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

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2024-05-06 14:45:45 -04:00
#if ENABLE_ANIMATION_COLLECTION && ENABLE_ANIMATION_BURST
#define ENABLE_ANIMATION_PERFORMANCE
#endif
using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Collections;
using System.Linq;
using UnityEditor.U2D.Sprites;
using UnityEngine.U2D.Animation;
using UnityEngine.Rendering;
using UnityEngine.U2D;
namespace UnityEditor.U2D.Animation
{
internal class SpritePostProcess : AssetPostprocessor
{
void OnPreprocessAsset()
{
var dataProvider = GetSpriteEditorDataProvider(assetPath);
if (dataProvider != null)
InjectMainSkeletonBones(dataProvider);
}
void OnPostprocessSprites(Texture2D texture, Sprite[] sprites)
{
var ai = GetSpriteEditorDataProvider(assetPath);
if (ai != null)
{
// Injecting these bones a second time, because the Sprite Rect positions
// might have updated between OnPreprocessAsset and OnPostprocessSprites.
InjectMainSkeletonBones(ai);
var definitionScale = CalculateDefinitionScale(texture, ai.GetDataProvider<ITextureDataProvider>());
ai.InitSpriteEditorDataProvider();
PostProcessBoneData(ai, definitionScale, sprites);
PostProcessSpriteMeshData(ai, definitionScale, sprites);
BoneGizmo.instance.ClearSpriteBoneCache();
}
// Get all SpriteSkin in scene and inform them to refresh their cache
RefreshSpriteSkinCache();
}
static void InjectMainSkeletonBones(ISpriteEditorDataProvider dataProvider)
{
var characterDataProvider = dataProvider.GetDataProvider<ICharacterDataProvider>();
var mainSkeletonBonesDataProvider = dataProvider.GetDataProvider<IMainSkeletonDataProvider>();
if (characterDataProvider == null || mainSkeletonBonesDataProvider == null)
return;
var skinningCache = Cache.Create<SkinningCache>();
skinningCache.Create(dataProvider, new SkinningCachePersistentStateTemp());
var skeletonBones = mainSkeletonBonesDataProvider.GetMainSkeletonData().bones ?? new SpriteBone[0];
RemapCharacterPartsToNewBones(skinningCache, skeletonBones);
SkinningModule.ApplyChanges(skinningCache, dataProvider);
}
static void RemapCharacterPartsToNewBones(SkinningCache skinningCache, SpriteBone[] newBones)
{
var skeleton = skinningCache.character.skeleton;
var previousStateBones = skeleton.bones;
var skeletonBones = skinningCache.CreateBoneCacheFromSpriteBones(newBones, 1.0f);
skeleton.SetBones(skeletonBones);
for (var i = 0; i < skinningCache.character.parts.Length; i++)
{
var characterPart = skinningCache.character.parts[i];
var useGuids = !skeletonBones.All(newBone => previousStateBones.All(oldBone => newBone.guid != oldBone.guid));
characterPart.bones = useGuids ?
characterPart.bones.Select(partBone => Array.Find(skeletonBones, skeletonBone => partBone.guid == skeletonBone.guid)).ToArray() :
characterPart.bones.Select(partBone => skeletonBones.ElementAtOrDefault(Array.FindIndex(previousStateBones, oldBone => partBone.guid == oldBone.guid))).ToArray();
var mesh = skinningCache.GetMesh(characterPart.sprite);
if (mesh != null)
mesh.SetCompatibleBoneSet(characterPart.bones);
skinningCache.character.parts[i] = characterPart;
}
}
static void RefreshSpriteSkinCache()
{
#if ENABLE_ANIMATION_PERFORMANCE
var spriteSkins = GameObject.FindObjectsOfType<SpriteSkin>();
foreach (var ss in spriteSkins)
{
ss.ResetSprite();
}
#endif
}
static void CalculateLocaltoWorldMatrix(int i, SpriteRect spriteRect, float definitionScale, float pixelsPerUnit, List<UnityEngine.U2D.SpriteBone> spriteBone, ref UnityEngine.U2D.SpriteBone?[] outpriteBone, ref NativeArray<Matrix4x4> bindPose)
{
if (outpriteBone[i] != null)
return;
UnityEngine.U2D.SpriteBone sp = spriteBone[i];
var isRoot = sp.parentId == -1;
var position = isRoot ? (spriteBone[i].position - Vector3.Scale(spriteRect.rect.size, spriteRect.pivot)) : spriteBone[i].position;
position.z = 0f;
sp.position = position * definitionScale / pixelsPerUnit;
sp.length = spriteBone[i].length * definitionScale / pixelsPerUnit;
outpriteBone[i] = sp;
// Calculate bind poses
var worldPosition = Vector3.zero;
var worldRotation = Quaternion.identity;
if (sp.parentId == -1)
{
worldPosition = sp.position;
worldRotation = sp.rotation;
}
else
{
if (outpriteBone[sp.parentId] == null)
{
CalculateLocaltoWorldMatrix(sp.parentId, spriteRect, definitionScale, pixelsPerUnit, spriteBone, ref outpriteBone, ref bindPose);
}
var parentBindPose = bindPose[sp.parentId];
var invParentBindPose = Matrix4x4.Inverse(parentBindPose);
worldPosition = invParentBindPose.MultiplyPoint(sp.position);
worldRotation = sp.rotation * invParentBindPose.rotation;
}
// Practically Matrix4x4.SetTRInverse
var rot = Quaternion.Inverse(worldRotation);
Matrix4x4 mat = Matrix4x4.identity;
mat = Matrix4x4.Rotate(rot);
mat = mat * Matrix4x4.Translate(-worldPosition);
bindPose[i] = mat;
}
static bool PostProcessBoneData(ISpriteEditorDataProvider spriteDataProvider, float definitionScale, Sprite[] sprites)
{
var boneDataProvider = spriteDataProvider.GetDataProvider<ISpriteBoneDataProvider>();
var textureDataProvider = spriteDataProvider.GetDataProvider<ITextureDataProvider>();
if (sprites == null || sprites.Length == 0 || boneDataProvider == null || textureDataProvider == null)
return false;
var dataChanged = false;
var spriteRects = spriteDataProvider.GetSpriteRects();
foreach (var sprite in sprites)
{
var guid = sprite.GetSpriteID();
{
var spriteBone = boneDataProvider.GetBones(guid);
if (spriteBone == null)
continue;
var spriteBoneCount = spriteBone.Count;
if (spriteBoneCount == 0)
continue;
var spriteRect = spriteRects.First(s => { return s.spriteID == guid; });
var bindPose = new NativeArray<Matrix4x4>(spriteBoneCount, Allocator.Temp);
var outputSpriteBones = new UnityEngine.U2D.SpriteBone ? [spriteBoneCount];
for (int i = 0; i < spriteBoneCount; ++i)
{
CalculateLocaltoWorldMatrix(i, spriteRect, definitionScale, sprite.pixelsPerUnit, spriteBone, ref outputSpriteBones, ref bindPose);
}
sprite.SetBindPoses(bindPose);
sprite.SetBones(outputSpriteBones.Select(x => x.Value).ToArray());
bindPose.Dispose();
dataChanged = true;
}
}
return dataChanged;
}
static bool PostProcessSpriteMeshData(ISpriteEditorDataProvider spriteDataProvider, float definitionScale, Sprite[] sprites)
{
var spriteMeshDataProvider = spriteDataProvider.GetDataProvider<ISpriteMeshDataProvider>();
var boneDataProvider = spriteDataProvider.GetDataProvider<ISpriteBoneDataProvider>();
var textureDataProvider = spriteDataProvider.GetDataProvider<ITextureDataProvider>();
if (sprites == null || sprites.Length == 0 || spriteMeshDataProvider == null || textureDataProvider == null)
return false;
var dataChanged = false;
var spriteRects = spriteDataProvider.GetSpriteRects();
foreach (var sprite in sprites)
{
var guid = sprite.GetSpriteID();
var vertices = spriteMeshDataProvider.GetVertices(guid);
int[] indices = null;
if (vertices.Length > 2)
indices = spriteMeshDataProvider.GetIndices(guid);
if (indices != null && indices.Length > 2 && vertices.Length > 2 )
{
var spriteRect = spriteRects.First(s => { return s.spriteID == guid; });
var spriteBone = boneDataProvider.GetBones(guid);
var hasBones = spriteBone != null && spriteBone.Count > 0;
var hasInvalidWeights = false;
var vertexArray = new NativeArray<Vector3>(vertices.Length, Allocator.Temp);
var boneWeightArray = new NativeArray<BoneWeight>(vertices.Length, Allocator.Temp);
for (int i = 0; i < vertices.Length; ++i)
{
var boneWeight = vertices[i].boneWeight;
vertexArray[i] = (Vector3)(vertices[i].position - Vector2.Scale(spriteRect.rect.size, spriteRect.pivot)) * definitionScale / sprite.pixelsPerUnit;
boneWeightArray[i] = boneWeight;
if (hasBones && !hasInvalidWeights)
{
var sum = boneWeight.weight0 + boneWeight.weight1 + boneWeight.weight2 + boneWeight.weight3;
hasInvalidWeights = sum < 0.999f;
}
}
var indicesArray = new NativeArray<ushort>(indices.Length, Allocator.Temp);
for (int i = 0; i < indices.Length; ++i)
indicesArray[i] = (ushort)indices[i];
sprite.SetVertexCount(vertices.Length);
sprite.SetVertexAttribute<Vector3>(VertexAttribute.Position, vertexArray);
sprite.SetIndices(indicesArray);
sprite.SetVertexAttribute<BoneWeight>(VertexAttribute.BlendWeight, boneWeightArray);
vertexArray.Dispose();
boneWeightArray.Dispose();
indicesArray.Dispose();
// Deformed Sprites require proper Tangent Channels if Lit. Enable Tangent channels.
if (hasBones)
{
var tangentArray = new NativeArray<Vector4>(vertices.Length, Allocator.Temp);
for (int i = 0; i < vertices.Length; ++i)
tangentArray[i] = new Vector4(1.0f, 0.0f, 0, -1.0f);
sprite.SetVertexAttribute<Vector4>(VertexAttribute.Tangent, tangentArray);
tangentArray.Dispose();
}
dataChanged = true;
if (hasBones && hasInvalidWeights)
Debug.LogWarning("Sprite \"" + spriteRect.name + "\" contains bone weights which sum zero or are not normalized. To avoid visual artifacts please consider fixing them.");
}
else
{
var boneWeightArray = new NativeArray<BoneWeight>(sprite.GetVertexCount(), Allocator.Temp);
var defaultBoneWeight = new BoneWeight() { weight0 = 1f };
for (var i = 0; i < boneWeightArray.Length; ++i)
boneWeightArray[i] = defaultBoneWeight;
sprite.SetVertexAttribute<BoneWeight>(VertexAttribute.BlendWeight, boneWeightArray);
}
}
return dataChanged;
}
static float CalculateDefinitionScale(Texture2D texture, ITextureDataProvider dataProvider)
{
float definitionScale = 1;
if (texture != null && dataProvider != null)
{
int actualWidth = 0, actualHeight = 0;
dataProvider.GetTextureActualWidthAndHeight(out actualWidth, out actualHeight);
float definitionScaleW = texture.width / (float)actualWidth;
float definitionScaleH = texture.height / (float)actualHeight;
definitionScale = Mathf.Min(definitionScaleW, definitionScaleH);
}
return definitionScale;
}
static ISpriteEditorDataProvider GetSpriteEditorDataProvider(string assetPath)
{
var dataProviderFactories = new SpriteDataProviderFactories();
dataProviderFactories.Init();
return dataProviderFactories.GetSpriteEditorDataProviderFromObject(AssetImporter.GetAtPath(assetPath));
}
internal class SkinningCachePersistentStateTemp : ISkinningCachePersistentState
{
private string _lastSpriteId;
private Tools _lastUsedTool;
private List<int> _lastBoneSelectionIds = null;
private Texture2D _lastTexture = null;
private SerializableDictionary<int, BonePose> _lastPreviewPose = null;
private SerializableDictionary<int, bool> _lastBoneVisibility = null;
private SerializableDictionary<int, bool> _lastBoneExpansion = null;
private SerializableDictionary<string, bool> _lastSpriteVisibility = null;
private SerializableDictionary<int, bool> _lastGroupVisibility = null;
private SkinningMode _lastMode;
private bool _lastVisibilityToolActive;
private int _lastVisibilityToolIndex;
private IndexedSelection _lastVertexSelection = null;
private float _lastBrushSize;
private float _lastBrushHardness;
private float _lastBrushStep;
string ISkinningCachePersistentState.lastSpriteId
{
get => _lastSpriteId;
set => _lastSpriteId = value;
}
Tools ISkinningCachePersistentState.lastUsedTool
{
get => _lastUsedTool;
set => _lastUsedTool = value;
}
List<int> ISkinningCachePersistentState.lastBoneSelectionIds => _lastBoneSelectionIds;
Texture2D ISkinningCachePersistentState.lastTexture
{
get => _lastTexture;
set => _lastTexture = value;
}
SerializableDictionary<int, BonePose> ISkinningCachePersistentState.lastPreviewPose => _lastPreviewPose;
SerializableDictionary<int, bool> ISkinningCachePersistentState.lastBoneVisibility => _lastBoneVisibility;
SerializableDictionary<int, bool> ISkinningCachePersistentState.lastBoneExpansion => _lastBoneExpansion;
SerializableDictionary<string, bool> ISkinningCachePersistentState.lastSpriteVisibility => _lastSpriteVisibility;
SerializableDictionary<int, bool> ISkinningCachePersistentState.lastGroupVisibility => _lastGroupVisibility;
SkinningMode ISkinningCachePersistentState.lastMode
{
get => _lastMode;
set => _lastMode = value;
}
bool ISkinningCachePersistentState.lastVisibilityToolActive
{
get => _lastVisibilityToolActive;
set => _lastVisibilityToolActive = value;
}
int ISkinningCachePersistentState.lastVisibilityToolIndex
{
get => _lastVisibilityToolIndex;
set => _lastVisibilityToolIndex = value;
}
IndexedSelection ISkinningCachePersistentState.lastVertexSelection => _lastVertexSelection;
float ISkinningCachePersistentState.lastBrushSize
{
get => _lastBrushSize;
set => _lastBrushSize = value;
}
float ISkinningCachePersistentState.lastBrushHardness
{
get => _lastBrushHardness;
set => _lastBrushHardness = value;
}
float ISkinningCachePersistentState.lastBrushStep
{
get => _lastBrushStep;
set => _lastBrushStep = value;
}
}
}
}