コード例 #1
0
            public void UpdateDrawOrderCount(int drawOrderCount)
            {
                attachmentsFlipState.GrowIfNeeded(drawOrderCount);
                attachmentsFlipState.Count = drawOrderCount;

                attachments.GrowIfNeeded(drawOrderCount);
                attachments.Count = drawOrderCount;
            }
コード例 #2
0
            public void UpdateAttachmentCount(int attachmentCount)
            {
                attachmentsFlipState.GrowIfNeeded(attachmentCount);
                attachmentsFlipState.Count = attachmentCount;

                attachments.GrowIfNeeded(attachmentCount);
                attachments.Count = attachmentCount;
            }
コード例 #3
0
        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);
        }
コード例 #4
0
 public void Set(SkeletonRendererInstruction other)
 {
     immutableTriangles = other.immutableTriangles;
     hasActiveClipping  = other.hasActiveClipping;
     rawVertexCount     = other.rawVertexCount;
     attachments.Clear(clearArray: false);
     attachments.GrowIfNeeded(other.attachments.Capacity);
     attachments.Count = other.attachments.Count;
     other.attachments.CopyTo(attachments.Items);
     submeshInstructions.Clear(clearArray: false);
     submeshInstructions.GrowIfNeeded(other.submeshInstructions.Capacity);
     submeshInstructions.Count = other.submeshInstructions.Count;
     other.submeshInstructions.CopyTo(submeshInstructions.Items);
 }
コード例 #5
0
            public void Set(Vector3[] verts, Vector2[] uvs, Color32[] colors, ExposedList <Attachment> attachments, ExposedList <SubmeshInstruction> instructions)
            {
                mesh.vertices = verts;
                mesh.uv       = uvs;
                mesh.colors32 = colors;

                attachmentsUsed.Clear(false);
                attachmentsUsed.GrowIfNeeded(attachments.Capacity);
                attachmentsUsed.Count = attachments.Count;
                attachments.CopyTo(attachmentsUsed.Items);

                instructionsUsed.Clear(false);
                instructionsUsed.GrowIfNeeded(instructions.Capacity);
                instructionsUsed.Count = instructions.Count;
                instructions.CopyTo(instructionsUsed.Items);
            }
コード例 #6
0
        public void Set(Vector3[] verts, Vector2[] uvs, Color32[] colors, SubmeshedMeshInstructions instructions)
        {
            mesh.vertices = verts;
            mesh.uv       = uvs;
            mesh.colors32 = colors;

            attachmentsUsed.Clear();
            attachmentsUsed.GrowIfNeeded(instructions.attachmentList.Capacity);
            attachmentsUsed.Count = instructions.attachmentList.Count;
            instructions.attachmentList.CopyTo(attachmentsUsed.Items);

            instructionsUsed.Clear();
            instructionsUsed.GrowIfNeeded(instructions.submeshInstructions.Capacity);
            instructionsUsed.Count = instructions.submeshInstructions.Count;
            instructions.submeshInstructions.CopyTo(instructionsUsed.Items);
        }
コード例 #7
0
        public static bool EnsureTriangleBuffersSize(ExposedList <SubmeshTriangleBuffer> submeshBuffers, int targetSubmeshCount, SubmeshInstruction[] instructionItems)
        {
            bool flag = submeshBuffers.Count < targetSubmeshCount;

            if (flag)
            {
                submeshBuffers.GrowIfNeeded(targetSubmeshCount - submeshBuffers.Count);
                int num = submeshBuffers.Count;
                while (submeshBuffers.Count < targetSubmeshCount)
                {
                    submeshBuffers.Add(new SubmeshTriangleBuffer(instructionItems[num].triangleCount));
                    num++;
                }
            }
            return(flag);
        }
コード例 #8
0
		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;
		}
コード例 #9
0
ファイル: SkeletonRenderer.cs プロジェクト: mrdivdiz/bpvita
        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);
        }
コード例 #10
0
    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;
    }
コード例 #11
0
    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;
    }
コード例 #12
0
    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;
    }