/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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namespace Spine.Unity {
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/// <summary>Loads and stores a Spine atlas and list of materials.</summary>
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[CreateAssetMenu(fileName = "New Spine Atlas Asset", menuName = "Spine/Spine Atlas Asset")]
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public class SpineAtlasAsset : AtlasAssetBase {
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public TextAsset atlasFile;
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public Material[] materials;
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public TextureLoader customTextureLoader;
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protected Atlas atlas;
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public override bool IsLoaded { get { return this.atlas != null; } }
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public override IEnumerable<Material> Materials { get { return materials; } }
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public override int MaterialCount { get { return materials == null ? 0 : materials.Length; } }
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public override Material PrimaryMaterial { get { return materials[0]; } }
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#region Runtime Instantiation
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/// <summary>
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/// Creates a runtime AtlasAsset</summary>
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/// <param name="newCustomTextureLoader">When not null, a function instantiating
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/// a custom <c>TextureLoader</c> with the newly created <c>SpineAtlasAsset</c> as argument
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/// is used instead of instantiating the default <c>MaterialsTextureLoader</c>.
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/// A valid parameter is e.g. <c>(a) => new CustomTextureLoader(a)</c></param>
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public static SpineAtlasAsset CreateRuntimeInstance (TextAsset atlasText, Material[] materials, bool initialize,
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Func<SpineAtlasAsset, TextureLoader> newCustomTextureLoader = null) {
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SpineAtlasAsset atlasAsset = ScriptableObject.CreateInstance<SpineAtlasAsset>();
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atlasAsset.Reset();
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atlasAsset.atlasFile = atlasText;
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atlasAsset.materials = materials;
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if (newCustomTextureLoader != null)
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atlasAsset.customTextureLoader = newCustomTextureLoader(atlasAsset);
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if (initialize)
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atlasAsset.GetAtlas();
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return atlasAsset;
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}
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/// <summary>
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/// Creates a runtime AtlasAsset. Only providing the textures is slower
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/// because it has to search for atlas page matches.
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/// </summary>
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/// <param name="textures">An array of all textures referenced in the provided <c>atlasText</c>
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/// atlas asset JSON file. When procedurally creating textures, each <c>Texture.name</c>
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/// needs to be set to the atlas page texture filename without the .png extension,
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/// e.g. 'my_skeleton' if the png filename listed in the atlas asset file is 'my_skeleton.png'.</param>
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/// <param name="renameMaterial">If true, newly created materials will be renamed to the atlas texture page name.
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/// If false, the materials keep the name of the <c>materialPropertySource</c> material they are copied from.</param>
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/// <seealso cref="SpineAtlasAsset.CreateRuntimeInstance(TextAsset, Material[], bool, Func{SpineAtlasAsset, TextureLoader})"/>
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public static SpineAtlasAsset CreateRuntimeInstance (TextAsset atlasText, Texture2D[] textures,
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Material materialPropertySource, bool initialize,
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Func<SpineAtlasAsset, TextureLoader> newCustomTextureLoader = null,
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bool renameMaterial = false) {
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// Get atlas page names.
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string atlasString = atlasText.text;
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atlasString = atlasString.Replace("\r", "");
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string[] atlasLines = atlasString.Split('\n');
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List<string> pages = new List<string>();
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for (int i = 0; i < atlasLines.Length - 1; i++) {
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string line = atlasLines[i].Trim();
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if (line.EndsWith(".png"))
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pages.Add(line.Replace(".png", ""));
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}
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// Populate Materials[] by matching texture names with page names.
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Material[] materials = new Material[pages.Count];
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for (int i = 0, n = pages.Count; i < n; i++) {
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Material mat = null;
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// Search for a match.
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string pageName = pages[i];
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for (int j = 0, m = textures.Length; j < m; j++) {
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if (string.Equals(pageName, textures[j].name, System.StringComparison.OrdinalIgnoreCase)) {
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// Match found.
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mat = new Material(materialPropertySource);
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mat.mainTexture = textures[j];
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if (renameMaterial)
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mat.name = pageName;
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break;
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}
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}
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if (mat != null)
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materials[i] = mat;
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else
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throw new ArgumentException("Could not find matching atlas page in the texture array.");
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}
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// Create AtlasAsset normally
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return CreateRuntimeInstance(atlasText, materials, initialize, newCustomTextureLoader);
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}
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/// <summary>
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/// Creates a runtime AtlasAsset. Only providing the textures is slower because
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/// it has to search for atlas page matches.
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/// <param name="textures">An array of all textures referenced in the provided <c>atlasText</c>
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/// atlas asset JSON file. When procedurally creating textures, each <c>Texture.name</c>
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/// needs to be set to the atlas page texture filename without the .png extension,
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/// e.g. 'my_skeleton' if the png filename listed in the atlas asset file is 'my_skeleton.png'.</param>
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/// <seealso cref="SpineAtlasAsset.CreateRuntimeInstance(TextAsset, Material[], bool, Func{SpineAtlasAsset, TextureLoader})"/>
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public static SpineAtlasAsset CreateRuntimeInstance (TextAsset atlasText,
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Texture2D[] textures, Shader shader, bool initialize,
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Func<SpineAtlasAsset, TextureLoader> newCustomTextureLoader = null) {
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if (shader == null)
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shader = Shader.Find("Spine/Skeleton");
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Material materialProperySource = new Material(shader);
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return CreateRuntimeInstance(atlasText, textures, materialProperySource, initialize, newCustomTextureLoader);
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}
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#endregion
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void Reset () {
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Clear();
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}
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public override void Clear () {
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atlas = null;
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}
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/// <returns>The atlas or null if it could not be loaded.</returns>
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public override Atlas GetAtlas (bool onlyMetaData = false) {
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if (atlasFile == null) {
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Debug.LogError("Atlas file not set for atlas asset: " + name, this);
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Clear();
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return null;
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}
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if (!onlyMetaData && (materials == null || materials.Length == 0)) {
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Debug.LogError("Materials not set for atlas asset: " + name, this);
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Clear();
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return null;
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}
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if (atlas != null) return atlas;
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try {
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TextureLoader loader;
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if (!onlyMetaData)
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loader = customTextureLoader == null ? new MaterialsTextureLoader(this) : customTextureLoader;
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else
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loader = new NoOpTextureLoader();
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atlas = new Atlas(new StringReader(atlasFile.text), "", loader);
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atlas.FlipV();
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return atlas;
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} catch (Exception ex) {
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Debug.LogError("Error reading atlas file for atlas asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
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return null;
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}
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}
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public Mesh GenerateMesh (string name, Mesh mesh, out Material material, float scale = 0.01f) {
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AtlasRegion region = atlas.FindRegion(name);
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material = null;
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if (region != null) {
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if (mesh == null) {
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mesh = new Mesh();
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mesh.name = name;
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}
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Vector3[] verts = new Vector3[4];
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Vector2[] uvs = new Vector2[4];
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Color[] colors = { Color.white, Color.white, Color.white, Color.white };
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int[] triangles = { 0, 1, 2, 2, 3, 0 };
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float left, right, top, bottom;
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left = region.width / -2f;
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right = left * -1f;
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top = region.height / 2f;
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bottom = top * -1;
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verts[0] = new Vector3(left, bottom, 0) * scale;
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verts[1] = new Vector3(left, top, 0) * scale;
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verts[2] = new Vector3(right, top, 0) * scale;
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verts[3] = new Vector3(right, bottom, 0) * scale;
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float u, v, u2, v2;
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u = region.u;
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v = region.v;
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u2 = region.u2;
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v2 = region.v2;
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if (region.degrees == 90) {
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uvs[0] = new Vector2(u2, v2);
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uvs[1] = new Vector2(u, v2);
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uvs[2] = new Vector2(u, v);
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uvs[3] = new Vector2(u2, v);
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} else {
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uvs[0] = new Vector2(u, v2);
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uvs[1] = new Vector2(u, v);
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uvs[2] = new Vector2(u2, v);
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uvs[3] = new Vector2(u2, v2);
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}
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mesh.triangles = new int[0];
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mesh.vertices = verts;
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mesh.uv = uvs;
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mesh.colors = colors;
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mesh.triangles = triangles;
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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material = (Material)region.page.rendererObject;
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} else {
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mesh = null;
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}
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return mesh;
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}
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}
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public class NoOpTextureLoader : TextureLoader {
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public void Load (AtlasPage page, string path) { }
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public void Unload (object texture) { }
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}
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public class MaterialsTextureLoader : TextureLoader {
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SpineAtlasAsset atlasAsset;
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public MaterialsTextureLoader (SpineAtlasAsset atlasAsset) {
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this.atlasAsset = atlasAsset;
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}
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public void Load (AtlasPage page, string path) {
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing ||
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BuildUtilities.IsInSkeletonAssetBuildPostProcessing)
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return;
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#endif
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String name = Path.GetFileNameWithoutExtension(path);
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Material material = null;
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foreach (Material other in atlasAsset.materials) {
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if (other.mainTexture == null) {
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Debug.LogError("Material is missing texture: " + other.name, other);
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return;
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}
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string textureName = other.mainTexture.name;
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if (textureName == name ||
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(atlasAsset.OnDemandTextureLoader != null &&
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textureName == atlasAsset.OnDemandTextureLoader.GetPlaceholderTextureName(name))) {
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material = other;
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break;
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}
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}
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if (material == null) {
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Debug.LogError("Material with texture name \"" + name + "\" not found for atlas asset: " + atlasAsset.name, atlasAsset);
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return;
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}
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page.rendererObject = material;
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// Very old atlas files expected the texture's actual size to be used at runtime.
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if (page.width == 0 || page.height == 0) {
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page.width = material.mainTexture.width;
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page.height = material.mainTexture.height;
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}
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}
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public void Unload (object texture) { }
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}
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}
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