SpineMesh.cs 3.7 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. // Not for optimization. Do not disable.
  30. #define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame.
  31. //#define SPINE_DEBUG
  32. using System;
  33. using System.Collections.Generic;
  34. using UnityEngine;
  35. namespace Spine.Unity {
  36. public static class SpineMesh {
  37. internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
  38. /// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
  39. public static Mesh NewSkeletonMesh () {
  40. var m = new Mesh();
  41. m.MarkDynamic();
  42. m.name = "Skeleton Mesh";
  43. m.hideFlags = SpineMesh.MeshHideflags;
  44. return m;
  45. }
  46. }
  47. /// <summary>Instructions for how to generate a mesh or submesh: "Render this skeleton's slots: start slot, up to but not including endSlot, using this material."</summary>
  48. public struct SubmeshInstruction {
  49. public Skeleton skeleton;
  50. public int startSlot;
  51. public int endSlot;
  52. public Material material;
  53. public bool forceSeparate;
  54. public int preActiveClippingSlotSource;
  55. #if SPINE_TRIANGLECHECK
  56. // Cached values because they are determined in the process of generating instructions,
  57. // but could otherwise be pulled from accessing attachments, checking materials and counting tris and verts.
  58. public int rawTriangleCount;
  59. public int rawVertexCount;
  60. public int rawFirstVertexIndex;
  61. public bool hasClipping;
  62. #endif
  63. public bool hasPMAAdditiveSlot;
  64. /// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
  65. public int SlotCount { get { return endSlot - startSlot; } }
  66. public override string ToString () {
  67. return
  68. string.Format("[SubmeshInstruction: slots {0} to {1}. (Material){2}. preActiveClippingSlotSource:{3}]",
  69. startSlot,
  70. endSlot - 1,
  71. material == null ? "<none>" : material.name,
  72. preActiveClippingSlotSource
  73. );
  74. }
  75. }
  76. }