/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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namespace Spine.Unity.MeshGeneration {
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public class ArraysSubmeshSetMeshGenerator : ArraysMeshGenerator, ISubmeshSetMeshGenerator {
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#region Settings
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public float ZSpacing { get; set; }
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#endregion
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readonly DoubleBuffered<SmartMesh> doubleBufferedSmartMesh = new DoubleBuffered<SmartMesh>();
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readonly ExposedList<SubmeshInstruction> currentInstructions = new ExposedList<SubmeshInstruction>();
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readonly ExposedList<Attachment> attachmentBuffer = new ExposedList<Attachment>();
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readonly ExposedList<SubmeshTriangleBuffer> submeshBuffers = new ExposedList<SubmeshTriangleBuffer>();
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Material[] sharedMaterials = new Material[0];
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public MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
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// STEP 0: Prepare instructions.
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var paramItems = instructions.Items;
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currentInstructions.Clear(false);
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for (int i = startSubmesh, n = endSubmesh; i < n; i++) {
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this.currentInstructions.Add(paramItems[i]);
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}
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var smartMesh = doubleBufferedSmartMesh.GetNext();
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var mesh = smartMesh.mesh;
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int submeshCount = currentInstructions.Count;
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var currentInstructionsItems = currentInstructions.Items;
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int vertexCount = 0;
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for (int i = 0; i < submeshCount; i++) {
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currentInstructionsItems[i].firstVertexIndex = vertexCount;// Ensure current instructions have correct cached values.
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vertexCount += currentInstructionsItems[i].vertexCount; // vertexCount will also be used for the rest of this method.
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}
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// STEP 1: Ensure correct buffer sizes.
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bool vertBufferResized = ArraysMeshGenerator.EnsureSize(vertexCount, ref this.meshVertices, ref this.meshUVs, ref this.meshColors32);
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bool submeshBuffersResized = ArraysMeshGenerator.EnsureTriangleBuffersSize(submeshBuffers, submeshCount, currentInstructionsItems);
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// STEP 2: Update buffers based on Skeleton.
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// Initial values for manual Mesh Bounds calculation
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Vector3 meshBoundsMin;
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Vector3 meshBoundsMax;
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float zSpacing = this.ZSpacing;
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if (vertexCount <= 0) {
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meshBoundsMin = new Vector3(0, 0, 0);
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meshBoundsMax = new Vector3(0, 0, 0);
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} else {
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meshBoundsMin.x = int.MaxValue;
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meshBoundsMin.y = int.MaxValue;
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meshBoundsMax.x = int.MinValue;
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meshBoundsMax.y = int.MinValue;
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int endSlot = currentInstructionsItems[submeshCount - 1].endSlot;
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if (zSpacing > 0f) {
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meshBoundsMin.z = 0f;
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meshBoundsMax.z = zSpacing * endSlot;
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} else {
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meshBoundsMin.z = zSpacing * endSlot;
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meshBoundsMax.z = 0f;
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}
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}
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// For each submesh, add vertex data from attachments.
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var workingAttachments = this.attachmentBuffer;
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workingAttachments.Clear(false);
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int vertexIndex = 0; // modified by FillVerts
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for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
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var currentInstruction = currentInstructionsItems[submeshIndex];
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int startSlot = currentInstruction.startSlot;
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int endSlot = currentInstruction.endSlot;
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var skeleton = currentInstruction.skeleton;
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var skeletonDrawOrderItems = skeleton.DrawOrder.Items;
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for (int i = startSlot; i < endSlot; i++) {
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var ca = skeletonDrawOrderItems[i].attachment;
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if (ca != null) workingAttachments.Add(ca); // Includes BoundingBoxes. This is ok.
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}
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ArraysMeshGenerator.FillVerts(skeleton, startSlot, endSlot, zSpacing, this.PremultiplyVertexColors, this.meshVertices, this.meshUVs, this.meshColors32, ref vertexIndex, ref this.attachmentVertexBuffer, ref meshBoundsMin, ref meshBoundsMax);
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}
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bool structureDoesntMatch = vertBufferResized || submeshBuffersResized || smartMesh.StructureDoesntMatch(workingAttachments, currentInstructions);
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for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
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var currentInstruction = currentInstructionsItems[submeshIndex];
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if (structureDoesntMatch) {
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var currentBuffer = submeshBuffers.Items[submeshIndex];
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bool isLastSubmesh = (submeshIndex == submeshCount - 1);
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ArraysMeshGenerator.FillTriangles(ref currentBuffer.triangles, currentInstruction.skeleton, currentInstruction.triangleCount, currentInstruction.firstVertexIndex, currentInstruction.startSlot, currentInstruction.endSlot, isLastSubmesh);
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currentBuffer.triangleCount = currentInstruction.triangleCount;
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currentBuffer.firstVertex = currentInstruction.firstVertexIndex;
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}
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}
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if (structureDoesntMatch) {
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mesh.Clear();
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this.sharedMaterials = currentInstructions.GetUpdatedMaterialArray(this.sharedMaterials);
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}
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// STEP 3: Assign the buffers into the Mesh.
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smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, workingAttachments, currentInstructions);
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mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
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if (structureDoesntMatch) {
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// Push new triangles if doesn't match.
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mesh.subMeshCount = submeshCount;
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for (int i = 0; i < submeshCount; i++)
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mesh.SetTriangles(submeshBuffers.Items[i].triangles, i);
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this.TryAddNormalsTo(mesh, vertexCount);
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}
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if (addTangents) {
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SolveTangents2DEnsureSize(ref this.meshTangents, ref this.tempTanBuffer, vertexCount);
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for (int i = 0, n = submeshCount; i < n; i++) {
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var submesh = submeshBuffers.Items[i];
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SolveTangents2DTriangles(this.tempTanBuffer, submesh.triangles, submesh.triangleCount, meshVertices, meshUVs, vertexCount);
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}
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SolveTangents2DBuffer(this.meshTangents, this.tempTanBuffer, vertexCount);
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}
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return new MeshAndMaterials(smartMesh.mesh, sharedMaterials);
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}
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#region Types
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// A SmartMesh is a Mesh (with submeshes) that knows what attachments and instructions were used to generate it.
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class SmartMesh {
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public readonly Mesh mesh = SpineMesh.NewMesh();
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readonly ExposedList<Attachment> attachmentsUsed = new ExposedList<Attachment>();
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readonly ExposedList<SubmeshInstruction> instructionsUsed = new ExposedList<SubmeshInstruction>();
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public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, ExposedList<Attachment> attachments, ExposedList<SubmeshInstruction> instructions) {
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mesh.vertices = verts;
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mesh.uv = uvs;
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mesh.colors32 = colors;
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attachmentsUsed.Clear(false);
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attachmentsUsed.GrowIfNeeded(attachments.Capacity);
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attachmentsUsed.Count = attachments.Count;
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attachments.CopyTo(attachmentsUsed.Items);
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instructionsUsed.Clear(false);
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instructionsUsed.GrowIfNeeded(instructions.Capacity);
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instructionsUsed.Count = instructions.Count;
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instructions.CopyTo(instructionsUsed.Items);
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}
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public bool StructureDoesntMatch (ExposedList<Attachment> attachments, ExposedList<SubmeshInstruction> instructions) {
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// Check count inequality.
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if (attachments.Count != this.attachmentsUsed.Count) return true;
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if (instructions.Count != this.instructionsUsed.Count) return true;
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// Check each attachment.
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var attachmentsPassed = attachments.Items;
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var myAttachments = this.attachmentsUsed.Items;
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for (int i = 0, n = attachmentsUsed.Count; i < n; i++)
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if (attachmentsPassed[i] != myAttachments[i]) return true;
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// Check each submesh for equal arrangement.
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var instructionListItems = instructions.Items;
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var myInstructions = this.instructionsUsed.Items;
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for (int i = 0, n = this.instructionsUsed.Count; i < n; i++) {
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var lhs = instructionListItems[i];
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var rhs = myInstructions[i];
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if (
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lhs.material.GetInstanceID() != rhs.material.GetInstanceID() ||
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lhs.startSlot != rhs.startSlot ||
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lhs.endSlot != rhs.endSlot ||
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lhs.triangleCount != rhs.triangleCount ||
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lhs.vertexCount != rhs.vertexCount ||
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lhs.firstVertexIndex != rhs.firstVertexIndex
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) return true;
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}
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return false;
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}
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}
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#endregion
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}
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}
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