public Skeleton (SkeletonData data) { if (data == null) throw new ArgumentNullException("data cannot be null."); this.data = data; bones = new ExposedList<Bone>(data.bones.Count); foreach (BoneData boneData in data.bones) { Bone parent = boneData.parent == null ? null : bones.Items[data.bones.IndexOf(boneData.parent)]; Bone bone = new Bone(boneData, this, parent); if (parent != null) parent.children.Add(bone); bones.Add(bone); } slots = new ExposedList<Slot>(data.slots.Count); drawOrder = new ExposedList<Slot>(data.slots.Count); foreach (SlotData slotData in data.slots) { Bone bone = bones.Items[data.bones.IndexOf(slotData.boneData)]; Slot slot = new Slot(slotData, bone); slots.Add(slot); drawOrder.Add(slot); } ikConstraints = new ExposedList<IkConstraint>(data.ikConstraints.Count); foreach (IkConstraintData ikConstraintData in data.ikConstraints) ikConstraints.Add(new IkConstraint(ikConstraintData, this)); transformConstraints = new ExposedList<TransformConstraint>(data.transformConstraints.Count); foreach (TransformConstraintData transformConstraintData in data.transformConstraints) transformConstraints.Add(new TransformConstraint(transformConstraintData, this)); UpdateCache(); UpdateWorldTransform(); }
public IkConstraint (IkConstraintData data, Skeleton skeleton) { if (data == null) throw new ArgumentNullException("data cannot be null."); if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null."); this.data = data; mix = data.mix; bendDirection = data.bendDirection; bones = new ExposedList<Bone>(data.bones.Count); foreach (BoneData boneData in data.bones) bones.Add(skeleton.FindBone(boneData.name)); target = skeleton.FindBone(data.target.name); }
public PathConstraint (PathConstraintData data, Skeleton skeleton) { if (data == null) throw new ArgumentNullException("data", "data cannot be null."); if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); this.data = data; bones = new ExposedList<Bone>(data.Bones.Count); foreach (BoneData boneData in data.bones) bones.Add(skeleton.FindBone(boneData.name)); target = skeleton.FindSlot(data.target.name); position = data.position; spacing = data.spacing; rotateMix = data.rotateMix; translateMix = data.translateMix; }
public TransformConstraint (TransformConstraintData data, Skeleton skeleton) { if (data == null) throw new ArgumentNullException("data", "data cannot be null."); if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); this.data = data; rotateMix = data.rotateMix; translateMix = data.translateMix; scaleMix = data.scaleMix; shearMix = data.shearMix; bones = new ExposedList<Bone>(); foreach (BoneData boneData in data.bones) bones.Add (skeleton.FindBone (boneData.name)); target = skeleton.FindBone(data.target.name); }
public void Apply(Skeleton skeleton, float lastTime, float time, ExposedList <Event> firedEvents, float alpha) { if (firedEvents == null) { return; } float[] array = this.frames; int num = array.Length; if (lastTime > time) { this.Apply(skeleton, lastTime, 2.14748365E+09f, firedEvents, alpha); lastTime = -1f; } else if (lastTime >= array[num - 1]) { return; } if (time < array[0]) { return; } int i; if (lastTime < array[0]) { i = 0; } else { i = Animation.binarySearch(array, lastTime); float num2 = array[i]; while (i > 0) { if (array[i - 1] != num2) { break; } i--; } } while (i < num && time >= array[i]) { firedEvents.Add(this.events[i]); i++; } }
public void Apply(Skeleton skeleton, float lastTime, float time, ExposedList <Event> firedEvents, float alpha) { float[] array = this.frames; if (time < array[0]) { return; } int num; if (time >= array[array.Length - 1]) { num = array.Length - 1; } else { num = Animation.binarySearch(array, time) - 1; } ExposedList <Slot> drawOrder = skeleton.drawOrder; ExposedList <Slot> slots = skeleton.slots; int[] array2 = this.drawOrders[num]; if (array2 == null) { drawOrder.Clear(true); int i = 0; int count = slots.Count; while (i < count) { drawOrder.Add(slots.Items[i]); i++; } } else { Slot[] items = drawOrder.Items; Slot[] items2 = slots.Items; int j = 0; int num2 = array2.Length; while (j < num2) { items[j] = items2[array2[j]]; j++; } } }
public void Apply(Skeleton skeleton, float lastTime, float time, ExposedList <Event> firedEvents, float alpha, MixPose pose, MixDirection direction) { if (firedEvents == null) { return; } float[] array = frames; int num = array.Length; if (lastTime > time) { Apply(skeleton, lastTime, 2.14748365E+09f, firedEvents, alpha, pose, direction); lastTime = -1f; } else if (lastTime >= array[num - 1]) { return; } if (time < array[0]) { return; } int i; if (lastTime < array[0]) { i = 0; } else { i = Animation.BinarySearch(array, lastTime); float num2 = array[i]; while (i > 0 && array[i - 1] == num2) { i--; } } for (; i < num && time >= array[i]; i++) { firedEvents.Add(events[i]); } }
public static void SetColorTintObjects(SkeletonAnimation sa, Color c) { ExposedList <Slot> tintSlots = new ExposedList <Slot> (); ExposedList <Slot> slots = sa.skeleton.Slots; for (int i = 0; i < slots.Count; i++) { string tPrefix = slots.Items[i].Data.Name.Split('_')[0]; if (tPrefix.Equals("t")) { tintSlots.Add(slots.Items[i]); } } for (int x = 0; x < tintSlots.Count; x++) { tintSlots.Items[x].SetColor(c); } Debug.LogError("Done"); }
private void OnLevelWasLoaded(int level) { UpdateCameraEvents(); // Remove empty mesh managers ExposedList <ShadowMeshManager> emptyShadowMeshManagers = new ExposedList <ShadowMeshManager>(); ShadowMeshManagerMapEnumerator meshManagersEnumerator = new ShadowMeshManagerMapEnumerator(_meshManagers); while (meshManagersEnumerator.MoveNext()) { ShadowMeshManager meshManager = meshManagersEnumerator.CurrentValue; if (meshManager.ShadowsCount == 0) { emptyShadowMeshManagers.Add(meshManager); } } for (int i = 0; i < emptyShadowMeshManagers.Count; i++) { _meshManagers.Remove(emptyShadowMeshManagers.Items[i].GetInstanceHashCode()); } }
/// <summary>Fires events for frames > lastTime and <= time.</summary> public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, bool setupPose, bool mixingOut) { if (firedEvents == null) return; float[] frames = this.frames; int frameCount = frames.Length; if (lastTime > time) { // Fire events after last time for looped animations. Apply(skeleton, lastTime, int.MaxValue, firedEvents, alpha, setupPose, mixingOut); lastTime = -1f; } else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame. return; if (time < frames[0]) return; // Time is before first frame. int frame; if (lastTime < frames[0]) frame = 0; else { frame = Animation.BinarySearch(frames, lastTime); float frameTime = frames[frame]; while (frame > 0) { // Fire multiple events with the same frame. if (frames[frame - 1] != frameTime) break; frame--; } } for (; frame < frameCount && time >= frames[frame]; frame++) firedEvents.Add(events[frame]); }
private void ReadAnimation (String name, Stream input, SkeletonData skeletonData) { var timelines = new ExposedList<Timeline>(); float scale = Scale; float duration = 0; // Slot timelines. for (int i = 0, n = ReadInt(input, true); i < n; i++) { int slotIndex = ReadInt(input, true); for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++) { int timelineType = input.ReadByte(); int frameCount = ReadInt(input, true); switch (timelineType) { case TIMELINE_COLOR: { ColorTimeline timeline = new ColorTimeline(frameCount); timeline.slotIndex = slotIndex; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { float time = ReadFloat(input); int color = ReadInt(input); float r = ((color & 0xff000000) >> 24) / 255f; float g = ((color & 0x00ff0000) >> 16) / 255f; float b = ((color & 0x0000ff00) >> 8) / 255f; float a = ((color & 0x000000ff)) / 255f; timeline.SetFrame(frameIndex, time, r, g, b, a); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[frameCount * 5 - 5]); break; } case TIMELINE_ATTACHMENT: { AttachmentTimeline timeline = new AttachmentTimeline(frameCount); timeline.slotIndex = slotIndex; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input)); timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[frameCount - 1]); break; } } } } // Bone timelines. for (int i = 0, n = ReadInt(input, true); i < n; i++) { int boneIndex = ReadInt(input, true); for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++) { int timelineType = input.ReadByte(); int frameCount = ReadInt(input, true); switch (timelineType) { case TIMELINE_ROTATE: { RotateTimeline timeline = new RotateTimeline(frameCount); timeline.boneIndex = boneIndex; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input)); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[frameCount * 2 - 2]); break; } case TIMELINE_TRANSLATE: case TIMELINE_SCALE: { TranslateTimeline timeline; float timelineScale = 1; if (timelineType == TIMELINE_SCALE) timeline = new ScaleTimeline(frameCount); else { timeline = new TranslateTimeline(frameCount); timelineScale = scale; } timeline.boneIndex = boneIndex; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input) * timelineScale); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[frameCount * 3 - 3]); break; } case TIMELINE_FLIPX: case TIMELINE_FLIPY: { FlipXTimeline timeline = timelineType == TIMELINE_FLIPX ? new FlipXTimeline(frameCount) : new FlipYTimeline( frameCount); timeline.boneIndex = boneIndex; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) timeline.SetFrame(frameIndex, ReadFloat(input), ReadBoolean(input)); timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[frameCount * 2 - 2]); break; } } } } // IK timelines. for (int i = 0, n = ReadInt(input, true); i < n; i++) { IkConstraintData ikConstraint = skeletonData.ikConstraints.Items[ReadInt(input, true)]; int frameCount = ReadInt(input, true); IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount); timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(ikConstraint); for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input)); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[frameCount * 3 - 3]); } // FFD timelines. for (int i = 0, n = ReadInt(input, true); i < n; i++) { Skin skin = skeletonData.skins.Items[ReadInt(input, true)]; for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++) { int slotIndex = ReadInt(input, true); for (int iii = 0, nnn = ReadInt(input, true); iii < nnn; iii++) { Attachment attachment = skin.GetAttachment(slotIndex, ReadString(input)); int frameCount = ReadInt(input, true); FFDTimeline timeline = new FFDTimeline(frameCount); timeline.slotIndex = slotIndex; timeline.attachment = attachment; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { float time = ReadFloat(input); float[] vertices; int vertexCount; if (attachment is MeshAttachment) vertexCount = ((MeshAttachment)attachment).vertices.Length; else vertexCount = ((SkinnedMeshAttachment)attachment).weights.Length / 3 * 2; int end = ReadInt(input, true); if (end == 0) { if (attachment is MeshAttachment) vertices = ((MeshAttachment)attachment).vertices; else vertices = new float[vertexCount]; } else { vertices = new float[vertexCount]; int start = ReadInt(input, true); end += start; if (scale == 1) { for (int v = start; v < end; v++) vertices[v] = ReadFloat(input); } else { for (int v = start; v < end; v++) vertices[v] = ReadFloat(input) * scale; } if (attachment is MeshAttachment) { float[] meshVertices = ((MeshAttachment)attachment).vertices; for (int v = 0, vn = vertices.Length; v < vn; v++) vertices[v] += meshVertices[v]; } } timeline.SetFrame(frameIndex, time, vertices); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[frameCount - 1]); } } } // Draw order timeline. int drawOrderCount = ReadInt(input, true); if (drawOrderCount > 0) { DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount); int slotCount = skeletonData.slots.Count; for (int i = 0; i < drawOrderCount; i++) { int offsetCount = ReadInt(input, true); int[] drawOrder = new int[slotCount]; for (int ii = slotCount - 1; ii >= 0; ii--) drawOrder[ii] = -1; int[] unchanged = new int[slotCount - offsetCount]; int originalIndex = 0, unchangedIndex = 0; for (int ii = 0; ii < offsetCount; ii++) { int slotIndex = ReadInt(input, true); // Collect unchanged items. while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++; // Set changed items. drawOrder[originalIndex + ReadInt(input, true)] = originalIndex++; } // Collect remaining unchanged items. while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++; // Fill in unchanged items. for (int ii = slotCount - 1; ii >= 0; ii--) if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex]; timeline.SetFrame(i, ReadFloat(input), drawOrder); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]); } // Event timeline. int eventCount = ReadInt(input, true); if (eventCount > 0) { EventTimeline timeline = new EventTimeline(eventCount); for (int i = 0; i < eventCount; i++) { float time = ReadFloat(input); EventData eventData = skeletonData.events.Items[ReadInt(input, true)]; Event e = new Event(eventData); e.Int = ReadInt(input, false); e.Float = ReadFloat(input); e.String = ReadBoolean(input) ? ReadString(input) : eventData.String; timeline.SetFrame(i, time, e); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[eventCount - 1]); } timelines.TrimExcess(); skeletonData.animations.Add(new Animation(name, timelines, duration)); }
public SubmeshedMeshInstruction GenerateInstruction(Skeleton skeleton) { if (skeleton == null) { throw new ArgumentNullException("skeleton"); } int num = 0; int num2 = 0; int firstVertexIndex = 0; int num3 = 0; int startSlot = 0; Material material = null; ExposedList <Slot> drawOrder = skeleton.drawOrder; Slot[] items = drawOrder.Items; int count = drawOrder.Count; int count2 = this.separators.Count; ExposedList <SubmeshInstruction> submeshInstructions = this.currentInstructions.submeshInstructions; submeshInstructions.Clear(false); this.currentInstructions.attachmentList.Clear(false); int i = 0; while (i < count) { Slot slot = items[i]; Attachment attachment = slot.attachment; RegionAttachment regionAttachment = attachment as RegionAttachment; object rendererObject; int num4; int num5; if (regionAttachment != null) { rendererObject = regionAttachment.RendererObject; num4 = 4; num5 = 6; goto IL_E1; } MeshAttachment meshAttachment = attachment as MeshAttachment; if (meshAttachment != null) { rendererObject = meshAttachment.RendererObject; num4 = meshAttachment.worldVerticesLength >> 1; num5 = meshAttachment.triangles.Length; goto IL_E1; } IL_1B8: i++; continue; IL_E1: Material material2 = (Material)((AtlasRegion)rendererObject).page.rendererObject; bool flag = count2 > 0 && this.separators.Contains(slot); if ((num > 0 && material.GetInstanceID() != material2.GetInstanceID()) || flag) { submeshInstructions.Add(new SubmeshInstruction { skeleton = skeleton, material = material, triangleCount = num2, vertexCount = num3, startSlot = startSlot, endSlot = i, firstVertexIndex = firstVertexIndex, forceSeparate = flag }); num2 = 0; num3 = 0; firstVertexIndex = num; startSlot = i; } material = material2; num2 += num5; num3 += num4; num += num4; this.currentInstructions.attachmentList.Add(attachment); goto IL_1B8; } submeshInstructions.Add(new SubmeshInstruction { skeleton = skeleton, material = material, triangleCount = num2, vertexCount = num3, startSlot = startSlot, endSlot = count, firstVertexIndex = firstVertexIndex, forceSeparate = false }); this.currentInstructions.vertexCount = num; return(this.currentInstructions); }
public virtual void LateUpdate() { if (!valid || (!meshRenderer.enabled && this.generateMeshOverride == null)) { return; } ExposedList <Slot> drawOrder = skeleton.drawOrder; Slot[] items = drawOrder.Items; int count = drawOrder.Count; bool flag = renderMeshes; SmartMesh.Instruction instruction = currentInstructions; ExposedList <Attachment> attachments = instruction.attachments; attachments.Clear(clearArray: false); attachments.GrowIfNeeded(count); attachments.Count = count; Attachment[] items2 = instruction.attachments.Items; ExposedList <SubmeshInstruction> submeshInstructions = instruction.submeshInstructions; submeshInstructions.Clear(clearArray: false); bool flag2 = customSlotMaterials.Count > 0; int num = 0; int num2 = 0; int num3 = 0; int firstVertexIndex = 0; int startSlot = 0; Material material = null; for (int i = 0; i < count; i++) { Slot slot = items[i]; Attachment attachment = items2[i] = slot.attachment; RegionAttachment regionAttachment = attachment as RegionAttachment; object rendererObject; int num4; int num5; if (regionAttachment != null) { rendererObject = regionAttachment.RendererObject; num4 = 4; num5 = 6; } else { if (!flag) { continue; } MeshAttachment meshAttachment = attachment as MeshAttachment; if (meshAttachment == null) { continue; } rendererObject = meshAttachment.RendererObject; num4 = meshAttachment.worldVerticesLength >> 1; num5 = meshAttachment.triangles.Length; } Material value; if (flag2) { if (!customSlotMaterials.TryGetValue(slot, out value)) { value = (Material)((AtlasRegion)rendererObject).page.rendererObject; } } else { value = (Material)((AtlasRegion)rendererObject).page.rendererObject; } bool flag3 = separatorSlots.Count > 0 && separatorSlots.Contains(slot); if (num > 0 && (material.GetInstanceID() != value.GetInstanceID() || flag3)) { submeshInstructions.Add(new SubmeshInstruction { skeleton = skeleton, material = material, startSlot = startSlot, endSlot = i, triangleCount = num3, firstVertexIndex = firstVertexIndex, vertexCount = num2, forceSeparate = flag3 }); num3 = 0; num2 = 0; firstVertexIndex = num; startSlot = i; } material = value; num3 += num5; num += num4; num2 += num4; } if (num2 != 0) { submeshInstructions.Add(new SubmeshInstruction { skeleton = skeleton, material = material, startSlot = startSlot, endSlot = count, triangleCount = num3, firstVertexIndex = firstVertexIndex, vertexCount = num2, forceSeparate = false }); } instruction.vertexCount = num; instruction.immutableTriangles = immutableTriangles; if (customMaterialOverride.Count > 0) { SubmeshInstruction[] items3 = submeshInstructions.Items; for (int j = 0; j < submeshInstructions.Count; j++) { Material material2 = items3[j].material; Material value2; if (customMaterialOverride.TryGetValue(material2, out value2)) { items3[j].material = value2; } } } if (this.generateMeshOverride != null) { this.generateMeshOverride(instruction); if (disableRenderingOnOverride) { return; } } if (ArraysMeshGenerator.EnsureSize(num, ref vertices, ref uvs, ref colors) && calculateNormals) { Vector3[] array = normals = new Vector3[num]; Vector3 vector = new Vector3(0f, 0f, -1f); for (int k = 0; k < num; k++) { array[k] = vector; } } Vector3 boundsMin = default(Vector3); Vector3 boundsMax = default(Vector3); if (num <= 0) { boundsMin = new Vector3(0f, 0f, 0f); boundsMax = new Vector3(0f, 0f, 0f); } else { boundsMin.x = 2.14748365E+09f; boundsMin.y = 2.14748365E+09f; boundsMax.x = -2.14748365E+09f; boundsMax.y = -2.14748365E+09f; if (zSpacing > 0f) { boundsMin.z = 0f; boundsMax.z = zSpacing * (float)(count - 1); } else { boundsMin.z = zSpacing * (float)(count - 1); boundsMax.z = 0f; } } int vertexIndex = 0; ArraysMeshGenerator.FillVerts(skeleton, 0, count, zSpacing, pmaVertexColors, vertices, uvs, colors, ref vertexIndex, ref tempVertices, ref boundsMin, ref boundsMax, flag); SmartMesh next = doubleBufferedMesh.GetNext(); Mesh mesh = next.mesh; mesh.vertices = vertices; mesh.colors32 = colors; mesh.uv = uvs; mesh.bounds = ArraysMeshGenerator.ToBounds(boundsMin, boundsMax); SmartMesh.Instruction instructionUsed = next.instructionUsed; if (calculateNormals && instructionUsed.vertexCount < num) { mesh.normals = normals; } bool flag4 = CheckIfMustUpdateMeshStructure(instruction, instructionUsed); int count2 = submeshInstructions.Count; if (flag4) { ExposedList <Material> exposedList = submeshMaterials; exposedList.Clear(clearArray: false); int count3 = submeshes.Count; if (submeshes.Capacity < count2) { submeshes.Capacity = count2; } for (int l = count3; l < count2; l++) { submeshes.Items[l] = new ArraysMeshGenerator.SubmeshTriangleBuffer(submeshInstructions.Items[l].triangleCount); } submeshes.Count = count2; bool flag5 = !instruction.immutableTriangles; int m = 0; int num6 = count2 - 1; for (; m < count2; m++) { SubmeshInstruction submeshInstruction = submeshInstructions.Items[m]; if (flag5 || m >= count3) { ArraysMeshGenerator.SubmeshTriangleBuffer submeshTriangleBuffer = submeshes.Items[m]; int triangleCount = submeshInstruction.triangleCount; if (flag) { ArraysMeshGenerator.FillTriangles(ref submeshTriangleBuffer.triangles, skeleton, triangleCount, submeshInstruction.firstVertexIndex, submeshInstruction.startSlot, submeshInstruction.endSlot, m == num6); submeshTriangleBuffer.triangleCount = triangleCount; } else { ArraysMeshGenerator.FillTrianglesQuads(ref submeshTriangleBuffer.triangles, ref submeshTriangleBuffer.triangleCount, ref submeshTriangleBuffer.firstVertex, submeshInstruction.firstVertexIndex, triangleCount, m == num6); } } exposedList.Add(submeshInstruction.material); } mesh.subMeshCount = count2; for (int n = 0; n < count2; n++) { mesh.SetTriangles(submeshes.Items[n].triangles, n); } } if (calculateTangents) { ArraysMeshGenerator.SolveTangents2DEnsureSize(ref tangents, ref tempTanBuffer, vertices.Length); for (int num7 = 0; num7 < count2; num7++) { ArraysMeshGenerator.SubmeshTriangleBuffer submeshTriangleBuffer2 = submeshes.Items[num7]; ArraysMeshGenerator.SolveTangents2DTriangles(tempTanBuffer, submeshTriangleBuffer2.triangles, submeshTriangleBuffer2.triangleCount, vertices, uvs, num); } ArraysMeshGenerator.SolveTangents2DBuffer(tangents, tempTanBuffer, num); mesh.tangents = tangents; } Material[] array2 = sharedMaterials; bool flag6 = flag4 || array2.Length != count2; if (!flag6) { SubmeshInstruction[] items4 = submeshInstructions.Items; int num8 = 0; for (int num9 = array2.Length; num8 < num9; num8++) { if (array2[num8].GetInstanceID() != items4[num8].material.GetInstanceID()) { flag6 = true; break; } } } if (flag6) { if (submeshMaterials.Count == sharedMaterials.Length) { submeshMaterials.CopyTo(sharedMaterials); } else { sharedMaterials = submeshMaterials.ToArray(); } meshRenderer.sharedMaterials = sharedMaterials; } meshFilter.sharedMesh = mesh; next.instructionUsed.Set(instruction); }
public MeshAndMaterials GenerateMesh(ExposedList <SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) { SubmeshInstruction[] items = instructions.Items; this.currentInstructions.Clear(false); for (int i = startSubmesh; i < endSubmesh; i++) { this.currentInstructions.Add(items[i]); } SmartMesh next = this.doubleBufferedSmartMesh.GetNext(); Mesh mesh = next.mesh; int count = this.currentInstructions.Count; SubmeshInstruction[] items2 = this.currentInstructions.Items; int num = 0; for (int j = 0; j < count; j++) { items2[j].firstVertexIndex = num; num += items2[j].vertexCount; } bool flag = ArraysMeshGenerator.EnsureSize(num, ref this.meshVertices, ref this.meshUVs, ref this.meshColors32); bool flag2 = ArraysMeshGenerator.EnsureTriangleBuffersSize(this.submeshBuffers, count, items2); float zspacing = this.ZSpacing; Vector3 boundsMin; Vector3 boundsMax; if (num <= 0) { boundsMin = new Vector3(0f, 0f, 0f); boundsMax = new Vector3(0f, 0f, 0f); } else { boundsMin.x = 2.14748365E+09f; boundsMin.y = 2.14748365E+09f; boundsMax.x = -2.14748365E+09f; boundsMax.y = -2.14748365E+09f; int endSlot = items2[count - 1].endSlot; if (zspacing > 0f) { boundsMin.z = 0f; boundsMax.z = zspacing * (float)endSlot; } else { boundsMin.z = zspacing * (float)endSlot; boundsMax.z = 0f; } } ExposedList <Attachment> exposedList = this.attachmentBuffer; exposedList.Clear(false); int num2 = 0; for (int k = 0; k < count; k++) { SubmeshInstruction submeshInstruction = items2[k]; int startSlot = submeshInstruction.startSlot; int endSlot2 = submeshInstruction.endSlot; Skeleton skeleton = submeshInstruction.skeleton; Slot[] items3 = skeleton.DrawOrder.Items; for (int l = startSlot; l < endSlot2; l++) { Attachment attachment = items3[l].attachment; if (attachment != null) { exposedList.Add(attachment); } } ArraysMeshGenerator.FillVerts(skeleton, startSlot, endSlot2, zspacing, base.PremultiplyVertexColors, this.meshVertices, this.meshUVs, this.meshColors32, ref num2, ref this.attachmentVertexBuffer, ref boundsMin, ref boundsMax, true); } bool flag3 = flag || flag2 || next.StructureDoesntMatch(exposedList, this.currentInstructions); for (int m = 0; m < count; m++) { SubmeshInstruction submeshInstruction2 = items2[m]; if (flag3) { SubmeshTriangleBuffer submeshTriangleBuffer = this.submeshBuffers.Items[m]; bool isLastSubmesh = m == count - 1; ArraysMeshGenerator.FillTriangles(ref submeshTriangleBuffer.triangles, submeshInstruction2.skeleton, submeshInstruction2.triangleCount, submeshInstruction2.firstVertexIndex, submeshInstruction2.startSlot, submeshInstruction2.endSlot, isLastSubmesh); submeshTriangleBuffer.triangleCount = submeshInstruction2.triangleCount; submeshTriangleBuffer.firstVertex = submeshInstruction2.firstVertexIndex; } } if (flag3) { mesh.Clear(); this.sharedMaterials = this.currentInstructions.GetUpdatedMaterialArray(this.sharedMaterials); } next.Set(this.meshVertices, this.meshUVs, this.meshColors32, exposedList, this.currentInstructions); mesh.bounds = ArraysMeshGenerator.ToBounds(boundsMin, boundsMax); if (flag3) { mesh.subMeshCount = count; for (int n = 0; n < count; n++) { mesh.SetTriangles(this.submeshBuffers.Items[n].triangles, n); } base.TryAddNormalsTo(mesh, num); } if (this.addTangents) { ArraysMeshGenerator.SolveTangents2DEnsureSize(ref this.meshTangents, ref this.tempTanBuffer, num); int num3 = 0; int num4 = count; while (num3 < num4) { SubmeshTriangleBuffer submeshTriangleBuffer2 = this.submeshBuffers.Items[num3]; ArraysMeshGenerator.SolveTangents2DTriangles(this.tempTanBuffer, submeshTriangleBuffer2.triangles, submeshTriangleBuffer2.triangleCount, this.meshVertices, this.meshUVs, num); num3++; } ArraysMeshGenerator.SolveTangents2DBuffer(this.meshTangents, this.tempTanBuffer, num); } return(new MeshAndMaterials(next.mesh, this.sharedMaterials)); }
private void ReadAnimation (String name, Dictionary<String, Object> map, SkeletonData skeletonData) { var timelines = new ExposedList<Timeline>(); float duration = 0; float scale = Scale; if (map.ContainsKey("slots")) { foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["slots"]) { String slotName = entry.Key; int slotIndex = skeletonData.FindSlotIndex(slotName); var timelineMap = (Dictionary<String, Object>)entry.Value; foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) { var values = (List<Object>)timelineEntry.Value; var timelineName = (String)timelineEntry.Key; if (timelineName == "color") { var timeline = new ColorTimeline(values.Count); timeline.slotIndex = slotIndex; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float time = (float)valueMap["time"]; String c = (String)valueMap["color"]; timeline.SetFrame(frameIndex, time, ToColor(c, 0), ToColor(c, 1), ToColor(c, 2), ToColor(c, 3)); ReadCurve(timeline, frameIndex, valueMap); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 5 - 5]); } else if (timelineName == "attachment") { var timeline = new AttachmentTimeline(values.Count); timeline.slotIndex = slotIndex; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float time = (float)valueMap["time"]; timeline.SetFrame(frameIndex++, time, (String)valueMap["name"]); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]); } else throw new Exception("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")"); } } } if (map.ContainsKey("bones")) { foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["bones"]) { String boneName = entry.Key; int boneIndex = skeletonData.FindBoneIndex(boneName); if (boneIndex == -1) throw new Exception("Bone not found: " + boneName); var timelineMap = (Dictionary<String, Object>)entry.Value; foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) { var values = (List<Object>)timelineEntry.Value; var timelineName = (String)timelineEntry.Key; if (timelineName == "rotate") { var timeline = new RotateTimeline(values.Count); timeline.boneIndex = boneIndex; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float time = (float)valueMap["time"]; timeline.SetFrame(frameIndex, time, (float)valueMap["angle"]); ReadCurve(timeline, frameIndex, valueMap); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 2 - 2]); } else if (timelineName == "translate" || timelineName == "scale") { TranslateTimeline timeline; float timelineScale = 1; if (timelineName == "scale") timeline = new ScaleTimeline(values.Count); else { timeline = new TranslateTimeline(values.Count); timelineScale = scale; } timeline.boneIndex = boneIndex; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float time = (float)valueMap["time"]; float x = valueMap.ContainsKey("x") ? (float)valueMap["x"] : 0; float y = valueMap.ContainsKey("y") ? (float)valueMap["y"] : 0; timeline.SetFrame(frameIndex, time, (float)x * timelineScale, (float)y * timelineScale); ReadCurve(timeline, frameIndex, valueMap); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]); } else throw new Exception("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")"); } } } if (map.ContainsKey("ik")) { foreach (KeyValuePair<String, Object> ikMap in (Dictionary<String, Object>)map["ik"]) { IkConstraintData ikConstraint = skeletonData.FindIkConstraint(ikMap.Key); var values = (List<Object>)ikMap.Value; var timeline = new IkConstraintTimeline(values.Count); timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(ikConstraint); int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float time = (float)valueMap["time"]; float mix = valueMap.ContainsKey("mix") ? (float)valueMap["mix"] : 1; bool bendPositive = valueMap.ContainsKey("bendPositive") ? (bool)valueMap["bendPositive"] : true; timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1); ReadCurve(timeline, frameIndex, valueMap); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]); } } if (map.ContainsKey("ffd")) { foreach (KeyValuePair<String, Object> ffdMap in (Dictionary<String, Object>)map["ffd"]) { Skin skin = skeletonData.FindSkin(ffdMap.Key); foreach (KeyValuePair<String, Object> slotMap in (Dictionary<String, Object>)ffdMap.Value) { int slotIndex = skeletonData.FindSlotIndex(slotMap.Key); foreach (KeyValuePair<String, Object> meshMap in (Dictionary<String, Object>)slotMap.Value) { var values = (List<Object>)meshMap.Value; var timeline = new FFDTimeline(values.Count); Attachment attachment = skin.GetAttachment(slotIndex, meshMap.Key); if (attachment == null) throw new Exception("FFD attachment not found: " + meshMap.Key); timeline.slotIndex = slotIndex; timeline.attachment = attachment; int vertexCount; if (attachment is MeshAttachment) vertexCount = ((MeshAttachment)attachment).vertices.Length; else vertexCount = ((WeightedMeshAttachment)attachment).Weights.Length / 3 * 2; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float[] vertices; if (!valueMap.ContainsKey("vertices")) { if (attachment is MeshAttachment) vertices = ((MeshAttachment)attachment).vertices; else vertices = new float[vertexCount]; } else { var verticesValue = (List<Object>)valueMap["vertices"]; vertices = new float[vertexCount]; int start = GetInt(valueMap, "offset", 0); if (scale == 1) { for (int i = 0, n = verticesValue.Count; i < n; i++) vertices[i + start] = (float)verticesValue[i]; } else { for (int i = 0, n = verticesValue.Count; i < n; i++) vertices[i + start] = (float)verticesValue[i] * scale; } if (attachment is MeshAttachment) { float[] meshVertices = ((MeshAttachment)attachment).vertices; for (int i = 0; i < vertexCount; i++) vertices[i] += meshVertices[i]; } } timeline.SetFrame(frameIndex, (float)valueMap["time"], vertices); ReadCurve(timeline, frameIndex, valueMap); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]); } } } } if (map.ContainsKey("drawOrder") || map.ContainsKey("draworder")) { var values = (List<Object>)map[map.ContainsKey("drawOrder") ? "drawOrder" : "draworder"]; var timeline = new DrawOrderTimeline(values.Count); int slotCount = skeletonData.slots.Count; int frameIndex = 0; foreach (Dictionary<String, Object> drawOrderMap in values) { int[] drawOrder = null; if (drawOrderMap.ContainsKey("offsets")) { drawOrder = new int[slotCount]; for (int i = slotCount - 1; i >= 0; i--) drawOrder[i] = -1; var offsets = (List<Object>)drawOrderMap["offsets"]; int[] unchanged = new int[slotCount - offsets.Count]; int originalIndex = 0, unchangedIndex = 0; foreach (Dictionary<String, Object> offsetMap in offsets) { int slotIndex = skeletonData.FindSlotIndex((String)offsetMap["slot"]); if (slotIndex == -1) throw new Exception("Slot not found: " + offsetMap["slot"]); // Collect unchanged items. while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++; // Set changed items. int index = originalIndex + (int)(float)offsetMap["offset"]; drawOrder[index] = originalIndex++; } // Collect remaining unchanged items. while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++; // Fill in unchanged items. for (int i = slotCount - 1; i >= 0; i--) if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex]; } timeline.SetFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]); } if (map.ContainsKey("events")) { var eventsMap = (List<Object>)map["events"]; var timeline = new EventTimeline(eventsMap.Count); int frameIndex = 0; foreach (Dictionary<String, Object> eventMap in eventsMap) { EventData eventData = skeletonData.FindEvent((String)eventMap["name"]); if (eventData == null) throw new Exception("Event not found: " + eventMap["name"]); float time = (float)eventMap["time"]; var e = new Event(time, eventData); e.Int = GetInt(eventMap, "int", eventData.Int); e.Float = GetFloat(eventMap, "float", eventData.Float); e.String = GetString(eventMap, "string", eventData.String); timeline.SetFrame(frameIndex++, time, e); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]); } timelines.TrimExcess(); skeletonData.animations.Add(new Animation(name, timelines, duration)); }
private void ReadVertices (Dictionary<String, Object> map, VertexAttachment attachment, int verticesLength) { attachment.WorldVerticesLength = verticesLength; float[] vertices = GetFloatArray(map, "vertices", 1); float scale = Scale; if (verticesLength == vertices.Length) { if (scale != 1) { for (int i = 0; i < vertices.Length; i++) { vertices[i] *= scale; } } attachment.vertices = vertices; return; } ExposedList<float> weights = new ExposedList<float>(verticesLength * 3 * 3); ExposedList<int> bones = new ExposedList<int>(verticesLength * 3); for (int i = 0, n = vertices.Length; i < n;) { int boneCount = (int)vertices[i++]; bones.Add(boneCount); for (int nn = i + boneCount * 4; i < nn; i += 4) { bones.Add((int)vertices[i]); weights.Add(vertices[i + 1] * this.Scale); weights.Add(vertices[i + 2] * this.Scale); weights.Add(vertices[i + 3]); } } attachment.bones = bones.ToArray(); attachment.vertices = weights.ToArray(); }
internal bool Clip(float x1, float y1, float x2, float y2, float x3, float y3, ExposedList <float> clippingArea, ExposedList <float> output) { ExposedList <float> exposedList = output; bool result = false; ExposedList <float> exposedList2 = null; if (clippingArea.Count % 4 >= 2) { exposedList2 = output; output = scratch; } else { exposedList2 = scratch; } exposedList2.Clear(); exposedList2.Add(x1); exposedList2.Add(y1); exposedList2.Add(x2); exposedList2.Add(y2); exposedList2.Add(x3); exposedList2.Add(y3); exposedList2.Add(x1); exposedList2.Add(y1); output.Clear(); float[] items = clippingArea.Items; int num = clippingArea.Count - 4; int num2 = 0; while (true) { float num3 = items[num2]; float num4 = items[num2 + 1]; float num5 = items[num2 + 2]; float num6 = items[num2 + 3]; float num7 = num3 - num5; float num8 = num4 - num6; float[] items2 = exposedList2.Items; int num9 = exposedList2.Count - 2; int count = output.Count; for (int i = 0; i < num9; i += 2) { float num10 = items2[i]; float num11 = items2[i + 1]; float num12 = items2[i + 2]; float num13 = items2[i + 3]; bool flag = num7 * (num13 - num6) - num8 * (num12 - num5) > 0f; if (num7 * (num11 - num6) - num8 * (num10 - num5) > 0f) { if (flag) { output.Add(num12); output.Add(num13); continue; } float num14 = num13 - num11; float num15 = num12 - num10; float num16 = (num15 * (num4 - num11) - num14 * (num3 - num10)) / (num14 * (num5 - num3) - num15 * (num6 - num4)); output.Add(num3 + (num5 - num3) * num16); output.Add(num4 + (num6 - num4) * num16); } else if (flag) { float num17 = num13 - num11; float num18 = num12 - num10; float num19 = (num18 * (num4 - num11) - num17 * (num3 - num10)) / (num17 * (num5 - num3) - num18 * (num6 - num4)); output.Add(num3 + (num5 - num3) * num19); output.Add(num4 + (num6 - num4) * num19); output.Add(num12); output.Add(num13); } result = true; } if (count == output.Count) { exposedList.Clear(); return(true); } output.Add(output.Items[0]); output.Add(output.Items[1]); if (num2 == num) { break; } ExposedList <float> exposedList3 = output; output = exposedList2; output.Clear(); exposedList2 = exposedList3; num2 += 2; } if (exposedList != output) { exposedList.Clear(); int j = 0; for (int num20 = output.Count - 2; j < num20; j++) { exposedList.Add(output.Items[j]); } } else { exposedList.Resize(exposedList.Count - 2); } return(result); }
public virtual void LateUpdate() { if (!valid) { return; } // Exit early if there is nothing to render if (!meshRenderer.enabled && submeshRenderers.Length == 0) { return; } // Count vertices and submesh triangles. int vertexCount = 0; int submeshTriangleCount = 0, submeshFirstVertex = 0, submeshStartSlotIndex = 0; Material lastMaterial = null; ExposedList <Slot> drawOrder = skeleton.drawOrder; int drawOrderCount = drawOrder.Count; int submeshSeparatorSlotsCount = submeshSeparatorSlots.Count; bool renderMeshes = this.renderMeshes; // Clear last state of attachments and submeshes ExposedList <int> attachmentsTriangleCountTemp = lastState.attachmentsTriangleCountTemp; attachmentsTriangleCountTemp.GrowIfNeeded(drawOrderCount); attachmentsTriangleCountTemp.Count = drawOrderCount; ExposedList <bool> attachmentsFlipStateTemp = lastState.attachmentsFlipStateTemp; attachmentsFlipStateTemp.GrowIfNeeded(drawOrderCount); attachmentsFlipStateTemp.Count = drawOrderCount; ExposedList <LastState.AddSubmeshArguments> addSubmeshArgumentsTemp = lastState.addSubmeshArgumentsTemp; addSubmeshArgumentsTemp.Clear(false); bool noRender = false; for (int i = 0; i < drawOrderCount; i++) { Slot slot = drawOrder.Items[i]; Bone bone = slot.bone; Attachment attachment = slot.attachment; object rendererObject; int attachmentVertexCount, attachmentTriangleCount; bool worldScaleXIsPositive = bone.worldScaleX >= 0f; bool worldScaleYIsPositive = bone.worldScaleY >= 0f; bool worldScaleIsSameSigns = (worldScaleXIsPositive && worldScaleYIsPositive) || (!worldScaleXIsPositive && !worldScaleYIsPositive); bool flip = frontFacing && ((bone.worldFlipX != bone.worldFlipY) == worldScaleIsSameSigns); attachmentsFlipStateTemp.Items[i] = flip; attachmentsTriangleCountTemp.Items[i] = -1; RegionAttachment regionAttachment = attachment as RegionAttachment; if (regionAttachment != null) { rendererObject = regionAttachment.RendererObject; attachmentVertexCount = 4; attachmentTriangleCount = 6; } else { if (!renderMeshes) { continue; } MeshAttachment meshAttachment = attachment as MeshAttachment; if (meshAttachment != null) { rendererObject = meshAttachment.RendererObject; attachmentVertexCount = meshAttachment.vertices.Length >> 1; attachmentTriangleCount = meshAttachment.triangles.Length; } else { SkinnedMeshAttachment skinnedMeshAttachment = attachment as SkinnedMeshAttachment; if (skinnedMeshAttachment != null) { rendererObject = skinnedMeshAttachment.RendererObject; attachmentVertexCount = skinnedMeshAttachment.uvs.Length >> 1; attachmentTriangleCount = skinnedMeshAttachment.triangles.Length; } else { continue; } } } // Populate submesh when material changes. // tsteil - added support for mask material Material material = null; if (useMaskMaterial) { if (maskProvider != null) { if (maskMaterial == null) { var prefabMat = (Material)((AtlasRegion)rendererObject).page.rendererObjectMask; material = new Material(prefabMat); material.hideFlags = HideFlags.HideAndDontSave; maskMaterial = material; SetMaskId(); } else { material = maskMaterial; } } else { material = (Material)((AtlasRegion)rendererObject).page.rendererObjectMask; } } else { #if !SPINE_TK2D material = (Material)((AtlasRegion)rendererObject).page.rendererObject; #else material = (rendererObject.GetType() == typeof(Material)) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject; #endif } if ((lastMaterial != null && lastMaterial.GetInstanceID() != material.GetInstanceID()) || (submeshSeparatorSlotsCount > 0 && submeshSeparatorSlots.Contains(slot))) { addSubmeshArgumentsTemp.Add( new LastState.AddSubmeshArguments(lastMaterial, submeshStartSlotIndex, i, submeshTriangleCount, submeshFirstVertex, false) ); submeshTriangleCount = 0; submeshFirstVertex = vertexCount; submeshStartSlotIndex = i; } lastMaterial = material; submeshTriangleCount += attachmentTriangleCount; vertexCount += attachmentVertexCount; attachmentsTriangleCountTemp.Items[i] = attachmentTriangleCount; } // tsteil - we need to keep track if we're rendering or not if (lastMaterial == null) { noRender = true; } addSubmeshArgumentsTemp.Add( new LastState.AddSubmeshArguments(lastMaterial, submeshStartSlotIndex, drawOrderCount, submeshTriangleCount, submeshFirstVertex, true) ); bool mustUpdateMeshStructure = CheckIfMustUpdateMeshStructure(attachmentsTriangleCountTemp, attachmentsFlipStateTemp, addSubmeshArgumentsTemp); var submeshMatCount = 0; if (mustUpdateMeshStructure) { submeshMaterials.Clear(); for (int i = 0, n = addSubmeshArgumentsTemp.Count; i < n; i++) { LastState.AddSubmeshArguments arguments = addSubmeshArgumentsTemp.Items[i]; AddSubmesh( arguments.material, arguments.startSlot, arguments.endSlot, arguments.triangleCount, arguments.firstVertex, arguments.lastSubmesh, attachmentsFlipStateTemp ); } // Set materials. submeshMatCount = submeshMaterials.Count; if (submeshMatCount == sharedMaterials.Length) { submeshMaterials.CopyTo(sharedMaterials); } else { sharedMaterials = submeshMaterials.ToArray(); } meshRenderer.sharedMaterials = sharedMaterials; } // Ensure mesh data is the right size. Vector3[] vertices = this.vertices; bool newTriangles = vertexCount > vertices.Length; if (newTriangles) { // Not enough vertices, increase size. this.vertices = vertices = new Vector3[vertexCount]; this.colors = new Color32[vertexCount]; this.uvs = new Vector2[vertexCount]; if (setupUv2) { this.uvs2 = new Vector2[vertexCount]; } mesh1.Clear(); mesh2.Clear(); } else { // Too many vertices, zero the extra. Vector3 zero = Vector3.zero; for (int i = vertexCount, n = lastState.vertexCount; i < n; i++) { vertices[i] = zero; } } lastState.vertexCount = vertexCount; // Setup mesh. float zSpacing = this.zSpacing; float[] tempVertices = this.tempVertices; Vector2[] uvs = this.uvs; Vector2[] uvs2 = this.uvs2; Color32[] colors = this.colors; int vertexIndex = 0; Color32 color; float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b; Vector3 meshBoundsMin; meshBoundsMin.x = float.MaxValue; meshBoundsMin.y = float.MaxValue; meshBoundsMin.z = zSpacing > 0f ? 0f : zSpacing * (drawOrderCount - 1); Vector3 meshBoundsMax; meshBoundsMax.x = float.MinValue; meshBoundsMax.y = float.MinValue; meshBoundsMax.z = zSpacing < 0f ? 0f : zSpacing * (drawOrderCount - 1); for (int i = 0; i < drawOrderCount; i++) { Slot slot = drawOrder.Items[i]; Attachment attachment = slot.attachment; RegionAttachment regionAttachment = attachment as RegionAttachment; if (regionAttachment != null) { regionAttachment.ComputeWorldVertices(slot.bone, tempVertices); float z = i * zSpacing; vertices[vertexIndex].x = tempVertices[RegionAttachment.X1]; vertices[vertexIndex].y = tempVertices[RegionAttachment.Y1]; vertices[vertexIndex].z = z; vertices[vertexIndex + 1].x = tempVertices[RegionAttachment.X4]; vertices[vertexIndex + 1].y = tempVertices[RegionAttachment.Y4]; vertices[vertexIndex + 1].z = z; vertices[vertexIndex + 2].x = tempVertices[RegionAttachment.X2]; vertices[vertexIndex + 2].y = tempVertices[RegionAttachment.Y2]; vertices[vertexIndex + 2].z = z; vertices[vertexIndex + 3].x = tempVertices[RegionAttachment.X3]; vertices[vertexIndex + 3].y = tempVertices[RegionAttachment.Y3]; vertices[vertexIndex + 3].z = z; // Eugene - added if (overrideVertexColor) { color = vertexColor; colors[vertexIndex] = color; colors[vertexIndex + 1] = color; colors[vertexIndex + 2] = color; colors[vertexIndex + 3] = color; } else { color.a = (byte)(a * slot.a * regionAttachment.a); color.r = (byte)(r * slot.r * regionAttachment.r * color.a); color.g = (byte)(g * slot.g * regionAttachment.g * color.a); color.b = (byte)(b * slot.b * regionAttachment.b * color.a); if (slot.data.blendMode == BlendMode.additive) { color.a = 0; } colors[vertexIndex] = color; colors[vertexIndex + 1] = color; colors[vertexIndex + 2] = color; colors[vertexIndex + 3] = color; } float[] regionUVs = regionAttachment.uvs; uvs[vertexIndex].x = regionUVs[RegionAttachment.X1]; uvs[vertexIndex].y = regionUVs[RegionAttachment.Y1]; uvs[vertexIndex + 1].x = regionUVs[RegionAttachment.X4]; uvs[vertexIndex + 1].y = regionUVs[RegionAttachment.Y4]; uvs[vertexIndex + 2].x = regionUVs[RegionAttachment.X2]; uvs[vertexIndex + 2].y = regionUVs[RegionAttachment.Y2]; uvs[vertexIndex + 3].x = regionUVs[RegionAttachment.X3]; uvs[vertexIndex + 3].y = regionUVs[RegionAttachment.Y3]; // Calculate min/max X if (tempVertices[RegionAttachment.X1] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[RegionAttachment.X1]; } else if (tempVertices[RegionAttachment.X1] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[RegionAttachment.X1]; } if (tempVertices[RegionAttachment.X2] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[RegionAttachment.X2]; } else if (tempVertices[RegionAttachment.X2] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[RegionAttachment.X2]; } if (tempVertices[RegionAttachment.X3] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[RegionAttachment.X3]; } else if (tempVertices[RegionAttachment.X3] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[RegionAttachment.X3]; } if (tempVertices[RegionAttachment.X4] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[RegionAttachment.X4]; } else if (tempVertices[RegionAttachment.X4] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[RegionAttachment.X4]; } // Calculate min/max Y if (tempVertices[RegionAttachment.Y1] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[RegionAttachment.Y1]; } else if (tempVertices[RegionAttachment.Y1] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[RegionAttachment.Y1]; } if (tempVertices[RegionAttachment.Y2] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[RegionAttachment.Y2]; } else if (tempVertices[RegionAttachment.Y2] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[RegionAttachment.Y2]; } if (tempVertices[RegionAttachment.Y3] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[RegionAttachment.Y3]; } else if (tempVertices[RegionAttachment.Y3] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[RegionAttachment.Y3]; } if (tempVertices[RegionAttachment.Y4] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[RegionAttachment.Y4]; } else if (tempVertices[RegionAttachment.Y4] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[RegionAttachment.Y4]; } vertexIndex += 4; } else { if (!renderMeshes) { continue; } MeshAttachment meshAttachment = attachment as MeshAttachment; if (meshAttachment != null) { int meshVertexCount = meshAttachment.vertices.Length; if (tempVertices.Length < meshVertexCount) { this.tempVertices = tempVertices = new float[meshVertexCount]; } meshAttachment.ComputeWorldVertices(slot, tempVertices); // Eugene - added if (overrideVertexColor) { color = vertexColor; } else { color.a = (byte)(a * slot.a * meshAttachment.a); color.r = (byte)(r * slot.r * meshAttachment.r * color.a); color.g = (byte)(g * slot.g * meshAttachment.g * color.a); color.b = (byte)(b * slot.b * meshAttachment.b * color.a); if (slot.data.blendMode == BlendMode.additive) { color.a = 0; } } float[] meshUVs = meshAttachment.uvs; float z = i * zSpacing; for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) { vertices[vertexIndex].x = tempVertices[ii]; vertices[vertexIndex].y = tempVertices[ii + 1]; vertices[vertexIndex].z = z; colors[vertexIndex] = color; uvs[vertexIndex].x = meshUVs[ii]; uvs[vertexIndex].y = meshUVs[ii + 1]; if (tempVertices[ii] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[ii]; } else if (tempVertices[ii] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[ii]; } if (tempVertices[ii + 1] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[ii + 1]; } else if (tempVertices[ii + 1] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[ii + 1]; } } } else { SkinnedMeshAttachment skinnedMeshAttachment = attachment as SkinnedMeshAttachment; if (skinnedMeshAttachment != null) { int meshVertexCount = skinnedMeshAttachment.uvs.Length; if (tempVertices.Length < meshVertexCount) { this.tempVertices = tempVertices = new float[meshVertexCount]; } skinnedMeshAttachment.ComputeWorldVertices(slot, tempVertices); // Eugene - added if (overrideVertexColor) { color = vertexColor; } else { color.a = (byte)(a * slot.a * skinnedMeshAttachment.a); color.r = (byte)(r * slot.r * skinnedMeshAttachment.r * color.a); color.g = (byte)(g * slot.g * skinnedMeshAttachment.g * color.a); color.b = (byte)(b * slot.b * skinnedMeshAttachment.b * color.a); if (slot.data.blendMode == BlendMode.additive) { color.a = 0; } } float[] meshUVs = skinnedMeshAttachment.uvs; float z = i * zSpacing; for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) { vertices[vertexIndex].x = tempVertices[ii]; vertices[vertexIndex].y = tempVertices[ii + 1]; vertices[vertexIndex].z = z; colors[vertexIndex] = color; uvs[vertexIndex].x = meshUVs[ii]; uvs[vertexIndex].y = meshUVs[ii + 1]; if (tempVertices[ii] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[ii]; } else if (tempVertices[ii] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[ii]; } if (tempVertices[ii + 1] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[ii + 1]; } else if (tempVertices[ii + 1] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[ii + 1]; } } } } } } // Double buffer mesh. Mesh mesh = useMesh1 ? mesh1 : mesh2; meshFilter.sharedMesh = mesh; mesh.vertices = vertices; mesh.colors32 = colors; mesh.uv = uvs; // tsteil - added UV2 stuff if (setupUv2) { float minX = 1f; float minY = 1f; float maxX = 0f; float maxY = 0f; float sizeX = 0f; float sizeY = 0f; // go through our vertices and find the min and max so we can normalize the UVs against it for (int i = 0; i < vertexCount; ++i) { var x = vertices[i].x; var y = vertices[i].y; if (x < minX) { minX = x; } else if (x > maxX) { maxX = x; } if (y < minY) { minY = y; } else if (y > maxY) { maxY = y; } } sizeX = maxX - minX; sizeY = maxY - minY; // now set the uvs2 for (int i = 0; i < vertexCount; ++i) { uvs2[i].x = (vertices[i].x - minX) / sizeX; uvs2[i].y = (vertices[i].y - minY) / sizeY; } mesh.uv2 = uvs2; } if (mustUpdateMeshStructure) { int submeshCount = submeshMatCount; mesh.subMeshCount = submeshCount; for (int i = 0; i < submeshCount; ++i) { mesh.SetTriangles(submeshes.Items[i].triangles, i); } } // tsteil: if we're not rendering, we dont need to calculate the bounds (this fixes the crazy AABB math errors) if (noRender == false) { Vector3 meshBoundsExtents = meshBoundsMax - meshBoundsMin; Vector3 meshBoundsCenter = meshBoundsMin + meshBoundsExtents * 0.5f; mesh.bounds = new Bounds(meshBoundsCenter, meshBoundsExtents); } if (newTriangles && calculateNormals) { Vector3[] normals = new Vector3[vertexCount]; Vector3 normal = new Vector3(0, 0, -1); for (int i = 0; i < vertexCount; i++) { normals[i] = normal; } (useMesh1 ? mesh2 : mesh1).vertices = vertices; // Set other mesh vertices. mesh1.normals = normals; mesh2.normals = normals; if (calculateTangents) { Vector4[] tangents = new Vector4[vertexCount]; Vector3 tangent = new Vector3(0, 0, 1); for (int i = 0; i < vertexCount; i++) { tangents[i] = tangent; } mesh1.tangents = tangents; mesh2.tangents = tangents; } } // Update previous state ExposedList <int> attachmentsTriangleCountCurrentMesh; ExposedList <bool> attachmentsFlipStateCurrentMesh; ExposedList <LastState.AddSubmeshArguments> addSubmeshArgumentsCurrentMesh; if (useMesh1) { attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh1; addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh1; attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh1; lastState.immutableTrianglesMesh1 = immutableTriangles; } else { attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh2; addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh2; attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh2; lastState.immutableTrianglesMesh2 = immutableTriangles; } attachmentsTriangleCountCurrentMesh.GrowIfNeeded(attachmentsTriangleCountTemp.Capacity); attachmentsTriangleCountCurrentMesh.Count = attachmentsTriangleCountTemp.Count; attachmentsTriangleCountTemp.CopyTo(attachmentsTriangleCountCurrentMesh.Items, 0); attachmentsFlipStateCurrentMesh.GrowIfNeeded(attachmentsFlipStateTemp.Capacity); attachmentsFlipStateCurrentMesh.Count = attachmentsFlipStateTemp.Count; attachmentsFlipStateTemp.CopyTo(attachmentsFlipStateCurrentMesh.Items, 0); addSubmeshArgumentsCurrentMesh.GrowIfNeeded(addSubmeshArgumentsTemp.Count); addSubmeshArgumentsCurrentMesh.Count = addSubmeshArgumentsTemp.Count; addSubmeshArgumentsTemp.CopyTo(addSubmeshArgumentsCurrentMesh.Items); if (submeshRenderers.Length > 0) { for (int i = 0; i < submeshRenderers.Length; i++) { SkeletonUtilitySubmeshRenderer submeshRenderer = submeshRenderers[i]; if (submeshRenderer.submeshIndex < sharedMaterials.Length) { submeshRenderer.SetMesh(meshRenderer, useMesh1 ? mesh1 : mesh2, sharedMaterials[submeshRenderer.submeshIndex]); } else { submeshRenderer.GetComponent <Renderer>().enabled = false; } } } useMesh1 = !useMesh1; }
private void ReadAnimation (Dictionary<String, Object> map, String name, SkeletonData skeletonData) { var scale = this.Scale; var timelines = new ExposedList<Timeline>(); float duration = 0; // Slot timelines. if (map.ContainsKey("slots")) { foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["slots"]) { String slotName = entry.Key; int slotIndex = skeletonData.FindSlotIndex(slotName); var timelineMap = (Dictionary<String, Object>)entry.Value; foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) { var values = (List<Object>)timelineEntry.Value; var timelineName = (String)timelineEntry.Key; if (timelineName == "color") { var timeline = new ColorTimeline(values.Count); timeline.slotIndex = slotIndex; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float time = (float)valueMap["time"]; String c = (String)valueMap["color"]; timeline.SetFrame(frameIndex, time, ToColor(c, 0), ToColor(c, 1), ToColor(c, 2), ToColor(c, 3)); ReadCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * ColorTimeline.ENTRIES]); } else if (timelineName == "attachment") { var timeline = new AttachmentTimeline(values.Count); timeline.slotIndex = slotIndex; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float time = (float)valueMap["time"]; timeline.SetFrame(frameIndex++, time, (String)valueMap["name"]); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]); } else throw new Exception("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")"); } } } // Bone timelines. if (map.ContainsKey("bones")) { foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["bones"]) { String boneName = entry.Key; int boneIndex = skeletonData.FindBoneIndex(boneName); if (boneIndex == -1) throw new Exception("Bone not found: " + boneName); var timelineMap = (Dictionary<String, Object>)entry.Value; foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) { var values = (List<Object>)timelineEntry.Value; var timelineName = (String)timelineEntry.Key; if (timelineName == "rotate") { var timeline = new RotateTimeline(values.Count); timeline.boneIndex = boneIndex; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { timeline.SetFrame(frameIndex, (float)valueMap["time"], (float)valueMap["angle"]); ReadCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * RotateTimeline.ENTRIES]); } else if (timelineName == "translate" || timelineName == "scale" || timelineName == "shear") { TranslateTimeline timeline; float timelineScale = 1; if (timelineName == "scale") timeline = new ScaleTimeline(values.Count); else if (timelineName == "shear") timeline = new ShearTimeline(values.Count); else { timeline = new TranslateTimeline(values.Count); timelineScale = scale; } timeline.boneIndex = boneIndex; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float time = (float)valueMap["time"]; float x = GetFloat(valueMap, "x", 0); float y = GetFloat(valueMap, "y", 0); timeline.SetFrame(frameIndex, time, x * timelineScale, y * timelineScale); ReadCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TranslateTimeline.ENTRIES]); } else throw new Exception("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")"); } } } // IK constraint timelines. if (map.ContainsKey("ik")) { foreach (KeyValuePair<String, Object> constraintMap in (Dictionary<String, Object>)map["ik"]) { IkConstraintData constraint = skeletonData.FindIkConstraint(constraintMap.Key); var values = (List<Object>)constraintMap.Value; var timeline = new IkConstraintTimeline(values.Count); timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(constraint); int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float time = (float)valueMap["time"]; float mix = GetFloat(valueMap, "mix", 1); bool bendPositive = GetBoolean(valueMap, "bendPositive", true); timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1); ReadCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * IkConstraintTimeline.ENTRIES]); } } // Transform constraint timelines. if (map.ContainsKey("transform")) { foreach (KeyValuePair<String, Object> constraintMap in (Dictionary<String, Object>)map["transform"]) { TransformConstraintData constraint = skeletonData.FindTransformConstraint(constraintMap.Key); var values = (List<Object>)constraintMap.Value; var timeline = new TransformConstraintTimeline(values.Count); timeline.transformConstraintIndex = skeletonData.transformConstraints.IndexOf(constraint); int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float time = (float)valueMap["time"]; float rotateMix = GetFloat(valueMap, "rotateMix", 1); float translateMix = GetFloat(valueMap, "translateMix", 1); float scaleMix = GetFloat(valueMap, "scaleMix", 1); float shearMix = GetFloat(valueMap, "shearMix", 1); timeline.SetFrame(frameIndex, time, rotateMix, translateMix, scaleMix, shearMix); ReadCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TransformConstraintTimeline.ENTRIES]); } } // Path constraint timelines. if (map.ContainsKey("paths")) { foreach (KeyValuePair<String, Object> constraintMap in (Dictionary<String, Object>)map["paths"]) { int index = skeletonData.FindPathConstraintIndex(constraintMap.Key); if (index == -1) throw new Exception("Path constraint not found: " + constraintMap.Key); PathConstraintData data = skeletonData.pathConstraints.Items[index]; var timelineMap = (Dictionary<String, Object>)constraintMap.Value; foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) { var values = (List<Object>)timelineEntry.Value; var timelineName = (String)timelineEntry.Key; if (timelineName == "position" || timelineName == "spacing") { PathConstraintPositionTimeline timeline; float timelineScale = 1; if (timelineName == "spacing") { timeline = new PathConstraintSpacingTimeline(values.Count); if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) timelineScale = scale; } else { timeline = new PathConstraintPositionTimeline(values.Count); if (data.positionMode == PositionMode.Fixed) timelineScale = scale; } timeline.pathConstraintIndex = index; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { timeline.SetFrame(frameIndex, (float)valueMap["time"], GetFloat(valueMap, timelineName, 0) * timelineScale); ReadCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * PathConstraintPositionTimeline.ENTRIES]); } else if (timelineName == "mix") { PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(values.Count); timeline.pathConstraintIndex = index; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { timeline.SetFrame(frameIndex, (float)valueMap["time"], GetFloat(valueMap, "rotateMix", 1), GetFloat(valueMap, "translateMix", 1)); ReadCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * PathConstraintMixTimeline.ENTRIES]); } } } } // Deform timelines. if (map.ContainsKey("deform")) { foreach (KeyValuePair<String, Object> deformMap in (Dictionary<String, Object>)map["deform"]) { Skin skin = skeletonData.FindSkin(deformMap.Key); foreach (KeyValuePair<String, Object> slotMap in (Dictionary<String, Object>)deformMap.Value) { int slotIndex = skeletonData.FindSlotIndex(slotMap.Key); if (slotIndex == -1) throw new Exception("Slot not found: " + slotMap.Key); foreach (KeyValuePair<String, Object> timelineMap in (Dictionary<String, Object>)slotMap.Value) { var values = (List<Object>)timelineMap.Value; VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, timelineMap.Key); if (attachment == null) throw new Exception("Deform attachment not found: " + timelineMap.Key); bool weighted = attachment.bones != null; float[] vertices = attachment.vertices; int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length; var timeline = new DeformTimeline(values.Count); timeline.slotIndex = slotIndex; timeline.attachment = attachment; int frameIndex = 0; foreach (Dictionary<String, Object> valueMap in values) { float[] deform; if (!valueMap.ContainsKey("vertices")) { deform = weighted ? new float[deformLength] : vertices; } else { deform = new float[deformLength]; int start = GetInt(valueMap, "offset", 0); float[] verticesValue = GetFloatArray(valueMap, "vertices", 1); Array.Copy(verticesValue, 0, deform, start, verticesValue.Length); if (scale != 1) { for (int i = start, n = i + verticesValue.Length; i < n; i++) deform[i] *= scale; } if (!weighted) { for (int i = 0; i < deformLength; i++) deform[i] += vertices[i]; } } timeline.SetFrame(frameIndex, (float)valueMap["time"], deform); ReadCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]); } } } } // Draw order timeline. if (map.ContainsKey("drawOrder") || map.ContainsKey("draworder")) { var values = (List<Object>)map[map.ContainsKey("drawOrder") ? "drawOrder" : "draworder"]; var timeline = new DrawOrderTimeline(values.Count); int slotCount = skeletonData.slots.Count; int frameIndex = 0; foreach (Dictionary<String, Object> drawOrderMap in values) { int[] drawOrder = null; if (drawOrderMap.ContainsKey("offsets")) { drawOrder = new int[slotCount]; for (int i = slotCount - 1; i >= 0; i--) drawOrder[i] = -1; var offsets = (List<Object>)drawOrderMap["offsets"]; int[] unchanged = new int[slotCount - offsets.Count]; int originalIndex = 0, unchangedIndex = 0; foreach (Dictionary<String, Object> offsetMap in offsets) { int slotIndex = skeletonData.FindSlotIndex((String)offsetMap["slot"]); if (slotIndex == -1) throw new Exception("Slot not found: " + offsetMap["slot"]); // Collect unchanged items. while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++; // Set changed items. int index = originalIndex + (int)(float)offsetMap["offset"]; drawOrder[index] = originalIndex++; } // Collect remaining unchanged items. while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++; // Fill in unchanged items. for (int i = slotCount - 1; i >= 0; i--) if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex]; } timeline.SetFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]); } // Event timeline. if (map.ContainsKey("events")) { var eventsMap = (List<Object>)map["events"]; var timeline = new EventTimeline(eventsMap.Count); int frameIndex = 0; foreach (Dictionary<String, Object> eventMap in eventsMap) { EventData eventData = skeletonData.FindEvent((String)eventMap["name"]); if (eventData == null) throw new Exception("Event not found: " + eventMap["name"]); var e = new Event((float)eventMap["time"], eventData); e.Int = GetInt(eventMap, "int", eventData.Int); e.Float = GetFloat(eventMap, "float", eventData.Float); e.String = GetString(eventMap, "string", eventData.String); timeline.SetFrame(frameIndex++, e); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]); } timelines.TrimExcess(); skeletonData.animations.Add(new Animation(name, timelines, duration)); }
private Vertices ReadVertices (Stream input, int vertexCount) { float scale = Scale; int verticesLength = vertexCount << 1; Vertices vertices = new Vertices(); if(!ReadBoolean(input)) { vertices.vertices = ReadFloatArray(input, verticesLength, scale); return vertices; } var weights = new ExposedList<float>(verticesLength * 3 * 3); var bonesArray = new ExposedList<int>(verticesLength * 3); for (int i = 0; i < vertexCount; i++) { int boneCount = ReadVarint(input, true); bonesArray.Add(boneCount); for (int ii = 0; ii < boneCount; ii++) { bonesArray.Add(ReadVarint(input, true)); weights.Add(ReadFloat(input) * scale); weights.Add(ReadFloat(input) * scale); weights.Add(ReadFloat(input)); } } vertices.vertices = weights.ToArray(); vertices.bones = bonesArray.ToArray(); return vertices; }
public static bool EnsureTriangleBuffersSize (ExposedList<SubmeshTriangleBuffer> submeshBuffers, int targetSubmeshCount, SubmeshInstruction[] instructionItems) { bool submeshBuffersWasResized = submeshBuffers.Count < targetSubmeshCount; if (submeshBuffersWasResized) { submeshBuffers.GrowIfNeeded(targetSubmeshCount - submeshBuffers.Count); for (int i = submeshBuffers.Count; submeshBuffers.Count < targetSubmeshCount; i++) submeshBuffers.Add(new SubmeshTriangleBuffer(instructionItems[i].triangleCount)); } return submeshBuffersWasResized; }
private void ReadAnimation (String name, Stream input, SkeletonData skeletonData) { var timelines = new ExposedList<Timeline>(); float scale = Scale; float duration = 0; // Slot timelines. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { int slotIndex = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { int timelineType = input.ReadByte(); int frameCount = ReadVarint(input, true); switch (timelineType) { case SLOT_COLOR: { ColorTimeline timeline = new ColorTimeline(frameCount); timeline.slotIndex = slotIndex; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { float time = ReadFloat(input); int color = ReadInt(input); float r = ((color & 0xff000000) >> 24) / 255f; float g = ((color & 0x00ff0000) >> 16) / 255f; float b = ((color & 0x0000ff00) >> 8) / 255f; float a = ((color & 0x000000ff)) / 255f; timeline.SetFrame(frameIndex, time, r, g, b, a); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * ColorTimeline.ENTRIES]); break; } case SLOT_ATTACHMENT: { AttachmentTimeline timeline = new AttachmentTimeline(frameCount); timeline.slotIndex = slotIndex; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input)); timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[frameCount - 1]); break; } } } } // Bone timelines. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { int boneIndex = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { int timelineType = input.ReadByte(); int frameCount = ReadVarint(input, true); switch (timelineType) { case BONE_ROTATE: { RotateTimeline timeline = new RotateTimeline(frameCount); timeline.boneIndex = boneIndex; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input)); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]); break; } case BONE_TRANSLATE: case BONE_SCALE: case BONE_SHEAR: { TranslateTimeline timeline; float timelineScale = 1; if (timelineType == BONE_SCALE) timeline = new ScaleTimeline(frameCount); else if (timelineType == BONE_SHEAR) timeline = new ShearTimeline(frameCount); else { timeline = new TranslateTimeline(frameCount); timelineScale = scale; } timeline.boneIndex = boneIndex; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input) * timelineScale); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]); break; } } } } // IK timelines. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { int index = ReadVarint(input, true); int frameCount = ReadVarint(input, true); IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount); timeline.ikConstraintIndex = index; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input)); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]); } // Transform constraint timelines. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { int index = ReadVarint(input, true); int frameCount = ReadVarint(input, true); TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount); timeline.transformConstraintIndex = index; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input)); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]); } // Path constraint timelines. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { int index = ReadVarint(input, true); PathConstraintData data = skeletonData.pathConstraints.Items[index]; for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { int timelineType = ReadSByte(input); int frameCount = ReadVarint(input, true); switch(timelineType) { case PATH_POSITION: case PATH_SPACING: { PathConstraintPositionTimeline timeline; float timelineScale = 1; if (timelineType == PATH_SPACING) { timeline = new PathConstraintSpacingTimeline(frameCount); if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) timelineScale = scale; } else { timeline = new PathConstraintPositionTimeline(frameCount); if (data.positionMode == PositionMode.Fixed) timelineScale = scale; } timeline.pathConstraintIndex = index; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]); break; } case PATH_MIX: { PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount); timeline.pathConstraintIndex = index; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input)); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]); break; } } } } // Deform timelines. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { Skin skin = skeletonData.skins.Items[ReadVarint(input, true)]; for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { int slotIndex = ReadVarint(input, true); for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) { VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, ReadString(input)); bool weighted = attachment.bones != null; float[] vertices = attachment.vertices; int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length; int frameCount = ReadVarint(input, true); DeformTimeline timeline = new DeformTimeline(frameCount); timeline.slotIndex = slotIndex; timeline.attachment = attachment; for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { float time = ReadFloat(input); float[] deform; int end = ReadVarint(input, true); if (end == 0) deform = weighted ? new float[deformLength] : vertices; else { deform = new float[deformLength]; int start = ReadVarint(input, true); end += start; if (scale == 1) { for (int v = start; v < end; v++) deform[v] = ReadFloat(input); } else { for (int v = start; v < end; v++) deform[v] = ReadFloat(input) * scale; } if (!weighted) { for (int v = 0, vn = deform.Length; v < vn; v++) deform[v] += vertices[v]; } } timeline.SetFrame(frameIndex, time, deform); if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[frameCount - 1]); } } } // Draw order timeline. int drawOrderCount = ReadVarint(input, true); if (drawOrderCount > 0) { DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount); int slotCount = skeletonData.slots.Count; for (int i = 0; i < drawOrderCount; i++) { float time = ReadFloat(input); int offsetCount = ReadVarint(input, true); int[] drawOrder = new int[slotCount]; for (int ii = slotCount - 1; ii >= 0; ii--) drawOrder[ii] = -1; int[] unchanged = new int[slotCount - offsetCount]; int originalIndex = 0, unchangedIndex = 0; for (int ii = 0; ii < offsetCount; ii++) { int slotIndex = ReadVarint(input, true); // Collect unchanged items. while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++; // Set changed items. drawOrder[originalIndex + ReadVarint(input, true)] = originalIndex++; } // Collect remaining unchanged items. while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++; // Fill in unchanged items. for (int ii = slotCount - 1; ii >= 0; ii--) if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex]; timeline.SetFrame(i, time, drawOrder); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]); } // Event timeline. int eventCount = ReadVarint(input, true); if (eventCount > 0) { EventTimeline timeline = new EventTimeline(eventCount); for (int i = 0; i < eventCount; i++) { float time = ReadFloat(input); EventData eventData = skeletonData.events.Items[ReadVarint(input, true)]; Event e = new Event(time, eventData); e.Int = ReadVarint(input, false); e.Float = ReadFloat(input); e.String = ReadBoolean(input) ? ReadString(input) : eventData.String; timeline.SetFrame(i, e); } timelines.Add(timeline); duration = Math.Max(duration, timeline.frames[eventCount - 1]); } timelines.TrimExcess(); skeletonData.animations.Add(new Animation(name, timelines, duration)); }
public virtual void LateUpdate() { if (!valid) { return; } // Exit early if there is nothing to render if (!meshRenderer.enabled && submeshRenderers.Length == 0) { return; } // Count vertices and submesh triangles. int vertexCount = 0; int submeshTriangleCount = 0, submeshFirstVertex = 0, submeshStartSlotIndex = 0; Material lastMaterial = null; ExposedList <Slot> drawOrder = skeleton.drawOrder; int drawOrderCount = drawOrder.Count; int submeshSeparatorSlotsCount = submeshSeparatorSlots.Count; bool renderMeshes = this.renderMeshes; // Clear last state of attachments and submeshes ExposedList <int> attachmentsTriangleCountTemp = lastState.attachmentsTriangleCountTemp; attachmentsTriangleCountTemp.GrowIfNeeded(drawOrderCount); attachmentsTriangleCountTemp.Count = drawOrderCount; ExposedList <bool> attachmentsFlipStateTemp = lastState.attachmentsFlipStateTemp; attachmentsFlipStateTemp.GrowIfNeeded(drawOrderCount); attachmentsFlipStateTemp.Count = drawOrderCount; ExposedList <LastState.AddSubmeshArguments> addSubmeshArgumentsTemp = lastState.addSubmeshArgumentsTemp; addSubmeshArgumentsTemp.Clear(false); for (int i = 0; i < drawOrderCount; i++) { Slot slot = drawOrder.Items[i]; Bone bone = slot.bone; Attachment attachment = slot.attachment; object rendererObject; int attachmentVertexCount, attachmentTriangleCount; bool worldScaleXIsPositive = bone.worldScaleX >= 0f; bool worldScaleYIsPositive = bone.worldScaleY >= 0f; bool worldScaleIsSameSigns = (worldScaleXIsPositive && worldScaleYIsPositive) || (!worldScaleXIsPositive && !worldScaleYIsPositive); bool flip = frontFacing && ((bone.worldFlipX != bone.worldFlipY) == worldScaleIsSameSigns); attachmentsFlipStateTemp.Items[i] = flip; attachmentsTriangleCountTemp.Items[i] = -1; RegionAttachment regionAttachment = attachment as RegionAttachment; if (regionAttachment != null) { rendererObject = regionAttachment.RendererObject; attachmentVertexCount = 4; attachmentTriangleCount = 6; } else { if (!renderMeshes) { continue; } MeshAttachment meshAttachment = attachment as MeshAttachment; if (meshAttachment != null) { rendererObject = meshAttachment.RendererObject; attachmentVertexCount = meshAttachment.vertices.Length >> 1; attachmentTriangleCount = meshAttachment.triangles.Length; } else { SkinnedMeshAttachment skinnedMeshAttachment = attachment as SkinnedMeshAttachment; if (skinnedMeshAttachment != null) { rendererObject = skinnedMeshAttachment.RendererObject; attachmentVertexCount = skinnedMeshAttachment.uvs.Length >> 1; attachmentTriangleCount = skinnedMeshAttachment.triangles.Length; } else { continue; } } } // Populate submesh when material changes. #if !SPINE_TK2D Material material = (Material)((AtlasRegion)rendererObject).page.rendererObject; #else Material material = (rendererObject.GetType() == typeof(Material)) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject; #endif if ((lastMaterial != null && lastMaterial.GetInstanceID() != material.GetInstanceID()) || (submeshSeparatorSlotsCount > 0 && submeshSeparatorSlots.Contains(slot))) { addSubmeshArgumentsTemp.Add( new LastState.AddSubmeshArguments(lastMaterial, submeshStartSlotIndex, i, submeshTriangleCount, submeshFirstVertex, false) ); submeshTriangleCount = 0; submeshFirstVertex = vertexCount; submeshStartSlotIndex = i; } lastMaterial = material; submeshTriangleCount += attachmentTriangleCount; vertexCount += attachmentVertexCount; attachmentsTriangleCountTemp.Items[i] = attachmentTriangleCount; } addSubmeshArgumentsTemp.Add( new LastState.AddSubmeshArguments(lastMaterial, submeshStartSlotIndex, drawOrderCount, submeshTriangleCount, submeshFirstVertex, true) ); bool mustUpdateMeshStructure = CheckIfMustUpdateMeshStructure(attachmentsTriangleCountTemp, attachmentsFlipStateTemp, addSubmeshArgumentsTemp); if (mustUpdateMeshStructure) { submeshMaterials.Clear(); for (int i = 0, n = addSubmeshArgumentsTemp.Count; i < n; i++) { LastState.AddSubmeshArguments arguments = addSubmeshArgumentsTemp.Items[i]; AddSubmesh( arguments.material, arguments.startSlot, arguments.endSlot, arguments.triangleCount, arguments.firstVertex, arguments.lastSubmesh, attachmentsFlipStateTemp ); } // Set materials. if (submeshMaterials.Count == sharedMaterials.Length) { submeshMaterials.CopyTo(sharedMaterials); } else { sharedMaterials = submeshMaterials.ToArray(); } meshRenderer.sharedMaterials = sharedMaterials; } // Ensure mesh data is the right size. Vector3[] vertices = this.vertices; bool newTriangles = vertexCount > vertices.Length; if (newTriangles) { // Not enough vertices, increase size. this.vertices = vertices = new Vector3[vertexCount]; this.colors = new Color32[vertexCount]; this.uvs = new Vector2[vertexCount]; mesh1.Clear(); mesh2.Clear(); } else { // Too many vertices, zero the extra. Vector3 zero = Vector3.zero; for (int i = vertexCount, n = lastState.vertexCount; i < n; i++) { vertices[i] = zero; } } lastState.vertexCount = vertexCount; // Setup mesh. float zSpacing = this.zSpacing; float[] tempVertices = this.tempVertices; Vector2[] uvs = this.uvs; Color32[] colors = this.colors; int vertexIndex = 0; Color32 color; float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b; Vector3 meshBoundsMin; Vector3 meshBoundsMax; if (vertexCount == 0) { meshBoundsMin = new Vector3(0, 0, 0); meshBoundsMax = new Vector3(0, 0, 0); } else { meshBoundsMin.x = int.MaxValue; meshBoundsMin.y = int.MaxValue; meshBoundsMax.x = int.MinValue; meshBoundsMax.y = int.MinValue; if (zSpacing > 0f) { meshBoundsMin.z = 0f; meshBoundsMax.z = zSpacing * (drawOrderCount - 1); } else { meshBoundsMin.z = zSpacing * (drawOrderCount - 1); meshBoundsMax.z = 0f; } int i = 0; do { Slot slot = drawOrder.Items[i]; Attachment attachment = slot.attachment; RegionAttachment regionAttachment = attachment as RegionAttachment; if (regionAttachment != null) { regionAttachment.ComputeWorldVertices(slot.bone, tempVertices); float z = i * zSpacing; float x1 = tempVertices[RegionAttachment.X1], y1 = tempVertices[RegionAttachment.Y1]; float x2 = tempVertices[RegionAttachment.X2], y2 = tempVertices[RegionAttachment.Y2]; float x3 = tempVertices[RegionAttachment.X3], y3 = tempVertices[RegionAttachment.Y3]; float x4 = tempVertices[RegionAttachment.X4], y4 = tempVertices[RegionAttachment.Y4]; vertices[vertexIndex].x = x1; vertices[vertexIndex].y = y1; vertices[vertexIndex].z = z; vertices[vertexIndex + 1].x = x4; vertices[vertexIndex + 1].y = y4; vertices[vertexIndex + 1].z = z; vertices[vertexIndex + 2].x = x2; vertices[vertexIndex + 2].y = y2; vertices[vertexIndex + 2].z = z; vertices[vertexIndex + 3].x = x3; vertices[vertexIndex + 3].y = y3; vertices[vertexIndex + 3].z = z; color.a = (byte)(a * slot.a * regionAttachment.a); color.r = (byte)(r * slot.r * regionAttachment.r * color.a); color.g = (byte)(g * slot.g * regionAttachment.g * color.a); color.b = (byte)(b * slot.b * regionAttachment.b * color.a); if (slot.data.blendMode == BlendMode.additive) { color.a = 0; } colors[vertexIndex] = color; colors[vertexIndex + 1] = color; colors[vertexIndex + 2] = color; colors[vertexIndex + 3] = color; float[] regionUVs = regionAttachment.uvs; uvs[vertexIndex].x = regionUVs[RegionAttachment.X1]; uvs[vertexIndex].y = regionUVs[RegionAttachment.Y1]; uvs[vertexIndex + 1].x = regionUVs[RegionAttachment.X4]; uvs[vertexIndex + 1].y = regionUVs[RegionAttachment.Y4]; uvs[vertexIndex + 2].x = regionUVs[RegionAttachment.X2]; uvs[vertexIndex + 2].y = regionUVs[RegionAttachment.Y2]; uvs[vertexIndex + 3].x = regionUVs[RegionAttachment.X3]; uvs[vertexIndex + 3].y = regionUVs[RegionAttachment.Y3]; // Calculate min/max X if (x1 < meshBoundsMin.x) { meshBoundsMin.x = x1; } else if (x1 > meshBoundsMax.x) { meshBoundsMax.x = x1; } if (x2 < meshBoundsMin.x) { meshBoundsMin.x = x2; } else if (x2 > meshBoundsMax.x) { meshBoundsMax.x = x2; } if (x3 < meshBoundsMin.x) { meshBoundsMin.x = x3; } else if (x3 > meshBoundsMax.x) { meshBoundsMax.x = x3; } if (x4 < meshBoundsMin.x) { meshBoundsMin.x = x4; } else if (x4 > meshBoundsMax.x) { meshBoundsMax.x = x4; } // Calculate min/max Y if (y1 < meshBoundsMin.y) { meshBoundsMin.y = y1; } else if (y1 > meshBoundsMax.y) { meshBoundsMax.y = y1; } if (y2 < meshBoundsMin.y) { meshBoundsMin.y = y2; } else if (y2 > meshBoundsMax.y) { meshBoundsMax.y = y2; } if (y3 < meshBoundsMin.y) { meshBoundsMin.y = y3; } else if (y3 > meshBoundsMax.y) { meshBoundsMax.y = y3; } if (y4 < meshBoundsMin.y) { meshBoundsMin.y = y4; } else if (y4 > meshBoundsMax.y) { meshBoundsMax.y = y4; } vertexIndex += 4; } else { if (!renderMeshes) { continue; } MeshAttachment meshAttachment = attachment as MeshAttachment; if (meshAttachment != null) { int meshVertexCount = meshAttachment.vertices.Length; if (tempVertices.Length < meshVertexCount) { this.tempVertices = tempVertices = new float[meshVertexCount]; } meshAttachment.ComputeWorldVertices(slot, tempVertices); color.a = (byte)(a * slot.a * meshAttachment.a); color.r = (byte)(r * slot.r * meshAttachment.r * color.a); color.g = (byte)(g * slot.g * meshAttachment.g * color.a); color.b = (byte)(b * slot.b * meshAttachment.b * color.a); if (slot.data.blendMode == BlendMode.additive) { color.a = 0; } float[] meshUVs = meshAttachment.uvs; float z = i * zSpacing; for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) { float x = tempVertices[ii], y = tempVertices[ii + 1]; vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z; colors[vertexIndex] = color; uvs[vertexIndex].x = meshUVs[ii]; uvs[vertexIndex].y = meshUVs[ii + 1]; if (x < meshBoundsMin.x) { meshBoundsMin.x = x; } else if (x > meshBoundsMax.x) { meshBoundsMax.x = x; } if (y < meshBoundsMin.y) { meshBoundsMin.y = y; } else if (y > meshBoundsMax.y) { meshBoundsMax.y = y; } } } else { SkinnedMeshAttachment skinnedMeshAttachment = attachment as SkinnedMeshAttachment; if (skinnedMeshAttachment != null) { int meshVertexCount = skinnedMeshAttachment.uvs.Length; if (tempVertices.Length < meshVertexCount) { this.tempVertices = tempVertices = new float[meshVertexCount]; } skinnedMeshAttachment.ComputeWorldVertices(slot, tempVertices); color.a = (byte)(a * slot.a * skinnedMeshAttachment.a); color.r = (byte)(r * slot.r * skinnedMeshAttachment.r * color.a); color.g = (byte)(g * slot.g * skinnedMeshAttachment.g * color.a); color.b = (byte)(b * slot.b * skinnedMeshAttachment.b * color.a); if (slot.data.blendMode == BlendMode.additive) { color.a = 0; } float[] meshUVs = skinnedMeshAttachment.uvs; float z = i * zSpacing; for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) { float x = tempVertices[ii], y = tempVertices[ii + 1]; vertices[vertexIndex].x = x; vertices[vertexIndex].y = y; vertices[vertexIndex].z = z; colors[vertexIndex] = color; uvs[vertexIndex].x = meshUVs[ii]; uvs[vertexIndex].y = meshUVs[ii + 1]; if (x < meshBoundsMin.x) { meshBoundsMin.x = x; } else if (x > meshBoundsMax.x) { meshBoundsMax.x = x; } if (y < meshBoundsMin.y) { meshBoundsMin.y = y; } else if (y > meshBoundsMax.y) { meshBoundsMax.y = y; } } } } } } while (++i < drawOrderCount); } // Double buffer mesh. Mesh mesh = useMesh1 ? mesh1 : mesh2; meshFilter.sharedMesh = mesh; mesh.vertices = vertices; mesh.colors32 = colors; mesh.uv = uvs; if (mustUpdateMeshStructure) { int submeshCount = submeshMaterials.Count; mesh.subMeshCount = submeshCount; for (int i = 0; i < submeshCount; ++i) { mesh.SetTriangles(submeshes.Items[i].triangles, i); } } Vector3 meshBoundsExtents = meshBoundsMax - meshBoundsMin; Vector3 meshBoundsCenter = meshBoundsMin + meshBoundsExtents * 0.5f; mesh.bounds = new Bounds(meshBoundsCenter, meshBoundsExtents); if (newTriangles && calculateNormals) { Vector3[] normals = new Vector3[vertexCount]; Vector3 normal = new Vector3(0, 0, -1); for (int i = 0; i < vertexCount; i++) { normals[i] = normal; } (useMesh1 ? mesh2 : mesh1).vertices = vertices; // Set other mesh vertices. mesh1.normals = normals; mesh2.normals = normals; if (calculateTangents) { Vector4[] tangents = new Vector4[vertexCount]; Vector3 tangent = new Vector3(0, 0, 1); for (int i = 0; i < vertexCount; i++) { tangents[i] = tangent; } mesh1.tangents = tangents; mesh2.tangents = tangents; } } // Update previous state ExposedList <int> attachmentsTriangleCountCurrentMesh; ExposedList <bool> attachmentsFlipStateCurrentMesh; ExposedList <LastState.AddSubmeshArguments> addSubmeshArgumentsCurrentMesh; if (useMesh1) { attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh1; addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh1; attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh1; lastState.immutableTrianglesMesh1 = immutableTriangles; } else { attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh2; addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh2; attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh2; lastState.immutableTrianglesMesh2 = immutableTriangles; } attachmentsTriangleCountCurrentMesh.GrowIfNeeded(attachmentsTriangleCountTemp.Capacity); attachmentsTriangleCountCurrentMesh.Count = attachmentsTriangleCountTemp.Count; attachmentsTriangleCountTemp.CopyTo(attachmentsTriangleCountCurrentMesh.Items, 0); attachmentsFlipStateCurrentMesh.GrowIfNeeded(attachmentsFlipStateTemp.Capacity); attachmentsFlipStateCurrentMesh.Count = attachmentsFlipStateTemp.Count; attachmentsFlipStateTemp.CopyTo(attachmentsFlipStateCurrentMesh.Items, 0); addSubmeshArgumentsCurrentMesh.GrowIfNeeded(addSubmeshArgumentsTemp.Count); addSubmeshArgumentsCurrentMesh.Count = addSubmeshArgumentsTemp.Count; addSubmeshArgumentsTemp.CopyTo(addSubmeshArgumentsCurrentMesh.Items); if (submeshRenderers.Length > 0) { for (int i = 0; i < submeshRenderers.Length; i++) { SkeletonUtilitySubmeshRenderer submeshRenderer = submeshRenderers[i]; if (submeshRenderer.submeshIndex < sharedMaterials.Length) { submeshRenderer.SetMesh(meshRenderer, useMesh1 ? mesh1 : mesh2, sharedMaterials[submeshRenderer.submeshIndex]); } else { submeshRenderer.GetComponent <Renderer>().enabled = false; } } } useMesh1 = !useMesh1; }
public void UpdateMesh() { //Debug.Log("UpdateMesh"); if (!valid) { return; } float scale = canvas.referencePixelsPerUnit; // Count vertices and submesh triangles. int vertexCount = 0; int submeshTriangleCount = 0, submeshFirstVertex = 0, submeshStartSlotIndex = 0; Material lastMaterial = null; ExposedList <Slot> drawOrder = skeleton.drawOrder; int drawOrderCount = drawOrder.Count; bool renderMeshes = this.renderMeshes; // Clear last state of attachments and submeshes ExposedList <int> attachmentsTriangleCountTemp = lastState.attachmentsTriangleCountTemp; attachmentsTriangleCountTemp.GrowIfNeeded(drawOrderCount); attachmentsTriangleCountTemp.Count = drawOrderCount; ExposedList <bool> attachmentsFlipStateTemp = lastState.attachmentsFlipStateTemp; attachmentsFlipStateTemp.GrowIfNeeded(drawOrderCount); attachmentsFlipStateTemp.Count = drawOrderCount; ExposedList <LastState.AddSubmeshArguments> addSubmeshArgumentsTemp = lastState.addSubmeshArgumentsTemp; addSubmeshArgumentsTemp.Clear(false); for (int i = 0; i < drawOrderCount; i++) { Slot slot = drawOrder.Items[i]; Bone bone = slot.bone; Attachment attachment = slot.attachment; object rendererObject; int attachmentVertexCount, attachmentTriangleCount; bool worldScaleXIsPositive = bone.worldScaleX >= 0f; bool worldScaleYIsPositive = bone.worldScaleY >= 0f; bool worldScaleIsSameSigns = (worldScaleXIsPositive && worldScaleYIsPositive) || (!worldScaleXIsPositive && !worldScaleYIsPositive); bool flip = frontFacing && ((bone.worldFlipX != bone.worldFlipY) == worldScaleIsSameSigns); attachmentsFlipStateTemp.Items[i] = flip; attachmentsTriangleCountTemp.Items[i] = -1; var regionAttachment = attachment as RegionAttachment; if (regionAttachment != null) { rendererObject = regionAttachment.RendererObject; attachmentVertexCount = 4; attachmentTriangleCount = 6; } else { if (!renderMeshes) { continue; } var meshAttachment = attachment as MeshAttachment; if (meshAttachment != null) { rendererObject = meshAttachment.RendererObject; attachmentVertexCount = meshAttachment.vertices.Length >> 1; attachmentTriangleCount = meshAttachment.triangles.Length; } else { var skinnedMeshAttachment = attachment as SkinnedMeshAttachment; if (skinnedMeshAttachment != null) { rendererObject = skinnedMeshAttachment.RendererObject; attachmentVertexCount = skinnedMeshAttachment.uvs.Length >> 1; attachmentTriangleCount = skinnedMeshAttachment.triangles.Length; } else { continue; } } } // Populate submesh when material changes. #if !SPINE_TK2D var currentMaterial = (Material)((AtlasRegion)rendererObject).page.rendererObject; #else var currentMaterial = (rendererObject.GetType() == typeof(Material)) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject; #endif if ((lastMaterial != null && lastMaterial.GetInstanceID() != currentMaterial.GetInstanceID())) { addSubmeshArgumentsTemp.Add( new LastState.AddSubmeshArguments(lastMaterial, submeshStartSlotIndex, i, submeshTriangleCount, submeshFirstVertex, false) ); submeshTriangleCount = 0; submeshFirstVertex = vertexCount; submeshStartSlotIndex = i; } lastMaterial = currentMaterial; submeshTriangleCount += attachmentTriangleCount; vertexCount += attachmentVertexCount; attachmentsTriangleCountTemp.Items[i] = attachmentTriangleCount; } addSubmeshArgumentsTemp.Add( new LastState.AddSubmeshArguments(lastMaterial, submeshStartSlotIndex, drawOrderCount, submeshTriangleCount, submeshFirstVertex, true) ); bool mustUpdateMeshStructure = CheckIfMustUpdateMeshStructure(attachmentsTriangleCountTemp, attachmentsFlipStateTemp, addSubmeshArgumentsTemp); if (mustUpdateMeshStructure) { submeshMaterials.Clear(); for (int i = 0, n = addSubmeshArgumentsTemp.Count; i < n; i++) { LastState.AddSubmeshArguments arguments = addSubmeshArgumentsTemp.Items[i]; AddSubmesh( arguments.material, arguments.startSlot, arguments.endSlot, arguments.triangleCount, arguments.firstVertex, arguments.lastSubmesh, attachmentsFlipStateTemp ); } // Set materials. if (submeshMaterials.Count == sharedMaterials.Length) { submeshMaterials.CopyTo(sharedMaterials); } else { sharedMaterials = submeshMaterials.ToArray(); } //meshRenderer.sharedMaterials = sharedMaterials; this.material = sharedMaterials[0]; canvasRenderer.SetMaterial(sharedMaterials[0], (Texture)null); } // Ensure mesh data is the right size. Vector3[] vertices = this.vertices; bool newTriangles = vertexCount > vertices.Length; if (newTriangles) { // Not enough vertices, increase size. this.vertices = vertices = new Vector3[vertexCount]; this.colors = new Color32[vertexCount]; this.uvs = new Vector2[vertexCount]; mesh1.Clear(); mesh2.Clear(); } else { // Too many vertices, zero the extra. Vector3 zero = Vector3.zero; for (int i = vertexCount, n = lastState.vertexCount; i < n; i++) { vertices[i] = zero; } } lastState.vertexCount = vertexCount; // Setup mesh. float zSpacing = this.zSpacing; float[] tempVertices = this.tempVertices; Vector2[] uvs = this.uvs; Color32[] colors = this.colors; int vertexIndex = 0; Color32 vertColor = new Color32(); Color graphicColor = base.color; float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b; // Mesh bounds Vector3 meshBoundsMin; meshBoundsMin.x = float.MaxValue; meshBoundsMin.y = float.MaxValue; meshBoundsMin.z = zSpacing > 0f ? 0f : zSpacing * (drawOrderCount - 1); Vector3 meshBoundsMax; meshBoundsMax.x = float.MinValue; meshBoundsMax.y = float.MinValue; meshBoundsMax.z = zSpacing < 0f ? 0f : zSpacing * (drawOrderCount - 1); for (int i = 0; i < drawOrderCount; i++) { Slot slot = drawOrder.Items[i]; Attachment attachment = slot.attachment; var regionAttachment = attachment as RegionAttachment; if (regionAttachment != null) { regionAttachment.ComputeWorldVertices(slot.bone, tempVertices); float z = i * zSpacing; vertices[vertexIndex].x = tempVertices[RegionAttachment.X1] * scale; vertices[vertexIndex].y = tempVertices[RegionAttachment.Y1] * scale; vertices[vertexIndex].z = z; vertices[vertexIndex + 1].x = tempVertices[RegionAttachment.X4] * scale; vertices[vertexIndex + 1].y = tempVertices[RegionAttachment.Y4] * scale; vertices[vertexIndex + 1].z = z; vertices[vertexIndex + 2].x = tempVertices[RegionAttachment.X2] * scale; vertices[vertexIndex + 2].y = tempVertices[RegionAttachment.Y2] * scale; vertices[vertexIndex + 2].z = z; vertices[vertexIndex + 3].x = tempVertices[RegionAttachment.X3] * scale; vertices[vertexIndex + 3].y = tempVertices[RegionAttachment.Y3] * scale; vertices[vertexIndex + 3].z = z; vertColor.a = (byte)(a * slot.a * regionAttachment.a * graphicColor.a); vertColor.r = (byte)(r * slot.r * regionAttachment.r * graphicColor.r * vertColor.a); vertColor.g = (byte)(g * slot.g * regionAttachment.g * graphicColor.g * vertColor.a); vertColor.b = (byte)(b * slot.b * regionAttachment.b * graphicColor.b * vertColor.a); if (slot.data.blendMode == BlendMode.additive) { vertColor.a = 0; } colors[vertexIndex] = vertColor; colors[vertexIndex + 1] = vertColor; colors[vertexIndex + 2] = vertColor; colors[vertexIndex + 3] = vertColor; float[] regionUVs = regionAttachment.uvs; uvs[vertexIndex].x = regionUVs[RegionAttachment.X1]; uvs[vertexIndex].y = regionUVs[RegionAttachment.Y1]; uvs[vertexIndex + 1].x = regionUVs[RegionAttachment.X4]; uvs[vertexIndex + 1].y = regionUVs[RegionAttachment.Y4]; uvs[vertexIndex + 2].x = regionUVs[RegionAttachment.X2]; uvs[vertexIndex + 2].y = regionUVs[RegionAttachment.Y2]; uvs[vertexIndex + 3].x = regionUVs[RegionAttachment.X3]; uvs[vertexIndex + 3].y = regionUVs[RegionAttachment.Y3]; // Calculate Bounds min/max X if (tempVertices[RegionAttachment.X1] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[RegionAttachment.X1]; } else if (tempVertices[RegionAttachment.X1] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[RegionAttachment.X1]; } if (tempVertices[RegionAttachment.X2] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[RegionAttachment.X2]; } else if (tempVertices[RegionAttachment.X2] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[RegionAttachment.X2]; } if (tempVertices[RegionAttachment.X3] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[RegionAttachment.X3]; } else if (tempVertices[RegionAttachment.X3] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[RegionAttachment.X3]; } if (tempVertices[RegionAttachment.X4] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[RegionAttachment.X4]; } else if (tempVertices[RegionAttachment.X4] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[RegionAttachment.X4]; } // Calculate Bounds min/max Y if (tempVertices[RegionAttachment.Y1] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[RegionAttachment.Y1]; } else if (tempVertices[RegionAttachment.Y1] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[RegionAttachment.Y1]; } if (tempVertices[RegionAttachment.Y2] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[RegionAttachment.Y2]; } else if (tempVertices[RegionAttachment.Y2] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[RegionAttachment.Y2]; } if (tempVertices[RegionAttachment.Y3] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[RegionAttachment.Y3]; } else if (tempVertices[RegionAttachment.Y3] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[RegionAttachment.Y3]; } if (tempVertices[RegionAttachment.Y4] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[RegionAttachment.Y4]; } else if (tempVertices[RegionAttachment.Y4] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[RegionAttachment.Y4]; } vertexIndex += 4; } else { if (!renderMeshes) { continue; } var meshAttachment = attachment as MeshAttachment; if (meshAttachment != null) { int meshVertexCount = meshAttachment.vertices.Length; if (tempVertices.Length < meshVertexCount) { this.tempVertices = tempVertices = new float[meshVertexCount]; } meshAttachment.ComputeWorldVertices(slot, tempVertices); vertColor.a = (byte)(a * slot.a * meshAttachment.a * graphicColor.a); vertColor.r = (byte)(r * slot.r * meshAttachment.r * graphicColor.r * vertColor.a); vertColor.g = (byte)(g * slot.g * meshAttachment.g * graphicColor.g * vertColor.a); vertColor.b = (byte)(b * slot.b * meshAttachment.b * graphicColor.b * vertColor.a); if (slot.data.blendMode == BlendMode.additive) { vertColor.a = 0; } float[] meshUVs = meshAttachment.uvs; float z = i * zSpacing; for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) { vertices[vertexIndex].x = tempVertices[ii] * scale; vertices[vertexIndex].y = tempVertices[ii + 1] * scale; vertices[vertexIndex].z = z; colors[vertexIndex] = vertColor; uvs[vertexIndex].x = meshUVs[ii]; uvs[vertexIndex].y = meshUVs[ii + 1]; // Calculate Bounds if (tempVertices[ii] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[ii]; } else if (tempVertices[ii] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[ii]; } if (tempVertices[ii + 1] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[ii + 1]; } else if (tempVertices[ii + 1] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[ii + 1]; } } } else { var skinnedMeshAttachment = attachment as SkinnedMeshAttachment; if (skinnedMeshAttachment != null) { int meshVertexCount = skinnedMeshAttachment.uvs.Length; if (tempVertices.Length < meshVertexCount) { this.tempVertices = tempVertices = new float[meshVertexCount]; } skinnedMeshAttachment.ComputeWorldVertices(slot, tempVertices); vertColor.a = (byte)(a * slot.a * skinnedMeshAttachment.a * graphicColor.a); vertColor.r = (byte)(r * slot.r * skinnedMeshAttachment.r * graphicColor.r * vertColor.a); vertColor.g = (byte)(g * slot.g * skinnedMeshAttachment.g * graphicColor.g * vertColor.a); vertColor.b = (byte)(b * slot.b * skinnedMeshAttachment.b * graphicColor.b * vertColor.a); if (slot.data.blendMode == BlendMode.additive) { vertColor.a = 0; } float[] meshUVs = skinnedMeshAttachment.uvs; float z = i * zSpacing; for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) { vertices[vertexIndex].x = tempVertices[ii] * scale; vertices[vertexIndex].y = tempVertices[ii + 1] * scale; vertices[vertexIndex].z = z; colors[vertexIndex] = vertColor; uvs[vertexIndex].x = meshUVs[ii]; uvs[vertexIndex].y = meshUVs[ii + 1]; // Calculate Bounds if (tempVertices[ii] < meshBoundsMin.x) { meshBoundsMin.x = tempVertices[ii]; } else if (tempVertices[ii] > meshBoundsMax.x) { meshBoundsMax.x = tempVertices[ii]; } if (tempVertices[ii + 1] < meshBoundsMin.y) { meshBoundsMin.y = tempVertices[ii + 1]; } else if (tempVertices[ii + 1] > meshBoundsMax.y) { meshBoundsMax.y = tempVertices[ii + 1]; } } } } } } // Double buffer mesh. Mesh mesh = useMesh1 ? mesh1 : mesh2; // Push data from buffers. mesh.vertices = vertices; mesh.colors32 = colors; mesh.uv = uvs; // Set Mesh bounds. Vector3 meshBoundsExtents = (meshBoundsMax - meshBoundsMin) * scale; // scaled Vector3 meshBoundsCenter = meshBoundsMin + meshBoundsExtents * 0.5f; mesh.bounds = new Bounds(meshBoundsCenter, meshBoundsExtents); //mesh.RecalculateBounds(); canvasRenderer.SetMesh(mesh); //this.SetVerticesDirty(); if (mustUpdateMeshStructure) { int submeshCount = submeshMaterials.Count; mesh.subMeshCount = submeshCount; for (int i = 0; i < submeshCount; ++i) { mesh.SetTriangles(submeshes.Items[i].triangles, i); } /* * TODO: Check fix with a known repro case. * if (useMesh1) * lastState.forceUpdateMesh1 = false; * else * lastState.forceUpdateMesh2 = false; */ } if (newTriangles && calculateNormals) { var normals = new Vector3[vertexCount]; var normal = new Vector3(0, 0, -1); for (int i = 0; i < vertexCount; i++) { normals[i] = normal; } (useMesh1 ? mesh2 : mesh1).vertices = vertices; // Set other mesh vertices. mesh1.normals = normals; mesh2.normals = normals; if (calculateTangents) { var tangents = new Vector4[vertexCount]; var tangent = new Vector3(0, 0, 1); for (int i = 0; i < vertexCount; i++) { tangents[i] = tangent; } mesh1.tangents = tangents; mesh2.tangents = tangents; } } // Update previous state ExposedList <int> attachmentsTriangleCountCurrentMesh; ExposedList <bool> attachmentsFlipStateCurrentMesh; ExposedList <LastState.AddSubmeshArguments> addSubmeshArgumentsCurrentMesh; if (useMesh1) { attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh1; addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh1; attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh1; lastState.immutableTrianglesMesh1 = immutableTriangles; } else { attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh2; addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh2; attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh2; lastState.immutableTrianglesMesh2 = immutableTriangles; } attachmentsTriangleCountCurrentMesh.GrowIfNeeded(attachmentsTriangleCountTemp.Capacity); attachmentsTriangleCountCurrentMesh.Count = attachmentsTriangleCountTemp.Count; attachmentsTriangleCountTemp.CopyTo(attachmentsTriangleCountCurrentMesh.Items, 0); attachmentsFlipStateCurrentMesh.GrowIfNeeded(attachmentsFlipStateTemp.Capacity); attachmentsFlipStateCurrentMesh.Count = attachmentsFlipStateTemp.Count; attachmentsFlipStateTemp.CopyTo(attachmentsFlipStateCurrentMesh.Items, 0); addSubmeshArgumentsCurrentMesh.GrowIfNeeded(addSubmeshArgumentsTemp.Count); addSubmeshArgumentsCurrentMesh.Count = addSubmeshArgumentsTemp.Count; addSubmeshArgumentsTemp.CopyTo(addSubmeshArgumentsCurrentMesh.Items); useMesh1 = !useMesh1; }