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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.
*****************************************************************************/
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) {
var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
go.transform.SetParent(parent, false);
var returnComponent = go.AddComponent<SkeletonPartsRenderer>();
return returnComponent;
}
}
}