193 lines
4.7 KiB
C#
193 lines
4.7 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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internal class SkeletonCache : TransformCache
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{
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[SerializeField]
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private bool m_IsPosePreview = false;
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[SerializeField]
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private List<BoneCache> m_Bones = new List<BoneCache>();
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public bool isPosePreview { get { return m_IsPosePreview; } }
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public int BoneCount { get { return m_Bones.Count; } }
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public virtual BoneCache[] bones
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{
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get { return m_Bones.ToArray(); }
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}
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public void AddBone(BoneCache bone)
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{
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AddBone(bone, true);
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}
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public void AddBone(BoneCache bone, bool worldPositionStays)
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{
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Debug.Assert(bone != null);
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Debug.Assert(!Contains(bone));
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if (bone.parent == null)
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bone.SetParent(this, worldPositionStays);
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m_Bones.Add(bone);
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}
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public void ReorderBones(IEnumerable<BoneCache> boneCache)
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{
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if (boneCache.Count() == m_Bones.Count)
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{
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foreach (var b in m_Bones)
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{
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if (!boneCache.Contains(b))
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return;
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}
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m_Bones = boneCache.ToList();
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}
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}
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public void DestroyBone(BoneCache bone)
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{
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Debug.Assert(bone != null);
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Debug.Assert(Contains(bone));
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m_Bones.Remove(bone);
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var children = bone.children;
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foreach (var child in children)
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child.SetParent(bone.parent);
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skinningCache.Destroy(bone);
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}
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public void SetDefaultPose()
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{
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foreach (var bone in m_Bones)
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bone.SetDefaultPose();
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m_IsPosePreview = false;
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}
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public void RestoreDefaultPose()
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{
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foreach (var bone in m_Bones)
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bone.RestoreDefaultPose();
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m_IsPosePreview = false;
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skinningCache.events.skeletonPreviewPoseChanged.Invoke(this);
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}
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public void SetPosePreview()
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{
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m_IsPosePreview = true;
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}
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public BonePose[] GetLocalPose()
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{
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var pose = new List<BonePose>();
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foreach (var bone in m_Bones)
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pose.Add(bone.localPose);
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return pose.ToArray();
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}
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public void SetLocalPose(BonePose[] pose)
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{
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Debug.Assert(m_Bones.Count == pose.Length);
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for (var i = 0; i < m_Bones.Count; ++i)
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m_Bones[i].localPose = pose[i];
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m_IsPosePreview = true;
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}
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public BonePose[] GetWorldPose()
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{
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var pose = new List<BonePose>();
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foreach (var bone in m_Bones)
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pose.Add(bone.worldPose);
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return pose.ToArray();
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}
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public void SetWorldPose(BonePose[] pose)
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{
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Debug.Assert(m_Bones.Count == pose.Length);
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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 childWoldPose = bone.GetChildrenWoldPose();
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bone.worldPose = pose[i];
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bone.SetChildrenWorldPose(childWoldPose);
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}
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m_IsPosePreview = true;
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}
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public BoneCache GetBone(int index)
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{
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return m_Bones[index];
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}
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public int IndexOf(BoneCache bone)
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{
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return m_Bones.IndexOf(bone);
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}
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public bool Contains(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 Clear()
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{
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var roots = children;
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foreach (var root in roots)
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DestroyHierarchy(root);
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m_Bones.Clear();
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}
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public string GetUniqueName(BoneCache bone)
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{
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Debug.Assert(Contains(bone));
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var boneName = bone.name;
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var names = m_Bones.ConvertAll(b => b.name);
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var index = IndexOf(bone);
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var count = 0;
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Debug.Assert(index < names.Count);
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for (var i = 0; i < index; ++i)
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if (names[i].Equals(boneName))
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++count;
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if (count == 0)
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return boneName;
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return string.Format("{0} ({1})", boneName, count + 1);
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}
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private void DestroyHierarchy(TransformCache root)
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{
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Debug.Assert(root != null);
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var children = root.children;
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foreach (var child in children)
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DestroyHierarchy(child);
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skinningCache.Destroy(root);
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}
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}
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}
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