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

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2024-05-06 14:45:45 -04:00
using System;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using UnityEditor.U2D.Sprites;
using Unity.Jobs;
using Unity.Collections;
namespace UnityEditor.U2D.Animation
{
internal struct WeightedTriangle : IComparable<WeightedTriangle>
{
public int p1;
public int p2;
public int p3;
public float weight;
public int CompareTo(WeightedTriangle other)
{
return weight.CompareTo(other.weight);
}
}
internal struct SpriteJobData
{
public BaseSpriteMeshData spriteMesh;
public NativeArray<float2> vertices;
public NativeArray<int2> edges;
public NativeArray<int> indices;
public NativeArray<BoneWeight> weights;
public NativeArray<int4> result;
};
internal class SpriteMeshDataController
{
public BaseSpriteMeshData spriteMeshData;
float2[] m_VerticesTemp = new float2[0];
int2[] m_EdgesTemp = new int2[0];
public void CreateVertex(Vector2 position)
{
CreateVertex(position, -1);
}
public void CreateVertex(Vector2 position, int edgeIndex)
{
Debug.Assert(spriteMeshData != null, "Assert failed. Expected: spriteMeshData != null. Actual: spriteMeshData == null");
spriteMeshData.AddVertex(position, default(BoneWeight));
if (edgeIndex != -1)
{
var edge = spriteMeshData.edges[edgeIndex];
RemoveEdge(edge);
CreateEdge(edge.x, spriteMeshData.vertexCount - 1);
CreateEdge(edge.y, spriteMeshData.vertexCount - 1);
}
}
public void CreateEdge(int index1, int index2)
{
Debug.Assert(spriteMeshData != null, "Assert failed. Expected: spriteMeshData != null. Actual: spriteMeshData == null");
Debug.Assert(index1 >= 0, $"Assert failed. Expected: index1 >= 0. Actual: index1 == {index1}");
Debug.Assert(index2 >= 0, $"Assert failed. Expected: index2 >= 0. Actual: index2 == {index2}");
Debug.Assert(index1 < spriteMeshData.vertexCount, $"Assert failed. Expected: index1 < spriteMeshData.vertexCount. Actual: index1 == {index1} spriteMeshData.vertexCount == {spriteMeshData.vertexCount}");
Debug.Assert(index2 < spriteMeshData.vertexCount, $"Assert failed. Expected: index2 < spriteMeshData.vertexCount. Actual: index2 == {index2} spriteMeshData.vertexCount == {spriteMeshData.vertexCount}");
Debug.Assert(index1 != index2, $"Assert failed. Expected: index1 != index2. Actual: index1 == {index1} index2 == {index2}");
var newEdge = new int2(index1, index2);
if (!spriteMeshData.edges.ContainsAny(newEdge))
{
var listOfEdges = new List<int2>(spriteMeshData.edges)
{
newEdge
};
spriteMeshData.SetEdges(listOfEdges.ToArray());
}
}
public void RemoveVertex(int index)
{
Debug.Assert(spriteMeshData != null);
//We need to delete the edges that reference the index
if (FindEdgesContainsIndex(index, out var edgesWithIndex))
{
//If there are 2 edges referencing the same index we are removing, we can create a new one that connects the endpoints ("Unsplit").
if (edgesWithIndex.Count == 2)
{
var first = edgesWithIndex[0];
var second = edgesWithIndex[1];
int index1 = first.x != index ? first.x : first.y;
int index2 = second.x != index ? second.x : second.y;
CreateEdge(index1, index2);
}
//remove found edges
for (int i = 0; i < edgesWithIndex.Count; i++)
{
RemoveEdge(edgesWithIndex[i]);
}
}
//Fix indices in edges greater than the one we are removing
for (int i = 0; i < spriteMeshData.edges.Length; i++)
{
var edge = spriteMeshData.edges[i];
if (edge.x > index)
edge.x--;
if (edge.y > index)
edge.y--;
spriteMeshData.edges[i] = edge;
}
spriteMeshData.RemoveVertex(index);
}
public void RemoveVertex(IEnumerable<int> indices)
{
var sortedIndexList = new List<int>(indices);
if (sortedIndexList.Count == 0)
return;
sortedIndexList.Sort();
for (var i = sortedIndexList.Count - 1; i >= 0; --i)
{
RemoveVertex(sortedIndexList[i]);
}
}
void RemoveEdge(int2 edge)
{
Debug.Assert(spriteMeshData != null);
var listOfEdges = new List<int2>(spriteMeshData.edges);
listOfEdges.Remove(edge);
spriteMeshData.SetEdges(listOfEdges.ToArray());
}
bool FindEdgesContainsIndex(int index, out List<int2> result)
{
Debug.Assert(spriteMeshData != null);
bool found = false;
result = new List<int2>();
for (int i = 0; i < spriteMeshData.edges.Length; ++i)
{
var edge = spriteMeshData.edges[i];
if (edge.x == index || edge.y == index)
{
found = true;
result.Add(edge);
}
}
return found;
}
public void CreateQuad()
{
var frame = new Rect(Vector2.zero, spriteMeshData.frame.size);
var verts = new Vector2[]
{
new Vector2(frame.xMin, frame.yMin),
new Vector2(frame.xMax, frame.yMin),
new Vector2(frame.xMin, frame.yMax),
new Vector2(frame.xMax, frame.yMax)
};
for(var i = 0; i < verts.Length; ++i)
CreateVertex(verts[i]);
var tris = new int[]
{
0, 2, 3, 1
};
for (var i = 0; i < tris.Length; ++i)
{
var n = (i + 1) % tris.Length;
CreateEdge(tris[i], tris[n]);
}
}
public JobHandle TriangulateJob(ITriangulator triangulator, SpriteJobData spriteData)
{
Debug.Assert(spriteMeshData != null);
Debug.Assert(triangulator != null);
FillMeshDataContainers(out m_VerticesTemp, out m_EdgesTemp, out var weightData, out var hasWeightData);
return triangulator.ScheduleTriangulate(in m_VerticesTemp, in m_EdgesTemp, ref spriteData.vertices, ref spriteData.indices, ref spriteData.edges, ref spriteData.result);
}
public void Triangulate(ITriangulator triangulator)
{
Debug.Assert(spriteMeshData != null);
Debug.Assert(triangulator != null);
FillMeshDataContainers(out m_VerticesTemp, out m_EdgesTemp, out var weightData, out var hasWeightData);
triangulator.Triangulate(ref m_EdgesTemp, ref m_VerticesTemp, out var indices);
if (m_VerticesTemp.Length == 0 || indices.Length == 0)
{
spriteMeshData.Clear();
CreateQuad();
FillMeshDataContainers(out m_VerticesTemp, out m_EdgesTemp, out weightData, out hasWeightData);
triangulator.Triangulate(ref m_EdgesTemp, ref m_VerticesTemp, out indices);
}
spriteMeshData.Clear();
spriteMeshData.SetIndices(indices);
spriteMeshData.SetEdges(m_EdgesTemp);
var hasNewVertices = m_VerticesTemp.Length != weightData.Length;
for (var i = 0; i < m_VerticesTemp.Length; ++i)
{
var boneWeight = default(BoneWeight);
if (!hasNewVertices)
boneWeight = weightData[i].ToBoneWeight(true);
spriteMeshData.AddVertex(m_VerticesTemp[i], boneWeight);
}
if(hasNewVertices && hasWeightData)
CalculateWeights(new BoundedBiharmonicWeightsGenerator(), null, 0.01f);
}
void FillMeshDataContainers(out float2[] vertices, out int2[] edges, out EditableBoneWeight[] weightData, out bool hasWeightData)
{
edges = spriteMeshData.edges;
vertices = EditorUtilities.ToFloat2(spriteMeshData.vertices);
weightData = new EditableBoneWeight[spriteMeshData.vertexWeights.Length];
Array.Copy(spriteMeshData.vertexWeights, weightData, weightData.Length);
hasWeightData = false;
if (weightData.Length > 0 && weightData[0] != default)
hasWeightData = true;
}
public JobHandle Subdivide(ITriangulator triangulator, SpriteJobData spriteData, float largestAreaFactor, float areaThreshold)
{
Debug.Assert(spriteMeshData != null);
Debug.Assert(triangulator != null);
m_EdgesTemp = spriteMeshData.edges;
m_VerticesTemp = EditorUtilities.ToFloat2(spriteMeshData.vertices);
try
{
triangulator.Tessellate(0f, 0f, 0f, largestAreaFactor, areaThreshold, 100, ref m_VerticesTemp, ref m_EdgesTemp, out var indices);
spriteMeshData.Clear();
for (var i = 0; i < m_VerticesTemp.Length; ++i)
spriteMeshData.AddVertex(m_VerticesTemp[i], default(BoneWeight));
spriteMeshData.SetIndices(indices);
spriteMeshData.SetEdges(m_EdgesTemp);
}
catch (Exception) { }
return default(JobHandle);
}
public void ClearWeights(ISelection<int> selection)
{
Debug.Assert(spriteMeshData != null);
for (var i = 0; i < spriteMeshData.vertexCount; ++i)
if (selection == null || (selection.Count == 0 || selection.Contains(i)))
spriteMeshData.vertexWeights[i].SetFromBoneWeight(default(BoneWeight));
}
public void OutlineFromAlpha(IOutlineGenerator outlineGenerator, ITextureDataProvider textureDataProvider, float outlineDetail, byte alphaTolerance)
{
Debug.Assert(spriteMeshData != null, "Assert failed. Expected: spriteMeshData != null. Actual: spriteMeshData == null");
Debug.Assert(textureDataProvider != null, "Assert failed. Expected: textureDataProvider != null. Actual: textureDataProvider == null");
Debug.Assert(textureDataProvider.texture != null, "Assert failed. Expected: textureDataProvider.texture != null. Actual: textureDataProvider.texture == null");
int width, height;
textureDataProvider.GetTextureActualWidthAndHeight(out width, out height);
var scale = new Vector2(textureDataProvider.texture.width / (float)width, textureDataProvider.texture.height / (float)height);
var scaleInv = new Vector2(1f / scale.x, 1f / scale.y);
var rectOffset = spriteMeshData.frame.size * 0.5f;
var scaledRect = spriteMeshData.frame;
scaledRect.min = Vector2.Scale(scaledRect.min, scale);
scaledRect.max = Vector2.Scale(scaledRect.max, scale);
spriteMeshData.Clear();
outlineGenerator.GenerateOutline(textureDataProvider, scaledRect, outlineDetail, alphaTolerance, false, out var paths);
var vertexIndexBase = 0;
var vertices = new List<Vector2>(spriteMeshData.vertices);
var edges = new List<int2>(spriteMeshData.edges);
for (var i = 0; i < paths.Length; ++i)
{
var numPathVertices = paths[i].Length;
for (var j = 0; j <= numPathVertices; j++)
{
if (j < numPathVertices)
vertices.Add(Vector2.Scale(paths[i][j], scaleInv) + rectOffset);
if (j > 0)
edges.Add(new int2(vertexIndexBase + j - 1, vertexIndexBase + j % numPathVertices));
}
vertexIndexBase += numPathVertices;
}
var vertexWeights = new EditableBoneWeight[vertices.Count];
for (var i = 0; i < vertexWeights.Length; ++i)
vertexWeights[i] = new EditableBoneWeight();
spriteMeshData.SetVertices(vertices.ToArray(), vertexWeights);
spriteMeshData.SetEdges(edges.ToArray());
}
public void NormalizeWeights(ISelection<int> selection)
{
Debug.Assert(spriteMeshData != null);
for (var i = 0; i < spriteMeshData.vertexCount; ++i)
if (selection == null || (selection.Count == 0 || selection.Contains(i)))
spriteMeshData.vertexWeights[i].Normalize();
}
public JobHandle CalculateWeightsJob(IWeightsGenerator weightsGenerator, ISelection<int> selection, float filterTolerance, SpriteJobData sd)
{
Debug.Assert(spriteMeshData != null);
GetControlPoints(out var controlPoints, out var bones, out var pins);
var vertices = EditorUtilities.ToFloat2(spriteMeshData.vertices);
var indices = spriteMeshData.indices;
var edges = spriteMeshData.edges;
return weightsGenerator.CalculateJob(spriteMeshData.spriteName, in vertices, in indices, in edges, in controlPoints, in bones, in pins, sd);
}
public void CalculateWeights(IWeightsGenerator weightsGenerator, ISelection<int> selection, float filterTolerance)
{
Debug.Assert(spriteMeshData != null);
GetControlPoints(out var controlPoints, out var bones, out var pins);
var vertices = EditorUtilities.ToFloat2(spriteMeshData.vertices);
var indices = spriteMeshData.indices;
var edges = spriteMeshData.edges;
var boneWeights = weightsGenerator.Calculate(spriteMeshData.spriteName, in vertices, in indices, in edges, in controlPoints, in bones, in pins);
Debug.Assert(boneWeights.Length == spriteMeshData.vertexCount);
for (var i = 0; i < spriteMeshData.vertexCount; ++i)
{
if (selection == null || (selection.Count == 0 || selection.Contains(i)))
{
var editableBoneWeight = EditableBoneWeightUtility.CreateFromBoneWeight(boneWeights[i]);
if (filterTolerance > 0f)
{
editableBoneWeight.FilterChannels(filterTolerance);
editableBoneWeight.Normalize();
}
spriteMeshData.vertexWeights[i] = editableBoneWeight;
}
}
}
public void CalculateWeightsSafe(IWeightsGenerator weightsGenerator, ISelection<int> selection, float filterTolerance)
{
var tempSelection = new IndexedSelection();
var vertexSelector = new GenericVertexSelector();
vertexSelector.spriteMeshData = spriteMeshData;
vertexSelector.selection = tempSelection;
vertexSelector.SelectionCallback = (int i) => {
return spriteMeshData.vertexWeights[i].Sum() == 0f && (selection == null || selection.Count == 0 || selection.Contains(i));
};
vertexSelector.Select();
if (tempSelection.Count > 0)
CalculateWeights(weightsGenerator, tempSelection, filterTolerance);
}
public void SmoothWeights(int iterations, ISelection<int> selection)
{
var boneWeights = new BoneWeight[spriteMeshData.vertexCount];
for (var i = 0; i < spriteMeshData.vertexCount; i++)
boneWeights[i] = spriteMeshData.vertexWeights[i].ToBoneWeight(false);
SmoothingUtility.SmoothWeights(boneWeights, spriteMeshData.indices, spriteMeshData.boneCount, iterations, out var smoothedWeights);
for (var i = 0; i < spriteMeshData.vertexCount; i++)
if (selection == null || (selection.Count == 0 || selection.Contains(i)))
spriteMeshData.vertexWeights[i].SetFromBoneWeight(smoothedWeights[i]);
}
public bool FindTriangle(Vector2 point, out Vector3Int indices, out Vector3 barycentricCoords)
{
Debug.Assert(spriteMeshData != null);
indices = Vector3Int.zero;
barycentricCoords = Vector3.zero;
if (spriteMeshData.indices.Length < 3)
return false;
var triangleCount = spriteMeshData.indices.Length / 3;
for (var i = 0; i < triangleCount; ++i)
{
indices.x = spriteMeshData.indices[i * 3];
indices.y = spriteMeshData.indices[i * 3 + 1];
indices.z = spriteMeshData.indices[i * 3 + 2];
MathUtility.Barycentric(
point,
spriteMeshData.vertices[indices.x],
spriteMeshData.vertices[indices.y],
spriteMeshData.vertices[indices.z],
out barycentricCoords);
if (barycentricCoords.x >= 0f && barycentricCoords.y >= 0f && barycentricCoords.z >= 0f)
return true;
}
return false;
}
List<float> m_VertexOrderList = new List<float>(1000);
List<WeightedTriangle> m_WeightedTriangles = new List<WeightedTriangle>(1000);
public void SortTrianglesByDepth()
{
Debug.Assert(spriteMeshData != null);
if (spriteMeshData.boneCount == 0)
return;
m_VertexOrderList.Clear();
m_WeightedTriangles.Clear();
for (var i = 0; i < spriteMeshData.vertexCount; i++)
{
var vertexOrder = 0f;
var boneWeight = spriteMeshData.vertexWeights[i];
for (var j = 0; j < boneWeight.Count; ++j)
vertexOrder += spriteMeshData.GetBoneDepth(boneWeight[j].boneIndex) * boneWeight[j].weight;
m_VertexOrderList.Add(vertexOrder);
}
for (var i = 0; i < spriteMeshData.indices.Length; i += 3)
{
var p1 = spriteMeshData.indices[i];
var p2 = spriteMeshData.indices[i + 1];
var p3 = spriteMeshData.indices[i + 2];
var weight = (m_VertexOrderList[p1] + m_VertexOrderList[p2] + m_VertexOrderList[p3]) / 3f;
m_WeightedTriangles.Add(new WeightedTriangle() { p1 = p1, p2 = p2, p3 = p3, weight = weight });
}
m_WeightedTriangles.Sort();
var newIndices = new int[m_WeightedTriangles.Count * 3];
for (var i = 0; i < m_WeightedTriangles.Count; ++i)
{
var triangle = m_WeightedTriangles[i];
var indexCount = i * 3;
newIndices[indexCount] = triangle.p1;
newIndices[indexCount + 1] = triangle.p2;
newIndices[indexCount + 2] = triangle.p3;
}
spriteMeshData.SetIndices(newIndices);
}
public void GetMultiEditChannelData(ISelection<int> selection, int channel,
out bool enabled, out int boneIndex, out float weight,
out bool isEnabledMixed, out bool isBoneIndexMixed, out bool isWeightMixed)
{
Debug.Assert(spriteMeshData != null);
if (selection == null)
throw new ArgumentNullException("selection is null");
var first = true;
enabled = false;
boneIndex = -1;
weight = 0f;
isEnabledMixed = false;
isBoneIndexMixed = false;
isWeightMixed = false;
var indices = selection.elements;
foreach (var i in indices)
{
var editableBoneWeight = spriteMeshData.vertexWeights[i];
if (first)
{
enabled = editableBoneWeight[channel].enabled;
boneIndex = editableBoneWeight[channel].boneIndex;
weight = editableBoneWeight[channel].weight;
first = false;
}
else
{
if (enabled != editableBoneWeight[channel].enabled)
{
isEnabledMixed = true;
enabled = false;
}
if (boneIndex != editableBoneWeight[channel].boneIndex)
{
isBoneIndexMixed = true;
boneIndex = -1;
}
if (Mathf.Abs(weight - editableBoneWeight[channel].weight) > Mathf.Epsilon)
{
isWeightMixed = true;
weight = 0f;
}
}
}
}
public void SetMultiEditChannelData(ISelection<int> selection, int channel,
bool oldEnabled, bool newEnabled, int oldBoneIndex, int newBoneIndex, float oldWeight, float newWeight)
{
Debug.Assert(spriteMeshData != null);
if (selection == null)
throw new ArgumentNullException("selection is null");
var channelEnabledChanged = oldEnabled != newEnabled;
var boneIndexChanged = oldBoneIndex != newBoneIndex;
var weightChanged = Mathf.Abs(oldWeight - newWeight) > Mathf.Epsilon;
var indices = selection.elements;
foreach (var i in indices)
{
var editableBoneWeight = spriteMeshData.vertexWeights[i];
if (channelEnabledChanged)
editableBoneWeight[channel].enabled = newEnabled;
if (boneIndexChanged)
editableBoneWeight[channel].boneIndex = newBoneIndex;
if (weightChanged)
editableBoneWeight[channel].weight = newWeight;
if (channelEnabledChanged || weightChanged)
editableBoneWeight.CompensateOtherChannels(channel);
}
}
public void GetControlPoints(out float2[] points, out int2[] edges, out int[] pins)
{
Debug.Assert(spriteMeshData != null);
points = null;
edges = null;
var pointList = new List<Vector2>();
var edgeList = new List<int2>();
var pinList = new List<int>();
var bones = new List<SpriteBoneData>(spriteMeshData.boneCount);
for (var i = 0; i < spriteMeshData.boneCount; ++i)
bones.Add(spriteMeshData.GetBoneData(i));
foreach (var bone in bones)
{
var length = (bone.endPosition - bone.position).magnitude;
if (length > 0f)
{
var index1 = FindPoint(pointList, bone.position, 0.01f);
var index2 = FindPoint(pointList, bone.endPosition, 0.01f);
if (index1 == -1)
{
pointList.Add(bone.position);
index1 = pointList.Count - 1;
}
if (index2 == -1)
{
pointList.Add(bone.endPosition);
index2 = pointList.Count - 1;
}
edgeList.Add(new int2(index1, index2));
}
else if (bone.length == 0f)
{
pointList.Add(bone.position);
pinList.Add(pointList.Count - 1);
}
}
points = new float2[pointList.Count];
for (var i = 0; i < pointList.Count; ++i)
points[i] = pointList[i];
edges = edgeList.ToArray();
pins = pinList.ToArray();
}
static int FindPoint(IReadOnlyList<Vector2> points, Vector2 point, float distanceTolerance)
{
var sqrTolerance = distanceTolerance * distanceTolerance;
for (var i = 0; i < points.Count; ++i)
{
if ((points[i] - point).sqrMagnitude <= sqrTolerance)
return i;
}
return -1;
}
public void SmoothFill()
{
var tempSelection = new IndexedSelection();
var vertexSelector = new GenericVertexSelector();
var currentWeightSum = 0f;
var prevWeightSum = 0f;
vertexSelector.spriteMeshData = spriteMeshData;
vertexSelector.selection = tempSelection;
vertexSelector.SelectionCallback = (int i) => {
var sum = spriteMeshData.vertexWeights[i].Sum();
currentWeightSum += sum;
return sum < 0.99f;
};
do
{
prevWeightSum = currentWeightSum;
currentWeightSum = 0f;
vertexSelector.Select();
if (tempSelection.Count > 0)
SmoothWeights(1, tempSelection);
}
while (currentWeightSum - prevWeightSum > 0.001f);
if (tempSelection.Count > 0)
NormalizeWeights(tempSelection);
}
}
}