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@erinlin
Created December 2, 2015 08:25
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Unity5.0-Spine-SpriteAttacher Rotation bug fixed
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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;
using System.Collections.Generic;
using Spine;
public class SpriteAttacher : MonoBehaviour {
public bool attachOnStart = true;
public bool keepLoaderInMemory = true;
public Sprite sprite;
[SpineSlot]
public string slot;
private SpriteAttachmentLoader loader;
private RegionAttachment attachment;
void Start () {
if (attachOnStart)
Attach();
}
public void Attach () {
var skeletonRenderer = GetComponent<SkeletonRenderer>();
if (loader == null)
//create loader instance, tell it what sprite and shader to use
loader = new SpriteAttachmentLoader(sprite, Shader.Find("Spine/Skeleton"));
if (attachment == null)
attachment = loader.NewRegionAttachment(null, sprite.name, "");
skeletonRenderer.skeleton.FindSlot(slot).Attachment = attachment;
if (!keepLoaderInMemory)
loader = null;
}
}
public class SpriteAttachmentLoader : AttachmentLoader {
//TODO: Memory cleanup functions
//IMPORTANT: Make sure you clear this when you don't need it anymore. Goodluck.
public static Dictionary<int, AtlasRegion> atlasTable = new Dictionary<int, AtlasRegion>();
//Shouldn't need to clear this, should just prevent redoing premultiply alpha pass on packed atlases
public static List<int> premultipliedAtlasIds = new List<int>();
Sprite sprite;
Shader shader;
public SpriteAttachmentLoader (Sprite sprite, Shader shader) {
if (sprite.packed && sprite.packingMode == SpritePackingMode.Tight) {
Debug.LogError("Tight Packer Policy not supported yet!");
return;
}
this.sprite = sprite;
this.shader = shader;
Texture2D tex = sprite.texture;
//premultiply texture if it hasn't been yet
int instanceId = tex.GetInstanceID();
if (!premultipliedAtlasIds.Contains(instanceId)) {
try {
var colors = tex.GetPixels();
Color c;
float a;
for (int i = 0; i < colors.Length; i++) {
c = colors[i];
a = c.a;
c.r *= a;
c.g *= a;
c.b *= a;
colors[i] = c;
}
tex.SetPixels(colors);
tex.Apply();
premultipliedAtlasIds.Add(instanceId);
} catch {
//texture is not readable! Can't pre-multiply it, you're on your own.
}
}
}
public RegionAttachment NewRegionAttachment (Skin skin, string name, string path) {
RegionAttachment attachment = new RegionAttachment(name);
Texture2D tex = sprite.texture;
int instanceId = tex.GetInstanceID();
AtlasRegion atlasRegion;
//check cache first
if (atlasTable.ContainsKey(instanceId)) {
atlasRegion = atlasTable[instanceId];
} else {
//Setup new material
Material mat = new Material(shader);
if (sprite.packed)
mat.name = "Unity Packed Sprite Material";
else
mat.name = sprite.name + " Sprite Material";
mat.mainTexture = tex;
//create faux-region to play nice with SkeletonRenderer
atlasRegion = new AtlasRegion();
AtlasPage page = new AtlasPage();
page.rendererObject = mat;
atlasRegion.page = page;
//cache it
atlasTable[instanceId] = atlasRegion;
}
Rect texRect = sprite.textureRect;
//normalize rect to UV space of packed atlas
texRect.x = Mathf.InverseLerp(0, tex.width, texRect.x);
texRect.y = Mathf.InverseLerp(0, tex.height, texRect.y);
texRect.width = Mathf.InverseLerp(0, tex.width, texRect.width);
texRect.height = Mathf.InverseLerp(0, tex.height, texRect.height);
Bounds bounds = sprite.bounds;
//Vector3 size = bounds.size;
Vector3 size = new Vector3(sprite.textureRect.size.x / sprite.pixelsPerUnit, sprite.textureRect.size.y / sprite.pixelsPerUnit);
//TODO: make sure this rotation thing actually works
bool rotated = false;
if (sprite.packed)
rotated = sprite.packingRotation == SpritePackingRotation.Any;
//do some math and assign UVs and sizes
attachment.SetUVs(texRect.xMin, texRect.yMax, texRect.xMax, texRect.yMin, rotated);
attachment.RendererObject = atlasRegion;
attachment.SetColor(Color.white);
attachment.ScaleX = 1;
attachment.ScaleY = 1;
attachment.RegionOffsetX = sprite.rect.width * (0.5f - Mathf.InverseLerp(bounds.min.x, bounds.max.x, 0)) / sprite.pixelsPerUnit;
attachment.RegionOffsetY = sprite.rect.height * (0.5f - Mathf.InverseLerp(bounds.min.y, bounds.max.y, 0)) / sprite.pixelsPerUnit;
attachment.Rotation = -90f;
attachment.Width = size.x;
attachment.Height = size.y;
attachment.RegionWidth = size.x;
attachment.RegionHeight = size.y;
attachment.RegionOriginalWidth = size.x;
attachment.RegionOriginalHeight = size.y;
attachment.UpdateOffset();
return attachment;
}
public MeshAttachment NewMeshAttachment (Skin skin, string name, string path) {
//TODO: Unity 5 only
throw new System.NotImplementedException();
}
public SkinnedMeshAttachment NewSkinnedMeshAttachment (Skin skin, string name, string path) {
throw new System.NotImplementedException();
}
public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name) {
throw new System.NotImplementedException();
}
}
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