/// <summary>
 /// Clears the previously generated mesh and resets the skeleton's pose.</summary>
 public virtual void ClearState()
 {
     meshFilter.sharedMesh = null;
     currentInstructions.Clear();
     if (skeleton != null)
     {
         skeleton.SetToSetupPose();
     }
 }
Exemplo n.º 2
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        /// <summary>
        /// Clears the previously generated mesh and resets the skeleton's pose.</summary>
        public virtual void ClearState()
        {
            var meshFilter = GetComponent <MeshFilter>();

            if (meshFilter != null)
            {
                meshFilter.sharedMesh = null;
            }
            currentInstructions.Clear();
            if (skeleton != null)
            {
                skeleton.SetToSetupPose();
            }
        }
        void LazyIntialize()
        {
            if (buffers == null)
            {
                buffers = new MeshRendererBuffers();
                buffers.Initialize();

                if (meshGenerator != null)
                {
                    return;
                }
                meshGenerator = new MeshGenerator();
                meshFilter    = GetComponent <MeshFilter>();
                meshRenderer  = GetComponent <MeshRenderer>();
                currentInstructions.Clear();
            }
        }
 public void Clear()
 {
     mesh.Clear();
     instructionUsed.Clear();
 }
Exemplo n.º 5
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        public static void GenerateSkeletonRendererInstruction(SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Dictionary <Slot, Material> customSlotMaterials, List <Slot> separatorSlots, bool generateMeshOverride, bool immutableTriangles = false)
        {
            ExposedList <Slot> drawOrder = skeleton.drawOrder;
            int count = drawOrder.Count;

            instructionOutput.Clear();
            ExposedList <SubmeshInstruction> submeshInstructions = instructionOutput.submeshInstructions;

            instructionOutput.attachments.Resize(count);
            Attachment[]       items              = instructionOutput.attachments.Items;
            int                num                = 0;
            bool               hasActiveClipping  = false;
            SubmeshInstruction submeshInstruction = default(SubmeshInstruction);

            submeshInstruction.skeleton = skeleton;
            submeshInstruction.preActiveClippingSlotSource = -1;
            SubmeshInstruction submeshInstruction2 = submeshInstruction;
            bool     flag  = customSlotMaterials != null && customSlotMaterials.Count > 0;
            int      num2  = (separatorSlots != null) ? separatorSlots.Count : 0;
            bool     flag2 = num2 > 0;
            int      num3  = -1;
            int      preActiveClippingSlotSource = -1;
            SlotData slotData = null;
            int      num4     = 0;

            Slot[] items2 = drawOrder.Items;
            for (int i = 0; i < count; i++)
            {
                Slot             slot             = items2[i];
                Attachment       attachment       = items[i] = slot.attachment;
                int              num5             = 0;
                int              num6             = 0;
                object           obj              = null;
                bool             flag3            = false;
                RegionAttachment regionAttachment = attachment as RegionAttachment;
                if (regionAttachment != null)
                {
                    obj  = regionAttachment.RendererObject;
                    num5 = 4;
                    num6 = 6;
                }
                else
                {
                    MeshAttachment meshAttachment = attachment as MeshAttachment;
                    if (meshAttachment != null)
                    {
                        obj  = meshAttachment.RendererObject;
                        num5 = meshAttachment.worldVerticesLength >> 1;
                        num6 = meshAttachment.triangles.Length;
                    }
                    else
                    {
                        ClippingAttachment clippingAttachment = attachment as ClippingAttachment;
                        if (clippingAttachment != null)
                        {
                            slotData = clippingAttachment.endSlot;
                            num3     = i;
                            submeshInstruction2.hasClipping = true;
                            hasActiveClipping = true;
                        }
                        flag3 = true;
                    }
                }
                if (slotData != null && slot.data == slotData)
                {
                    slotData = null;
                    num3     = -1;
                }
                if (flag2)
                {
                    submeshInstruction2.forceSeparate = false;
                    for (int j = 0; j < num2; j++)
                    {
                        if (object.ReferenceEquals(slot, separatorSlots[j]))
                        {
                            submeshInstruction2.forceSeparate = true;
                            break;
                        }
                    }
                }
                if (flag3)
                {
                    if (submeshInstruction2.forceSeparate && generateMeshOverride)
                    {
                        submeshInstruction2.endSlot = i;
                        submeshInstruction2.preActiveClippingSlotSource = preActiveClippingSlotSource;
                        submeshInstructions.Resize(num4 + 1);
                        submeshInstructions.Items[num4] = submeshInstruction2;
                        num4++;
                        submeshInstruction2.startSlot           = i;
                        preActiveClippingSlotSource             = num3;
                        submeshInstruction2.rawTriangleCount    = 0;
                        submeshInstruction2.rawVertexCount      = 0;
                        submeshInstruction2.rawFirstVertexIndex = num;
                        submeshInstruction2.hasClipping         = (num3 >= 0);
                    }
                    continue;
                }
                Material value;
                if (flag)
                {
                    if (!customSlotMaterials.TryGetValue(slot, out value))
                    {
                        value = (Material)((AtlasRegion)obj).page.rendererObject;
                    }
                }
                else
                {
                    value = (Material)((AtlasRegion)obj).page.rendererObject;
                }
                if (submeshInstruction2.forceSeparate || (submeshInstruction2.rawVertexCount > 0 && !object.ReferenceEquals(submeshInstruction2.material, value)))
                {
                    submeshInstruction2.endSlot = i;
                    submeshInstruction2.preActiveClippingSlotSource = preActiveClippingSlotSource;
                    submeshInstructions.Resize(num4 + 1);
                    submeshInstructions.Items[num4] = submeshInstruction2;
                    num4++;
                    submeshInstruction2.startSlot           = i;
                    preActiveClippingSlotSource             = num3;
                    submeshInstruction2.rawTriangleCount    = 0;
                    submeshInstruction2.rawVertexCount      = 0;
                    submeshInstruction2.rawFirstVertexIndex = num;
                    submeshInstruction2.hasClipping         = (num3 >= 0);
                }
                submeshInstruction2.material            = value;
                submeshInstruction2.rawTriangleCount   += num6;
                submeshInstruction2.rawVertexCount     += num5;
                submeshInstruction2.rawFirstVertexIndex = num;
                num += num5;
            }
            if (submeshInstruction2.rawVertexCount > 0)
            {
                submeshInstruction2.endSlot = count;
                submeshInstruction2.preActiveClippingSlotSource = preActiveClippingSlotSource;
                submeshInstruction2.forceSeparate = false;
                submeshInstructions.Resize(num4 + 1);
                submeshInstructions.Items[num4] = submeshInstruction2;
            }
            instructionOutput.hasActiveClipping  = hasActiveClipping;
            instructionOutput.rawVertexCount     = num;
            instructionOutput.immutableTriangles = immutableTriangles;
        }
Exemplo n.º 6
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        public static void GenerateSingleSubmeshInstruction(SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Material material)
        {
            ExposedList <Slot> drawOrder = skeleton.drawOrder;
            int count = drawOrder.Count;

            instructionOutput.Clear();
            ExposedList <SubmeshInstruction> submeshInstructions = instructionOutput.submeshInstructions;

            submeshInstructions.Resize(1);
            instructionOutput.attachments.Resize(count);
            Attachment[]       items = instructionOutput.attachments.Items;
            int                num   = 0;
            SubmeshInstruction submeshInstruction = default(SubmeshInstruction);

            submeshInstruction.skeleton = skeleton;
            submeshInstruction.preActiveClippingSlotSource = -1;
            submeshInstruction.startSlot           = 0;
            submeshInstruction.rawFirstVertexIndex = 0;
            submeshInstruction.material            = material;
            submeshInstruction.forceSeparate       = false;
            submeshInstruction.endSlot             = count;
            SubmeshInstruction submeshInstruction2 = submeshInstruction;
            bool hasActiveClipping = false;

            Slot[] items2 = drawOrder.Items;
            for (int i = 0; i < count; i++)
            {
                Slot             slot             = items2[i];
                Attachment       attachment       = items[i] = slot.attachment;
                RegionAttachment regionAttachment = attachment as RegionAttachment;
                int num2;
                int num3;
                if (regionAttachment != null)
                {
                    num2 = 4;
                    num3 = 6;
                }
                else
                {
                    MeshAttachment meshAttachment = attachment as MeshAttachment;
                    if (meshAttachment != null)
                    {
                        num2 = meshAttachment.worldVerticesLength >> 1;
                        num3 = meshAttachment.triangles.Length;
                    }
                    else
                    {
                        ClippingAttachment clippingAttachment = attachment as ClippingAttachment;
                        if (clippingAttachment != null)
                        {
                            submeshInstruction2.hasClipping = true;
                            hasActiveClipping = true;
                        }
                        num2 = 0;
                        num3 = 0;
                    }
                }
                submeshInstruction2.rawTriangleCount += num3;
                submeshInstruction2.rawVertexCount   += num2;
                num += num2;
            }
            instructionOutput.hasActiveClipping = hasActiveClipping;
            instructionOutput.rawVertexCount    = num;
            submeshInstructions.Items[0]        = submeshInstruction2;
        }