_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-unity/Mesh Generation/SkeletonRendererInstruction.cs
2024-11-12 14:06:34 +08:00

198 lines
7.8 KiB
C#

/******************************************************************************
* 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,
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// 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
// Important Note: When disabling this define, also disable the one in MeshGenerator.cs
// For details, see MeshGenerator.cs.
#define SLOT_ALPHA_DISABLES_ATTACHMENT
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity {
/// <summary>Instructions used by a SkeletonRenderer to render a mesh.</summary>
public class SkeletonRendererInstruction {
public readonly ExposedList<SubmeshInstruction> submeshInstructions = new ExposedList<SubmeshInstruction>();
public bool immutableTriangles;
#if SPINE_TRIANGLECHECK
public bool hasActiveClipping;
public int rawVertexCount = -1;
public readonly ExposedList<Attachment> attachments = new ExposedList<Attachment>();
#else
/// <summary>Returns constant true to avoid BuildMeshWithArrays in renderers.</summary>
public bool hasActiveClipping { get { return true; } }
/// <summary>Returns constant vertex count for early-return if-clauses in renderers.</summary>
public int rawVertexCount { get { return 1; } }
#endif
public void Clear () {
#if SPINE_TRIANGLECHECK
this.attachments.Clear(false);
rawVertexCount = -1;
hasActiveClipping = false;
#endif
this.submeshInstructions.Clear(false);
}
#if SPINE_TRIANGLECHECK
public void Dispose () {
attachments.Clear(true);
}
#endif
public void SetWithSubset (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
#if SPINE_TRIANGLECHECK
int runningVertexCount = 0;
#endif
ExposedList<SubmeshInstruction> submeshes = this.submeshInstructions;
submeshes.Clear(false);
int submeshCount = endSubmesh - startSubmesh;
submeshes.Resize(submeshCount);
SubmeshInstruction[] submeshesItems = submeshes.Items;
SubmeshInstruction[] instructionsItems = instructions.Items;
for (int i = 0; i < submeshCount; i++) {
SubmeshInstruction instruction = instructionsItems[startSubmesh + i];
submeshesItems[i] = instruction;
#if SPINE_TRIANGLECHECK
this.hasActiveClipping |= instruction.hasClipping;
submeshesItems[i].rawFirstVertexIndex = runningVertexCount; // Ensure current instructions have correct cached values.
runningVertexCount += instruction.rawVertexCount; // vertexCount will also be used for the rest of this method.
#endif
}
#if SPINE_TRIANGLECHECK
this.rawVertexCount = runningVertexCount;
// assumption: instructions are contiguous. start and end are valid within instructions.
int startSlot = instructionsItems[startSubmesh].startSlot;
int endSlot = instructionsItems[endSubmesh - 1].endSlot;
attachments.Clear(false);
int attachmentCount = endSlot - startSlot;
attachments.Resize(attachmentCount);
Attachment[] attachmentsItems = attachments.Items;
Slot[] drawOrderItems = instructionsItems[0].skeleton.DrawOrder.Items;
for (int i = 0; i < attachmentCount; i++) {
Slot slot = drawOrderItems[startSlot + i];
if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
|| slot.A == 0f
#endif
) {
attachmentsItems[i] = null;
continue;
}
attachmentsItems[i] = slot.Attachment;
}
#endif
}
public void Set (SkeletonRendererInstruction other) {
this.immutableTriangles = other.immutableTriangles;
#if SPINE_TRIANGLECHECK
this.hasActiveClipping = other.hasActiveClipping;
this.rawVertexCount = other.rawVertexCount;
this.attachments.Clear(false);
this.attachments.EnsureCapacity(other.attachments.Capacity);
this.attachments.Count = other.attachments.Count;
other.attachments.CopyTo(this.attachments.Items);
#endif
this.submeshInstructions.Clear(false);
this.submeshInstructions.EnsureCapacity(other.submeshInstructions.Capacity);
this.submeshInstructions.Count = other.submeshInstructions.Count;
other.submeshInstructions.CopyTo(this.submeshInstructions.Items);
}
public static bool GeometryNotEqual (SkeletonRendererInstruction a, SkeletonRendererInstruction b) {
#if SPINE_TRIANGLECHECK
#if UNITY_EDITOR
if (!Application.isPlaying)
return true;
#endif
if (a.hasActiveClipping || b.hasActiveClipping) return true; // Triangles are unpredictable when clipping is active.
// Everything below assumes the raw vertex and triangle counts were used. (ie, no clipping was done)
if (a.rawVertexCount != b.rawVertexCount) return true;
if (a.immutableTriangles != b.immutableTriangles) return true;
int attachmentCountB = b.attachments.Count;
if (a.attachments.Count != attachmentCountB) return true; // Bounds check for the looped storedAttachments count below.
// Submesh count changed
int submeshCountA = a.submeshInstructions.Count;
int submeshCountB = b.submeshInstructions.Count;
if (submeshCountA != submeshCountB) return true;
// Submesh Instruction mismatch
SubmeshInstruction[] submeshInstructionsItemsA = a.submeshInstructions.Items;
SubmeshInstruction[] submeshInstructionsItemsB = b.submeshInstructions.Items;
Attachment[] attachmentsA = a.attachments.Items;
Attachment[] attachmentsB = b.attachments.Items;
for (int i = 0; i < attachmentCountB; i++)
if (!System.Object.ReferenceEquals(attachmentsA[i], attachmentsB[i])) return true;
for (int i = 0; i < submeshCountB; i++) {
SubmeshInstruction submeshA = submeshInstructionsItemsA[i];
SubmeshInstruction submeshB = submeshInstructionsItemsB[i];
if (!(
submeshA.rawVertexCount == submeshB.rawVertexCount &&
submeshA.startSlot == submeshB.startSlot &&
submeshA.endSlot == submeshB.endSlot
&& submeshA.rawTriangleCount == submeshB.rawTriangleCount &&
submeshA.rawFirstVertexIndex == submeshB.rawFirstVertexIndex
))
return true;
}
return false;
#else
// In normal immutable triangle use, immutableTriangles will be initially false, forcing the smartmesh to update the first time but never again after that, unless there was an immutableTriangles flag mismatch..
if (a.immutableTriangles || b.immutableTriangles)
return (a.immutableTriangles != b.immutableTriangles);
return true;
#endif
}
}
}