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

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2024-05-06 14:45:45 -04:00
using UnityEngine;
using System;
using System.Collections.Generic;
namespace UnityEditor.U2D.Animation
{
internal static class ModuleUtility
{
public static Vector3 GUIToWorld(Vector3 guiPosition)
{
return GUIToWorld(guiPosition, Vector3.forward, Vector3.zero);
}
public static Vector3 GUIToWorld(Vector3 guiPosition, Vector3 planeNormal, Vector3 planePos)
{
Vector3 worldPos = Handles.inverseMatrix.MultiplyPoint(guiPosition);
if (Camera.current)
{
Ray ray = HandleUtility.GUIPointToWorldRay(guiPosition);
planeNormal = Handles.matrix.MultiplyVector(planeNormal);
planePos = Handles.matrix.MultiplyPoint(planePos);
Plane plane = new Plane(planeNormal, planePos);
float distance = 0f;
if (plane.Raycast(ray, out distance))
{
worldPos = Handles.inverseMatrix.MultiplyPoint(ray.GetPoint(distance));
}
}
return worldPos;
}
public static GUIContent[] ToGUIContentArray(string[] names)
{
return Array.ConvertAll(names, n => new GUIContent(n));
}
public static Color CalculateNiceColor(int index, int numColors)
{
numColors = Mathf.Clamp(numColors, 1, int.MaxValue);
int loops = index / numColors;
index = index % 360;
int hueAngleStep = 360 / numColors;
float hueLoopOffset = hueAngleStep * 0.5f;
float hue = index * hueAngleStep + loops * hueLoopOffset;
return Color.HSVToRGB(Mathf.Repeat(hue, 360f) / 360f, 1f, 1f);
}
public static void UpdateLocalToWorldMatrices(List<SpriteBoneData> spriteBoneDataList, Matrix4x4 rootMatrix, ref Matrix4x4[] localToWorldMatrices)
{
if (localToWorldMatrices == null || localToWorldMatrices.Length != spriteBoneDataList.Count)
localToWorldMatrices = new Matrix4x4[spriteBoneDataList.Count];
bool[] calculatedMatrix = new bool[spriteBoneDataList.Count];
var processedBoneCount = 0;
while (processedBoneCount < spriteBoneDataList.Count)
{
int oldCount = processedBoneCount;
for (var i = 0; i < spriteBoneDataList.Count; ++i)
{
if (calculatedMatrix[i])
continue;
var sourceBone = spriteBoneDataList[i];
if (sourceBone.parentId != -1 && !calculatedMatrix[sourceBone.parentId])
continue;
var localToWorldMatrix = Matrix4x4.identity;
localToWorldMatrix.SetTRS(sourceBone.localPosition, sourceBone.localRotation, Vector3.one);
if (sourceBone.parentId == -1)
localToWorldMatrix = rootMatrix * localToWorldMatrix;
else if (calculatedMatrix[sourceBone.parentId])
localToWorldMatrix = localToWorldMatrices[sourceBone.parentId] * localToWorldMatrix;
localToWorldMatrices[i] = localToWorldMatrix;
calculatedMatrix[i] = true;
processedBoneCount++;
}
if (oldCount == processedBoneCount)
throw new ArgumentException("Invalid hierarchy detected");
}
}
public static List<SpriteBoneData> CreateSpriteBoneData(UnityEngine.U2D.SpriteBone[] spriteBoneList, Matrix4x4 rootMatrix)
{
List<SpriteBoneData> spriteBoneDataList = new List<SpriteBoneData>(spriteBoneList.Length);
foreach (var spriteBone in spriteBoneList)
{
spriteBoneDataList.Add(new SpriteBoneData()
{
parentId = spriteBone.parentId,
localPosition = spriteBone.position,
localRotation = spriteBone.rotation,
depth = spriteBone.position.z,
length = spriteBone.length
});
}
Matrix4x4[] localToWorldMatrices = null;
UpdateLocalToWorldMatrices(spriteBoneDataList, rootMatrix, ref localToWorldMatrices);
for (int i = 0; i < spriteBoneDataList.Count; ++i)
{
var spriteBoneData = spriteBoneDataList[i];
spriteBoneData.position = localToWorldMatrices[i].MultiplyPoint(Vector2.zero);
spriteBoneData.endPosition = localToWorldMatrices[i].MultiplyPoint(Vector2.right * spriteBoneData.length);
}
return spriteBoneDataList;
}
}
}