Singularity/Library/PackageCache/com.unity.2d.animation@7.0.10/Editor/SkinningModule/GenerateGeometryTool.cs

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2024-05-06 14:45:45 -04:00
using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEditor.U2D.Common;
using UnityEditor.U2D.Layout;
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal class GenerateGeometryTool : MeshToolWrapper
{
private const float kWeightTolerance = 0.1f;
private SpriteMeshDataController m_SpriteMeshDataController = new SpriteMeshDataController();
private ITriangulator m_Triangulator;
private IOutlineGenerator m_OutlineGenerator;
private IWeightsGenerator m_WeightGenerator;
private GenerateGeometryPanel m_GenerateGeometryPanel;
internal override void OnCreate()
{
m_Triangulator = new Triangulator();
m_OutlineGenerator = new OutlineGenerator();
m_WeightGenerator = new BoundedBiharmonicWeightsGenerator();
}
public override void Initialize(LayoutOverlay layout)
{
base.Initialize(layout);
m_GenerateGeometryPanel = GenerateGeometryPanel.GenerateFromUXML();
m_GenerateGeometryPanel.skinningCache = skinningCache;
layout.rightOverlay.Add(m_GenerateGeometryPanel);
BindElements();
Hide();
}
private void BindElements()
{
Debug.Assert(m_GenerateGeometryPanel != null);
m_GenerateGeometryPanel.onAutoGenerateGeometry += (float detail, byte alpha, float subdivide) =>
{
var selectedSprite = skinningCache.selectedSprite;
if (selectedSprite != null)
GenerateGeometryForSprites(new[] { selectedSprite }, detail, alpha, subdivide);
};
m_GenerateGeometryPanel.onAutoGenerateGeometryAll += (float detail, byte alpha, float subdivide) =>
{
var sprites = skinningCache.GetSprites();
GenerateGeometryForSprites(sprites, detail, alpha, subdivide);
};
}
void GenerateGeometryForSprites(SpriteCache[] sprites, float detail, byte alpha, float subdivide)
{
var cancelProgress = false;
using (skinningCache.UndoScope(TextContent.generateGeometry))
{
float progressMax = sprites.Length * 4; // for ProgressBar
int validSpriteCount = 0;
//
// Generate Outline
//
for (var i = 0; i < sprites.Length; ++i)
{
var sprite = sprites[i];
if (!sprite.IsVisible())
continue;
Debug.Assert(sprite != null);
var mesh = sprite.GetMesh();
Debug.Assert(mesh != null);
m_SpriteMeshDataController.spriteMeshData = mesh;
validSpriteCount++;
cancelProgress = EditorUtility.DisplayCancelableProgressBar(TextContent.generatingOutline, sprite.name, i / progressMax);
if (cancelProgress)
break;
m_SpriteMeshDataController.OutlineFromAlpha(m_OutlineGenerator, mesh.textureDataProvider, detail / 100f, alpha);
}
//
// Generate Base Mesh Threaded.
//
const int maxDataCount = 65536;
var spriteList = new List<SpriteJobData>();
var jobHandles = new NativeArray<JobHandle>(validSpriteCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
int jobCount = 0;
for (var i = 0; i < sprites.Length; ++i)
{
var sprite = sprites[i];
if (!sprite.IsVisible())
continue;
cancelProgress = EditorUtility.DisplayCancelableProgressBar(TextContent.triangulatingGeometry, sprite.name, 0.25f + (i / progressMax));
if (cancelProgress)
break;
var mesh = sprite.GetMesh();
m_SpriteMeshDataController.spriteMeshData = mesh;
SpriteJobData sd = new SpriteJobData();
sd.spriteMesh = mesh;
sd.vertices = new NativeArray<float2>(maxDataCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
sd.edges = new NativeArray<int2>(maxDataCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
sd.indices = new NativeArray<int>(maxDataCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
sd.weights = new NativeArray<BoneWeight>(maxDataCount, Allocator.Persistent);
sd.result = new NativeArray<int4>(1, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
sd.result[0] = int4.zero;
spriteList.Add(sd);
if (m_GenerateGeometryPanel.generateWeights)
{
jobHandles[jobCount] = m_SpriteMeshDataController.TriangulateJob(m_Triangulator, sd);
}
else
{
jobHandles[jobCount] = default(JobHandle);
m_SpriteMeshDataController.Triangulate(m_Triangulator);
}
jobCount++;
}
JobHandle.CombineDependencies(jobHandles).Complete();
//
// Generate Base Mesh Fallback.
//
for (var i = 0; i < spriteList.Count; i++)
{
var sd = spriteList[i];
if (math.all(sd.result[0].xy))
{
sd.spriteMesh.Clear();
var edges = new int2[sd.result[0].z];
var indices = new int[sd.result[0].y];
for (var j = 0; j < sd.result[0].x; ++j)
sd.spriteMesh.AddVertex(sd.vertices[j], default(BoneWeight));
for (var j = 0; j < sd.result[0].y; ++j)
indices[j] = sd.indices[j];
for (var j = 0; j < sd.result[0].z; ++j)
edges[j] = sd.edges[j];
sd.spriteMesh.SetEdges(edges);
sd.spriteMesh.SetIndices(indices);
}
else
{
m_SpriteMeshDataController.spriteMeshData = sd.spriteMesh;
m_SpriteMeshDataController.Triangulate(m_Triangulator);
}
}
//
// Subdivide.
//
jobCount = 0;
if (subdivide > 0f)
{
var largestAreaFactor = subdivide != 0 ? Mathf.Lerp(0.5f, 0.05f, Math.Min(subdivide, 100f) / 100f) : subdivide;
for (var i = 0; i < sprites.Length; ++i)
{
var sprite = sprites[i];
if (!sprite.IsVisible())
continue;
cancelProgress = EditorUtility.DisplayCancelableProgressBar(TextContent.subdividingGeometry, sprite.name, 0.5f + (i / progressMax));
if (cancelProgress)
break;
var mesh = sprite.GetMesh();
m_SpriteMeshDataController.spriteMeshData = mesh;
var sd = spriteList[i];
sd.spriteMesh = mesh;
sd.result[0] = int4.zero;
m_SpriteMeshDataController.Subdivide(m_Triangulator, sd, largestAreaFactor, 0f);
}
}
//
// Weight.
//
jobCount = 0;
if (m_GenerateGeometryPanel.generateWeights)
{
for (var i = 0; i < sprites.Length; i++)
{
var sprite = sprites[i];
if (!sprite.IsVisible())
continue;
var mesh = sprite.GetMesh();
m_SpriteMeshDataController.spriteMeshData = mesh;
cancelProgress = EditorUtility.DisplayCancelableProgressBar(TextContent.generatingWeights, sprite.name, 0.75f + (i / progressMax));
if (cancelProgress)
break;
var sd = spriteList[i];
jobHandles[jobCount] = GenerateWeights(sprite, sd);
jobCount++;
}
// Weight
JobHandle.CombineDependencies(jobHandles).Complete();
for (var i = 0; i < sprites.Length; i++)
{
var sprite = sprites[i];
if (!sprite.IsVisible())
continue;
var mesh = sprite.GetMesh();
m_SpriteMeshDataController.spriteMeshData = mesh;
var sd = spriteList[i];
for (var j = 0; j < mesh.vertexCount; ++j)
{
var editableBoneWeight = EditableBoneWeightUtility.CreateFromBoneWeight(sd.weights[j]);
if (kWeightTolerance > 0f)
{
editableBoneWeight.FilterChannels(kWeightTolerance);
editableBoneWeight.Normalize();
}
mesh.vertexWeights[j] = editableBoneWeight;
}
if (null != sprite.GetCharacterPart())
sprite.DeassociateUnusedBones();
m_SpriteMeshDataController.SortTrianglesByDepth();
}
}
for (var i = 0; i < spriteList.Count; i++)
{
var sd = spriteList[i];
sd.result.Dispose();
sd.indices.Dispose();
sd.edges.Dispose();
sd.vertices.Dispose();
sd.weights.Dispose();
}
if (!cancelProgress)
{
skinningCache.vertexSelection.Clear();
foreach(var sprite in sprites)
skinningCache.events.meshChanged.Invoke(sprite.GetMesh());
}
EditorUtility.ClearProgressBar();
}
if(cancelProgress)
Undo.PerformUndo();
}
protected override void OnActivate()
{
base.OnActivate();
UpdateButton();
Show();
skinningCache.events.selectedSpriteChanged.AddListener(OnSelectedSpriteChanged);
}
protected override void OnDeactivate()
{
base.OnDeactivate();
Hide();
skinningCache.events.selectedSpriteChanged.RemoveListener(OnSelectedSpriteChanged);
}
private void Show()
{
m_GenerateGeometryPanel.SetHiddenFromLayout(false);
}
private void Hide()
{
m_GenerateGeometryPanel.SetHiddenFromLayout(true);
}
private void UpdateButton()
{
var selectedSprite = skinningCache.selectedSprite;
if (selectedSprite == null)
m_GenerateGeometryPanel.SetMode(GenerateGeometryPanel.GenerateMode.Multiple);
else
m_GenerateGeometryPanel.SetMode(GenerateGeometryPanel.GenerateMode.Single);
}
private void OnSelectedSpriteChanged(SpriteCache sprite)
{
UpdateButton();
}
private JobHandle GenerateWeights(SpriteCache sprite, SpriteJobData sd)
{
Debug.Assert(sprite != null);
var mesh = sprite.GetMesh();
Debug.Assert(mesh != null);
using (new DefaultPoseScope(skinningCache.GetEffectiveSkeleton(sprite)))
{
sprite.AssociatePossibleBones();
return GenerateWeights(mesh, sd);
}
}
// todo: Remove. This function seems dubious. Only associate if boneCount is 0 or if boneCount 1 and first bone matches ?
private bool NeedsAssociateBones(CharacterPartCache characterPart)
{
if (characterPart == null)
return false;
var skeleton = characterPart.skinningCache.character.skeleton;
return characterPart.boneCount == 0 ||
(characterPart.boneCount == 1 && characterPart.GetBone(0) == skeleton.GetBone(0));
}
private JobHandle GenerateWeights(MeshCache mesh, SpriteJobData sd)
{
Debug.Assert(mesh != null);
m_SpriteMeshDataController.spriteMeshData = mesh;
var JobHandle = m_SpriteMeshDataController.CalculateWeightsJob(m_WeightGenerator, null, kWeightTolerance, sd);
return JobHandle;
}
protected override void OnGUI()
{
m_MeshPreviewBehaviour.showWeightMap = m_GenerateGeometryPanel.generateWeights;
m_MeshPreviewBehaviour.overlaySelected = m_GenerateGeometryPanel.generateWeights;
skeletonTool.skeletonStyle = SkeletonStyles.Default;
if (m_GenerateGeometryPanel.generateWeights)
skeletonTool.skeletonStyle = SkeletonStyles.WeightMap;
DoSkeletonGUI();
}
}
}