124 lines
3.8 KiB
C#
124 lines
3.8 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEditor.U2D.Sprites;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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[Serializable]
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internal class MeshCache : BaseSpriteMeshData
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{
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[SerializeField]
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List<BoneCache> m_Bones = new List<BoneCache>();
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[SerializeField]
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SpriteCache m_Sprite;
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public override string spriteName => sprite.name;
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public override int boneCount => m_Bones.Count;
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public override Rect frame => sprite.textureRect;
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public ITextureDataProvider textureDataProvider { get; set; }
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public SpriteCache sprite
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{
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get => m_Sprite;
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set => m_Sprite = value;
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}
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public BoneCache[] bones
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{
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get => m_Bones.ToArray();
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set => SetBones(value);
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}
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public override SpriteBoneData GetBoneData(int index)
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{
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var worldToLocalMatrix = sprite.worldToLocalMatrix;
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//We expect m_Bones to contain character's bones references if character exists. Sprite's skeleton bones otherwise.
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if (sprite.skinningCache.hasCharacter)
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worldToLocalMatrix = sprite.GetCharacterPart().worldToLocalMatrix;
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SpriteBoneData spriteBoneData;
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var bone = m_Bones[index];
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if (bone == null)
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spriteBoneData = new SpriteBoneData();
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else
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{
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spriteBoneData = new SpriteBoneData()
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{
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parentId = bone.parentBone == null ? -1 : m_Bones.IndexOf(bone.parentBone),
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localPosition = bone.localPosition,
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localRotation = bone.localRotation,
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position = worldToLocalMatrix.MultiplyPoint3x4(bone.position),
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endPosition = worldToLocalMatrix.MultiplyPoint3x4(bone.endPosition),
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depth = bone.depth,
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length = bone.localLength
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};
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}
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return spriteBoneData;
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}
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public override float GetBoneDepth(int index)
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{
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return m_Bones[index].depth;
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}
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public bool ContainsBone(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 SetCompatibleBoneSet(BoneCache[] boneCache)
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{
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m_Bones = new List<BoneCache>(boneCache);
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}
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void SetBones(BoneCache[] boneCache)
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{
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FixWeights(boneCache);
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SetCompatibleBoneSet(boneCache);
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}
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void FixWeights(BoneCache[] newBones)
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{
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var newBonesList = new List<BoneCache>(newBones);
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var indexMap = new Dictionary<int, int>();
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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 newIndex = newBonesList.IndexOf(bone);
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if (newIndex != -1)
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indexMap.Add(i, newIndex);
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}
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for (var i = 0; i < vertexWeights.Length; ++i)
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{
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var boneWeight = vertexWeights[i];
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for (var m = 0; m < boneWeight.Count; ++m)
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{
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var boneRemoved = indexMap.TryGetValue(boneWeight[m].boneIndex, out var newIndex) == false;
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if (boneRemoved)
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{
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boneWeight[m].weight = 0f;
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boneWeight[m].enabled = false;
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}
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boneWeight[m].boneIndex = newIndex;
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if (boneRemoved)
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boneWeight.CompensateOtherChannels(m);
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}
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boneWeight.UnifyChannelsWithSameBoneIndex();
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vertexWeights[i] = boneWeight;
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}
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}
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}
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}
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