Property | Type | Description | |
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addNormals | bool | ||
addTangents | bool | ||
attachmentVertexBuffer | float[] | ||
meshColors32 | UnityEngine.Color32[] | ||
meshNormals | UnityEngine.Vector3[] | ||
meshTangents | UnityEngine.Vector4[] | ||
meshUVs | UnityEngine.Vector2[] | ||
meshVertices | UnityEngine.Vector3[] | ||
tempTanBuffer | UnityEngine.Vector2[] |
Method | Description | |
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EnsureSize ( int targetVertexCount, |
Ensures the sizes of the passed array references. If they are not the correct size, a new array will be assigned to the references.
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EnsureTriangleBuffersSize ( ExposedList |
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FillTriangles ( int &triangleBuffer, Skeleton skeleton, int triangleCount, int firstVertex, int startSlot, int endSlot, bool isLastSubmesh ) : void |
Fills a submesh triangle buffer array.
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FillTrianglesQuads ( int &triangleBuffer, int &storedTriangleCount, int &storedFirstVertex, int instructionsFirstVertex, int instructionTriangleCount, bool isLastSubmesh ) : void | ||
FillVerts ( Skeleton skeleton, int startSlot, int endSlot, float zSpacing, bool pmaColors, |
Fills Unity vertex data buffers with verts from the Spine Skeleton.
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SolveTangents2DBuffer ( |
Step 3 of solving tangents. Fills a Vector4[] tangents array according to values calculated in step 2.
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SolveTangents2DEnsureSize ( |
Step 1 of solving tangents. Ensure you have buffers of the correct size.
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SolveTangents2DTriangles ( |
Step 2 of solving tangents. Fills (part of) a temporary tangent-solution buffer based on the vertices and uvs defined by a submesh's triangle buffer. Only needs to be called once for single-submesh meshes.
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ToBounds ( |
Creates a UnityEngine.Bounds struct from minimum and maximum value vectors.
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TryAddNormalsTo ( |
public static EnsureSize ( int targetVertexCount, |
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targetVertexCount | int | |
vertices | ||
uvs | ||
colors | ||
return | bool |
public static EnsureTriangleBuffersSize ( ExposedList |
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submeshBuffers | ExposedList |
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targetSubmeshCount | int | |
instructionItems | Spine.Unity.MeshGeneration.SubmeshInstruction | |
return | bool |
public static FillTriangles ( int &triangleBuffer, Skeleton skeleton, int triangleCount, int firstVertex, int startSlot, int endSlot, bool isLastSubmesh ) : void | ||
triangleBuffer | int | The triangle buffer array to be filled. This reference will be replaced in case the triangle values don't fit. |
skeleton | Skeleton | Spine.Skeleton source of draw order slots. |
triangleCount | int | The target triangle count. |
firstVertex | int | First vertex of this submesh. |
startSlot | int | Start slot. |
endSlot | int | End slot. |
isLastSubmesh | bool | If set to |
return | void |
public static FillTrianglesQuads ( int &triangleBuffer, int &storedTriangleCount, int &storedFirstVertex, int instructionsFirstVertex, int instructionTriangleCount, bool isLastSubmesh ) : void | ||
triangleBuffer | int | |
storedTriangleCount | int | |
storedFirstVertex | int | |
instructionsFirstVertex | int | |
instructionTriangleCount | int | |
isLastSubmesh | bool | |
return | void |
public static FillVerts ( Skeleton skeleton, int startSlot, int endSlot, float zSpacing, bool pmaColors, |
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skeleton | Skeleton | Spine.Skeleton source of the drawOrder array |
startSlot | int | Slot index of the first slot. |
endSlot | int | The index bounding the slot list. [endSlot - 1] is the last slot to be added. |
zSpacing | float | Spacing along the z-axis between attachments. |
pmaColors | bool | If set to |
verts | Vertex positions array. | |
uvs | Vertex UV array. | |
colors | Vertex color array (Color32). | |
vertexIndex | int | A reference to the running vertex index. This is used when more than one submesh is to be added. |
tempVertBuffer | float | A temporary vertex position buffer for attachment position values. |
boundsMin | Reference to the running calculated minimum bounds. | |
boundsMax | Reference to the running calculated maximum bounds. | |
renderMeshes | bool | Include MeshAttachments. If false, it will ignore MeshAttachments. |
return | void |
public static SolveTangents2DBuffer ( |
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tangents | A Vector4[] that will eventually be used to set Mesh.tangents | |
tempTanBuffer | A temporary Vector3[] for calculating tangents. | |
vertexCount | int | Number of vertices that require tangents (or the size of the vertex array) |
return | void |
public static SolveTangents2DEnsureSize ( |
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tangentBuffer | Eventual Vector4[] tangent buffer to assign to Mesh.tangents. | |
tempTanBuffer | Temporary Vector2 buffer for calculating directions. | |
vertexCount | int | Number of vertices that require tangents (or the size of the vertex array) |
return | void |
public static SolveTangents2DTriangles ( |
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tempTanBuffer | A temporary Vector3[] for calculating tangents. | |
triangles | int | The mesh's current triangles buffer. |
triangleCount | int | The number of triangle indexes in the triangle array to be used. |
vertices | The mesh's current vertex position buffer. | |
uvs | The mesh's current uvs buffer. | |
vertexCount | int | Number of vertices that require tangents (or the size of the vertex array) |
return | void |
public static ToBounds ( |
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boundsMin | ||
boundsMax | ||
return |
public TryAddNormalsTo ( |
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mesh | ||
targetVertexCount | int | |
return | void |
protected float[] attachmentVertexBuffer | ||
return | float[] |
protected Color32[],UnityEngine meshColors32 | ||
return | UnityEngine.Color32[] |
protected Vector3[],UnityEngine meshNormals | ||
return | UnityEngine.Vector3[] |
protected Vector4[],UnityEngine meshTangents | ||
return | UnityEngine.Vector4[] |
protected Vector3[],UnityEngine meshVertices | ||
return | UnityEngine.Vector3[] |