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/******************************************************************************
* 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.
*****************************************************************************/
#define SPINE_OPTIONAL_RENDEROVERRIDE
using UnityEngine;
using System.Collections.Generic;
using Spine.Unity;
namespace Spine.Unity.Modules {
[ExecuteInEditMode]
[HelpURL("https://github.com/pharan/spine-unity-docs/blob/master/SkeletonRenderSeparator.md")]
public class SkeletonRenderSeparator : MonoBehaviour {
public const int DefaultSortingOrderIncrement = 5;
#region Inspector
[SerializeField]
protected SkeletonRenderer skeletonRenderer;
public SkeletonRenderer SkeletonRenderer {
get { return skeletonRenderer; }
set {
#if SPINE_OPTIONAL_RENDEROVERRIDE
if (skeletonRenderer != null)
skeletonRenderer.GenerateMeshOverride -= HandleRender;
#endif
skeletonRenderer = value;
this.enabled = false; // Disable if nulled.
}
}
MeshRenderer mainMeshRenderer;
public bool copyPropertyBlock = true;
[Tooltip("Copies MeshRenderer flags into each parts renderer")]
public bool copyMeshRendererFlags = true;
public List<Spine.Unity.Modules.SkeletonPartsRenderer> partsRenderers = new List<SkeletonPartsRenderer>();
#if UNITY_EDITOR
void Reset () {
if (skeletonRenderer == null)
skeletonRenderer = GetComponent<SkeletonRenderer>();
}
#endif
#endregion
#region Runtime Instantiation
/// <summary>Adds a SkeletonRenderSeparator and child SkeletonPartsRenderer GameObjects to a given SkeletonRenderer.</summary>
/// <returns>The to skeleton renderer.</returns>
/// <param name="skeletonRenderer">The target SkeletonRenderer or SkeletonAnimation.</param>
/// <param name="sortingLayerID">Sorting layer to be used for the parts renderers.</param>
/// <param name="extraPartsRenderers">Number of additional SkeletonPartsRenderers on top of the ones determined by counting the number of separator slots.</param>
/// <param name="sortingOrderIncrement">The integer to increment the sorting order per SkeletonPartsRenderer to separate them.</param>
/// <param name="baseSortingOrder">The sorting order value of the first SkeletonPartsRenderer.</param>
/// <param name="addMinimumPartsRenderers">If set to <c>true</c>, a minimum number of SkeletonPartsRenderer GameObjects (determined by separatorSlots.Count + 1) will be added.</param>
public static SkeletonRenderSeparator AddToSkeletonRenderer (SkeletonRenderer skeletonRenderer, int sortingLayerID = 0, int extraPartsRenderers = 0, int sortingOrderIncrement = DefaultSortingOrderIncrement, int baseSortingOrder = 0, bool addMinimumPartsRenderers = true) {
if (skeletonRenderer == null) {
Debug.Log("Tried to add SkeletonRenderSeparator to a null SkeletonRenderer reference.");
return null;
}
var srs = skeletonRenderer.gameObject.AddComponent<SkeletonRenderSeparator>();
srs.skeletonRenderer = skeletonRenderer;
skeletonRenderer.Initialize(false);
int count = extraPartsRenderers;
if (addMinimumPartsRenderers)
count = extraPartsRenderers + skeletonRenderer.separatorSlots.Count + 1;
var skeletonRendererTransform = skeletonRenderer.transform;
var componentRenderers = srs.partsRenderers;
for (int i = 0; i < count; i++) {
var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRendererTransform, i.ToString());
var mr = spr.MeshRenderer;
mr.sortingLayerID = sortingLayerID;
mr.sortingOrder = baseSortingOrder + (i * sortingOrderIncrement);
componentRenderers.Add(spr);
}
return srs;
}
/// <summary>Add a child SkeletonPartsRenderer GameObject to this SkeletonRenderSeparator.</summary>
public void AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement) {
int sortingLayerID = 0;
int sortingOrder = 0;
if (partsRenderers.Count > 0) {
var previous = partsRenderers[partsRenderers.Count - 1];
var previousMeshRenderer = previous.MeshRenderer;
sortingLayerID = previousMeshRenderer.sortingLayerID;
sortingOrder = previousMeshRenderer.sortingOrder + sortingOrderIncrement;
}
var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, partsRenderers.Count.ToString());
partsRenderers.Add(spr);
var mr = spr.MeshRenderer;
mr.sortingLayerID = sortingLayerID;
mr.sortingOrder = sortingOrder;
}
#endregion
void OnEnable () {
if (skeletonRenderer == null) return;
if (copiedBlock == null) copiedBlock = new MaterialPropertyBlock();
mainMeshRenderer = skeletonRenderer.GetComponent<MeshRenderer>();
#if SPINE_OPTIONAL_RENDEROVERRIDE
skeletonRenderer.GenerateMeshOverride -= HandleRender;
skeletonRenderer.GenerateMeshOverride += HandleRender;
#endif
if (copyMeshRendererFlags) {
var lightProbeUsage = mainMeshRenderer.lightProbeUsage;
bool receiveShadows = mainMeshRenderer.receiveShadows;
var reflectionProbeUsage = mainMeshRenderer.reflectionProbeUsage;
var shadowCastingMode = mainMeshRenderer.shadowCastingMode;
var motionVectorGenerationMode = mainMeshRenderer.motionVectorGenerationMode;
var probeAnchor = mainMeshRenderer.probeAnchor;
for (int i = 0; i < partsRenderers.Count; i++) {
var currentRenderer = partsRenderers[i];
if (currentRenderer == null) continue; // skip null items.
var mr = currentRenderer.MeshRenderer;
mr.lightProbeUsage = lightProbeUsage;
mr.receiveShadows = receiveShadows;
mr.reflectionProbeUsage = reflectionProbeUsage;
mr.shadowCastingMode = shadowCastingMode;
mr.motionVectorGenerationMode = motionVectorGenerationMode;
mr.probeAnchor = probeAnchor;
}
}
}
void OnDisable () {
if (skeletonRenderer == null) return;
#if SPINE_OPTIONAL_RENDEROVERRIDE
skeletonRenderer.GenerateMeshOverride -= HandleRender;
#endif
#if UNITY_EDITOR
skeletonRenderer.LateUpdate();
#endif
foreach (var s in partsRenderers)
s.ClearMesh();
}
MaterialPropertyBlock copiedBlock;
void HandleRender (SkeletonRendererInstruction instruction) {
int rendererCount = partsRenderers.Count;
if (rendererCount <= 0) return;
if (copyPropertyBlock)
mainMeshRenderer.GetPropertyBlock(copiedBlock);
var settings = new MeshGenerator.Settings {
addNormals = skeletonRenderer.addNormals,
calculateTangents = skeletonRenderer.calculateTangents,
immutableTriangles = false, // parts cannot do immutable triangles.
pmaVertexColors = skeletonRenderer.pmaVertexColors,
//renderMeshes = skeletonRenderer.renderMeshes,
tintBlack = skeletonRenderer.tintBlack,
useClipping = true,
zSpacing = skeletonRenderer.zSpacing
};
var submeshInstructions = instruction.submeshInstructions;
var submeshInstructionsItems = submeshInstructions.Items;
int lastSubmeshInstruction = submeshInstructions.Count - 1;
int rendererIndex = 0;
var currentRenderer = partsRenderers[rendererIndex];
for (int si = 0, start = 0; si <= lastSubmeshInstruction; si++) {
if (submeshInstructionsItems[si].forceSeparate || si == lastSubmeshInstruction) {
// Apply properties
var meshGenerator = currentRenderer.MeshGenerator;
meshGenerator.settings = settings;
if (copyPropertyBlock)
currentRenderer.SetPropertyBlock(copiedBlock);
// Render
currentRenderer.RenderParts(instruction.submeshInstructions, start, si + 1);
start = si + 1;
rendererIndex++;
if (rendererIndex < rendererCount) {
currentRenderer = partsRenderers[rendererIndex];
} else {
// Not enough renderers. Skip the rest of the instructions.
break;
}
}
}
// Clear extra renderers if they exist.
for (; rendererIndex < rendererCount; rendererIndex++) {
partsRenderers[rendererIndex].ClearMesh();
}
}
}
}