180 lines
4.5 KiB
C#
180 lines
4.5 KiB
C#
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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internal class SkeletonCache : TransformCache
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{
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[SerializeField]
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bool m_IsPosePreview = false;
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[SerializeField]
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List<BoneCache> m_Bones = new List<BoneCache>();
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public bool isPosePreview => m_IsPosePreview;
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public int boneCount => m_Bones.Count;
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public virtual BoneCache[] bones => m_Bones.ToArray();
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public void AddBone(BoneCache bone, bool worldPositionStays = true)
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{
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Debug.Assert(bone != null);
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Debug.Assert(!Contains(bone));
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if (bone.parent == null)
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bone.SetParent(this, worldPositionStays);
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m_Bones.Add(bone);
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}
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public void ReorderBones(IEnumerable<BoneCache> boneCache)
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{
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if (boneCache.Count() == m_Bones.Count)
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{
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foreach (var b in m_Bones)
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{
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if (!boneCache.Contains(b))
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return;
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}
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m_Bones = boneCache.ToList();
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}
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}
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public void DestroyBone(BoneCache bone)
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{
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Debug.Assert(bone != null);
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Debug.Assert(Contains(bone));
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m_Bones.Remove(bone);
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var boneChildren = bone.children;
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foreach (var child in boneChildren)
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child.SetParent(bone.parent);
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skinningCache.Destroy(bone);
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}
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public void SetDefaultPose()
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{
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foreach (var bone in m_Bones)
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bone.SetDefaultPose();
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m_IsPosePreview = false;
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}
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public void RestoreDefaultPose()
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{
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foreach (var bone in m_Bones)
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bone.RestoreDefaultPose();
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m_IsPosePreview = false;
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skinningCache.events.skeletonPreviewPoseChanged.Invoke(this);
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}
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public void SetPosePreview()
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{
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m_IsPosePreview = true;
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}
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public BonePose[] GetLocalPose()
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{
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var pose = new List<BonePose>();
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foreach (var bone in m_Bones)
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pose.Add(bone.localPose);
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return pose.ToArray();
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}
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public void SetLocalPose(BonePose[] pose)
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{
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Debug.Assert(m_Bones.Count == pose.Length);
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for (var i = 0; i < m_Bones.Count; ++i)
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m_Bones[i].localPose = pose[i];
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m_IsPosePreview = true;
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}
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public BonePose[] GetWorldPose()
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{
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var pose = new List<BonePose>();
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foreach (var bone in m_Bones)
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pose.Add(bone.worldPose);
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return pose.ToArray();
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}
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public void SetWorldPose(BonePose[] pose)
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{
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Debug.Assert(m_Bones.Count == pose.Length);
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for (var i = 0; i < m_Bones.Count; ++i)
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{
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var bone = m_Bones[i];
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var childWoldPose = bone.GetChildrenWoldPose();
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bone.worldPose = pose[i];
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bone.SetChildrenWorldPose(childWoldPose);
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}
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m_IsPosePreview = true;
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}
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public BoneCache GetBone(int index)
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{
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return m_Bones[index];
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}
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public int IndexOf(BoneCache bone)
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{
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return m_Bones.IndexOf(bone);
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}
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public bool Contains(BoneCache bone)
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{
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return m_Bones.Contains(bone);
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}
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public void Clear()
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{
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var roots = children;
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foreach (var root in roots)
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DestroyHierarchy(root);
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m_Bones.Clear();
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}
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public string GetUniqueName(BoneCache bone)
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{
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Debug.Assert(Contains(bone));
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var boneName = bone.name;
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var names = m_Bones.ConvertAll(b => b.name);
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var index = IndexOf(bone);
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var count = 0;
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Debug.Assert(index < names.Count);
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for (var i = 0; i < index; ++i)
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if (names[i].Equals(boneName))
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++count;
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return count == 0 ? boneName : $"{boneName} ({count + 1})";
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}
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void DestroyHierarchy(TransformCache root)
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{
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Debug.Assert(root != null);
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var rootChildren = root.children;
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foreach (var child in rootChildren)
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DestroyHierarchy(child);
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skinningCache.Destroy(root);
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}
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}
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}
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