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- /******************************************************************************
- * 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 {
- /// <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>();
- #endif
- public void Clear () {
- #if SPINE_TRIANGLECHECK
- this.attachments.Clear(false);
- rawVertexCount = -1;
- hasActiveClipping = false;
- #endif
- this.submeshInstructions.Clear(false);
- }
- public void Dispose () {
- attachments.Clear(true);
- }
- public void SetWithSubset (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
- #if SPINE_TRIANGLECHECK
- int runningVertexCount = 0;
- #endif
- var submeshes = this.submeshInstructions;
- submeshes.Clear(false);
- int submeshCount = endSubmesh - startSubmesh;
- submeshes.Resize(submeshCount);
- var submeshesItems = submeshes.Items;
- var instructionsItems = instructions.Items;
- for (int i = 0; i < submeshCount; i++) {
- var 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);
- var attachmentsItems = attachments.Items;
- var drawOrderItems = instructionsItems[0].skeleton.drawOrder.Items;
- for (int i = 0; i < attachmentCount; i++) {
- Slot slot = drawOrderItems[startSlot + i];
- if (!slot.bone.active) 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
- var submeshInstructionsItemsA = a.submeshInstructions.Items;
- var submeshInstructionsItemsB = b.submeshInstructions.Items;
- var attachmentsA = a.attachments.Items;
- var 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++) {
- var submeshA = submeshInstructionsItemsA[i];
- var 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
- }
- }
- }
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