PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/SkinningModule/IMGUI/ISkeletonView.cs

68 lines
2.9 KiB
C#
Raw Normal View History

2022-01-12 10:06:03 +03:00
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal enum SkeletonAction
{
None = 0,
Select = 1 << 0,
RotateBone = 1 << 2,
MoveBone = 1 << 3,
FreeMoveBone = 1 << 4,
MoveEndPosition = 1 << 5,
MoveJoint = 1 << 6,
ChangeLength = 1 << 7,
CreateBone = 1 << 8,
SplitBone = 1 << 9,
Remove = 1 << 10,
}
internal enum SkeletonMode
{
Disabled = SkeletonAction.None,
Selection = SkeletonAction.Select,
EditPose = Selection | SkeletonAction.RotateBone | SkeletonAction.MoveBone,
EditJoints = Selection | SkeletonAction.FreeMoveBone | SkeletonAction.MoveEndPosition | SkeletonAction.MoveJoint | SkeletonAction.Remove,
CreateBone = Selection | SkeletonAction.MoveJoint | SkeletonAction.Remove | SkeletonAction.CreateBone,
SplitBone = Selection | SkeletonAction.MoveEndPosition | SkeletonAction.MoveJoint | SkeletonAction.Remove | SkeletonAction.SplitBone,
}
internal interface ISkeletonView
{
int InvalidID { get; set; }
SkeletonMode mode { get; set; }
int defaultControlID { get; set; }
int hoveredBoneID { get; }
int hoveredJointID { get; }
int hoveredBodyID { get; }
int hoveredTailID { get; }
int hotBoneID { get; }
void BeginLayout();
void EndLayout();
bool CanLayout();
Vector3 GetMouseWorldPosition(Vector3 planeNormal, Vector3 planePosition);
void LayoutBone(int id, Vector3 position, Vector3 endPosition, Vector3 forward, Vector3 up, Vector3 right, bool isChainEnd);
bool DoSelectBone(out int id, out bool additive);
bool DoRotateBone(Vector3 pivot, Vector3 normal, out float deltaAngle);
bool DoMoveBone(out Vector3 deltaPosition);
bool DoFreeMoveBone(out Vector3 deltaPosition);
bool DoMoveJoint(out Vector3 deltaPosition);
bool DoMoveEndPosition(out Vector3 endPosition);
bool DoChangeLength(out Vector3 endPosition);
bool DoCreateBoneStart(out Vector3 position);
bool DoCreateBone(out Vector3 position);
bool DoSplitBone(out int id, out Vector3 position);
bool DoRemoveBone();
bool DoCancelMultistepAction(bool force);
bool IsActionActive(SkeletonAction action);
bool IsActionHot(SkeletonAction action);
bool IsActionTriggering(SkeletonAction action);
bool IsActionFinishing(SkeletonAction action);
bool IsRepainting();
void DrawBone(Vector3 position, Vector3 right, Vector3 forward, float length, Color color, bool isChained, bool isSelected, bool isJointHovered, bool isTailHovered, bool isHot);
void DrawBoneParentLink(Vector3 parentPosition, Vector3 position, Vector3 forward, Color color);
void DrawBoneOutline(Vector3 position, Vector3 right, Vector3 forward, float length, Color color, float outlineScale);
void DrawCursors(bool canBeActive);
}
}