the cost of
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// checking for mesh differences (vertex counts, member-wise attachment list compare) every frame.
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#define SPINE_TRIANGLECHECK
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//#define SPINE_DEBUG
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity {
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public static class SpineMesh {
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internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
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/// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
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public static Mesh NewSkeletonMesh () {
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Mesh m = new Mesh();
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m.MarkDynamic();
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m.name = "Skeleton Mesh";
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m.hideFlags = SpineMesh.MeshHideflags;
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return m;
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}
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}
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/// <summary>Instructions for how to generate a mesh or submesh: "Render this skeleton's slots: start slot, up to but not including endSlot, using this material."</summary>
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public struct SubmeshInstruction {
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public Skeleton skeleton;
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public int startSlot;
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public int endSlot;
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public Material material;
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public bool forceSeparate;
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public int preActiveClippingSlotSource;
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#if SPINE_TRIANGLECHECK
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// Cached values because they are determined in the process of generating instructions,
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// but could otherwise be pulled from accessing attachments, checking materials and counting tris and verts.
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public int rawTriangleCount;
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public int rawVertexCount;
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public int rawFirstVertexIndex;
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public bool hasClipping;
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#else
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/// <summary>Returns constant vertex count for early-return if clauses in renderers.</summary>
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public int rawVertexCount { get { return 1; } }
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#endif
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public bool hasPMAAdditiveSlot;
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/// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
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public int SlotCount { get { return endSlot - startSlot; } }
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public override string ToString () {
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return
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string.Format("[SubmeshInstruction: slots {0} to {1}. (Material){2}. preActiveClippingSlotSource:{3}]",
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startSlot,
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endSlot - 1,
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material == null ? "<none>" : material.name,
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preActiveClippingSlotSource
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);
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}
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}
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}
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