/****************************************************************************** * 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.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(); meshRenderer = GetComponent(); currentInstructions.Clear(); } } public void ClearMesh () { LazyIntialize(); meshFilter.sharedMesh = null; } public void RenderParts (ExposedList 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) { var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer)); go.transform.SetParent(parent, false); var returnComponent = go.AddComponent(); return returnComponent; } } }