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135 lines
5.3 KiB
135 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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// Not for optimization. Do not disable. |
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#define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame. |
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//#define SPINE_DEBUG |
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using UnityEngine; |
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using System; |
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using System.Collections.Generic; |
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namespace Spine.Unity { |
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/// <summary>A double-buffered Mesh, and a shared material array, bundled for use by Spine components that need to push a Mesh and materials to a Unity MeshRenderer and MeshFilter.</summary> |
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public class MeshRendererBuffers : IDisposable { |
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DoubleBuffered<SmartMesh> doubleBufferedMesh; |
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internal readonly ExposedList<Material> submeshMaterials = new ExposedList<Material>(); |
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internal Material[] sharedMaterials = new Material[0]; |
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public void Initialize () { |
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if (doubleBufferedMesh != null) { |
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doubleBufferedMesh.GetNext().Clear(); |
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doubleBufferedMesh.GetNext().Clear(); |
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submeshMaterials.Clear(); |
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} else { |
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doubleBufferedMesh = new DoubleBuffered<SmartMesh>(); |
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} |
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} |
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/// <summary>Returns a sharedMaterials array for use on a MeshRenderer.</summary> |
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/// <returns></returns> |
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public Material[] GetUpdatedSharedMaterialsArray () { |
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if (submeshMaterials.Count == sharedMaterials.Length) |
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submeshMaterials.CopyTo(sharedMaterials); |
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else |
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sharedMaterials = submeshMaterials.ToArray(); |
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return sharedMaterials; |
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} |
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/// <summary>Returns true if the materials were modified since the buffers were last updated.</summary> |
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public bool MaterialsChangedInLastUpdate () { |
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int newSubmeshMaterials = submeshMaterials.Count; |
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var sharedMaterials = this.sharedMaterials; |
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if (newSubmeshMaterials != sharedMaterials.Length) return true; |
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var submeshMaterialsItems = submeshMaterials.Items; |
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for (int i = 0; i < newSubmeshMaterials; i++) |
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if (!Material.ReferenceEquals(submeshMaterialsItems[i], sharedMaterials[i])) return true; //if (submeshMaterialsItems[i].GetInstanceID() != sharedMaterials[i].GetInstanceID()) return true; |
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return false; |
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} |
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/// <summary>Updates the internal shared materials array with the given instruction list.</summary> |
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public void UpdateSharedMaterials (ExposedList<SubmeshInstruction> instructions) { |
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int newSize = instructions.Count; |
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{ //submeshMaterials.Resize(instructions.Count); |
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if (newSize > submeshMaterials.Items.Length) |
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Array.Resize(ref submeshMaterials.Items, newSize); |
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submeshMaterials.Count = newSize; |
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} |
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var submeshMaterialsItems = submeshMaterials.Items; |
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var instructionsItems = instructions.Items; |
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for (int i = 0; i < newSize; i++) |
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submeshMaterialsItems[i] = instructionsItems[i].material; |
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} |
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public SmartMesh GetNextMesh () { |
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return doubleBufferedMesh.GetNext(); |
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} |
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public void Clear () { |
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sharedMaterials = new Material[0]; |
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submeshMaterials.Clear(); |
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} |
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public void Dispose () { |
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if (doubleBufferedMesh == null) return; |
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doubleBufferedMesh.GetNext().Dispose(); |
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doubleBufferedMesh.GetNext().Dispose(); |
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doubleBufferedMesh = null; |
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} |
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///<summary>This is a Mesh that also stores the instructions SkeletonRenderer generated for it.</summary> |
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public class SmartMesh : IDisposable { |
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public Mesh mesh = SpineMesh.NewSkeletonMesh(); |
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public SkeletonRendererInstruction instructionUsed = new SkeletonRendererInstruction(); |
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public void Clear () { |
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mesh.Clear(); |
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instructionUsed.Clear(); |
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} |
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public void Dispose () { |
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if (mesh != null) { |
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#if UNITY_EDITOR |
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if (Application.isEditor && !Application.isPlaying) |
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UnityEngine.Object.DestroyImmediate(mesh); |
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else |
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UnityEngine.Object.Destroy(mesh); |
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#else |
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UnityEngine.Object.Destroy(mesh); |
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#endif |
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} |
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mesh = null; |
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} |
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} |
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} |
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}
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