/****************************************************************************** 
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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 ArraysSimpleMeshGenerator : ArraysMeshGenerator, ISimpleMeshGenerator { 
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        #region Settings 
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        protected float scale = 1f; 
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        public float Scale { get { return scale; } set { scale = value; } } 
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        public float ZSpacing { get; set; } 
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        #endregion 
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        protected Mesh lastGeneratedMesh; 
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        public Mesh LastGeneratedMesh {    get { return lastGeneratedMesh; } } 
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        readonly DoubleBufferedMesh doubleBufferedMesh = new DoubleBufferedMesh(); 
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        int[] triangles; 
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        public Mesh GenerateMesh (Skeleton skeleton) { 
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            int totalVertexCount = 0; // size of vertex arrays 
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            int totalTriangleCount = 0; // size of index array 
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            // STEP 1 : GenerateInstruction(). Count verts and tris to determine array sizes. 
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            var drawOrderItems = skeleton.drawOrder.Items; 
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            int drawOrderCount = skeleton.drawOrder.Count; 
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            for (int i = 0; i < drawOrderCount; i++) { 
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                Slot slot = drawOrderItems[i]; 
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                Attachment attachment = slot.attachment; 
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                int attachmentVertexCount, attachmentTriangleCount; 
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                var regionAttachment = attachment as RegionAttachment; 
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                if (regionAttachment != null) {                     
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                    attachmentVertexCount = 4; 
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                    attachmentTriangleCount = 6; 
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                } else { 
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                    var meshAttachment = attachment as MeshAttachment; 
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                    if (meshAttachment != null) { 
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                        attachmentVertexCount = meshAttachment.worldVerticesLength >> 1; 
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                        attachmentTriangleCount = meshAttachment.triangles.Length; 
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                    } else { 
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                        continue; 
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                    } 
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                } 
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                totalTriangleCount += attachmentTriangleCount; 
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                totalVertexCount += attachmentVertexCount; 
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            } 
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            // STEP 2 : Ensure buffers are the correct size 
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            ArraysMeshGenerator.EnsureSize(totalVertexCount, ref this.meshVertices, ref this.meshUVs, ref this.meshColors32); 
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            this.triangles = this.triangles ?? new int[totalTriangleCount]; 
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            // STEP 3 : Update vertex buffer 
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            const float zFauxHalfThickness = 0.01f;    // Somehow needs this thickness for bounds to work properly in some cases (eg, Unity UI clipping) 
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            Vector3 meshBoundsMin; 
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            Vector3 meshBoundsMax; 
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            if (totalVertexCount == 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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                meshBoundsMin.z = -zFauxHalfThickness * scale; 
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                meshBoundsMax.z = zFauxHalfThickness * scale; 
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                int vertexIndex = 0; 
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                ArraysMeshGenerator.FillVerts(skeleton, 0, drawOrderCount, this.ZSpacing, this.PremultiplyVertexColors, this.meshVertices, this.meshUVs, this.meshColors32, ref vertexIndex, ref this.attachmentVertexBuffer, ref meshBoundsMin, ref meshBoundsMax); 
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                // Apply scale to vertices 
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                meshBoundsMax.x *= scale; meshBoundsMax.y *= scale; 
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                meshBoundsMin.x *= scale; meshBoundsMax.y *= scale; 
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                var vertices = this.meshVertices; 
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                for (int i = 0; i < totalVertexCount; i++) { 
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                    Vector3 p = vertices[i]; 
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                    p.x *= scale; 
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                    p.y *= scale; 
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                    vertices[i] = p; 
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                } 
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            } 
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            // Step 4 : Update Triangles buffer 
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            ArraysMeshGenerator.FillTriangles(ref this.triangles, skeleton, totalTriangleCount, 0, 0, drawOrderCount, true); 
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            // Step 5 : Update Mesh with buffers 
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            var mesh = doubleBufferedMesh.GetNextMesh(); 
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            mesh.vertices = this.meshVertices; 
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            mesh.colors32 = meshColors32; 
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            mesh.uv = meshUVs; 
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            mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax); 
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            mesh.triangles = triangles; 
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            TryAddNormalsTo(mesh, totalVertexCount); 
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            if (addTangents) {  
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                SolveTangents2DEnsureSize(ref this.meshTangents, ref this.tempTanBuffer, totalVertexCount); 
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                SolveTangents2DTriangles(this.tempTanBuffer, triangles, totalTriangleCount, meshVertices, meshUVs, totalVertexCount); 
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                SolveTangents2DBuffer(this.meshTangents, this.tempTanBuffer, totalVertexCount); 
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            } 
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            lastGeneratedMesh = mesh; 
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            return mesh; 
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        } 
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    } 
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} 
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