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