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151 lines
5.3 KiB
151 lines
5.3 KiB
/****************************************************************************** |
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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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