/******************************************************************************
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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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namespace Spine.Unity.MeshGeneration {
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// ISubmeshedMeshGenerator:
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// How to use:
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// Step 1: Have a SubmeshedMeshGenerator instance, and a Spine.Skeleton
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// Step 2: Call GenerateInstruction. Pass it your Skeleton. Keep the return value (a SubmeshedMeshInstruction, you can use it in other classes too).
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// Step 3: Pass the SubmeshedMeshInstruction into GenerateMesh. You'll get a Mesh and Materials.
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// Step 4: Put the Mesh in MeshFilter. Put the Materials in MeshRenderer.sharedMaterials.
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public interface ISubmeshedMeshGenerator {
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SubmeshedMeshInstruction GenerateInstruction (Skeleton skeleton);
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MeshAndMaterials GenerateMesh (SubmeshedMeshInstruction wholeMeshInstruction);
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List<Slot> Separators { get; }
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float ZSpacing { get; set; }
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bool AddNormals { get; set; }
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bool AddTangents { get; set; }
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}
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// ISubmeshSetMeshGenerator
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// How to use:
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// Step 1: Get a list of SubmeshInstruction. You can get this from SkeletonRenderer or an ISubmeshedMeshGenerator's returned SubmeshedMeshInstruction.
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// Step 2: Call AddInstruction one by one, or AddInstructions once.
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// Step 3: Call GenerateMesh. You'll get a Mesh and Materials.
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// Step 4: Put the Mesh in MeshFilter. Put the Materials in MeshRenderer.sharedMaterials.
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public interface ISubmeshSetMeshGenerator {
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MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh);
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float ZSpacing { get; set; }
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bool PremultiplyVertexColors { get; set; }
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bool AddNormals { get; set; }
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bool AddTangents { get; set; }
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}
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/// <summary>Primarily a collection of Submesh Instructions. This constitutes instructions for how to construct a mesh containing submeshes.</summary>
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public class SubmeshedMeshInstruction {
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public readonly ExposedList<SubmeshInstruction> submeshInstructions = new ExposedList<SubmeshInstruction>();
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public readonly ExposedList<Attachment> attachmentList = new ExposedList<Attachment>();
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public int vertexCount = -1;
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/// <summary>Returns a material array of the SubmeshedMeshInstruction. Fills the passed array if it's the correct size. Creates a new array if it's a different size.</summary>
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public Material[] GetUpdatedMaterialArray (Material[] materials) {
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return submeshInstructions.GetUpdatedMaterialArray(materials);
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}
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}
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/// <summary>Instructions for how to generate a mesh or submesh out of a range of slots in a given skeleton.</summary>
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public struct SubmeshInstruction {
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public Skeleton skeleton;
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public int startSlot;
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public int endSlot;
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// Cached values because they are determined in the process of generating instructions,
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// but could otherwise be pulled from accessing attachments, checking materials and counting tris and verts.
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public Material material;
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public int triangleCount;
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public int vertexCount;
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// Vertex index offset. Used by submesh generation if part of a bigger mesh.
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public int firstVertexIndex;
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public bool forceSeparate;
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/// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
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public int SlotCount { get { return endSlot - startSlot; } }
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}
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public static class SubmeshInstructionExtensions {
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/// <summary>Returns a material array of the instructions. Fills the passed array if it's the correct size. Creates a new array if it's a different size.</summary>
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public static Material[] GetUpdatedMaterialArray (this ExposedList<SubmeshInstruction> instructions, Material[] materials) {
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int submeshCount = instructions.Count;
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if (submeshCount != materials.Length)
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materials = new Material[submeshCount];
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for (int i = 0, n = materials.Length; i < n; i++)
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materials[i] = instructions.Items[i].material;
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return materials;
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}
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}
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public struct MeshAndMaterials {
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public readonly Mesh mesh;
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public readonly Material[] materials;
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public MeshAndMaterials (Mesh mesh, Material[] materials) {
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this.mesh = mesh;
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this.materials = materials;
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}
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}
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}
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