Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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// Optimization option: Allows faster BuildMeshWithArrays call and avoids calling SetTriangles at the cost of
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// checking for mesh differences (vertex counts, member-wise attachment list compare) every frame.
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#define SPINE_TRIANGLECHECK
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//#define SPINE_DEBUG
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity {
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/// <summary>A double-buffered Mesh, and a shared material array, bundled for use by Spine components that need to push a Mesh and materials to a Unity MeshRenderer and MeshFilter.</summary>
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public class MeshRendererBuffers : IDisposable {
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DoubleBuffered<SmartMesh> doubleBufferedMesh;
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internal readonly ExposedList<Material> submeshMaterials = new ExposedList<Material>();
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internal Material[] sharedMaterials = new Material[0];
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internal int previousMaterialHash = 0;
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public void Initialize () {
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if (doubleBufferedMesh != null) {
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doubleBufferedMesh.GetNext().Clear();
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doubleBufferedMesh.GetNext().Clear();
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submeshMaterials.Clear();
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} else {
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doubleBufferedMesh = new DoubleBuffered<SmartMesh>();
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}
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}
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/// <summary>Updates an internal materials list with the given instruction list.</summary>
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public void GatherMaterialsFromInstructions (ExposedList<SubmeshInstruction> instructions,
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out bool materialsChanged) {
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int newSize = instructions.Count;
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{ //submeshMaterials.Resize(instructions.Count);
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if (newSize > submeshMaterials.Items.Length)
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Array.Resize(ref submeshMaterials.Items, newSize);
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submeshMaterials.Count = newSize;
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}
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Material[] submeshMaterialsItems = submeshMaterials.Items;
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SubmeshInstruction[] instructionsItems = instructions.Items;
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for (int i = 0; i < newSize; i++)
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submeshMaterialsItems[i] = instructionsItems[i].material;
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materialsChanged = EvaluateMaterialsChanged();
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}
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/// <summary>Returns a sharedMaterials array for use on a MeshRenderer.</summary>
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/// <returns></returns>
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public Material[] UpdateSharedMaterialsArray () {
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if (submeshMaterials.Count == sharedMaterials.Length)
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submeshMaterials.CopyTo(sharedMaterials);
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else
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sharedMaterials = submeshMaterials.ToArray();
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return sharedMaterials;
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}
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public SmartMesh GetCurrentMesh () {
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return doubleBufferedMesh.GetCurrent();
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}
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public SmartMesh GetNextMesh () {
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return doubleBufferedMesh.GetNext();
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}
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public void Clear () {
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sharedMaterials = new Material[0];
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submeshMaterials.Clear();
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}
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public void Dispose () {
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if (doubleBufferedMesh == null) return;
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doubleBufferedMesh.GetNext().Dispose();
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doubleBufferedMesh.GetNext().Dispose();
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doubleBufferedMesh = null;
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}
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/// <summary>This is a Mesh that also stores the instructions SkeletonRenderer generated for it.</summary>
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public class SmartMesh : IDisposable {
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public Mesh mesh = SpineMesh.NewSkeletonMesh();
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public SkeletonRendererInstruction instructionUsed = new SkeletonRendererInstruction();
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public void Clear () {
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mesh.Clear();
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instructionUsed.Clear();
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}
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public void Dispose () {
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if (mesh != null) {
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#if UNITY_EDITOR
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if (Application.isEditor && !Application.isPlaying)
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UnityEngine.Object.DestroyImmediate(mesh);
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else
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UnityEngine.Object.Destroy(mesh);
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#else
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UnityEngine.Object.Destroy(mesh);
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#endif
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}
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mesh = null;
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}
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}
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/// <summary>Returns true if the materials were modified since the buffers were last updated.</summary>
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protected bool EvaluateMaterialsChanged () {
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int submeshMaterialsHash = 0;
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int newSubmeshMaterials = submeshMaterials.Count;
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Material[] submeshMaterialsItems = submeshMaterials.Items;
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for (int i = 0; i < newSubmeshMaterials; i++) {
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Material material = submeshMaterialsItems[i];
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if (material == null) continue;
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int hash = material.GetHashCode() * (i + 1);
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submeshMaterialsHash += hash;
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}
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bool isNewHash = previousMaterialHash != submeshMaterialsHash;
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previousMaterialHash = submeshMaterialsHash;
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return isNewHash || (sharedMaterials.Length != newSubmeshMaterials);
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}
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}
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}
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