92 lines
3.1 KiB
C#
92 lines
3.1 KiB
C#
using System;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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internal static class BoneWeightExtensions
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{
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public static int GetBoneIndex(this BoneWeight boneWeight, int channelIndex)
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{
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if (channelIndex < 0 || channelIndex >= 4)
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throw new ArgumentOutOfRangeException("Channel index out of range");
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if (channelIndex == 0)
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return boneWeight.boneIndex0;
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if (channelIndex == 1)
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return boneWeight.boneIndex1;
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if (channelIndex == 2)
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return boneWeight.boneIndex2;
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if (channelIndex == 3)
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return boneWeight.boneIndex3;
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return -1;
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}
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public static void SetBoneIndex(ref BoneWeight boneWeight, int channelIndex, int boneIndex)
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{
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if (channelIndex < 0 || channelIndex >= 4)
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throw new ArgumentOutOfRangeException("Channel index out of range");
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if (channelIndex == 0)
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boneWeight.boneIndex0 = boneIndex;
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if (channelIndex == 1)
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boneWeight.boneIndex1 = boneIndex;
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if (channelIndex == 2)
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boneWeight.boneIndex2 = boneIndex;
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if (channelIndex == 3)
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boneWeight.boneIndex3 = boneIndex;
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}
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public static float GetWeight(this BoneWeight boneWeight, int channelIndex)
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{
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if (channelIndex < 0 || channelIndex >= 4)
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throw new ArgumentOutOfRangeException("Channel index out of range");
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if (channelIndex == 0)
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return boneWeight.weight0;
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if (channelIndex == 1)
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return boneWeight.weight1;
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if (channelIndex == 2)
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return boneWeight.weight2;
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if (channelIndex == 3)
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return boneWeight.weight3;
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return 0f;
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}
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public static void SetWeight(ref BoneWeight boneWeight, int channelIndex, float weight)
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{
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if (channelIndex < 0 || channelIndex >= 4)
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throw new ArgumentOutOfRangeException("Channel index out of range");
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if (channelIndex == 0)
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boneWeight.weight0 = weight;
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if (channelIndex == 1)
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boneWeight.weight1 = weight;
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if (channelIndex == 2)
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boneWeight.weight2 = weight;
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if (channelIndex == 3)
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boneWeight.weight3 = weight;
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}
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public static float Sum(this BoneWeight boneWeight)
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{
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return boneWeight.weight0 + boneWeight.weight1 + boneWeight.weight2 + boneWeight.weight3;
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}
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public static BoneWeight Normalized(this BoneWeight boneWeight)
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{
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var sum = boneWeight.Sum();
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if (sum == 0 || sum == 1f)
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return boneWeight;
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var normalized = boneWeight;
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var sumInv = 1f / sum;
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for (var i = 0; i < 4; ++i)
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SetWeight(ref normalized, i, normalized.GetWeight(i) * sumInv);
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return normalized;
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}
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}
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}
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