/******************************************************************************
* 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,
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* 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 {
///
/// Arrays submeshed mesh generator.
///
public class ArraysSubmeshedMeshGenerator : ArraysMeshGenerator, ISubmeshedMeshGenerator {
readonly List separators = new List();
public List Separators { get { return this.separators; } }
#region Settings
public float ZSpacing { get; set; }
#endregion
readonly DoubleBuffered doubleBufferedSmartMesh = new DoubleBuffered();
readonly SubmeshedMeshInstruction currentInstructions = new SubmeshedMeshInstruction();
readonly ExposedList submeshBuffers = new ExposedList();
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
/// Generates a mesh based on SubmeshedMeshInstructions
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 attachmentsUsed = new ExposedList();
readonly ExposedList instructionsUsed = new ExposedList();
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
}
}