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2025-08-28 18:32:49 +08:00

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C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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.Modules {
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class SkeletonPartsRenderer : MonoBehaviour {
#region Properties
MeshGenerator meshGenerator;
public MeshGenerator MeshGenerator {
get {
LazyIntialize();
return meshGenerator;
}
}
MeshRenderer meshRenderer;
public MeshRenderer MeshRenderer {
get {
LazyIntialize();
return meshRenderer;
}
}
MeshFilter meshFilter;
public MeshFilter MeshFilter {
get {
LazyIntialize();
return meshFilter;
}
}
#endregion
MeshRendererBuffers buffers;
SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
void LazyIntialize () {
if (buffers == null) {
buffers = new MeshRendererBuffers();
buffers.Initialize();
if (meshGenerator != null) return;
meshGenerator = new MeshGenerator();
meshFilter = GetComponent<MeshFilter>();
meshRenderer = GetComponent<MeshRenderer>();
currentInstructions.Clear();
}
}
public void ClearMesh () {
LazyIntialize();
meshFilter.sharedMesh = null;
}
public void RenderParts (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
LazyIntialize();
// STEP 1: Create instruction
var smartMesh = buffers.GetNextMesh();
currentInstructions.SetWithSubset(instructions, startSubmesh, endSubmesh);
bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);
// STEP 2: Generate mesh buffers.
var currentInstructionsSubmeshesItems = currentInstructions.submeshInstructions.Items;
meshGenerator.Begin();
if (currentInstructions.hasActiveClipping) {
for (int i = 0; i < currentInstructions.submeshInstructions.Count; i++)
meshGenerator.AddSubmesh(currentInstructionsSubmeshesItems[i], updateTriangles);
} else {
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
}
buffers.UpdateSharedMaterials(currentInstructions.submeshInstructions);
// STEP 3: modify mesh.
var mesh = smartMesh.mesh;
if (meshGenerator.VertexCount <= 0) { // Clear an empty mesh
updateTriangles = false;
mesh.Clear();
} else {
meshGenerator.FillVertexData(mesh);
if (updateTriangles) {
meshGenerator.FillTriangles(mesh);
meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray();
} else if (buffers.MaterialsChangedInLastUpdate()) {
meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray();
}
meshGenerator.FillLateVertexData(mesh);
}
meshFilter.sharedMesh = mesh;
smartMesh.instructionUsed.Set(currentInstructions);
}
public void SetPropertyBlock (MaterialPropertyBlock block) {
LazyIntialize();
meshRenderer.SetPropertyBlock(block);
}
public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name, int sortingOrder = 0) {
var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
go.transform.SetParent(parent, false);
var returnComponent = go.AddComponent<SkeletonPartsRenderer>();
returnComponent.MeshRenderer.sortingOrder = sortingOrder;
return returnComponent;
}
}
}