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December 2, 2015 08:25
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Unity5.0-Spine-SpriteAttacher Rotation bug fixed
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/****************************************************************************** | |
* 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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