/****************************************************************************** * 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 ArraysSimpleMeshGenerator : ArraysMeshGenerator, ISimpleMeshGenerator { #region Settings protected float scale = 1f; public float Scale { get { return scale; } set { scale = value; } } public float ZSpacing { get; set; } #endregion protected Mesh lastGeneratedMesh; public Mesh LastGeneratedMesh { get { return lastGeneratedMesh; } } readonly DoubleBufferedMesh doubleBufferedMesh = new DoubleBufferedMesh(); int[] triangles; public Mesh GenerateMesh (Skeleton skeleton) { int totalVertexCount = 0; // size of vertex arrays int totalTriangleCount = 0; // size of index array // STEP 1 : GenerateInstruction(). Count verts and tris to determine array sizes. var drawOrderItems = skeleton.drawOrder.Items; int drawOrderCount = skeleton.drawOrder.Count; for (int i = 0; i < drawOrderCount; i++) { Slot slot = drawOrderItems[i]; Attachment attachment = slot.attachment; int attachmentVertexCount, attachmentTriangleCount; var regionAttachment = attachment as RegionAttachment; if (regionAttachment != null) { attachmentVertexCount = 4; attachmentTriangleCount = 6; } else { var meshAttachment = attachment as MeshAttachment; if (meshAttachment != null) { attachmentVertexCount = meshAttachment.worldVerticesLength >> 1; attachmentTriangleCount = meshAttachment.triangles.Length; } else { continue; } } totalTriangleCount += attachmentTriangleCount; totalVertexCount += attachmentVertexCount; } // STEP 2 : Ensure buffers are the correct size ArraysMeshGenerator.EnsureSize(totalVertexCount, ref this.meshVertices, ref this.meshUVs, ref this.meshColors32); this.triangles = this.triangles ?? new int[totalTriangleCount]; // STEP 3 : Update vertex buffer const float zFauxHalfThickness = 0.01f; // Somehow needs this thickness for bounds to work properly in some cases (eg, Unity UI clipping) Vector3 meshBoundsMin; Vector3 meshBoundsMax; if (totalVertexCount == 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; meshBoundsMin.z = -zFauxHalfThickness * scale; meshBoundsMax.z = zFauxHalfThickness * scale; int vertexIndex = 0; ArraysMeshGenerator.FillVerts(skeleton, 0, drawOrderCount, this.ZSpacing, this.PremultiplyVertexColors, this.meshVertices, this.meshUVs, this.meshColors32, ref vertexIndex, ref this.attachmentVertexBuffer, ref meshBoundsMin, ref meshBoundsMax); // Apply scale to vertices meshBoundsMax.x *= scale; meshBoundsMax.y *= scale; meshBoundsMin.x *= scale; meshBoundsMax.y *= scale; var vertices = this.meshVertices; for (int i = 0; i < totalVertexCount; i++) { Vector3 p = vertices[i]; p.x *= scale; p.y *= scale; vertices[i] = p; } } // Step 4 : Update Triangles buffer ArraysMeshGenerator.FillTriangles(ref this.triangles, skeleton, totalTriangleCount, 0, 0, drawOrderCount, true); // Step 5 : Update Mesh with buffers var mesh = doubleBufferedMesh.GetNextMesh(); mesh.vertices = this.meshVertices; mesh.colors32 = meshColors32; mesh.uv = meshUVs; mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax); mesh.triangles = triangles; TryAddNormalsTo(mesh, totalVertexCount); if (addTangents) { SolveTangents2DEnsureSize(ref this.meshTangents, ref this.tempTanBuffer, totalVertexCount); SolveTangents2DTriangles(this.tempTanBuffer, triangles, totalTriangleCount, meshVertices, meshUVs, totalVertexCount); SolveTangents2DBuffer(this.meshTangents, this.tempTanBuffer, totalVertexCount); } lastGeneratedMesh = mesh; return mesh; } } }