Singularity/Library/PackageCache/com.unity.2d.animation@7.0.10/Runtime/SpriteSkinUtility.cs
2024-05-06 11:45:45 -07:00

442 lines
19 KiB
C#

using System;
using Unity.Burst;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.U2D.Common;
namespace UnityEngine.U2D.Animation
{
internal enum SpriteSkinValidationResult
{
SpriteNotFound,
SpriteHasNoSkinningInformation,
SpriteHasNoWeights,
RootTransformNotFound,
InvalidTransformArray,
InvalidTransformArrayLength,
TransformArrayContainsNull,
RootNotFoundInTransformArray,
InvalidBoneWeights,
Ready
}
internal class NativeByteArray
{
public int Length => array.Length;
public bool IsCreated => array.IsCreated;
public byte this[int index] => array[index];
public NativeArray<byte> array
{ get; }
public NativeByteArray(NativeArray<byte> array)
{
this.array = array;
}
public void Dispose() => array.Dispose();
}
internal static class SpriteSkinUtility
{
internal static SpriteSkinValidationResult Validate(this SpriteSkin spriteSkin)
{
if (spriteSkin.spriteRenderer.sprite == null)
return SpriteSkinValidationResult.SpriteNotFound;
var bindPoses = spriteSkin.spriteRenderer.sprite.GetBindPoses();
var bindPoseCount = bindPoses.Length;
if (bindPoseCount == 0)
return SpriteSkinValidationResult.SpriteHasNoSkinningInformation;
if (spriteSkin.rootBone == null)
return SpriteSkinValidationResult.RootTransformNotFound;
if (spriteSkin.boneTransforms == null)
return SpriteSkinValidationResult.InvalidTransformArray;
if (bindPoseCount != spriteSkin.boneTransforms.Length)
return SpriteSkinValidationResult.InvalidTransformArrayLength;
var rootFound = false;
foreach (var boneTransform in spriteSkin.boneTransforms)
{
if (boneTransform == null)
return SpriteSkinValidationResult.TransformArrayContainsNull;
if (boneTransform == spriteSkin.rootBone)
rootFound = true;
}
if (!rootFound)
return SpriteSkinValidationResult.RootNotFoundInTransformArray;
var boneWeights = spriteSkin.sprite.GetVertexAttribute<BoneWeight>(UnityEngine.Rendering.VertexAttribute.BlendWeight);
if (!BurstedSpriteSkinUtilities.ValidateBoneWeights(in boneWeights, bindPoseCount))
return SpriteSkinValidationResult.InvalidBoneWeights;
return SpriteSkinValidationResult.Ready;
}
internal static void CreateBoneHierarchy(this SpriteSkin spriteSkin)
{
if (spriteSkin.spriteRenderer.sprite == null)
throw new InvalidOperationException("SpriteRenderer has no Sprite set");
var spriteBones = spriteSkin.spriteRenderer.sprite.GetBones();
var transforms = new Transform[spriteBones.Length];
Transform root = null;
for (int i = 0; i < spriteBones.Length; ++i)
{
CreateGameObject(i, spriteBones, transforms, spriteSkin.transform);
if (spriteBones[i].parentId < 0 && root == null)
root = transforms[i];
}
spriteSkin.rootBone = root;
spriteSkin.boneTransforms = transforms;
}
internal static int GetVertexStreamSize(this Sprite sprite)
{
int vertexStreamSize = 12;
if (sprite.HasVertexAttribute(Rendering.VertexAttribute.Normal))
vertexStreamSize = vertexStreamSize + 12;
if (sprite.HasVertexAttribute(Rendering.VertexAttribute.Tangent))
vertexStreamSize = vertexStreamSize + 16;
return vertexStreamSize;
}
internal static int GetVertexStreamOffset(this Sprite sprite, Rendering.VertexAttribute channel )
{
bool hasPosition = sprite.HasVertexAttribute(Rendering.VertexAttribute.Position);
bool hasNormals = sprite.HasVertexAttribute(Rendering.VertexAttribute.Normal);
bool hasTangents = sprite.HasVertexAttribute(Rendering.VertexAttribute.Tangent);
switch(channel)
{
case Rendering.VertexAttribute.Position:
return hasPosition ? 0 : -1;
case Rendering.VertexAttribute.Normal:
return hasNormals ? 12 : -1;
case Rendering.VertexAttribute.Tangent:
return hasTangents ? (hasNormals ? 24 : 12) : -1;
}
return -1;
}
private static void CreateGameObject(int index, SpriteBone[] spriteBones, Transform[] transforms, Transform root)
{
if (transforms[index] == null)
{
var spriteBone = spriteBones[index];
if (spriteBone.parentId >= 0)
CreateGameObject(spriteBone.parentId, spriteBones, transforms, root);
var go = new GameObject(spriteBone.name);
var transform = go.transform;
if (spriteBone.parentId >= 0)
transform.SetParent(transforms[spriteBone.parentId]);
else
transform.SetParent(root);
transform.localPosition = spriteBone.position;
transform.localRotation = spriteBone.rotation;
transform.localScale = Vector3.one;
transforms[index] = transform;
}
}
internal static void ResetBindPose(this SpriteSkin spriteSkin)
{
if (!spriteSkin.isValid)
throw new InvalidOperationException("SpriteSkin is not valid");
var spriteBones = spriteSkin.spriteRenderer.sprite.GetBones();
var boneTransforms = spriteSkin.boneTransforms;
for (int i = 0; i < boneTransforms.Length; ++i)
{
var boneTransform = boneTransforms[i];
var spriteBone = spriteBones[i];
if (spriteBone.parentId != -1)
{
boneTransform.localPosition = spriteBone.position;
boneTransform.localRotation = spriteBone.rotation;
boneTransform.localScale = Vector3.one;
}
}
}
private static int GetHash(Matrix4x4 matrix)
{
unsafe
{
uint* b = (uint*)&matrix;
{
var c = (char*)b;
return (int)math.hash(c, 16 * sizeof(float));
}
}
}
internal static int CalculateTransformHash(this SpriteSkin spriteSkin)
{
int bits = 0;
int boneTransformHash = GetHash(spriteSkin.transform.localToWorldMatrix) >> bits;
bits++;
foreach (var transform in spriteSkin.boneTransforms)
{
boneTransformHash ^= GetHash(transform.localToWorldMatrix) >> bits;
bits = (bits + 1) % 8;
}
return boneTransformHash;
}
internal unsafe static void Deform(Sprite sprite, Matrix4x4 rootInv, NativeSlice<Vector3> vertices, NativeSlice<Vector4> tangents, NativeSlice<BoneWeight> boneWeights, NativeArray<Matrix4x4> boneTransforms, NativeSlice<Matrix4x4> bindPoses, NativeArray<byte> deformableVertices)
{
var verticesFloat3 = vertices.SliceWithStride<float3>();
var tangentsFloat4 = tangents.SliceWithStride<float4>();
var bindPosesFloat4x4 = bindPoses.SliceWithStride<float4x4>();
var spriteVertexCount = sprite.GetVertexCount();
var spriteVertexStreamSize = sprite.GetVertexStreamSize();
var boneTransformsFloat4x4 = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray<float4x4>(boneTransforms.GetUnsafePtr(), boneTransforms.Length, Allocator.None);
byte* deformedPosOffset = (byte*)NativeArrayUnsafeUtility.GetUnsafePtr(deformableVertices);
NativeSlice<float3> deformableVerticesFloat3 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float3>(deformedPosOffset, spriteVertexStreamSize, spriteVertexCount);
NativeSlice<float4> deformableTangentsFloat4 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float4>(deformedPosOffset, spriteVertexStreamSize, 1); // Just Dummy.
if (sprite.HasVertexAttribute(Rendering.VertexAttribute.Tangent))
{
byte* deformedTanOffset = deformedPosOffset + sprite.GetVertexStreamOffset(Rendering.VertexAttribute.Tangent);
deformableTangentsFloat4 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float4>(deformedTanOffset, spriteVertexStreamSize, spriteVertexCount);
}
#if ENABLE_UNITY_COLLECTIONS_CHECKS
var handle1 = CreateSafetyChecks<float4x4>(ref boneTransformsFloat4x4);
var handle2 = CreateSafetyChecks<float3>(ref deformableVerticesFloat3);
var handle3 = CreateSafetyChecks<float4>(ref deformableTangentsFloat4);
#endif
if (sprite.HasVertexAttribute(Rendering.VertexAttribute.Tangent))
Deform(rootInv, verticesFloat3, tangentsFloat4, boneWeights, boneTransformsFloat4x4, bindPosesFloat4x4, deformableVerticesFloat3, deformableTangentsFloat4);
else
Deform(rootInv, verticesFloat3, boneWeights, boneTransformsFloat4x4, bindPosesFloat4x4, deformableVerticesFloat3);
#if ENABLE_UNITY_COLLECTIONS_CHECKS
DisposeSafetyChecks(handle1);
DisposeSafetyChecks(handle2);
DisposeSafetyChecks(handle3);
#endif
}
internal static void Deform(float4x4 rootInv, NativeSlice<float3> vertices, NativeSlice<BoneWeight> boneWeights, NativeArray<float4x4> boneTransforms, NativeSlice<float4x4> bindPoses, NativeSlice<float3> deformed)
{
if (boneTransforms.Length == 0)
return;
for (var i = 0; i < boneTransforms.Length; i++)
{
var bindPoseMat = bindPoses[i];
var boneTransformMat = boneTransforms[i];
boneTransforms[i] = math.mul(rootInv, math.mul(boneTransformMat, bindPoseMat));
}
for (var i = 0; i < vertices.Length; i++)
{
var bone0 = boneWeights[i].boneIndex0;
var bone1 = boneWeights[i].boneIndex1;
var bone2 = boneWeights[i].boneIndex2;
var bone3 = boneWeights[i].boneIndex3;
var vertex = vertices[i];
deformed[i] =
math.transform(boneTransforms[bone0], vertex) * boneWeights[i].weight0 +
math.transform(boneTransforms[bone1], vertex) * boneWeights[i].weight1 +
math.transform(boneTransforms[bone2], vertex) * boneWeights[i].weight2 +
math.transform(boneTransforms[bone3], vertex) * boneWeights[i].weight3;
}
}
internal static void Deform(float4x4 rootInv, NativeSlice<float3> vertices, NativeSlice<float4> tangents, NativeSlice<BoneWeight> boneWeights, NativeArray<float4x4> boneTransforms, NativeSlice<float4x4> bindPoses, NativeSlice<float3> deformed, NativeSlice<float4> deformedTangents)
{
if(boneTransforms.Length == 0)
return;
for (var i = 0; i < boneTransforms.Length; i++)
{
var bindPoseMat = bindPoses[i];
var boneTransformMat = boneTransforms[i];
boneTransforms[i] = math.mul(rootInv, math.mul(boneTransformMat, bindPoseMat));
}
for (var i = 0; i < vertices.Length; i++)
{
var bone0 = boneWeights[i].boneIndex0;
var bone1 = boneWeights[i].boneIndex1;
var bone2 = boneWeights[i].boneIndex2;
var bone3 = boneWeights[i].boneIndex3;
var vertex = vertices[i];
deformed[i] =
math.transform(boneTransforms[bone0], vertex) * boneWeights[i].weight0 +
math.transform(boneTransforms[bone1], vertex) * boneWeights[i].weight1 +
math.transform(boneTransforms[bone2], vertex) * boneWeights[i].weight2 +
math.transform(boneTransforms[bone3], vertex) * boneWeights[i].weight3;
var tangent = new float4(tangents[i].xyz, 0.0f);
tangent =
math.mul(boneTransforms[bone0], tangent) * boneWeights[i].weight0 +
math.mul(boneTransforms[bone1], tangent) * boneWeights[i].weight1 +
math.mul(boneTransforms[bone2], tangent) * boneWeights[i].weight2 +
math.mul(boneTransforms[bone3], tangent) * boneWeights[i].weight3;
deformedTangents[i] = new float4(math.normalize(tangent.xyz), tangents[i].w);
}
}
internal unsafe static void Deform(Sprite sprite, Matrix4x4 invRoot, Transform[] boneTransformsArray, NativeArray<byte> deformVertexData)
{
Debug.Assert(sprite != null);
Debug.Assert(sprite.GetVertexCount() == (deformVertexData.Length / sprite.GetVertexStreamSize()));
var vertices = sprite.GetVertexAttribute<Vector3>(UnityEngine.Rendering.VertexAttribute.Position);
var tangents = sprite.GetVertexAttribute<Vector4>(UnityEngine.Rendering.VertexAttribute.Tangent);
var boneWeights = sprite.GetVertexAttribute<BoneWeight>(UnityEngine.Rendering.VertexAttribute.BlendWeight);
var bindPoses = sprite.GetBindPoses();
Debug.Assert(bindPoses.Length == boneTransformsArray.Length);
Debug.Assert(boneWeights.Length == sprite.GetVertexCount());
var boneTransforms = new NativeArray<Matrix4x4>(boneTransformsArray.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
for (var i = 0; i < boneTransformsArray.Length; ++i)
boneTransforms[i] = boneTransformsArray[i].localToWorldMatrix;
Deform(sprite, invRoot, vertices, tangents, boneWeights, boneTransforms, bindPoses, deformVertexData);
boneTransforms.Dispose();
}
#if ENABLE_UNITY_COLLECTIONS_CHECKS
private static AtomicSafetyHandle CreateSafetyChecks<T>(ref NativeArray<T> array) where T : struct
{
var handle = AtomicSafetyHandle.Create();
AtomicSafetyHandle.SetAllowSecondaryVersionWriting(handle, true);
AtomicSafetyHandle.UseSecondaryVersion(ref handle);
NativeArrayUnsafeUtility.SetAtomicSafetyHandle<T>(ref array, handle);
return handle;
}
private static AtomicSafetyHandle CreateSafetyChecks<T>(ref NativeSlice<T> array) where T : struct
{
var handle = AtomicSafetyHandle.Create();
AtomicSafetyHandle.SetAllowSecondaryVersionWriting(handle, true);
AtomicSafetyHandle.UseSecondaryVersion(ref handle);
NativeSliceUnsafeUtility.SetAtomicSafetyHandle<T>(ref array, handle);
return handle;
}
private static void DisposeSafetyChecks(AtomicSafetyHandle handle)
{
AtomicSafetyHandle.Release(handle);
}
#endif
internal static void Bake(this SpriteSkin spriteSkin, NativeArray<byte> deformVertexData)
{
if (!spriteSkin.isValid)
throw new Exception("Bake error: invalid SpriteSkin");
var sprite = spriteSkin.spriteRenderer.sprite;
var boneTransformsArray = spriteSkin.boneTransforms;
Deform(sprite, Matrix4x4.identity, boneTransformsArray, deformVertexData);
}
internal unsafe static void CalculateBounds(this SpriteSkin spriteSkin)
{
Debug.Assert(spriteSkin.isValid);
var sprite = spriteSkin.sprite;
var deformVertexData = new NativeArray<byte>(sprite.GetVertexStreamSize() * sprite.GetVertexCount(), Allocator.Temp, NativeArrayOptions.UninitializedMemory);
void* dataPtr = NativeArrayUnsafeUtility.GetUnsafePtr(deformVertexData);
var deformedPosSlice = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<Vector3>(dataPtr, sprite.GetVertexStreamSize(), sprite.GetVertexCount());
#if ENABLE_UNITY_COLLECTIONS_CHECKS
NativeSliceUnsafeUtility.SetAtomicSafetyHandle(ref deformedPosSlice, NativeArrayUnsafeUtility.GetAtomicSafetyHandle(deformVertexData));
#endif
spriteSkin.Bake(deformVertexData);
UpdateBounds(spriteSkin, deformVertexData);
deformVertexData.Dispose();
}
internal static Bounds CalculateSpriteSkinBounds(NativeSlice<float3> deformablePositions)
{
float3 min = deformablePositions[0];
float3 max = deformablePositions[0];
for (int j = 1; j < deformablePositions.Length; ++j)
{
min = math.min(min, deformablePositions[j]);
max = math.max(max, deformablePositions[j]);
}
float3 ext = (max - min) * 0.5F;
float3 ctr = min + ext;
Bounds bounds = new Bounds();
bounds.center = ctr;
bounds.extents = ext;
return bounds;
}
internal static unsafe void UpdateBounds(this SpriteSkin spriteSkin, NativeArray<byte> deformedVertices)
{
byte* deformedPosOffset = (byte*)NativeArrayUnsafeUtility.GetUnsafePtr(deformedVertices);
var spriteVertexCount = spriteSkin.sprite.GetVertexCount();
var spriteVertexStreamSize = spriteSkin.sprite.GetVertexStreamSize();
NativeSlice<float3> deformedPositions = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float3>(deformedPosOffset, spriteVertexStreamSize, spriteVertexCount);
#if ENABLE_UNITY_COLLECTIONS_CHECKS
var handle = CreateSafetyChecks<float3>(ref deformedPositions);
#endif
spriteSkin.bounds = CalculateSpriteSkinBounds(deformedPositions);
#if ENABLE_UNITY_COLLECTIONS_CHECKS
DisposeSafetyChecks(handle);
#endif
InternalEngineBridge.SetLocalAABB(spriteSkin.spriteRenderer, spriteSkin.bounds);
}
}
[BurstCompile]
internal static class BurstedSpriteSkinUtilities
{
[BurstCompile]
internal static bool ValidateBoneWeights(in NativeSlice<BoneWeight> boneWeights, int bindPoseCount)
{
var boneWeightCount = boneWeights.Length;
for (var i = 0; i < boneWeightCount; ++i)
{
var boneWeight = boneWeights[i];
var idx0 = boneWeight.boneIndex0;
var idx1 = boneWeight.boneIndex1;
var idx2 = boneWeight.boneIndex2;
var idx3 = boneWeight.boneIndex3;
if ((idx0 < 0 || idx0 >= bindPoseCount) ||
(idx1 < 0 || idx1 >= bindPoseCount) ||
(idx2 < 0 || idx2 >= bindPoseCount) ||
(idx3 < 0 || idx3 >= bindPoseCount))
return false;
}
return true;
}
}
}