170 lines
4.9 KiB
C#
170 lines
4.9 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.U2D.Animation;
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namespace UnityEditor.U2D.Animation
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{
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[Serializable]
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internal class SpriteBoneData
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{
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public int parentId = -1;
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public Vector2 localPosition;
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public Quaternion localRotation = Quaternion.identity;
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public Vector2 position;
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public Vector2 endPosition;
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public float depth;
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public float length;
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}
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[Serializable]
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internal abstract class BaseSpriteMeshData
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{
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[SerializeField]
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Vector2[] m_Vertices = new Vector2[0];
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[SerializeField]
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EditableBoneWeight[] m_VertexWeights = new EditableBoneWeight[0];
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[SerializeField]
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int[] m_Indices = new int[0];
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[SerializeField]
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int2[] m_Edges = new int2[0];
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[SerializeField]
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int2[] m_OutlineEdges = new int2[0];
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Vector2[] m_VertexPositionsOverride = null;
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public abstract Rect frame { get; }
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public Vector2[] vertices => m_VertexPositionsOverride ?? m_Vertices;
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public EditableBoneWeight[] vertexWeights => m_VertexWeights;
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public int[] indices => m_Indices;
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public int2[] edges => m_Edges;
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public int2[] outlineEdges => m_OutlineEdges;
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public int vertexCount => m_Vertices.Length;
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public virtual int boneCount => 0;
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public virtual string spriteName => "";
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public void SetIndices(int[] newIndices)
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{
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m_Indices = newIndices;
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UpdateOutlineEdges();
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}
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void UpdateOutlineEdges()
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{
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m_OutlineEdges = MeshUtilities.GetOutlineEdges(m_Indices);
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}
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public void SetEdges(int2[] newEdges)
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{
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m_Edges = newEdges;
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}
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public void SetVertices(Vector2[] newVertices, EditableBoneWeight[] newWeights)
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{
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ClearVertexPositionOverride();
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m_Vertices = newVertices;
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m_VertexWeights = newWeights;
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}
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/// <summary>
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/// Sets the temporary vertex positions overrides.
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/// Overrides are not serialized.
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/// </summary>
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/// <param name="vertexPositionsOverride">Array of new vertex positions.</param>
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public void SetVertexPositionsOverride(Vector2[] vertexPositionsOverride)
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{
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if(vertexCount == vertexPositionsOverride.Length)
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m_VertexPositionsOverride = vertexPositionsOverride;
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}
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/// <summary>
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/// Clears the temporary vertex positions overrides.
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/// </summary>
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public void ClearVertexPositionOverride()
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{
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m_VertexPositionsOverride = null;
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}
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public void AddVertex(Vector2 position, BoneWeight weight)
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{
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ClearVertexPositionOverride();
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var listOfVertices = new List<Vector2>(m_Vertices);
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listOfVertices.Add(position);
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m_Vertices = listOfVertices.ToArray();
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var listOfWeights = new List<EditableBoneWeight>(m_VertexWeights);
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listOfWeights.Add(EditableBoneWeightUtility.CreateFromBoneWeight(weight));
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m_VertexWeights = listOfWeights.ToArray();
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}
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public void RemoveVertex(int index)
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{
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ClearVertexPositionOverride();
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var listOfVertices = new List<Vector2>(m_Vertices);
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listOfVertices.RemoveAt(index);
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m_Vertices = listOfVertices.ToArray();
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var listOfWeights = new List<EditableBoneWeight>(m_VertexWeights);
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listOfWeights.RemoveAt(index);
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m_VertexWeights = listOfWeights.ToArray();
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}
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public abstract SpriteBoneData GetBoneData(int index);
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public abstract float GetBoneDepth(int index);
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public void Clear()
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{
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m_Indices = new int[0];
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m_Vertices = new Vector2[0];
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m_VertexWeights = new EditableBoneWeight[0];
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m_Edges = new int2[0];
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m_OutlineEdges = new int2[0];
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m_VertexPositionsOverride = null;
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}
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}
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[Serializable]
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internal class SpriteMeshData : BaseSpriteMeshData
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{
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[SerializeField]
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List<SpriteBoneData> m_Bones = new List<SpriteBoneData>();
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[SerializeField]
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Rect m_Frame;
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public override Rect frame => m_Frame;
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public override int boneCount => m_Bones.Count;
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public List<SpriteBoneData> bones
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{
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get => m_Bones;
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set => m_Bones = value;
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}
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public override SpriteBoneData GetBoneData(int index)
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{
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return m_Bones[index];
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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 void SetFrame(Rect newFrame)
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{
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m_Frame = newFrame;
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}
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}
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}
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