/****************************************************************************** * 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. *****************************************************************************/ // Not for optimization. Do not disable. #define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame. //#define SPINE_DEBUG using UnityEngine; using System; using System.Collections.Generic; namespace Spine.Unity { public static class SpineMesh { internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; /// Factory method for creating a new mesh for use in Spine components. This can be called in field initializers. public static Mesh NewSkeletonMesh () { var m = new Mesh(); m.MarkDynamic(); m.name = "Skeleton Mesh"; m.hideFlags = SpineMesh.MeshHideflags; return m; } } /// 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." public struct SubmeshInstruction { public Skeleton skeleton; public int startSlot; public int endSlot; public Material material; public bool forceSeparate; public int preActiveClippingSlotSource; #if SPINE_TRIANGLECHECK // Cached values because they are determined in the process of generating instructions, // but could otherwise be pulled from accessing attachments, checking materials and counting tris and verts. public int rawTriangleCount; public int rawVertexCount; public int rawFirstVertexIndex; public bool hasClipping; #endif /// The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments. public int SlotCount { get { return endSlot - startSlot; } } public override string ToString () { return string.Format("[SubmeshInstruction: slots {0} to {1}. (Material){2}. preActiveClippingSlotSource:{3}]", startSlot, endSlot - 1, material == null ? "" : material.name, preActiveClippingSlotSource ); } } }