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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.
- *****************************************************************************/
- 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);
- /// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
- /// all materials have been updated.</summary>
- 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<MeshFilter>();
- meshRenderer = GetComponent<MeshRenderer>();
- currentInstructions.Clear();
- }
- }
- public void ClearMesh () {
- LazyIntialize();
- meshFilter.sharedMesh = null;
- }
- public void RenderParts (ExposedList<SubmeshInstruction> 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<SkeletonPartsRenderer>();
- returnComponent.MeshRenderer.sortingOrder = sortingOrder;
- return returnComponent;
- }
- }
- }
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