/******************************************************************************
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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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using System.Collections.Generic;
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using Spine.Unity;
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namespace Spine.Unity.Modules {
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[ExecuteInEditMode]
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[HelpURL("https://github.com/pharan/spine-unity-docs/blob/master/SkeletonRenderSeparator.md")]
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public class SkeletonRenderSeparator : MonoBehaviour {
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public const int DefaultSortingOrderIncrement = 5;
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#region Inspector
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[SerializeField]
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protected SkeletonRenderer skeletonRenderer;
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public SkeletonRenderer SkeletonRenderer {
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get { return skeletonRenderer; }
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set {
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if (skeletonRenderer != null)
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skeletonRenderer.GenerateMeshOverride -= HandleRender;
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skeletonRenderer = value;
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this.enabled = false; // Disable if nulled.
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}
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}
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MeshRenderer mainMeshRenderer;
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public bool copyPropertyBlock = false;
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[Tooltip("Copies MeshRenderer flags into each parts renderer")]
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public bool copyMeshRendererFlags = false;
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public List<Spine.Unity.Modules.SkeletonPartsRenderer> partsRenderers = new List<SkeletonPartsRenderer>();
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#if UNITY_EDITOR
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void Reset () {
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if (skeletonRenderer == null)
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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}
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#endif
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#endregion
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void OnEnable () {
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if (skeletonRenderer == null) return;
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if (copiedBlock == null) copiedBlock = new MaterialPropertyBlock();
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mainMeshRenderer = skeletonRenderer.GetComponent<MeshRenderer>();
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skeletonRenderer.GenerateMeshOverride -= HandleRender;
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skeletonRenderer.GenerateMeshOverride += HandleRender;
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#if UNITY_5_4_OR_NEWER
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if (copyMeshRendererFlags) {
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var lightProbeUsage = mainMeshRenderer.lightProbeUsage;
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bool receiveShadows = mainMeshRenderer.receiveShadows;
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for (int i = 0; i < partsRenderers.Count; i++) {
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var currentRenderer = partsRenderers[i];
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if (currentRenderer == null) continue; // skip null items.
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var mr = currentRenderer.MeshRenderer;
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mr.lightProbeUsage = lightProbeUsage;
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mr.receiveShadows = receiveShadows;
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}
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}
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#else
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if (copyMeshRendererFlags) {
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var useLightProbes = mainMeshRenderer.useLightProbes;
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bool receiveShadows = mainMeshRenderer.receiveShadows;
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for (int i = 0; i < partsRenderers.Count; i++) {
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var currentRenderer = partsRenderers[i];
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if (currentRenderer == null) continue; // skip null items.
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var mr = currentRenderer.MeshRenderer;
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mr.useLightProbes = useLightProbes;
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mr.receiveShadows = receiveShadows;
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}
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}
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#endif
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}
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void OnDisable () {
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if (skeletonRenderer == null) return;
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skeletonRenderer.GenerateMeshOverride -= HandleRender;
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#if UNITY_EDITOR
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skeletonRenderer.LateUpdate();
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#endif
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foreach (var s in partsRenderers)
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s.ClearMesh();
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}
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MaterialPropertyBlock copiedBlock;
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void HandleRender (SkeletonRenderer.SmartMesh.Instruction instruction) {
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int rendererCount = partsRenderers.Count;
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if (rendererCount <= 0) return;
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if (copyPropertyBlock)
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mainMeshRenderer.GetPropertyBlock(copiedBlock);
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var submeshInstructions = instruction.submeshInstructions;
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var submeshInstructionsItems = submeshInstructions.Items;
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int lastSubmeshInstruction = submeshInstructions.Count - 1;
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bool addNormals = skeletonRenderer.calculateNormals;
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bool addTangents = skeletonRenderer.calculateTangents;
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bool pmaVertexColors = skeletonRenderer.pmaVertexColors;
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int rendererIndex = 0;
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var currentRenderer = partsRenderers[rendererIndex];
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for (int si = 0, start = 0; si <= lastSubmeshInstruction; si++) {
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if (submeshInstructionsItems[si].forceSeparate || si == lastSubmeshInstruction) {
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// Apply properties
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var meshGenerator = currentRenderer.MeshGenerator;
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meshGenerator.AddNormals = addNormals;
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meshGenerator.AddTangents = addTangents;
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meshGenerator.PremultiplyVertexColors = pmaVertexColors;
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if (copyPropertyBlock)
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currentRenderer.SetPropertyBlock(copiedBlock);
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// Render
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currentRenderer.RenderParts(instruction.submeshInstructions, start, si + 1);
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start = si + 1;
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rendererIndex++;
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if (rendererIndex < rendererCount) {
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currentRenderer = partsRenderers[rendererIndex];
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} else {
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// Not enough renderers. Skip the rest of the instructions.
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break;
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}
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}
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}
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// Clear extra renderers if they exist.
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for (; rendererIndex < rendererCount; rendererIndex++) {
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partsRenderers[rendererIndex].ClearMesh();
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}
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}
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}
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}
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