/****************************************************************************** 
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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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