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;
using System.Collections.Generic;
 
namespace Spine.Unity.MeshGeneration {
    /// <summary>
    /// Arrays submeshed mesh generator.
    /// </summary>
    public class ArraysSubmeshedMeshGenerator : ArraysMeshGenerator, ISubmeshedMeshGenerator {
 
        readonly List<Slot> separators = new List<Slot>();
        public List<Slot> Separators { get { return this.separators; } }
 
        #region Settings
        public float ZSpacing { get; set; }
        #endregion
 
        readonly DoubleBuffered<SmartMesh> doubleBufferedSmartMesh = new DoubleBuffered<SmartMesh>();
        readonly SubmeshedMeshInstruction currentInstructions = new SubmeshedMeshInstruction();
        readonly ExposedList<SubmeshTriangleBuffer> submeshBuffers = new ExposedList<SubmeshTriangleBuffer>();
        Material[] sharedMaterials = new Material[0];
 
        public SubmeshedMeshInstruction GenerateInstruction (Skeleton skeleton) {
            if (skeleton == null) throw new System.ArgumentNullException("skeleton");
 
            // Count vertices and submesh triangles.
            int runningVertexCount = 0;
 
            int submeshTriangleCount = 0;
            int submeshFirstVertex = 0;
            int submeshVertexCount = 0;
            int submeshStartSlotIndex = 0;
            Material lastMaterial = null;
 
            var drawOrder = skeleton.drawOrder;
            var drawOrderItems = drawOrder.Items;
            int drawOrderCount = drawOrder.Count;
            int separatorCount = separators.Count;
 
            var instructionList = this.currentInstructions.submeshInstructions;
            instructionList.Clear(false);
 
            currentInstructions.attachmentList.Clear(false);
 
            for (int i = 0; i < drawOrderCount; i++) {
                var slot = drawOrderItems[i];
                var attachment = slot.attachment;
 
                object rendererObject; // An AtlasRegion in plain Spine-Unity. eventual source of Material object.
                int attachmentVertexCount, attachmentTriangleCount;
 
                var regionAttachment = attachment as RegionAttachment;
                if (regionAttachment != null) {
                    rendererObject = regionAttachment.RendererObject;
                    attachmentVertexCount = 4;
                    attachmentTriangleCount = 6;
                } else {
                    var meshAttachment = attachment as MeshAttachment;
                    if (meshAttachment != null) {
                        rendererObject = meshAttachment.RendererObject;
                        attachmentVertexCount = meshAttachment.worldVerticesLength >> 1;
                        attachmentTriangleCount = meshAttachment.triangles.Length;
                    } else {
                        continue;
                    }
                }
 
                var attachmentMaterial = (Material)((AtlasRegion)rendererObject).page.rendererObject;
 
                // Populate submesh when material changes. (or when forced to separate by a submeshSeparator)
                bool separatedBySlot  = ( separatorCount > 0 && separators.Contains(slot) );
                if (( runningVertexCount > 0 && lastMaterial.GetInstanceID() != attachmentMaterial.GetInstanceID() ) ||    separatedBySlot) {
 
                    instructionList.Add(
                        new SubmeshInstruction {
                            skeleton = skeleton,
                            material = lastMaterial,
                            triangleCount = submeshTriangleCount,
                            vertexCount = submeshVertexCount,
                            startSlot = submeshStartSlotIndex,
                            endSlot = i,
                            firstVertexIndex = submeshFirstVertex,
                            forceSeparate = separatedBySlot
                        }
                    );
 
                    // Prepare for next submesh
                    submeshTriangleCount = 0;
                    submeshVertexCount = 0;
                    submeshFirstVertex = runningVertexCount;
                    submeshStartSlotIndex = i;
                }
                lastMaterial = attachmentMaterial;
 
                submeshTriangleCount += attachmentTriangleCount;
                submeshVertexCount += attachmentVertexCount;
                runningVertexCount += attachmentVertexCount;
 
                currentInstructions.attachmentList.Add(attachment);
            }
 
            instructionList.Add(
                new SubmeshInstruction {
                    skeleton = skeleton,
                    material = lastMaterial,
                    triangleCount = submeshTriangleCount,
                    vertexCount = submeshVertexCount,
                    startSlot = submeshStartSlotIndex,
                    endSlot = drawOrderCount,
                    firstVertexIndex = submeshFirstVertex,
                    forceSeparate = false
                }
            );
 
            currentInstructions.vertexCount = runningVertexCount;
            return currentInstructions;
        }
 
        // ISubmeshedMeshGenerator.GenerateMesh
        /// <summary>Generates a mesh based on SubmeshedMeshInstructions</summary>
        public MeshAndMaterials GenerateMesh (SubmeshedMeshInstruction meshInstructions) {
            var smartMesh = doubleBufferedSmartMesh.GetNext();
            var mesh = smartMesh.mesh;
            int submeshCount = meshInstructions.submeshInstructions.Count;
            var instructionList = meshInstructions.submeshInstructions;
 
            // STEP 1: Ensure correct buffer sizes.
            int vertexCount = meshInstructions.vertexCount;
            bool submeshBuffersResized = ArraysMeshGenerator.EnsureTriangleBuffersSize(submeshBuffers, submeshCount, instructionList.Items);
            bool vertBufferResized = ArraysMeshGenerator.EnsureSize(vertexCount, ref this.meshVertices, ref this.meshUVs, ref this.meshColors32);
            Vector3[] vertices = this.meshVertices;
 
            // STEP 2: Update buffers based on Skeleton.
            float zSpacing = this.ZSpacing;
            Vector3 meshBoundsMin;
            Vector3 meshBoundsMax;
            int attachmentCount = meshInstructions.attachmentList.Count;
            if (attachmentCount <= 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;
 
                if (zSpacing > 0f) {
                    meshBoundsMin.z = 0f;
                    meshBoundsMax.z = zSpacing * (attachmentCount - 1);
                } else {
                    meshBoundsMin.z = zSpacing * (attachmentCount - 1);
                    meshBoundsMax.z = 0f;
                }
            }
            bool structureDoesntMatch = vertBufferResized || submeshBuffersResized || smartMesh.StructureDoesntMatch(meshInstructions);
            // For each submesh, add vertex data from attachments. Also triangles, but only if needed.
            int vertexIndex = 0; // modified by FillVerts
            for (int submeshIndex = 0; submeshIndex < submeshCount; submeshIndex++) {
                var submeshInstruction = instructionList.Items[submeshIndex];
                int start = submeshInstruction.startSlot;
                int end = submeshInstruction.endSlot;
                var skeleton = submeshInstruction.skeleton;
                ArraysMeshGenerator.FillVerts(skeleton, start, end, zSpacing, this.PremultiplyVertexColors, vertices, this.meshUVs, this.meshColors32, ref vertexIndex, ref this.attachmentVertexBuffer, ref meshBoundsMin, ref meshBoundsMax);
                if (structureDoesntMatch) {
                    var currentBuffer = submeshBuffers.Items[submeshIndex];
                    bool isLastSubmesh = (submeshIndex == submeshCount - 1);
                    ArraysMeshGenerator.FillTriangles(ref currentBuffer.triangles, skeleton, submeshInstruction.triangleCount, submeshInstruction.firstVertexIndex, start, end, isLastSubmesh);
                    currentBuffer.triangleCount = submeshInstruction.triangleCount;
                    currentBuffer.firstVertex = submeshInstruction.firstVertexIndex;
                }
            }
 
            if (structureDoesntMatch) {
                mesh.Clear();
                this.sharedMaterials = meshInstructions.GetUpdatedMaterialArray(this.sharedMaterials);
            }
 
            // STEP 3: Assign the buffers into the Mesh.
            smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, meshInstructions);
            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);            
 
                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, SubmeshedMeshInstruction instruction) {
                mesh.vertices = verts;
                mesh.uv = uvs;
                mesh.colors32 = colors;
 
                attachmentsUsed.Clear(false);
                attachmentsUsed.GrowIfNeeded(instruction.attachmentList.Capacity);
                attachmentsUsed.Count = instruction.attachmentList.Count;
                instruction.attachmentList.CopyTo(attachmentsUsed.Items);
 
                instructionsUsed.Clear(false);
                instructionsUsed.GrowIfNeeded(instruction.submeshInstructions.Capacity);
                instructionsUsed.Count = instruction.submeshInstructions.Count;
                instruction.submeshInstructions.CopyTo(instructionsUsed.Items);
            }
 
            public bool StructureDoesntMatch (SubmeshedMeshInstruction instructions) {
                // Check count inequality.
                if (instructions.attachmentList.Count != this.attachmentsUsed.Count) return true;
                if (instructions.submeshInstructions.Count != this.instructionsUsed.Count) return true;
 
                // Check each attachment.
                var attachmentsPassed = instructions.attachmentList.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.submeshInstructions.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;
                }
 
                //Debug.Log("structure matched");
                return false;
            }
        }
        #endregion
    }
 
}