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Caching version of AttachmentTools
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/****************************************************************************** | |
* Spine Runtimes Software License v2.5 | |
* | |
* Copyright (c) 2013-2016, Esoteric Software | |
* All rights reserved. | |
* | |
* You are granted a perpetual, non-exclusive, non-sublicensable, and | |
* non-transferable license to use, install, execute, and perform the Spine | |
* Runtimes software and derivative works solely for personal or internal | |
* use. Without the written permission of Esoteric Software (see Section 2 of | |
* the Spine Software License Agreement), you may not (a) modify, translate, | |
* adapt, or develop new applications using the Spine Runtimes or otherwise | |
* create derivative works or improvements of the Spine Runtimes or (b) remove, | |
* delete, alter, or obscure any trademarks or any copyright, trademark, patent, | |
* or other intellectual property or proprietary rights notices on or in the | |
* Software, including any copy thereof. Redistributions in binary or source | |
* form must include this license and terms. | |
* | |
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR | |
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF | |
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO | |
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | |
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF | |
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER | |
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
* POSSIBILITY OF SUCH DAMAGE. | |
*****************************************************************************/ | |
using UnityEngine; | |
using System.Collections.Generic; | |
namespace Spine.Unity.Modules.AttachmentTools { | |
public static class AttachmentRegionExtensions { | |
#region GetRegion | |
/// <summary> | |
/// Tries to get the region (image) of a renderable attachment. If the attachment is not renderable, it returns null.</summary> | |
public static AtlasRegion GetRegion (this Attachment attachment) { | |
var regionAttachment = attachment as RegionAttachment; | |
if (regionAttachment != null) | |
return regionAttachment.RendererObject as AtlasRegion; | |
var meshAttachment = attachment as MeshAttachment; | |
if (meshAttachment != null) | |
return meshAttachment.RendererObject as AtlasRegion; | |
return null; | |
} | |
/// <summary>Gets the region (image) of a RegionAttachment</summary> | |
public static AtlasRegion GetRegion (this RegionAttachment regionAttachment) { | |
return regionAttachment.RendererObject as AtlasRegion; | |
} | |
/// <summary>Gets the region (image) of a MeshAttachment</summary> | |
public static AtlasRegion GetRegion (this MeshAttachment meshAttachment) { | |
return meshAttachment.RendererObject as AtlasRegion; | |
} | |
#endregion | |
#region SetRegion | |
/// <summary> | |
/// Tries to set the region (image) of a renderable attachment. If the attachment is not renderable, nothing is applied.</summary> | |
public static void SetRegion (this Attachment attachment, AtlasRegion region, bool updateOffset = true) { | |
var regionAttachment = attachment as RegionAttachment; | |
if (regionAttachment != null) | |
regionAttachment.SetRegion(region, updateOffset); | |
var meshAttachment = attachment as MeshAttachment; | |
if (meshAttachment != null) | |
meshAttachment.SetRegion(region, updateOffset); | |
} | |
/// <summary>Sets the region (image) of a RegionAttachment</summary> | |
public static void SetRegion (this RegionAttachment attachment, AtlasRegion region, bool updateOffset = true) { | |
if (region == null) throw new System.ArgumentNullException("region"); | |
// (AtlasAttachmentLoader.cs) | |
attachment.RendererObject = region; | |
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate); | |
attachment.regionOffsetX = region.offsetX; | |
attachment.regionOffsetY = region.offsetY; | |
attachment.regionWidth = region.width; | |
attachment.regionHeight = region.height; | |
attachment.regionOriginalWidth = region.originalWidth; | |
attachment.regionOriginalHeight = region.originalHeight; | |
if (updateOffset) attachment.UpdateOffset(); | |
} | |
/// <summary>Sets the region (image) of a MeshAttachment</summary> | |
public static void SetRegion (this MeshAttachment attachment, AtlasRegion region, bool updateUVs = true) { | |
if (region == null) throw new System.ArgumentNullException("region"); | |
// (AtlasAttachmentLoader.cs) | |
attachment.RendererObject = region; | |
attachment.RegionU = region.u; | |
attachment.RegionV = region.v; | |
attachment.RegionU2 = region.u2; | |
attachment.RegionV2 = region.v2; | |
attachment.RegionRotate = region.rotate; | |
attachment.regionOffsetX = region.offsetX; | |
attachment.regionOffsetY = region.offsetY; | |
attachment.regionWidth = region.width; | |
attachment.regionHeight = region.height; | |
attachment.regionOriginalWidth = region.originalWidth; | |
attachment.regionOriginalHeight = region.originalHeight; | |
if (updateUVs) attachment.UpdateUVs(); | |
} | |
#endregion | |
#region Runtime RegionAttachments | |
/// <summary> | |
/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses a new AtlasPage with the Material provided./// </summary> | |
public static RegionAttachment ToRegionAttachment (this Sprite sprite, Material material) { | |
return sprite.ToRegionAttachment(material.ToSpineAtlasPage()); | |
} | |
/// <summary> | |
/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses the AtlasPage provided./// </summary> | |
public static RegionAttachment ToRegionAttachment (this Sprite sprite, AtlasPage page) { | |
if (sprite == null) throw new System.ArgumentNullException("sprite"); | |
if (page == null) throw new System.ArgumentNullException("page"); | |
var region = sprite.ToAtlasRegion(page); | |
var unitsPerPixel = 1f / sprite.pixelsPerUnit; | |
return region.ToRegionAttachment(sprite.name, unitsPerPixel); | |
} | |
/// <summary> | |
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data. Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton"</summary> | |
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps, Material materialPropertySource = null) { | |
if (sprite == null) throw new System.ArgumentNullException("sprite"); | |
if (shader == null) throw new System.ArgumentNullException("shader"); | |
var region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps, materialPropertySource); | |
var unitsPerPixel = 1f / sprite.pixelsPerUnit; | |
return region.ToRegionAttachment(sprite.name, unitsPerPixel); | |
} | |
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps) { | |
return sprite.ToRegionAttachmentPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource); | |
} | |
/// <summary> | |
/// Creates a new RegionAttachment from a given AtlasRegion.</summary> | |
public static RegionAttachment ToRegionAttachment (this AtlasRegion region, string attachmentName, float scale = 0.01f) { | |
if (string.IsNullOrEmpty(attachmentName)) throw new System.ArgumentException("attachmentName can't be null or empty.", "attachmentName"); | |
if (region == null) throw new System.ArgumentNullException("region"); | |
// (AtlasAttachmentLoader.cs) | |
var attachment = new RegionAttachment(attachmentName); | |
attachment.RendererObject = region; | |
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate); | |
attachment.regionOffsetX = region.offsetX; | |
attachment.regionOffsetY = region.offsetY; | |
attachment.regionWidth = region.width; | |
attachment.regionHeight = region.height; | |
attachment.regionOriginalWidth = region.originalWidth; | |
attachment.regionOriginalHeight = region.originalHeight; | |
attachment.Path = region.name; | |
attachment.scaleX = 1; | |
attachment.scaleY = 1; | |
attachment.rotation = 0; | |
attachment.r = 1; | |
attachment.g = 1; | |
attachment.b = 1; | |
attachment.a = 1; | |
// pass OriginalWidth and OriginalHeight because UpdateOffset uses it in its calculation. | |
attachment.width = attachment.regionOriginalWidth * scale; | |
attachment.height = attachment.regionOriginalHeight * scale; | |
attachment.SetColor(Color.white); | |
attachment.UpdateOffset(); | |
return attachment; | |
} | |
/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary> | |
public static void SetScale (this RegionAttachment regionAttachment, Vector2 scale) { | |
regionAttachment.scaleX = scale.x; | |
regionAttachment.scaleY = scale.y; | |
} | |
/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary> | |
public static void SetScale (this RegionAttachment regionAttachment, float x, float y) { | |
regionAttachment.scaleX = x; | |
regionAttachment.scaleY = y; | |
} | |
/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary> | |
public static void SetPositionOffset (this RegionAttachment regionAttachment, Vector2 offset) { | |
regionAttachment.x = offset.x; | |
regionAttachment.y = offset.y; | |
} | |
/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary> | |
public static void SetPositionOffset (this RegionAttachment regionAttachment, float x, float y) { | |
regionAttachment.x = x; | |
regionAttachment.y = y; | |
} | |
/// <summary> Sets the rotation. Call regionAttachment.UpdateOffset to apply the change.</summary> | |
public static void SetRotation (this RegionAttachment regionAttachment, float rotation) { | |
regionAttachment.rotation = rotation; | |
} | |
#endregion | |
} | |
public static class SpriteAtlasRegionExtensions { | |
internal const TextureFormat SpineTextureFormat = TextureFormat.RGBA32; | |
internal const bool UseMipMaps = false; | |
internal const float DefaultScale = 0.01f; | |
public static AtlasRegion ToAtlasRegion (this Texture2D t, Material materialPropertySource, float scale = DefaultScale) { | |
return t.ToAtlasRegion(materialPropertySource.shader, scale, materialPropertySource); | |
} | |
public static AtlasRegion ToAtlasRegion (this Texture2D t, Shader shader, float scale = DefaultScale, Material materialPropertySource = null) { | |
var material = new Material(shader); | |
if (materialPropertySource != null) { | |
material.CopyPropertiesFromMaterial(materialPropertySource); | |
material.shaderKeywords = materialPropertySource.shaderKeywords; | |
} | |
material.mainTexture = t; | |
var page = material.ToSpineAtlasPage(); | |
float width = t.width; | |
float height = t.height; | |
var region = new AtlasRegion(); | |
region.name = t.name; | |
region.index = -1; | |
region.rotate = false; | |
// World space units | |
Vector2 boundsMin = Vector2.zero, boundsMax = new Vector2(width, height) * scale; | |
// Texture space/pixel units | |
region.width = (int)width; | |
region.originalWidth = (int)width; | |
region.height = (int)height; | |
region.originalHeight = (int)height; | |
region.offsetX = width * (0.5f - InverseLerp(boundsMin.x, boundsMax.x, 0)); | |
region.offsetY = height * (0.5f - InverseLerp(boundsMin.y, boundsMax.y, 0)); | |
// Use the full area of the texture. | |
region.u = 0; | |
region.v = 1; | |
region.u2 = 1; | |
region.v2 = 0; | |
region.x = 0; | |
region.y = 0; | |
region.page = page; | |
return region; | |
} | |
/// <summary> | |
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary> | |
public static AtlasRegion ToAtlasRegionPMAClone (this Texture2D t, Material materialPropertySource, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) { | |
return t.ToAtlasRegionPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource); | |
} | |
/// <summary> | |
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary> | |
public static AtlasRegion ToAtlasRegionPMAClone (this Texture2D t, Shader shader, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null) { | |
var material = new Material(shader); | |
if (materialPropertySource != null) { | |
material.CopyPropertiesFromMaterial(materialPropertySource); | |
material.shaderKeywords = materialPropertySource.shaderKeywords; | |
} | |
var newTexture = t.GetClone(false, textureFormat, mipmaps); | |
newTexture.ApplyPMA(true); | |
newTexture.name = t.name + "-pma-"; | |
material.name = t.name + shader.name; | |
material.mainTexture = newTexture; | |
var page = material.ToSpineAtlasPage(); | |
var region = newTexture.ToAtlasRegion(shader); | |
region.page = page; | |
return region; | |
} | |
/// <summary> | |
/// Creates a new Spine.AtlasPage from a UnityEngine.Material. If the material has a preassigned texture, the page width and height will be set.</summary> | |
public static AtlasPage ToSpineAtlasPage (this Material m) { | |
var newPage = new AtlasPage { | |
rendererObject = m, | |
name = m.name | |
}; | |
var t = m.mainTexture; | |
if (t != null) { | |
newPage.width = t.width; | |
newPage.height = t.height; | |
} | |
return newPage; | |
} | |
/// <summary> | |
/// Creates a Spine.AtlasRegion from a UnityEngine.Sprite.</summary> | |
public static AtlasRegion ToAtlasRegion (this Sprite s, AtlasPage page) { | |
if (page == null) throw new System.ArgumentNullException("page", "page cannot be null. AtlasPage determines which texture region belongs and how it should be rendered. You can use material.ToSpineAtlasPage() to get a shareable AtlasPage from a Material, or use the sprite.ToAtlasRegion(material) overload."); | |
var region = s.ToAtlasRegion(); | |
region.page = page; | |
return region; | |
} | |
/// <summary> | |
/// Creates a Spine.AtlasRegion from a UnityEngine.Sprite. This creates a new AtlasPage object for every AtlasRegion you create. You can centralize Material control by creating a shared atlas page using Material.ToSpineAtlasPage and using the sprite.ToAtlasRegion(AtlasPage) overload.</summary> | |
public static AtlasRegion ToAtlasRegion (this Sprite s, Material material) { | |
var region = s.ToAtlasRegion(); | |
region.page = material.ToSpineAtlasPage(); | |
return region; | |
} | |
/// <summary> | |
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary> | |
public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Shader shader, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null) { | |
var material = new Material(shader); | |
if (materialPropertySource != null) { | |
material.CopyPropertiesFromMaterial(materialPropertySource); | |
material.shaderKeywords = materialPropertySource.shaderKeywords; | |
} | |
var tex = s.ToTexture(false, textureFormat, mipmaps); | |
tex.ApplyPMA(true); | |
tex.name = s.name + "-pma-"; | |
material.name = tex.name + shader.name; | |
material.mainTexture = tex; | |
var page = material.ToSpineAtlasPage(); | |
var region = s.ToAtlasRegion(true); | |
region.page = page; | |
return region; | |
} | |
public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Material materialPropertySource, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) { | |
return s.ToAtlasRegionPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource); | |
} | |
internal static AtlasRegion ToAtlasRegion (this Sprite s, bool isolatedTexture = false) { | |
var region = new AtlasRegion(); | |
region.name = s.name; | |
region.index = -1; | |
region.rotate = s.packed && s.packingRotation != SpritePackingRotation.None; | |
// World space units | |
Bounds bounds = s.bounds; | |
Vector2 boundsMin = bounds.min, boundsMax = bounds.max; | |
// Texture space/pixel units | |
Rect spineRect = s.rect.SpineUnityFlipRect(s.texture.height); | |
region.width = (int)spineRect.width; | |
region.originalWidth = (int)spineRect.width; | |
region.height = (int)spineRect.height; | |
region.originalHeight = (int)spineRect.height; | |
region.offsetX = spineRect.width * (0.5f - InverseLerp(boundsMin.x, boundsMax.x, 0)); | |
region.offsetY = spineRect.height * (0.5f - InverseLerp(boundsMin.y, boundsMax.y, 0)); | |
if (isolatedTexture) { | |
region.u = 0; | |
region.v = 1; | |
region.u2 = 1; | |
region.v2 = 0; | |
region.x = 0; | |
region.y = 0; | |
} else { | |
Texture2D tex = s.texture; | |
Rect uvRect = TextureRectToUVRect(s.textureRect, tex.width, tex.height); | |
region.u = uvRect.xMin; | |
region.v = uvRect.yMax; | |
region.u2 = uvRect.xMax; | |
region.v2 = uvRect.yMin; | |
region.x = (int)spineRect.x; | |
region.y = (int)spineRect.y; | |
} | |
return region; | |
} | |
#region Runtime Repacking | |
/// <summary> | |
/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary> | |
/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks> | |
public static Skin GetRepackedSkin (this Skin o, string newName, Material materialPropertySource, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) { | |
return GetRepackedSkin(o, newName, materialPropertySource.shader, out m, out t, maxAtlasSize, padding, textureFormat, mipmaps, materialPropertySource); | |
} | |
/// <summary> | |
/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary> | |
/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks> | |
public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null) { | |
var skinAttachments = o.Attachments; | |
var newSkin = new Skin(newName); | |
// Use these to detect and use shared regions. | |
var existingRegions = new Dictionary<AtlasRegion, int>(); | |
var regionIndexes = new List<int>(); | |
// Collect all textures from the attachments of the original skin. | |
var repackedAttachments = new List<Attachment>(); | |
var texturesToPack = new List<Texture2D>(); | |
var originalRegions = new List<AtlasRegion>(); | |
int newRegionIndex = 0; | |
foreach (var kvp in skinAttachments) { | |
var newAttachment = kvp.Value.GetClone(true); | |
if (IsRenderable(newAttachment)) { | |
var region = newAttachment.GetAtlasRegion(); | |
int existingIndex; | |
if (existingRegions.TryGetValue(region, out existingIndex)) { | |
regionIndexes.Add(existingIndex); // Store the region index for the eventual new attachment. | |
} else { | |
originalRegions.Add(region); | |
texturesToPack.Add(region.ToTexture()); // Add the texture to the PackTextures argument | |
existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions | |
regionIndexes.Add(newRegionIndex); // Store the region index for the eventual new attachment. | |
newRegionIndex++; | |
} | |
repackedAttachments.Add(newAttachment); | |
} | |
var key = kvp.Key; | |
newSkin.AddAttachment(key.slotIndex, key.name, newAttachment); | |
} | |
// Fill a new texture with the collected attachment textures. | |
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps); | |
newTexture.anisoLevel = texturesToPack[0].anisoLevel; | |
newTexture.name = newName; | |
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize); | |
// Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments | |
var newMaterial = new Material(shader); | |
if (materialPropertySource != null) { | |
newMaterial.CopyPropertiesFromMaterial(materialPropertySource); | |
newMaterial.shaderKeywords = materialPropertySource.shaderKeywords; | |
} | |
newMaterial.name = newName; | |
newMaterial.mainTexture = newTexture; | |
var page = newMaterial.ToSpineAtlasPage(); | |
page.name = newName; | |
var repackedRegions = new List<AtlasRegion>(); | |
for (int i = 0, n = originalRegions.Count; i < n; i++) { | |
var oldRegion = originalRegions[i]; | |
var newRegion = UVRectToAtlasRegion(rects[i], oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate); | |
repackedRegions.Add(newRegion); | |
} | |
// Map the cloned attachments to the repacked atlas. | |
for (int i = 0, n = repackedAttachments.Count; i < n; i++) { | |
var a = repackedAttachments[i]; | |
a.SetRegion(repackedRegions[regionIndexes[i]]); | |
} | |
// // Clean up | |
// foreach (var ttp in texturesToPack) | |
// UnityEngine.Object.Destroy(ttp); | |
t = newTexture; | |
m = newMaterial; | |
return newSkin; | |
} | |
public static Sprite ToSprite (this AtlasRegion ar, float pixelsPerUnit = 100) { | |
return Sprite.Create(ar.GetMainTexture(), ar.GetUnityRect(), new Vector2(0.5f, 0.5f), pixelsPerUnit); | |
} | |
static Dictionary<AtlasRegion, Texture2D> CachedRegionTextures = new Dictionary<AtlasRegion, Texture2D>(); | |
static List<Texture2D> CachedRegionTexturesList = new List<Texture2D>(); | |
public static void ClearCache () { | |
foreach (var t in CachedRegionTexturesList) { | |
UnityEngine.Object.Destroy(t); | |
} | |
CachedRegionTextures.Clear(); | |
CachedRegionTexturesList.Clear(); | |
} | |
/// <summary>Creates a new Texture2D object based on an AtlasRegion. | |
/// If applyImmediately is true, Texture2D.Apply is called immediately after the Texture2D is filled with data.</summary> | |
public static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) { | |
Texture2D output; | |
CachedRegionTextures.TryGetValue(ar, out output); | |
if (output == null) { | |
Texture2D sourceTexture = ar.GetMainTexture(); | |
Rect r = ar.GetUnityRect(sourceTexture.height); | |
int width = (int)r.width; | |
int height = (int)r.height; | |
output = new Texture2D(width, height, textureFormat, mipmaps); | |
output.name = ar.name; | |
Color[] pixelBuffer = sourceTexture.GetPixels((int)r.x, (int)r.y, width, height); | |
output.SetPixels(pixelBuffer); | |
CachedRegionTextures.Add(ar, output); | |
CachedRegionTexturesList.Add(output); | |
if (applyImmediately) | |
output.Apply(); | |
} | |
return output; | |
} | |
static Texture2D ToTexture (this Sprite s, bool applyImmediately = true, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) { | |
var spriteTexture = s.texture; | |
var r = s.textureRect; | |
var spritePixels = spriteTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height); | |
var newTexture = new Texture2D((int)r.width, (int)r.height, textureFormat, mipmaps); | |
newTexture.SetPixels(spritePixels); | |
if (applyImmediately) | |
newTexture.Apply(); | |
return newTexture; | |
} | |
static Texture2D GetClone (this Texture2D t, bool applyImmediately = true, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) { | |
var spritePixels = t.GetPixels(0, 0, (int)t.width, (int)t.height); | |
var newTexture = new Texture2D((int)t.width, (int)t.height, textureFormat, mipmaps); | |
newTexture.SetPixels(spritePixels); | |
if (applyImmediately) | |
newTexture.Apply(); | |
return newTexture; | |
} | |
static bool IsRenderable (Attachment a) { | |
return a is RegionAttachment || a is MeshAttachment; | |
} | |
/// <summary> | |
/// Get a rect with flipped Y so that a Spine atlas rect gets converted to a Unity Sprite rect and vice versa.</summary> | |
static Rect SpineUnityFlipRect (this Rect rect, int textureHeight) { | |
rect.y = textureHeight - rect.y - rect.height; | |
return rect; | |
} | |
/// <summary> | |
/// Gets the Rect of an AtlasRegion according to Unity texture coordinates (x-right, y-up). | |
/// This overload relies on region.page.height being correctly set.</summary> | |
static Rect GetUnityRect (this AtlasRegion region) { | |
return region.GetSpineAtlasRect().SpineUnityFlipRect(region.page.height); | |
} | |
/// <summary> | |
/// Gets the Rect of an AtlasRegion according to Unity texture coordinates (x-right, y-up).</summary> | |
static Rect GetUnityRect (this AtlasRegion region, int textureHeight) { | |
return region.GetSpineAtlasRect().SpineUnityFlipRect(textureHeight); | |
} | |
/// <summary> | |
/// Returns a Rect of the AtlasRegion according to Spine texture coordinates. (x-right, y-down)</summary> | |
static Rect GetSpineAtlasRect (this AtlasRegion region, bool includeRotate = true) { | |
if (includeRotate && region.rotate) | |
return new Rect(region.x, region.y, region.height, region.width); | |
else | |
return new Rect(region.x, region.y, region.width, region.height); | |
} | |
/// <summary> | |
/// Denormalize a uvRect into a texture-space Rect.</summary> | |
static Rect UVRectToTextureRect (Rect uvRect, int texWidth, int texHeight) { | |
uvRect.x *= texWidth; | |
uvRect.width *= texWidth; | |
uvRect.y *= texHeight; | |
uvRect.height *= texHeight; | |
return uvRect; | |
} | |
/// <summary> | |
/// Normalize a texture Rect into UV coordinates.</summary> | |
static Rect TextureRectToUVRect (Rect textureRect, int texWidth, int texHeight) { | |
textureRect.x = Mathf.InverseLerp(0, texWidth, textureRect.x); | |
textureRect.y = Mathf.InverseLerp(0, texHeight, textureRect.y); | |
textureRect.width = Mathf.InverseLerp(0, texWidth, textureRect.width); | |
textureRect.height = Mathf.InverseLerp(0, texHeight, textureRect.height); | |
return textureRect; | |
} | |
/// <summary> | |
/// Creates a new Spine AtlasRegion according to a Unity UV Rect (x-right, y-up, uv-normalized).</summary> | |
static AtlasRegion UVRectToAtlasRegion (Rect uvRect, string name, AtlasPage page, float offsetX, float offsetY, bool rotate) { | |
var tr = UVRectToTextureRect(uvRect, page.width, page.height); | |
var rr = tr.SpineUnityFlipRect(page.height); | |
int x = (int)rr.x, y = (int)rr.y; | |
int w, h; | |
if (rotate) { | |
w = (int)rr.height; | |
h = (int)rr.width; | |
} else { | |
w = (int)rr.width; | |
h = (int)rr.height; | |
} | |
return new AtlasRegion { | |
page = page, | |
name = name, | |
u = uvRect.xMin, | |
u2 = uvRect.xMax, | |
v = uvRect.yMax, | |
v2 = uvRect.yMin, | |
index = -1, | |
width = w, | |
originalWidth = w, | |
height = h, | |
originalHeight = h, | |
offsetX = offsetX, | |
offsetY = offsetY, | |
x = x, | |
y = y, | |
rotate = rotate | |
}; | |
} | |
/// <summary> | |
/// Tries to get the backing AtlasRegion of an attachment if it is renderable. Returns null for non-renderable attachments.</summary> | |
static AtlasRegion GetAtlasRegion (this Attachment a) { | |
var regionAttachment = a as RegionAttachment; | |
if (regionAttachment != null) | |
return (regionAttachment.RendererObject) as AtlasRegion; | |
var meshAttachment = a as MeshAttachment; | |
if (meshAttachment != null) | |
return (meshAttachment.RendererObject) as AtlasRegion; | |
return null; | |
} | |
/// <summary> | |
/// Convenience method for getting the main texture of the material of the page of the region.</summary> | |
static Texture2D GetMainTexture (this AtlasRegion region) { | |
var material = (region.page.rendererObject as Material); | |
return material.mainTexture as Texture2D; | |
} | |
static void ApplyPMA (this Texture2D texture, bool applyImmediately = true) { | |
var pixels = texture.GetPixels(); | |
for (int i = 0, n = pixels.Length; i < n; i++) { | |
Color p = pixels[i]; | |
float a = p.a; | |
p.r = p.r * a; | |
p.g = p.g * a; | |
p.b = p.b * a; | |
pixels[i] = p; | |
} | |
texture.SetPixels(pixels); | |
if (applyImmediately) | |
texture.Apply(); | |
} | |
#endregion | |
static float InverseLerp (float a, float b, float value) { | |
return (value - a) / (b - a); | |
} | |
} | |
public static class SkinExtensions { | |
#region Skeleton Skin Extensions | |
/// <summary> | |
/// Convenience method for duplicating a skeleton's current active skin so changes to it will not affect other skeleton instances. .</summary> | |
public static Skin UnshareSkin (this Skeleton skeleton, bool includeDefaultSkin, bool unshareAttachments, AnimationState state = null) { | |
// 1. Copy the current skin and set the skeleton's skin to the new one. | |
var newSkin = skeleton.GetClonedSkin("cloned skin", includeDefaultSkin, unshareAttachments, true); | |
skeleton.SetSkin(newSkin); | |
// 2. Apply correct attachments: skeleton.SetToSetupPose + animationState.Apply | |
if (state != null) { | |
skeleton.SetToSetupPose(); | |
state.Apply(skeleton); | |
} | |
// 3. Return unshared skin. | |
return newSkin; | |
} | |
public static Skin GetClonedSkin (this Skeleton skeleton, string newSkinName, bool includeDefaultSkin = false, bool cloneAttachments = false, bool cloneMeshesAsLinked = true) { | |
var newSkin = new Skin(newSkinName); // may have null name. Harmless. | |
var defaultSkin = skeleton.data.DefaultSkin; | |
var activeSkin = skeleton.skin; | |
if (includeDefaultSkin) | |
defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked); | |
if (activeSkin != null) | |
activeSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked); | |
return newSkin; | |
} | |
#endregion | |
/// <summary> | |
/// Gets a shallow copy of the skin. The cloned skin's attachments are shared with the original skin.</summary> | |
public static Skin GetClone (this Skin original) { | |
var newSkin = new Skin(original.name + " clone"); | |
var newSkinAttachments = newSkin.Attachments; | |
foreach (var a in original.Attachments) | |
newSkinAttachments[a.Key] = a.Value; | |
return newSkin; | |
} | |
/// <summary>Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.</summary> | |
public static void SetAttachment (this Skin skin, string slotName, string keyName, Attachment attachment, Skeleton skeleton) { | |
int slotIndex = skeleton.FindSlotIndex(slotName); | |
if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null."); | |
if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName"); | |
skin.AddAttachment(slotIndex, keyName, attachment); | |
} | |
/// <summary>Gets an attachment from the skin for the specified slot index and name.</summary> | |
public static Attachment GetAttachment (this Skin skin, string slotName, string keyName, Skeleton skeleton) { | |
int slotIndex = skeleton.FindSlotIndex(slotName); | |
if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null."); | |
if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName"); | |
return skin.GetAttachment(slotIndex, keyName); | |
} | |
/// <summary>Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.</summary> | |
public static void SetAttachment (this Skin skin, int slotIndex, string keyName, Attachment attachment) { | |
skin.AddAttachment(slotIndex, keyName, attachment); | |
} | |
/// <summary>Removes the attachment. Returns true if the element is successfully found and removed; otherwise, false.</summary> | |
public static bool RemoveAttachment (this Skin skin, string slotName, string keyName, Skeleton skeleton) { | |
int slotIndex = skeleton.FindSlotIndex(slotName); | |
if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null."); | |
if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName"); | |
return skin.RemoveAttachment(slotIndex, keyName); | |
} | |
/// <summary>Removes the attachment. Returns true if the element is successfully found and removed; otherwise, false.</summary> | |
public static bool RemoveAttachment (this Skin skin, int slotIndex, string keyName) { | |
return skin.Attachments.Remove(new Skin.AttachmentKeyTuple(slotIndex, keyName)); | |
} | |
public static void Clear (this Skin skin) { | |
skin.Attachments.Clear(); | |
} | |
public static void Append (this Skin destination, Skin source) { | |
source.CopyTo(destination, true, false); | |
} | |
public static void CopyTo (this Skin source, Skin destination, bool overwrite, bool cloneAttachments, bool cloneMeshesAsLinked = true) { | |
var sourceAttachments = source.Attachments; | |
var destinationAttachments = destination.Attachments; | |
if (cloneAttachments) { | |
if (overwrite) { | |
foreach (var e in sourceAttachments) | |
destinationAttachments[e.Key] = e.Value.GetClone(cloneMeshesAsLinked); | |
} else { | |
foreach (var e in sourceAttachments) { | |
if (destinationAttachments.ContainsKey(e.Key)) continue; | |
destinationAttachments.Add(e.Key, e.Value.GetClone(cloneMeshesAsLinked)); | |
} | |
} | |
} else { | |
if (overwrite) { | |
foreach (var e in sourceAttachments) | |
destinationAttachments[e.Key] = e.Value; | |
} else { | |
foreach (var e in sourceAttachments) { | |
if (destinationAttachments.ContainsKey(e.Key)) continue; | |
destinationAttachments.Add(e.Key, e.Value); | |
} | |
} | |
} | |
} | |
} | |
public static class AttachmentCloneExtensions { | |
/// <summary> | |
/// Clones the attachment.</summary> | |
public static Attachment GetClone (this Attachment o, bool cloneMeshesAsLinked) { | |
var regionAttachment = o as RegionAttachment; | |
if (regionAttachment != null) | |
return regionAttachment.GetClone(); | |
var meshAttachment = o as MeshAttachment; | |
if (meshAttachment != null) | |
return cloneMeshesAsLinked ? meshAttachment.GetLinkedClone() : meshAttachment.GetClone(); | |
var boundingBoxAttachment = o as BoundingBoxAttachment; | |
if (boundingBoxAttachment != null) | |
return boundingBoxAttachment.GetClone(); | |
var pathAttachment = o as PathAttachment; | |
if (pathAttachment != null) | |
return pathAttachment.GetClone(); | |
var pointAttachment = o as PointAttachment; | |
if (pointAttachment != null) | |
return pointAttachment.GetClone(); | |
var clippingAttachment = o as ClippingAttachment; | |
if (clippingAttachment != null) | |
return clippingAttachment.GetClone(); | |
return null; | |
} | |
public static RegionAttachment GetClone (this RegionAttachment o) { | |
return new RegionAttachment(o.Name + "clone") { | |
x = o.x, | |
y = o.y, | |
rotation = o.rotation, | |
scaleX = o.scaleX, | |
scaleY = o.scaleY, | |
width = o.width, | |
height = o.height, | |
r = o.r, | |
g = o.g, | |
b = o.b, | |
a = o.a, | |
Path = o.Path, | |
RendererObject = o.RendererObject, | |
regionOffsetX = o.regionOffsetX, | |
regionOffsetY = o.regionOffsetY, | |
regionWidth = o.regionWidth, | |
regionHeight = o.regionHeight, | |
regionOriginalWidth = o.regionOriginalWidth, | |
regionOriginalHeight = o.regionOriginalHeight, | |
uvs = o.uvs.Clone() as float[], | |
offset = o.offset.Clone() as float[] | |
}; | |
} | |
public static ClippingAttachment GetClone (this ClippingAttachment o) { | |
var ca = new ClippingAttachment(o.Name) { | |
endSlot = o.endSlot | |
}; | |
CloneVertexAttachment(o, ca); | |
return ca; | |
} | |
public static PointAttachment GetClone (this PointAttachment o) { | |
var pa = new PointAttachment(o.Name) { | |
rotation = o.rotation, | |
x = o.x, | |
y = o.y | |
}; | |
return pa; | |
} | |
public static BoundingBoxAttachment GetClone (this BoundingBoxAttachment o) { | |
var ba = new BoundingBoxAttachment(o.Name); | |
CloneVertexAttachment(o, ba); | |
return ba; | |
} | |
public static MeshAttachment GetLinkedClone (this MeshAttachment o, bool inheritDeform = true) { | |
return o.GetLinkedMesh(o.Name, o.RendererObject as AtlasRegion, inheritDeform); | |
} | |
/// <summary> | |
/// Returns a clone of the MeshAttachment. This will cause Deform animations to stop working unless you explicity set the .parentMesh to the original.</summary> | |
public static MeshAttachment GetClone (this MeshAttachment o) { | |
var ma = new MeshAttachment(o.Name) { | |
r = o.r, | |
g = o.g, | |
b = o.b, | |
a = o.a, | |
inheritDeform = o.inheritDeform, | |
Path = o.Path, | |
RendererObject = o.RendererObject, | |
regionOffsetX = o.regionOffsetX, | |
regionOffsetY = o.regionOffsetY, | |
regionWidth = o.regionWidth, | |
regionHeight = o.regionHeight, | |
regionOriginalWidth = o.regionOriginalWidth, | |
regionOriginalHeight = o.regionOriginalHeight, | |
RegionU = o.RegionU, | |
RegionV = o.RegionV, | |
RegionU2 = o.RegionU2, | |
RegionV2 = o.RegionV2, | |
RegionRotate = o.RegionRotate, | |
uvs = o.uvs.Clone() as float[] | |
}; | |
// Linked mesh | |
if (o.ParentMesh != null) { | |
// bones, vertices, worldVerticesLength, regionUVs, triangles, HullLength, Edges, Width, Height | |
ma.ParentMesh = o.ParentMesh; | |
} else { | |
CloneVertexAttachment(o, ma); // bones, vertices, worldVerticesLength | |
ma.regionUVs = o.regionUVs.Clone() as float[]; | |
ma.triangles = o.triangles.Clone() as int[]; | |
ma.hulllength = o.hulllength; | |
// Nonessential. | |
ma.Edges = (o.Edges == null) ? null : o.Edges.Clone() as int[]; // Allow absence of Edges array when nonessential data is not exported. | |
ma.Width = o.Width; | |
ma.Height = o.Height; | |
} | |
return ma; | |
} | |
public static PathAttachment GetClone (this PathAttachment o) { | |
var newPathAttachment = new PathAttachment(o.Name) { | |
lengths = o.lengths.Clone() as float[], | |
closed = o.closed, | |
constantSpeed = o.constantSpeed | |
}; | |
CloneVertexAttachment(o, newPathAttachment); | |
return newPathAttachment; | |
} | |
static void CloneVertexAttachment (VertexAttachment src, VertexAttachment dest) { | |
dest.worldVerticesLength = src.worldVerticesLength; | |
if (src.bones != null) | |
dest.bones = src.bones.Clone() as int[]; | |
if (src.vertices != null) | |
dest.vertices = src.vertices.Clone() as float[]; | |
} | |
#region Runtime Linked MeshAttachments | |
/// <summary> | |
/// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to the AtlasRegion provided.</summary> | |
public static MeshAttachment GetLinkedMesh (this MeshAttachment o, string newLinkedMeshName, AtlasRegion region, bool inheritDeform = true) { | |
//if (string.IsNullOrEmpty(attachmentName)) throw new System.ArgumentException("attachmentName cannot be null or empty", "attachmentName"); | |
if (region == null) throw new System.ArgumentNullException("region"); | |
// If parentMesh is a linked mesh, create a link to its parent. Preserves Deform animations. | |
if (o.ParentMesh != null) | |
o = o.ParentMesh; | |
// 1. NewMeshAttachment (AtlasAttachmentLoader.cs) | |
var mesh = new MeshAttachment(newLinkedMeshName); | |
mesh.SetRegion(region, false); | |
// 2. (SkeletonJson.cs::ReadAttachment. case: LinkedMesh) | |
mesh.Path = newLinkedMeshName; | |
mesh.r = 1f; | |
mesh.g = 1f; | |
mesh.b = 1f; | |
mesh.a = 1f; | |
//mesh.ParentMesh property call below sets mesh.Width and mesh.Height | |
// 3. Link mesh with parent. (SkeletonJson.cs) | |
mesh.inheritDeform = inheritDeform; | |
mesh.ParentMesh = o; | |
mesh.UpdateUVs(); | |
return mesh; | |
} | |
/// <summary> | |
/// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader. | |
/// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary> | |
public static MeshAttachment GetLinkedMesh (this MeshAttachment o, Sprite sprite, Shader shader, bool inheritDeform = true, Material materialPropertySource = null) { | |
var m = new Material(shader); | |
if (materialPropertySource != null) { | |
m.CopyPropertiesFromMaterial(materialPropertySource); | |
m.shaderKeywords = materialPropertySource.shaderKeywords; | |
} | |
return o.GetLinkedMesh(sprite.name, sprite.ToAtlasRegion(), inheritDeform); | |
} | |
/// <summary> | |
/// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader. | |
/// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary> | |
public static MeshAttachment GetLinkedMesh (this MeshAttachment o, Sprite sprite, Material materialPropertySource, bool inheritDeform = true) { | |
return o.GetLinkedMesh(sprite, materialPropertySource.shader, inheritDeform, materialPropertySource); | |
} | |
#endregion | |
#region RemappedClone Convenience Methods | |
/// <summary> | |
/// Gets a clone of the attachment remapped with a sprite image.</summary> | |
/// <returns>The remapped clone.</returns> | |
/// <param name="o">The original attachment.</param> | |
/// <param name="sprite">The sprite whose texture to use.</param> | |
/// <param name="sourceMaterial">The source material used to copy the shader and material properties from.</param> | |
/// <param name="premultiplyAlpha">If <c>true</c>, a premultiply alpha clone of the original texture will be created.</param> | |
/// <param name="cloneMeshAsLinked">If <c>true</c> MeshAttachments will be cloned as linked meshes and will inherit animation from the original attachment.</param> | |
/// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param> | |
public static Attachment GetRemappedClone (this Attachment o, Sprite sprite, Material sourceMaterial, bool premultiplyAlpha = true, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false) { | |
var atlasRegion = premultiplyAlpha ? sprite.ToAtlasRegionPMAClone(sourceMaterial) : sprite.ToAtlasRegion(false); | |
return o.GetRemappedClone(atlasRegion, cloneMeshAsLinked, useOriginalRegionSize, 1f/sprite.pixelsPerUnit); | |
} | |
/// <summary> | |
/// Gets a clone of the attachment remapped with an atlasRegion image.</summary> | |
/// <returns>The remapped clone.</returns> | |
/// <param name="o">The original attachment.</param> | |
/// <param name="atlasRegion">Atlas region.</param> | |
/// <param name="cloneMeshAsLinked">If <c>true</c> MeshAttachments will be cloned as linked meshes and will inherit animation from the original attachment.</param> | |
/// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param> | |
/// <param name="scale">Unity units per pixel scale used to scale the atlas region size when not using the original region size.</param> | |
public static Attachment GetRemappedClone (this Attachment o, AtlasRegion atlasRegion, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false, float scale = 0.01f) { | |
var regionAttachment = o as RegionAttachment; | |
if (regionAttachment != null) { | |
RegionAttachment newAttachment = regionAttachment.GetClone(); | |
newAttachment.SetRegion(atlasRegion, false); | |
if (!useOriginalRegionSize) { | |
newAttachment.width = atlasRegion.width * scale; | |
newAttachment.height = atlasRegion.height * scale; | |
} | |
newAttachment.UpdateOffset(); | |
return newAttachment; | |
} else { | |
var meshAttachment = o as MeshAttachment; | |
if (meshAttachment != null) { | |
MeshAttachment newAttachment = cloneMeshAsLinked ? meshAttachment.GetLinkedClone(cloneMeshAsLinked) : meshAttachment.GetClone(); | |
newAttachment.SetRegion(atlasRegion); | |
return newAttachment; | |
} | |
} | |
return o.GetClone(true); // Non-renderable Attachments will return as normal cloned attachments. | |
} | |
#endregion | |
} | |
} |
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