Singularity/Library/PackageCache/com.unity.2d.animation@7.0.10/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtension...

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2024-05-06 14:45:45 -04:00
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal static class CharacterPartCacheExtensions
{
public static void SyncSpriteSheetSkeleton(this CharacterPartCache characterPart)
{
var skinningCache = characterPart.skinningCache;
var character = skinningCache.character;
var characterSkeleton = character.skeleton;
var spriteSkeleton = characterPart.sprite.GetSkeleton();
var spriteSkeletonBones = spriteSkeleton.bones;
var characterPartBones = characterPart.bones;
if (spriteSkeletonBones.Length != characterPartBones.Length)
return;
for (var i = 0; i < characterPartBones.Length; ++i)
{
var spriteBone = spriteSkeletonBones[i];
var characterBone = characterPartBones[i];
var childWorldPose = spriteBone.GetChildrenWoldPose();
spriteBone.position = spriteSkeleton.localToWorldMatrix.MultiplyPoint3x4(
characterPart.worldToLocalMatrix.MultiplyPoint3x4(characterBone.position));
spriteBone.rotation = characterBone.rotation;
spriteBone.length = characterBone.length;
spriteBone.guid = characterBone.guid;
spriteBone.name = characterBone.name;
spriteBone.depth = characterBone.depth;
spriteBone.bindPoseColor = characterBone.bindPoseColor;
spriteBone.SetChildrenWorldPose(childWorldPose);
}
if (characterSkeleton.isPosePreview)
spriteSkeleton.SetPosePreview();
else
spriteSkeleton.SetDefaultPose();
}
public static void DisassociateUnusedBones(this CharacterPartCache characterPart)
{
var skinningCache = characterPart.skinningCache;
var bones = characterPart.bones;
if (bones.Length == 0)
return;
Debug.Assert(characterPart.sprite != null);
var mesh = characterPart.sprite.GetMesh();
Debug.Assert(mesh != null);
var weights = mesh.vertexWeights;
var newBonesSet = new HashSet<BoneCache>();
foreach (var weight in weights)
{
foreach (var channel in weight)
if (channel.enabled)
newBonesSet.Add(bones[channel.boneIndex]);
}
bones = new List<BoneCache>(newBonesSet).ToArray();
characterPart.bones = bones;
characterPart.sprite.UpdateMesh(bones);
skinningCache.events.characterPartChanged.Invoke(characterPart);
}
}
}