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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 {
- public static class SpineMesh {
- internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
- /// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
- public static Mesh NewSkeletonMesh () {
- var m = new Mesh();
- m.MarkDynamic();
- m.name = "Skeleton Mesh";
- m.hideFlags = SpineMesh.MeshHideflags;
- return m;
- }
- }
- /// <summary>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."</summary>
- 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
- /// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
- 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 ? "<none>" : material.name,
- preActiveClippingSlotSource
- );
- }
- }
- }
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