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