少年修仙传客户端代码仓库
hch
2023-06-14 f23c81d21c9cc4c9f06e8bed3ebb7ddbe7e15ac3
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/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
 
using UnityEngine;
 
namespace Spine.Unity.MeshGeneration {
    public class ArraysSubmeshSetMeshGenerator : ArraysMeshGenerator, ISubmeshSetMeshGenerator {
        #region Settings
        public float ZSpacing { get; set; }
        #endregion
 
        readonly DoubleBuffered<SmartMesh> doubleBufferedSmartMesh = new DoubleBuffered<SmartMesh>();
        readonly ExposedList<SubmeshInstruction> currentInstructions = new ExposedList<SubmeshInstruction>();
        readonly ExposedList<Attachment> attachmentBuffer = new ExposedList<Attachment>();
        readonly ExposedList<SubmeshTriangleBuffer> submeshBuffers = new ExposedList<SubmeshTriangleBuffer>();
        Material[] sharedMaterials = new Material[0];
 
        public MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
            // STEP 0: Prepare instructions.
            var paramItems = instructions.Items;
            currentInstructions.Clear(false);
            for (int i = startSubmesh, n = endSubmesh; i < n; i++) {
                this.currentInstructions.Add(paramItems[i]);
            }
            var smartMesh = doubleBufferedSmartMesh.GetNext();
            var mesh = smartMesh.mesh;
            int submeshCount = currentInstructions.Count;
            var currentInstructionsItems = currentInstructions.Items;
            int vertexCount = 0;
            for (int i = 0; i < submeshCount; i++) {
                currentInstructionsItems[i].firstVertexIndex = vertexCount;// Ensure current instructions have correct cached values.
                vertexCount += currentInstructionsItems[i].vertexCount; // vertexCount will also be used for the rest of this method.
            }
 
            // STEP 1: Ensure correct buffer sizes.
            bool vertBufferResized = ArraysMeshGenerator.EnsureSize(vertexCount, ref this.meshVertices, ref this.meshUVs, ref this.meshColors32); 
            bool submeshBuffersResized = ArraysMeshGenerator.EnsureTriangleBuffersSize(submeshBuffers, submeshCount, currentInstructionsItems);
 
            // STEP 2: Update buffers based on Skeleton.
 
            // Initial values for manual Mesh Bounds calculation
            Vector3 meshBoundsMin;
            Vector3 meshBoundsMax;
            float zSpacing = this.ZSpacing;
            if (vertexCount <= 0) {
                meshBoundsMin = new Vector3(0, 0, 0);
                meshBoundsMax = new Vector3(0, 0, 0);
            } else {
                meshBoundsMin.x = int.MaxValue;
                meshBoundsMin.y = int.MaxValue;
                meshBoundsMax.x = int.MinValue;
                meshBoundsMax.y = int.MinValue;
 
                int endSlot = currentInstructionsItems[submeshCount - 1].endSlot;
                if (zSpacing > 0f) {
                    meshBoundsMin.z = 0f;
                    meshBoundsMax.z = zSpacing * endSlot;
                } else {
                    meshBoundsMin.z = zSpacing * endSlot;
                    meshBoundsMax.z = 0f;
                }
            }
                
            // For each submesh, add vertex data from attachments.
            var workingAttachments = this.attachmentBuffer;
            workingAttachments.Clear(false);
            int vertexIndex = 0; // modified by FillVerts
            for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
                var currentInstruction = currentInstructionsItems[submeshIndex];
                int startSlot = currentInstruction.startSlot;
                int endSlot = currentInstruction.endSlot;
                var skeleton = currentInstruction.skeleton;
                var skeletonDrawOrderItems = skeleton.DrawOrder.Items;
                for (int i = startSlot; i < endSlot; i++) {
                    var ca = skeletonDrawOrderItems[i].attachment;
                    if (ca != null) workingAttachments.Add(ca); // Includes BoundingBoxes. This is ok.
                }
                ArraysMeshGenerator.FillVerts(skeleton, startSlot, endSlot, zSpacing, this.PremultiplyVertexColors, this.meshVertices, this.meshUVs, this.meshColors32, ref vertexIndex, ref this.attachmentVertexBuffer, ref meshBoundsMin, ref meshBoundsMax);
            }
 
            bool structureDoesntMatch = vertBufferResized || submeshBuffersResized || smartMesh.StructureDoesntMatch(workingAttachments, currentInstructions);
            for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
                var currentInstruction = currentInstructionsItems[submeshIndex];
                if (structureDoesntMatch) {
                    var currentBuffer = submeshBuffers.Items[submeshIndex];
                    bool isLastSubmesh = (submeshIndex == submeshCount - 1);
                    ArraysMeshGenerator.FillTriangles(ref currentBuffer.triangles, currentInstruction.skeleton, currentInstruction.triangleCount, currentInstruction.firstVertexIndex, currentInstruction.startSlot, currentInstruction.endSlot, isLastSubmesh);
                    currentBuffer.triangleCount = currentInstruction.triangleCount;
                    currentBuffer.firstVertex = currentInstruction.firstVertexIndex;
                }
            }
 
            if (structureDoesntMatch) {
                mesh.Clear();
                this.sharedMaterials = currentInstructions.GetUpdatedMaterialArray(this.sharedMaterials);
            }
 
            // STEP 3: Assign the buffers into the Mesh.
            smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, workingAttachments, currentInstructions);
            mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
 
 
            if (structureDoesntMatch) {
                // Push new triangles if doesn't match.
                mesh.subMeshCount = submeshCount;
                for (int i = 0; i < submeshCount; i++)
                    mesh.SetTriangles(submeshBuffers.Items[i].triangles, i);            
 
                this.TryAddNormalsTo(mesh, vertexCount);
            }
 
            if (addTangents) { 
                SolveTangents2DEnsureSize(ref this.meshTangents, ref this.tempTanBuffer, vertexCount);
 
                for (int i = 0, n = submeshCount; i < n; i++) {
                    var submesh = submeshBuffers.Items[i];
                    SolveTangents2DTriangles(this.tempTanBuffer, submesh.triangles, submesh.triangleCount, meshVertices, meshUVs, vertexCount);
                }
                    
                SolveTangents2DBuffer(this.meshTangents, this.tempTanBuffer, vertexCount);
            }
                
            return new MeshAndMaterials(smartMesh.mesh, sharedMaterials);
        }
 
        #region Types
        // A SmartMesh is a Mesh (with submeshes) that knows what attachments and instructions were used to generate it.
        class SmartMesh {
            public readonly Mesh mesh = SpineMesh.NewMesh();
            readonly ExposedList<Attachment> attachmentsUsed = new ExposedList<Attachment>();
            readonly ExposedList<SubmeshInstruction> instructionsUsed = new ExposedList<SubmeshInstruction>();
 
            public void Set (Vector3[] verts, Vector2[] uvs, Color32[] colors, ExposedList<Attachment> attachments, ExposedList<SubmeshInstruction> instructions) {
                mesh.vertices = verts;
                mesh.uv = uvs;
                mesh.colors32 = colors;
 
                attachmentsUsed.Clear(false);
                attachmentsUsed.GrowIfNeeded(attachments.Capacity);
                attachmentsUsed.Count = attachments.Count;
                attachments.CopyTo(attachmentsUsed.Items);
 
                instructionsUsed.Clear(false);
                instructionsUsed.GrowIfNeeded(instructions.Capacity);
                instructionsUsed.Count = instructions.Count;
                instructions.CopyTo(instructionsUsed.Items);
            }
 
            public bool StructureDoesntMatch (ExposedList<Attachment> attachments, ExposedList<SubmeshInstruction> instructions) {
                // Check count inequality.
                if (attachments.Count != this.attachmentsUsed.Count) return true;
                if (instructions.Count != this.instructionsUsed.Count) return true;
 
                // Check each attachment.
                var attachmentsPassed = attachments.Items;
                var myAttachments = this.attachmentsUsed.Items;
                for (int i = 0, n = attachmentsUsed.Count; i < n; i++)
                    if (attachmentsPassed[i] != myAttachments[i]) return true;
 
                // Check each submesh for equal arrangement.
                var instructionListItems = instructions.Items;
                var myInstructions = this.instructionsUsed.Items;
                for (int i = 0, n = this.instructionsUsed.Count; i < n; i++) {
                    var lhs = instructionListItems[i];
                    var rhs = myInstructions[i];
                    if (
                        lhs.material.GetInstanceID() != rhs.material.GetInstanceID() ||
                        lhs.startSlot != rhs.startSlot ||
                        lhs.endSlot != rhs.endSlot ||
                        lhs.triangleCount != rhs.triangleCount ||
                        lhs.vertexCount != rhs.vertexCount ||
                        lhs.firstVertexIndex != rhs.firstVertexIndex
                    ) return true;
                }
 
                return false;
            }
        }
        #endregion
    }
 
}