using UnityEngine; using System.Collections.Generic; namespace UnityEditor.U2D.Animation { internal class MeshPreviewCache : SkinningObject { [SerializeField] SpriteCache m_Sprite; [SerializeField] Mesh m_Mesh; [SerializeField] Mesh m_DefaultMesh; List m_SkinnedVertices = new List(); List m_Vertices = new List(); List m_Weights = new List(); List m_TexCoords = new List(); List m_Colors = new List(); List m_SkinningMatrices = new List(); bool m_MeshDirty; bool m_VerticesDirty; bool m_SkinningDirty; bool m_WeightsDirty; bool m_IndicesDirty; bool m_ColorsDirty; bool m_EnableSkinning; public SpriteCache sprite { get => m_Sprite; set { m_Sprite = value; InitializeDefaultMesh(); SetMeshDirty(); } } public Mesh mesh => m_Mesh; public Mesh defaultMesh => m_DefaultMesh; public bool enableSkinning { get => m_EnableSkinning; set { if (m_EnableSkinning != value) { m_EnableSkinning = value; SetSkinningDirty(); } } } public bool canSkin => CanSkin(); public List vertices { get { if (enableSkinning && canSkin) return m_SkinnedVertices; return m_Vertices; } } bool CanSkin() { if (m_Vertices.Count == 0 || m_Vertices.Count != m_Weights.Count) return false; var bones = sprite.GetBonesFromMode(); Debug.Assert(bones != null); if (bones.Length == 0) return false; foreach (var weight in m_Weights) { if (weight.boneIndex0 < 0 || weight.boneIndex0 >= bones.Length || weight.boneIndex1 < 0 || weight.boneIndex1 >= bones.Length || weight.boneIndex2 < 0 || weight.boneIndex2 >= bones.Length || weight.boneIndex3 < 0 || weight.boneIndex3 >= bones.Length) return false; } return true; } internal override void OnCreate() { m_Mesh = CreateMesh(); m_DefaultMesh = CreateMesh(); } internal override void OnDestroy() { DestroyImmediate(m_Mesh); DestroyImmediate(m_DefaultMesh); } static Mesh CreateMesh() { var mesh = new Mesh(); mesh.MarkDynamic(); mesh.hideFlags = HideFlags.DontSave; return mesh; } void InitializeDefaultMesh() { Debug.Assert(sprite != null); Debug.Assert(m_DefaultMesh != null); var meshCache = sprite.GetMesh(); Debug.Assert(meshCache != null); meshCache.textureDataProvider.GetTextureActualWidthAndHeight(out var width, out var height); var uvScale = new Vector2(1f / width, 1f / height); Vector3 position = sprite.textureRect.position; var size = sprite.textureRect.size; var defaultVerts = new List() { Vector3.zero, new Vector3(0f, size.y, 0f), new Vector3(size.x, 0f, 0f), size, }; var uvs = new List() { Vector3.Scale(defaultVerts[0] + position, uvScale), Vector3.Scale(defaultVerts[1] + position, uvScale), Vector3.Scale(defaultVerts[2] + position, uvScale), Vector3.Scale(defaultVerts[3] + position, uvScale), }; m_DefaultMesh.SetVertices(defaultVerts); m_DefaultMesh.SetUVs(0, uvs); m_DefaultMesh.SetColors(new List { Color.black, Color.black, Color.black, Color.black }); m_DefaultMesh.SetIndices(new int[] { 0, 1, 3, 0, 3, 2 }, MeshTopology.Triangles, 0); m_DefaultMesh.UploadMeshData(false); } public void SetMeshDirty() { m_MeshDirty = true; } public void SetSkinningDirty() { m_SkinningDirty = true; } public void SetWeightsDirty() { m_WeightsDirty = true; } public void SetColorsDirty() { m_ColorsDirty = true; } public void Prepare() { var meshChanged = false; var meshCache = sprite.GetMesh(); Debug.Assert(meshCache != null); m_MeshDirty |= m_Vertices.Count != meshCache.vertices.Length; if (m_MeshDirty) { m_Mesh.Clear(); m_VerticesDirty = true; m_WeightsDirty = true; m_IndicesDirty = true; m_SkinningDirty = true; m_MeshDirty = false; } if (m_VerticesDirty) { m_Vertices.Clear(); m_TexCoords.Clear(); meshCache.textureDataProvider.GetTextureActualWidthAndHeight(out var width, out var height); var uvScale = new Vector2(1f / width, 1f / height); foreach (var vertex in meshCache.vertices) { m_Vertices.Add(vertex); m_TexCoords.Add(Vector2.Scale(vertex + sprite.textureRect.position, uvScale)); } m_Mesh.SetVertices(m_Vertices); m_Mesh.SetUVs(0, m_TexCoords); meshChanged = true; m_VerticesDirty = false; } if (m_WeightsDirty) { m_Weights.Clear(); for (var i = 0; i < meshCache.vertexWeights.Length; ++i) { var weight = meshCache.vertexWeights[i]; m_Weights.Add(weight.ToBoneWeight(true)); } SetColorsDirty(); meshChanged = true; m_WeightsDirty = false; } if (m_ColorsDirty) { PrepareColors(); m_Mesh.SetColors(m_Colors); meshChanged = true; m_ColorsDirty = false; } if (m_IndicesDirty) { m_Mesh.SetTriangles(meshCache.indices, 0); meshChanged = true; m_IndicesDirty = false; } if (m_SkinningDirty) { if (enableSkinning && canSkin) { SkinVertices(); m_Mesh.SetVertices(m_SkinnedVertices); meshChanged = true; } m_SkinningDirty = false; } if (meshChanged) { m_Mesh.UploadMeshData(false); m_Mesh.RecalculateBounds(); skinningCache.events.meshPreviewChanged.Invoke(this); } } void PrepareColors() { var bones = sprite.GetBonesFromMode(); Debug.Assert(bones != null); m_Colors.Clear(); for (var i = 0; i < m_Weights.Count; ++i) { var boneWeight = m_Weights[i]; var weightSum = 0f; var color = Color.black; for (var j = 0; j < 4; ++j) { var boneIndex = boneWeight.GetBoneIndex(j); var weight = boneWeight.GetWeight(j); if (boneIndex >= 0 && boneIndex < bones.Length) color += bones[boneIndex].bindPoseColor * weight; weightSum += weight; } color.a = 1f; m_Colors.Add(Color.Lerp(Color.black, color, weightSum)); } } void SkinVertices() { Debug.Assert(canSkin); Debug.Assert(sprite != null); var bones = sprite.GetBonesFromMode(); var originMatrix = Matrix4x4.TRS(sprite.pivotRectSpace, Quaternion.identity, Vector3.one); var originInverseMatrix = originMatrix.inverse; var spriteMatrix = sprite.GetLocalToWorldMatrixFromMode(); var spriteMatrixInv = spriteMatrix.inverse; m_SkinnedVertices.Clear(); m_SkinningMatrices.Clear(); for (var i = 0; i < bones.Length; ++i) m_SkinningMatrices.Add(spriteMatrixInv * originInverseMatrix * bones[i].localToWorldMatrix * bones[i].bindPose.matrix.inverse * spriteMatrix); for (var i = 0; i < m_Vertices.Count; ++i) { var position = m_Vertices[i]; var boneWeight = m_Weights[i]; var weightSum = boneWeight.weight0 + boneWeight.weight1 + boneWeight.weight2 + boneWeight.weight3; if (weightSum > 0f) { var weightSumInv = 1f / weightSum; var skinnedPosition = m_SkinningMatrices[boneWeight.boneIndex0].MultiplyPoint3x4(position) * boneWeight.weight0 * weightSumInv + m_SkinningMatrices[boneWeight.boneIndex1].MultiplyPoint3x4(position) * boneWeight.weight1 * weightSumInv + m_SkinningMatrices[boneWeight.boneIndex2].MultiplyPoint3x4(position) * boneWeight.weight2 * weightSumInv + m_SkinningMatrices[boneWeight.boneIndex3].MultiplyPoint3x4(position) * boneWeight.weight3 * weightSumInv; position = Vector3.Lerp(position, skinnedPosition, weightSum); } m_SkinnedVertices.Add(position); } } protected override void OnAfterDeserialize() { SetMeshDirty(); } } }