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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;
- using System.Collections.Generic;
- using System.Collections;
- namespace Spine.Unity.AttachmentTools {
- public static class AttachmentCloneExtensions {
- /// <summary>
- /// Clones the attachment.</summary>
- public static Attachment GetCopy (this Attachment o, bool cloneMeshesAsLinked) {
- var meshAttachment = o as MeshAttachment;
- if (meshAttachment != null && cloneMeshesAsLinked)
- return meshAttachment.NewLinkedMesh();
- return o.Copy();
- }
- #region Runtime Linked MeshAttachments
- /// <summary>
- /// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to the AtlasRegion provided.</summary>
- public static MeshAttachment GetLinkedMesh (this MeshAttachment o, string newLinkedMeshName, AtlasRegion region) {
- if (region == null) throw new System.ArgumentNullException("region");
- MeshAttachment mesh = o.NewLinkedMesh();
- mesh.SetRegion(region, false);
- return mesh;
- }
- /// <summary>
- /// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader.
- /// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary>
- public static MeshAttachment GetLinkedMesh (this MeshAttachment o, Sprite sprite, Shader shader, Material materialPropertySource = null) {
- var m = new Material(shader);
- if (materialPropertySource != null) {
- m.CopyPropertiesFromMaterial(materialPropertySource);
- m.shaderKeywords = materialPropertySource.shaderKeywords;
- }
- return o.GetLinkedMesh(sprite.name, sprite.ToAtlasRegion());
- }
- /// <summary>
- /// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader.
- /// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary>
- public static MeshAttachment GetLinkedMesh (this MeshAttachment o, Sprite sprite, Material materialPropertySource) {
- return o.GetLinkedMesh(sprite, materialPropertySource.shader, materialPropertySource);
- }
- #endregion
- #region RemappedClone Convenience Methods
- /// <summary>
- /// Gets a clone of the attachment remapped with a sprite image.</summary>
- /// <returns>The remapped clone.</returns>
- /// <param name="o">The original attachment.</param>
- /// <param name="sprite">The sprite whose texture to use.</param>
- /// <param name="sourceMaterial">The source material used to copy the shader and material properties from.</param>
- /// <param name="premultiplyAlpha">If <c>true</c>, a premultiply alpha clone of the original texture will be created.
- /// See remarks below for additional info.</param>
- /// <param name="cloneMeshAsLinked">If <c>true</c> MeshAttachments will be cloned as linked meshes and will inherit animation from the original attachment.</param>
- /// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param>
- /// <param name="pivotShiftsMeshUVCoords">If <c>true</c> and the original Attachment is a MeshAttachment, then
- /// a non-central sprite pivot will shift uv coords in the opposite direction. Vertices will not be offset in
- /// any case when the original Attachment is a MeshAttachment.</param>
- /// <param name="useOriginalRegionScale">If <c>true</c> and the original Attachment is a RegionAttachment, then
- /// the original region's scale value is used instead of the Sprite's pixels per unit property. Since uniform scale is used,
- /// x scale of the original attachment (width scale) is used, scale in y direction (height scale) is ignored.</param>
- /// <remarks>When parameter <c>premultiplyAlpha</c> is set to <c>true</c>, a premultiply alpha clone of the
- /// original texture will be created. Additionally, this PMA Texture clone is cached for later re-use,
- /// which might steadily increase the Texture memory footprint when used excessively.
- /// See <see cref="AtlasUtilities.ClearCache()"/> on how to clear these cached textures.</remarks>
- public static Attachment GetRemappedClone (this Attachment o, Sprite sprite, Material sourceMaterial,
- bool premultiplyAlpha = true, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false,
- bool pivotShiftsMeshUVCoords = true, bool useOriginalRegionScale = false) {
- var atlasRegion = premultiplyAlpha ? sprite.ToAtlasRegionPMAClone(sourceMaterial) : sprite.ToAtlasRegion(new Material(sourceMaterial) { mainTexture = sprite.texture } );
- if (!pivotShiftsMeshUVCoords && o is MeshAttachment) {
- // prevent non-central sprite pivot setting offsetX/Y and shifting uv coords out of mesh bounds
- atlasRegion.offsetX = 0;
- atlasRegion.offsetY = 0;
- }
- float scale = 1f / sprite.pixelsPerUnit;
- if (useOriginalRegionScale) {
- var regionAttachment = o as RegionAttachment;
- if (regionAttachment != null)
- scale = regionAttachment.width / regionAttachment.regionOriginalWidth;
- }
- return o.GetRemappedClone(atlasRegion, cloneMeshAsLinked, useOriginalRegionSize, scale);
- }
- /// <summary>
- /// Gets a clone of the attachment remapped with an atlasRegion image.</summary>
- /// <returns>The remapped clone.</returns>
- /// <param name="o">The original attachment.</param>
- /// <param name="atlasRegion">Atlas region.</param>
- /// <param name="cloneMeshAsLinked">If <c>true</c> MeshAttachments will be cloned as linked meshes and will inherit animation from the original attachment.</param>
- /// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param>
- /// <param name="scale">Unity units per pixel scale used to scale the atlas region size when not using the original region size.</param>
- public static Attachment GetRemappedClone (this Attachment o, AtlasRegion atlasRegion, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false, float scale = 0.01f) {
- var regionAttachment = o as RegionAttachment;
- if (regionAttachment != null) {
- RegionAttachment newAttachment = (RegionAttachment)regionAttachment.Copy();
- newAttachment.SetRegion(atlasRegion, false);
- if (!useOriginalRegionSize) {
- newAttachment.width = atlasRegion.width * scale;
- newAttachment.height = atlasRegion.height * scale;
- }
- newAttachment.UpdateOffset();
- return newAttachment;
- } else {
- var meshAttachment = o as MeshAttachment;
- if (meshAttachment != null) {
- MeshAttachment newAttachment = cloneMeshAsLinked ? meshAttachment.NewLinkedMesh() : (MeshAttachment)meshAttachment.Copy();
- newAttachment.SetRegion(atlasRegion);
- return newAttachment;
- }
- }
- return o.GetCopy(true); // Non-renderable Attachments will return as normal cloned attachments.
- }
- #endregion
- }
- }
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