/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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. *****************************************************************************/ using UnityEngine; namespace Spine.Unity { [RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))] [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRenderSeparator")] public class SkeletonPartsRenderer : MonoBehaviour { #region Properties MeshGenerator meshGenerator; public MeshGenerator MeshGenerator { get { LazyIntialize(); return meshGenerator; } } MeshRenderer meshRenderer; public MeshRenderer MeshRenderer { get { LazyIntialize(); return meshRenderer; } } MeshFilter meshFilter; public MeshFilter MeshFilter { get { LazyIntialize(); return meshFilter; } } #endregion #region Callback Delegates public delegate void SkeletonPartsRendererDelegate (SkeletonPartsRenderer skeletonPartsRenderer); /// OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and /// all materials have been updated. public event SkeletonPartsRendererDelegate OnMeshAndMaterialsUpdated; #endregion MeshRendererBuffers buffers; SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction(); void LazyIntialize () { if (buffers == null) { buffers = new MeshRendererBuffers(); buffers.Initialize(); if (meshGenerator != null) return; meshGenerator = new MeshGenerator(); meshFilter = GetComponent(); meshRenderer = GetComponent(); currentInstructions.Clear(); } } public void ClearMesh () { LazyIntialize(); meshFilter.sharedMesh = null; } public void RenderParts (ExposedList instructions, int startSubmesh, int endSubmesh) { LazyIntialize(); // STEP 1: Create instruction var smartMesh = buffers.GetNextMesh(); currentInstructions.SetWithSubset(instructions, startSubmesh, endSubmesh); bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed); // STEP 2: Generate mesh buffers. var currentInstructionsSubmeshesItems = currentInstructions.submeshInstructions.Items; meshGenerator.Begin(); if (currentInstructions.hasActiveClipping) { for (int i = 0; i < currentInstructions.submeshInstructions.Count; i++) meshGenerator.AddSubmesh(currentInstructionsSubmeshesItems[i], updateTriangles); } else { meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles); } buffers.UpdateSharedMaterials(currentInstructions.submeshInstructions); // STEP 3: modify mesh. var mesh = smartMesh.mesh; if (meshGenerator.VertexCount <= 0) { // Clear an empty mesh updateTriangles = false; mesh.Clear(); } else { meshGenerator.FillVertexData(mesh); if (updateTriangles) { meshGenerator.FillTriangles(mesh); meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray(); } else if (buffers.MaterialsChangedInLastUpdate()) { meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray(); } meshGenerator.FillLateVertexData(mesh); } meshFilter.sharedMesh = mesh; smartMesh.instructionUsed.Set(currentInstructions); if (OnMeshAndMaterialsUpdated != null) OnMeshAndMaterialsUpdated(this); } public void SetPropertyBlock (MaterialPropertyBlock block) { LazyIntialize(); meshRenderer.SetPropertyBlock(block); } public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name, int sortingOrder = 0) { var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer)); go.transform.SetParent(parent, false); var returnComponent = go.AddComponent(); returnComponent.MeshRenderer.sortingOrder = sortingOrder; return returnComponent; } } }