SkeletonRenderer.cs 23 KB

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  1. /******************************************************************************
  2. * Spine Runtimes Software License
  3. * Version 2.1
  4. *
  5. * Copyright (c) 2013, Esoteric Software
  6. * All rights reserved.
  7. *
  8. * You are granted a perpetual, non-exclusive, non-sublicensable and
  9. * non-transferable license to install, execute and perform the Spine Runtimes
  10. * Software (the "Software") solely for internal use. Without the written
  11. * permission of Esoteric Software (typically granted by licensing Spine), you
  12. * may not (a) modify, translate, adapt or otherwise create derivative works,
  13. * improvements of the Software or develop new applications using the Software
  14. * or (b) remove, delete, alter or obscure any trademarks or any copyright,
  15. * trademark, patent or other intellectual property or proprietary rights
  16. * notices on or in the Software, including any copy thereof. Redistributions
  17. * in binary or source form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
  25. * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
  26. * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
  27. * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
  28. * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. using System;
  31. using System.IO;
  32. using System.Collections.Generic;
  33. using UnityEngine;
  34. using Spine;
  35. /// <summary>Renders a skeleton.</summary>
  36. [ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
  37. public class SkeletonRenderer : MonoBehaviour
  38. {
  39. public delegate void SkeletonRendererDelegate(SkeletonRenderer skeletonRenderer);
  40. public SkeletonRendererDelegate OnReset;
  41. [System.NonSerialized]
  42. public bool valid;
  43. [System.NonSerialized]
  44. public Skeleton skeleton;
  45. public SkeletonDataAsset skeletonDataAsset;
  46. public String initialSkinName;
  47. public bool calculateNormals, calculateTangents;
  48. public float zSpacing;
  49. public bool renderMeshes = true, immutableTriangles;
  50. public bool frontFacing;
  51. public bool logErrors = false;
  52. [SpineSlot]
  53. public string[] submeshSeparators = new string[0];
  54. [HideInInspector]
  55. public List<Slot> submeshSeparatorSlots = new List<Slot>();
  56. private MeshRenderer meshRenderer;
  57. private MeshFilter meshFilter;
  58. private Mesh mesh1, mesh2;
  59. private bool useMesh1;
  60. private float[] tempVertices = new float[8];
  61. private int lastVertexCount;
  62. private Vector3[] vertices;
  63. private Color32[] colors;
  64. private Vector2[] uvs;
  65. private Material[] sharedMaterials = new Material[0];
  66. private readonly List<Material> submeshMaterials = new List<Material>();
  67. private readonly List<Submesh> submeshes = new List<Submesh>();
  68. private SkeletonUtilitySubmeshRenderer[] submeshRenderers;
  69. public virtual void Reset()
  70. {
  71. if (meshFilter != null)
  72. meshFilter.sharedMesh = null;
  73. meshRenderer = GetComponent<MeshRenderer>();
  74. if (meshRenderer != null) meshRenderer.sharedMaterial = null;
  75. if (mesh1 != null)
  76. {
  77. if (Application.isPlaying)
  78. Destroy(mesh1);
  79. else
  80. DestroyImmediate(mesh1);
  81. }
  82. if (mesh2 != null)
  83. {
  84. if (Application.isPlaying)
  85. Destroy(mesh2);
  86. else
  87. DestroyImmediate(mesh2);
  88. }
  89. mesh1 = null;
  90. mesh2 = null;
  91. lastVertexCount = 0;
  92. vertices = null;
  93. colors = null;
  94. uvs = null;
  95. sharedMaterials = new Material[0];
  96. submeshMaterials.Clear();
  97. submeshes.Clear();
  98. skeleton = null;
  99. valid = false;
  100. if (!skeletonDataAsset)
  101. {
  102. if (logErrors)
  103. Debug.LogError("Missing SkeletonData asset.", this);
  104. return;
  105. }
  106. SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
  107. if (skeletonData == null)
  108. return;
  109. valid = true;
  110. meshFilter = GetComponent<MeshFilter>();
  111. mesh1 = newMesh();
  112. mesh2 = newMesh();
  113. vertices = new Vector3[0];
  114. skeleton = new Skeleton(skeletonData);
  115. if (initialSkinName != null && initialSkinName.Length > 0 && initialSkinName != "default")
  116. skeleton.SetSkin(initialSkinName);
  117. submeshSeparatorSlots.Clear();
  118. for (int i = 0; i < submeshSeparators.Length; i++)
  119. {
  120. submeshSeparatorSlots.Add(skeleton.FindSlot(submeshSeparators[i]));
  121. }
  122. CollectSubmeshRenderers();
  123. LateUpdate();
  124. if (OnReset != null)
  125. OnReset(this);
  126. }
  127. public void CollectSubmeshRenderers()
  128. {
  129. submeshRenderers = GetComponentsInChildren<SkeletonUtilitySubmeshRenderer>();
  130. }
  131. public virtual void Awake()
  132. {
  133. Reset();
  134. }
  135. public virtual void OnDestroy()
  136. {
  137. if (mesh1 != null)
  138. {
  139. if (Application.isPlaying)
  140. Destroy(mesh1);
  141. else
  142. DestroyImmediate(mesh1);
  143. }
  144. if (mesh2 != null)
  145. {
  146. if (Application.isPlaying)
  147. Destroy(mesh2);
  148. else
  149. DestroyImmediate(mesh2);
  150. }
  151. mesh1 = null;
  152. mesh2 = null;
  153. }
  154. private Mesh newMesh()
  155. {
  156. Mesh mesh = new Mesh();
  157. mesh.name = "Skeleton Mesh";
  158. mesh.hideFlags = HideFlags.HideAndDontSave;
  159. mesh.MarkDynamic();
  160. return mesh;
  161. }
  162. public virtual void LateUpdate()
  163. {
  164. if (!valid)
  165. return;
  166. // Count vertices and submesh triangles.
  167. int vertexCount = 0;
  168. int submeshTriangleCount = 0, submeshFirstVertex = 0, submeshStartSlotIndex = 0;
  169. Material lastMaterial = null;
  170. submeshMaterials.Clear();
  171. List<Slot> drawOrder = skeleton.DrawOrder;
  172. int drawOrderCount = drawOrder.Count;
  173. bool renderMeshes = this.renderMeshes;
  174. for (int i = 0; i < drawOrderCount; i++)
  175. {
  176. Slot slot = drawOrder[i];
  177. Attachment attachment = slot.attachment;
  178. object rendererObject;
  179. int attachmentVertexCount, attachmentTriangleCount;
  180. if (attachment is RegionAttachment)
  181. {
  182. rendererObject = ((RegionAttachment)attachment).RendererObject;
  183. attachmentVertexCount = 4;
  184. attachmentTriangleCount = 6;
  185. }
  186. else
  187. {
  188. if (!renderMeshes)
  189. continue;
  190. if (attachment is MeshAttachment)
  191. {
  192. MeshAttachment meshAttachment = (MeshAttachment)attachment;
  193. rendererObject = meshAttachment.RendererObject;
  194. attachmentVertexCount = meshAttachment.vertices.Length >> 1;
  195. attachmentTriangleCount = meshAttachment.triangles.Length;
  196. }
  197. else if (attachment is SkinnedMeshAttachment)
  198. {
  199. SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
  200. rendererObject = meshAttachment.RendererObject;
  201. attachmentVertexCount = meshAttachment.uvs.Length >> 1;
  202. attachmentTriangleCount = meshAttachment.triangles.Length;
  203. }
  204. else
  205. continue;
  206. }
  207. // Populate submesh when material changes.
  208. #if !SPINE_TK2D
  209. Material material = (Material)((AtlasRegion)rendererObject).page.rendererObject;
  210. #else
  211. Material material = (rendererObject.GetType() == typeof(Material)) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject;
  212. #endif
  213. if ((lastMaterial != material && lastMaterial != null) || submeshSeparatorSlots.Contains(slot))
  214. {
  215. AddSubmesh(lastMaterial, submeshStartSlotIndex, i, submeshTriangleCount, submeshFirstVertex, false);
  216. submeshTriangleCount = 0;
  217. submeshFirstVertex = vertexCount;
  218. submeshStartSlotIndex = i;
  219. }
  220. lastMaterial = material;
  221. submeshTriangleCount += attachmentTriangleCount;
  222. vertexCount += attachmentVertexCount;
  223. }
  224. AddSubmesh(lastMaterial, submeshStartSlotIndex, drawOrderCount, submeshTriangleCount, submeshFirstVertex, true);
  225. // Set materials.
  226. if (submeshMaterials.Count == sharedMaterials.Length)
  227. submeshMaterials.CopyTo(sharedMaterials);
  228. else
  229. sharedMaterials = submeshMaterials.ToArray();
  230. meshRenderer.sharedMaterials = sharedMaterials;
  231. // Ensure mesh data is the right size.
  232. Vector3[] vertices = this.vertices;
  233. bool newTriangles = vertexCount > vertices.Length;
  234. if (newTriangles)
  235. {
  236. // Not enough vertices, increase size.
  237. this.vertices = vertices = new Vector3[vertexCount];
  238. this.colors = new Color32[vertexCount];
  239. this.uvs = new Vector2[vertexCount];
  240. mesh1.Clear();
  241. mesh2.Clear();
  242. }
  243. else
  244. {
  245. // Too many vertices, zero the extra.
  246. Vector3 zero = Vector3.zero;
  247. for (int i = vertexCount, n = lastVertexCount; i < n; i++)
  248. vertices[i] = zero;
  249. }
  250. lastVertexCount = vertexCount;
  251. // Setup mesh.
  252. float[] tempVertices = this.tempVertices;
  253. Vector2[] uvs = this.uvs;
  254. Color32[] colors = this.colors;
  255. int vertexIndex = 0;
  256. Color32 color = new Color32();
  257. float zSpacing = this.zSpacing;
  258. float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b;
  259. for (int i = 0; i < drawOrderCount; i++)
  260. {
  261. Slot slot = drawOrder[i];
  262. Attachment attachment = slot.attachment;
  263. if (attachment is RegionAttachment)
  264. {
  265. RegionAttachment regionAttachment = (RegionAttachment)attachment;
  266. regionAttachment.ComputeWorldVertices(slot.bone, tempVertices);
  267. float z = i * zSpacing;
  268. vertices[vertexIndex] = new Vector3(tempVertices[RegionAttachment.X1], tempVertices[RegionAttachment.Y1], z);
  269. vertices[vertexIndex + 1] = new Vector3(tempVertices[RegionAttachment.X4], tempVertices[RegionAttachment.Y4], z);
  270. vertices[vertexIndex + 2] = new Vector3(tempVertices[RegionAttachment.X2], tempVertices[RegionAttachment.Y2], z);
  271. vertices[vertexIndex + 3] = new Vector3(tempVertices[RegionAttachment.X3], tempVertices[RegionAttachment.Y3], z);
  272. color.a = (byte)(a * slot.a * regionAttachment.a);
  273. color.r = (byte)(r * slot.r * regionAttachment.r * color.a);
  274. color.g = (byte)(g * slot.g * regionAttachment.g * color.a);
  275. color.b = (byte)(b * slot.b * regionAttachment.b * color.a);
  276. if (slot.data.additiveBlending)
  277. color.a = 0;
  278. colors[vertexIndex] = color;
  279. colors[vertexIndex + 1] = color;
  280. colors[vertexIndex + 2] = color;
  281. colors[vertexIndex + 3] = color;
  282. float[] regionUVs = regionAttachment.uvs;
  283. uvs[vertexIndex] = new Vector2(regionUVs[RegionAttachment.X1], regionUVs[RegionAttachment.Y1]);
  284. uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4], regionUVs[RegionAttachment.Y4]);
  285. uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], regionUVs[RegionAttachment.Y2]);
  286. uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], regionUVs[RegionAttachment.Y3]);
  287. vertexIndex += 4;
  288. }
  289. else
  290. {
  291. if (!renderMeshes)
  292. continue;
  293. if (attachment is MeshAttachment)
  294. {
  295. MeshAttachment meshAttachment = (MeshAttachment)attachment;
  296. int meshVertexCount = meshAttachment.vertices.Length;
  297. if (tempVertices.Length < meshVertexCount)
  298. this.tempVertices = tempVertices = new float[meshVertexCount];
  299. meshAttachment.ComputeWorldVertices(slot, tempVertices);
  300. color.a = (byte)(a * slot.a * meshAttachment.a);
  301. color.r = (byte)(r * slot.r * meshAttachment.r * color.a);
  302. color.g = (byte)(g * slot.g * meshAttachment.g * color.a);
  303. color.b = (byte)(b * slot.b * meshAttachment.b * color.a);
  304. if (slot.data.additiveBlending)
  305. color.a = 0;
  306. float[] meshUVs = meshAttachment.uvs;
  307. float z = i * zSpacing;
  308. for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++)
  309. {
  310. vertices[vertexIndex] = new Vector3(tempVertices[ii], tempVertices[ii + 1], z);
  311. colors[vertexIndex] = color;
  312. uvs[vertexIndex] = new Vector2(meshUVs[ii], meshUVs[ii + 1]);
  313. }
  314. }
  315. else if (attachment is SkinnedMeshAttachment)
  316. {
  317. SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
  318. int meshVertexCount = meshAttachment.uvs.Length;
  319. if (tempVertices.Length < meshVertexCount)
  320. this.tempVertices = tempVertices = new float[meshVertexCount];
  321. meshAttachment.ComputeWorldVertices(slot, tempVertices);
  322. color.a = (byte)(a * slot.a * meshAttachment.a);
  323. color.r = (byte)(r * slot.r * meshAttachment.r * color.a);
  324. color.g = (byte)(g * slot.g * meshAttachment.g * color.a);
  325. color.b = (byte)(b * slot.b * meshAttachment.b * color.a);
  326. if (slot.data.additiveBlending)
  327. color.a = 0;
  328. float[] meshUVs = meshAttachment.uvs;
  329. float z = i * zSpacing;
  330. for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++)
  331. {
  332. vertices[vertexIndex] = new Vector3(tempVertices[ii], tempVertices[ii + 1], z);
  333. colors[vertexIndex] = color;
  334. uvs[vertexIndex] = new Vector2(meshUVs[ii], meshUVs[ii + 1]);
  335. }
  336. }
  337. }
  338. }
  339. // Double buffer mesh.
  340. Mesh mesh = useMesh1 ? mesh1 : mesh2;
  341. meshFilter.sharedMesh = mesh;
  342. mesh.vertices = vertices;
  343. mesh.colors32 = colors;
  344. mesh.uv = uvs;
  345. int submeshCount = submeshMaterials.Count;
  346. mesh.subMeshCount = submeshCount;
  347. for (int i = 0; i < submeshCount; ++i)
  348. mesh.SetTriangles(submeshes[i].triangles, i);
  349. mesh.RecalculateBounds();
  350. if (newTriangles && calculateNormals)
  351. {
  352. Vector3[] normals = new Vector3[vertexCount];
  353. Vector3 normal = new Vector3(0, 0, -1);
  354. for (int i = 0; i < vertexCount; i++)
  355. normals[i] = normal;
  356. (useMesh1 ? mesh2 : mesh1).vertices = vertices; // Set other mesh vertices.
  357. mesh1.normals = normals;
  358. mesh2.normals = normals;
  359. if (calculateTangents)
  360. {
  361. Vector4[] tangents = new Vector4[vertexCount];
  362. Vector3 tangent = new Vector3(0, 0, 1);
  363. for (int i = 0; i < vertexCount; i++)
  364. tangents[i] = tangent;
  365. mesh1.tangents = tangents;
  366. mesh2.tangents = tangents;
  367. }
  368. }
  369. if (submeshRenderers.Length > 0)
  370. {
  371. foreach (var submeshRenderer in submeshRenderers)
  372. {
  373. if (submeshRenderer.submeshIndex < sharedMaterials.Length)
  374. submeshRenderer.SetMesh(meshRenderer, useMesh1 ? mesh1 : mesh2, sharedMaterials[submeshRenderer.submeshIndex]);
  375. else
  376. submeshRenderer.GetComponent<Renderer>().enabled = false;
  377. }
  378. }
  379. useMesh1 = !useMesh1;
  380. }
  381. /** Stores vertices and triangles for a single material. */
  382. private void AddSubmesh(Material material, int startSlot, int endSlot, int triangleCount, int firstVertex, bool lastSubmesh)
  383. {
  384. int submeshIndex = submeshMaterials.Count;
  385. submeshMaterials.Add(material);
  386. if (submeshes.Count <= submeshIndex)
  387. submeshes.Add(new Submesh());
  388. else if (immutableTriangles)
  389. return;
  390. Submesh submesh = submeshes[submeshIndex];
  391. int[] triangles = submesh.triangles;
  392. int trianglesCapacity = triangles.Length;
  393. if (lastSubmesh && trianglesCapacity > triangleCount)
  394. {
  395. // Last submesh may have more triangles than required, so zero triangles to the end.
  396. for (int i = triangleCount; i < trianglesCapacity; i++)
  397. triangles[i] = 0;
  398. submesh.triangleCount = triangleCount;
  399. }
  400. else if (trianglesCapacity != triangleCount)
  401. {
  402. // Reallocate triangles when not the exact size needed.
  403. submesh.triangles = triangles = new int[triangleCount];
  404. submesh.triangleCount = 0;
  405. }
  406. if (!renderMeshes && !frontFacing)
  407. {
  408. // Use stored triangles if possible.
  409. if (submesh.firstVertex != firstVertex || submesh.triangleCount < triangleCount)
  410. {
  411. submesh.triangleCount = triangleCount;
  412. submesh.firstVertex = firstVertex;
  413. int drawOrderIndex = 0;
  414. for (int i = 0; i < triangleCount; i += 6, firstVertex += 4, drawOrderIndex++)
  415. {
  416. triangles[i] = firstVertex;
  417. triangles[i + 1] = firstVertex + 2;
  418. triangles[i + 2] = firstVertex + 1;
  419. triangles[i + 3] = firstVertex + 2;
  420. triangles[i + 4] = firstVertex + 3;
  421. triangles[i + 5] = firstVertex + 1;
  422. }
  423. }
  424. return;
  425. }
  426. // Store triangles.
  427. List<Slot> drawOrder = skeleton.DrawOrder;
  428. for (int i = startSlot, triangleIndex = 0; i < endSlot; i++)
  429. {
  430. Slot slot = drawOrder[i];
  431. Attachment attachment = slot.attachment;
  432. Bone bone = slot.bone;
  433. bool flip = frontFacing && ((bone.WorldFlipX != bone.WorldFlipY) != (Mathf.Sign(bone.WorldScaleX) != Mathf.Sign(bone.WorldScaleY)));
  434. if (attachment is RegionAttachment)
  435. {
  436. if (!flip)
  437. {
  438. triangles[triangleIndex] = firstVertex;
  439. triangles[triangleIndex + 1] = firstVertex + 2;
  440. triangles[triangleIndex + 2] = firstVertex + 1;
  441. triangles[triangleIndex + 3] = firstVertex + 2;
  442. triangles[triangleIndex + 4] = firstVertex + 3;
  443. triangles[triangleIndex + 5] = firstVertex + 1;
  444. }
  445. else
  446. {
  447. triangles[triangleIndex] = firstVertex + 1;
  448. triangles[triangleIndex + 1] = firstVertex + 2;
  449. triangles[triangleIndex + 2] = firstVertex;
  450. triangles[triangleIndex + 3] = firstVertex + 1;
  451. triangles[triangleIndex + 4] = firstVertex + 3;
  452. triangles[triangleIndex + 5] = firstVertex + 2;
  453. }
  454. triangleIndex += 6;
  455. firstVertex += 4;
  456. continue;
  457. }
  458. int[] attachmentTriangles;
  459. int attachmentVertexCount;
  460. if (attachment is MeshAttachment)
  461. {
  462. MeshAttachment meshAttachment = (MeshAttachment)attachment;
  463. attachmentVertexCount = meshAttachment.vertices.Length >> 1;
  464. attachmentTriangles = meshAttachment.triangles;
  465. }
  466. else if (attachment is SkinnedMeshAttachment)
  467. {
  468. SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
  469. attachmentVertexCount = meshAttachment.uvs.Length >> 1;
  470. attachmentTriangles = meshAttachment.triangles;
  471. }
  472. else
  473. continue;
  474. if (flip)
  475. {
  476. for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii += 3, triangleIndex += 3)
  477. {
  478. triangles[triangleIndex + 2] = firstVertex + attachmentTriangles[ii];
  479. triangles[triangleIndex + 1] = firstVertex + attachmentTriangles[ii + 1];
  480. triangles[triangleIndex] = firstVertex + attachmentTriangles[ii + 2];
  481. }
  482. }
  483. else
  484. {
  485. for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
  486. {
  487. triangles[triangleIndex] = firstVertex + attachmentTriangles[ii];
  488. }
  489. }
  490. firstVertex += attachmentVertexCount;
  491. }
  492. }
  493. #if UNITY_EDITOR
  494. void OnDrawGizmos()
  495. {
  496. // Make selection easier by drawing a clear gizmo over the skeleton.
  497. if (vertices == null) return;
  498. Vector3 gizmosCenter = new Vector3();
  499. Vector3 gizmosSize = new Vector3();
  500. Vector3 min = new Vector3(float.MaxValue, float.MaxValue, 0f);
  501. Vector3 max = new Vector3(float.MinValue, float.MinValue, 0f);
  502. foreach (Vector3 vert in vertices)
  503. {
  504. min = Vector3.Min(min, vert);
  505. max = Vector3.Max(max, vert);
  506. }
  507. float width = max.x - min.x;
  508. float height = max.y - min.y;
  509. gizmosCenter = new Vector3(min.x + (width / 2f), min.y + (height / 2f), 0f);
  510. gizmosSize = new Vector3(width, height, 1f);
  511. Gizmos.color = Color.clear;
  512. Gizmos.matrix = transform.localToWorldMatrix;
  513. Gizmos.DrawCube(gizmosCenter, gizmosSize);
  514. }
  515. #endif
  516. }
  517. class Submesh
  518. {
  519. public int[] triangles = new int[0];
  520. public int triangleCount;
  521. public int firstVertex = -1;
  522. }