PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/SkinningModule/SpriteMeshData/SpriteMeshDataController.cs

578 lines
20 KiB
C#
Raw Normal View History

2022-01-12 10:06:03 +03:00
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor.U2D.Sprites;
namespace UnityEditor.U2D.Animation
{
internal struct WeightedTriangle : IComparable<WeightedTriangle>
{
public int p1;
public int p2;
public int p3;
public float weight;
public int CompareTo(WeightedTriangle other)
{
return weight.CompareTo(other.weight);
}
}
internal class SpriteMeshDataController
{
public ISpriteMeshData spriteMeshData;
private List<Vector2> m_VerticesTemp = new List<Vector2>();
private List<Edge> m_EdgesTemp = new List<Edge>();
public void CreateVertex(Vector2 position)
{
CreateVertex(position, -1);
}
public void CreateVertex(Vector2 position, int edgeIndex)
{
Debug.Assert(spriteMeshData != null);
spriteMeshData.AddVertex(position, default(BoneWeight));
if (edgeIndex != -1)
{
Edge edge = spriteMeshData.edges[edgeIndex];
RemoveEdge(edge);
CreateEdge(edge.index1, spriteMeshData.vertexCount - 1);
CreateEdge(edge.index2, spriteMeshData.vertexCount - 1);
}
}
public void CreateEdge(int index1, int index2)
{
Debug.Assert(spriteMeshData != null);
Debug.Assert(index1 >= 0);
Debug.Assert(index2 >= 0);
Debug.Assert(index1 < spriteMeshData.vertexCount);
Debug.Assert(index2 < spriteMeshData.vertexCount);
Debug.Assert(index1 != index2);
Edge newEdge = new Edge(index1, index2);
if (!spriteMeshData.edges.Contains(newEdge))
spriteMeshData.edges.Add(newEdge);
}
public void RemoveVertex(int index)
{
Debug.Assert(spriteMeshData != null);
//We need to delete the edges that reference the index
List<Edge> edgesWithIndex;
if (FindEdgesContainsIndex(index, out edgesWithIndex))
{
//If there are 2 edges referencing the same index we are removing, we can create a new one that connects the endpoints ("Unsplit").
if (edgesWithIndex.Count == 2)
{
Edge first = edgesWithIndex[0];
Edge second = edgesWithIndex[1];
int index1 = first.index1 != index ? first.index1 : first.index2;
int index2 = second.index1 != index ? second.index1 : second.index2;
CreateEdge(index1, index2);
}
//remove found edges
for (int i = 0; i < edgesWithIndex.Count; i++)
{
RemoveEdge(edgesWithIndex[i]);
}
}
//Fix indices in edges greater than the one we are removing
for (int i = 0; i < spriteMeshData.edges.Count; i++)
{
Edge edge = spriteMeshData.edges[i];
if (edge.index1 > index)
edge.index1--;
if (edge.index2 > index)
edge.index2--;
spriteMeshData.edges[i] = edge;
}
spriteMeshData.RemoveVertex(index);
}
public void RemoveVertex(IEnumerable<int> indices)
{
List<int> sortedIndexList = new List<int>(indices);
if (sortedIndexList.Count == 0)
return;
sortedIndexList.Sort();
for (int i = sortedIndexList.Count - 1; i >= 0; --i)
{
RemoveVertex(sortedIndexList[i]);
}
}
public void RemoveEdge(Edge edge)
{
Debug.Assert(spriteMeshData != null);
spriteMeshData.edges.Remove(edge);
}
public bool FindEdgesContainsIndex(int index, out List<Edge> result)
{
Debug.Assert(spriteMeshData != null);
bool found = false;
result = new List<Edge>();
for (int i = 0; i < spriteMeshData.edges.Count; ++i)
{
Edge edge = spriteMeshData.edges[i];
if (edge.Contains(index))
{
found = true;
result.Add(edge);
}
}
return found;
}
public void Triangulate(ITriangulator triangulator)
{
Debug.Assert(spriteMeshData != null);
Debug.Assert(triangulator != null);
m_VerticesTemp.Clear();
for (int i = 0; i < spriteMeshData.vertexCount; ++i)
m_VerticesTemp.Add(spriteMeshData.GetPosition(i));
triangulator.Triangulate(m_VerticesTemp, spriteMeshData.edges, spriteMeshData.indices);
}
public void Subdivide(ITriangulator triangulator, float largestAreaFactor)
{
Debug.Assert(spriteMeshData != null);
Debug.Assert(triangulator != null);
m_VerticesTemp.Clear();
m_EdgesTemp.Clear();
m_EdgesTemp.AddRange(spriteMeshData.edges);
for (int i = 0; i < spriteMeshData.vertexCount; ++i)
m_VerticesTemp.Add(spriteMeshData.GetPosition(i));
try
{
var indices = new List<int>();
triangulator.Tessellate(0f, 0f, 0f, largestAreaFactor, 100, m_VerticesTemp, m_EdgesTemp, indices);
spriteMeshData.Clear();
for (int i = 0; i < m_VerticesTemp.Count; ++i)
spriteMeshData.AddVertex(m_VerticesTemp[i], default(BoneWeight));
spriteMeshData.edges.AddRange(m_EdgesTemp);
spriteMeshData.indices.AddRange(indices);
}
catch (Exception)
{
}
}
public void ClearWeights(ISelection<int> selection)
{
Debug.Assert(spriteMeshData != null);
for (int i = 0; i < spriteMeshData.vertexCount; ++i)
if (selection == null || (selection.Count == 0 || selection.Contains(i)))
spriteMeshData.GetWeight(i).SetFromBoneWeight(default(BoneWeight));
}
public void OutlineFromAlpha(IOutlineGenerator outlineGenerator, ITextureDataProvider textureDataProvider, float outlineDetail, byte alphaTolerance)
{
Debug.Assert(spriteMeshData != null);
Debug.Assert(textureDataProvider != null);
Debug.Assert(textureDataProvider.texture != null);
int width, height;
textureDataProvider.GetTextureActualWidthAndHeight(out width, out height);
Vector2 scale = new Vector2(textureDataProvider.texture.width / (float)width, textureDataProvider.texture.height / (float)height);
Vector2 scaleInv = new Vector2(1f / scale.x, 1f / scale.y);
Vector2 rectOffset = spriteMeshData.frame.size * 0.5f + spriteMeshData.frame.position;
Rect scaledRect = spriteMeshData.frame;
scaledRect.min = Vector2.Scale(scaledRect.min, scale);
scaledRect.max = Vector2.Scale(scaledRect.max, scale);
spriteMeshData.Clear();
Vector2[][] paths;
outlineGenerator.GenerateOutline(textureDataProvider, scaledRect, outlineDetail, alphaTolerance, false, out paths);
int vertexIndexBase = 0;
for (int i = 0; i < paths.Length; ++i)
{
int numPathVertices = paths[i].Length;
for (int j = 0; j <= numPathVertices; j++)
{
if (j < numPathVertices)
spriteMeshData.AddVertex(Vector2.Scale(paths[i][j], scaleInv) + rectOffset, default(BoneWeight));
if (j > 0)
spriteMeshData.edges.Add(new Edge(vertexIndexBase + j - 1, vertexIndexBase + j % numPathVertices));
}
vertexIndexBase += numPathVertices;
}
}
public void NormalizeWeights(ISelection<int> selection)
{
Debug.Assert(spriteMeshData != null);
for (int i = 0; i < spriteMeshData.vertexCount; ++i)
if (selection == null || (selection.Count == 0 || selection.Contains(i)))
spriteMeshData.GetWeight(i).Normalize();
}
public void CalculateWeights(IWeightsGenerator weightsGenerator, ISelection<int> selection, float filterTolerance)
{
Debug.Assert(spriteMeshData != null);
Vector2[] controlPoints;
Edge[] bones;
int[] pins;
GetControlPoints(out controlPoints, out bones, out pins);
Vector2[] vertices = new Vector2[spriteMeshData.vertexCount];
for (int i = 0; i < spriteMeshData.vertexCount; ++i)
vertices[i] = spriteMeshData.GetPosition(i);
BoneWeight[] boneWeights = weightsGenerator.Calculate(vertices, spriteMeshData.edges.ToArray(), controlPoints, bones, pins);
Debug.Assert(boneWeights.Length == spriteMeshData.vertexCount);
for (int i = 0; i < spriteMeshData.vertexCount; ++i)
{
if (selection == null || (selection.Count == 0 || selection.Contains(i)))
{
EditableBoneWeight editableBoneWeight = EditableBoneWeightUtility.CreateFromBoneWeight(boneWeights[i]);
if (filterTolerance > 0f)
{
editableBoneWeight.FilterChannels(filterTolerance);
editableBoneWeight.Normalize();
}
spriteMeshData.SetWeight(i, editableBoneWeight);
}
}
}
public void CalculateWeightsSafe(IWeightsGenerator weightsGenerator, ISelection<int> selection, float filterTolerance)
{
var tempSelection = new IndexedSelection();
var vertexSelector = new GenericVertexSelector();
vertexSelector.spriteMeshData = spriteMeshData;
vertexSelector.selection = tempSelection;
vertexSelector.SelectionCallback = (int i) => {
return spriteMeshData.GetWeight(i).Sum() == 0f && (selection == null || selection.Count == 0 || selection.Contains(i));
};
vertexSelector.Select();
if (tempSelection.Count > 0)
CalculateWeights(weightsGenerator, tempSelection, filterTolerance);
}
public void SmoothWeights(int iterations, ISelection<int> selection)
{
var boneWeights = new BoneWeight[spriteMeshData.vertexCount];
for (var i = 0; i < spriteMeshData.vertexCount; i++)
boneWeights[i] = spriteMeshData.GetWeight(i).ToBoneWeight(false);
BoneWeight[] smoothedWeights;
SmoothingUtility.SmoothWeights(boneWeights, spriteMeshData.indices, spriteMeshData.boneCount, iterations, out smoothedWeights);
for (var i = 0; i < spriteMeshData.vertexCount; i++)
if (selection == null || (selection.Count == 0 || selection.Contains(i)))
spriteMeshData.GetWeight(i).SetFromBoneWeight(smoothedWeights[i]);
}
public bool FindTriangle(Vector2 point, out Vector3Int indices, out Vector3 barycentricCoords)
{
Debug.Assert(spriteMeshData != null);
indices = Vector3Int.zero;
barycentricCoords = Vector3.zero;
if (spriteMeshData.indices.Count < 3)
return false;
int triangleCount = spriteMeshData.indices.Count / 3;
for (int i = 0; i < triangleCount; ++i)
{
indices.x = spriteMeshData.indices[i * 3];
indices.y = spriteMeshData.indices[i * 3 + 1];
indices.z = spriteMeshData.indices[i * 3 + 2];
MathUtility.Barycentric(
point,
spriteMeshData.GetPosition(indices.x),
spriteMeshData.GetPosition(indices.y),
spriteMeshData.GetPosition(indices.z),
out barycentricCoords);
if (barycentricCoords.x >= 0f && barycentricCoords.y >= 0f && barycentricCoords.z >= 0f)
return true;
}
return false;
}
private List<float> m_VertexOrderList = new List<float>(1000);
private List<WeightedTriangle> m_WeightedTriangles = new List<WeightedTriangle>(1000);
public void SortTrianglesByDepth()
{
Debug.Assert(spriteMeshData != null);
if (spriteMeshData.boneCount == 0)
return;
m_VertexOrderList.Clear();
m_WeightedTriangles.Clear();
for (var i = 0; i < spriteMeshData.vertexCount; i++)
{
var vertexOrder = 0f;
var boneWeight = spriteMeshData.GetWeight(i);
for (var j = 0; j < boneWeight.Count; ++j)
vertexOrder += spriteMeshData.GetBoneDepth(boneWeight[j].boneIndex) * boneWeight[j].weight;
m_VertexOrderList.Add(vertexOrder);
}
for (int i = 0; i < spriteMeshData.indices.Count; i += 3)
{
int p1 = spriteMeshData.indices[i];
int p2 = spriteMeshData.indices[i + 1];
int p3 = spriteMeshData.indices[i + 2];
float weight = (m_VertexOrderList[p1] + m_VertexOrderList[p2] + m_VertexOrderList[p3]) / 3f;
m_WeightedTriangles.Add(new WeightedTriangle() { p1 = p1, p2 = p2, p3 = p3, weight = weight });
}
m_WeightedTriangles.Sort();
spriteMeshData.indices.Clear();
for (var i = 0; i < m_WeightedTriangles.Count; ++i)
{
var triangle = m_WeightedTriangles[i];
spriteMeshData.indices.Add(triangle.p1);
spriteMeshData.indices.Add(triangle.p2);
spriteMeshData.indices.Add(triangle.p3);
}
}
public void GetMultiEditChannelData(ISelection<int> selection, int channel,
out bool enabled, out int boneIndex, out float weight,
out bool isEnabledMixed, out bool isBoneIndexMixed, out bool isWeightMixed)
{
Debug.Assert(spriteMeshData != null);
if (selection == null)
throw new ArgumentNullException("selection is null");
var first = true;
enabled = false;
boneIndex = -1;
weight = 0f;
isEnabledMixed = false;
isBoneIndexMixed = false;
isWeightMixed = false;
var indices = selection.elements;
foreach (int i in indices)
{
var editableBoneWeight = spriteMeshData.GetWeight(i);
if (first)
{
enabled = editableBoneWeight[channel].enabled;
boneIndex = editableBoneWeight[channel].boneIndex;
weight = editableBoneWeight[channel].weight;
first = false;
}
else
{
if (enabled != editableBoneWeight[channel].enabled)
{
isEnabledMixed = true;
enabled = false;
}
if (boneIndex != editableBoneWeight[channel].boneIndex)
{
isBoneIndexMixed = true;
boneIndex = -1;
}
if (weight != editableBoneWeight[channel].weight)
{
isWeightMixed = true;
weight = 0f;
}
}
}
}
public void SetMultiEditChannelData(ISelection<int> selection, int channel,
bool oldEnabled, bool newEnabled, int oldBoneIndex, int newBoneIndex, float oldWeight, float newWeight)
{
Debug.Assert(spriteMeshData != null);
if (selection == null)
throw new ArgumentNullException("selection is null");
bool channelEnabledChanged = oldEnabled != newEnabled;
bool boneIndexChanged = oldBoneIndex != newBoneIndex;
bool weightChanged = oldWeight != newWeight;
var indices = selection.elements;
foreach (int i in indices)
{
var editableBoneWeight = spriteMeshData.GetWeight(i);
if (channelEnabledChanged)
editableBoneWeight[channel].enabled = newEnabled;
if (boneIndexChanged)
editableBoneWeight[channel].boneIndex = newBoneIndex;
if (weightChanged)
editableBoneWeight[channel].weight = newWeight;
if (channelEnabledChanged || weightChanged)
editableBoneWeight.CompensateOtherChannels(channel);
}
}
public void GetControlPoints(out Vector2[] points, out Edge[] edges, out int[] pins)
{
Debug.Assert(spriteMeshData != null);
points = null;
edges = null;
List<Vector2> pointList = new List<Vector2>();
List<Edge> edgeList = new List<Edge>();
List<int> pinList = new List<int>();
List<SpriteBoneData> bones = new List<SpriteBoneData>(spriteMeshData.boneCount);
for (int i = 0; i < spriteMeshData.boneCount; ++i)
bones.Add(spriteMeshData.GetBoneData(i));
foreach (var bone in bones)
{
var length = (bone.endPosition - bone.position).magnitude;
if (length > 0f)
{
int index1 = FindPoint(pointList, bone.position, 0.01f);
int index2 = FindPoint(pointList, bone.endPosition, 0.01f);
if (index1 == -1)
{
pointList.Add(bone.position);
index1 = pointList.Count - 1;
}
if (index2 == -1)
{
pointList.Add(bone.endPosition);
index2 = pointList.Count - 1;
}
edgeList.Add(new Edge(index1, index2));
}
else if (bone.length == 0f)
{
pointList.Add(bone.position);
pinList.Add(pointList.Count - 1);
}
}
points = pointList.ToArray();
edges = edgeList.ToArray();
pins = pinList.ToArray();
}
private int FindPoint(List<Vector2> points, Vector2 point, float distanceTolerance)
{
float sqrTolerance = distanceTolerance * distanceTolerance;
for (int i = 0; i < points.Count; ++i)
{
if ((points[i] - point).sqrMagnitude <= sqrTolerance)
return i;
}
return -1;
}
public void SmoothFill()
{
var tempSelection = new IndexedSelection();
var vertexSelector = new GenericVertexSelector();
var currentWeightSum = 0f;
var prevWeightSum = 0f;
vertexSelector.spriteMeshData = spriteMeshData;
vertexSelector.selection = tempSelection;
vertexSelector.SelectionCallback = (int i) => {
var sum = spriteMeshData.GetWeight(i).Sum();
currentWeightSum += sum;
return sum < 0.99f;
};
do
{
prevWeightSum = currentWeightSum;
currentWeightSum = 0f;
vertexSelector.Select();
if (tempSelection.Count > 0)
SmoothWeights(1, tempSelection);
}
while (currentWeightSum - prevWeightSum > 0.001f);
if (tempSelection.Count > 0)
NormalizeWeights(tempSelection);
}
}
}