PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Runtime/SpriteSkin.cs

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#pragma warning disable 0168 // variable declared but not used.
#if ENABLE_ANIMATION_COLLECTION && ENABLE_ANIMATION_BURST
#define ENABLE_SPRITESKIN_COMPOSITE
#endif
using System;
using System.Collections.Generic;
using UnityEngine.Scripting;
using UnityEngine.U2D.Common;
using Unity.Collections;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.Animation
{
public struct PositionVertex
{
public Vector3 position;
}
public struct PositionTangentVertex
{
public Vector3 position;
public Vector4 tangent;
}
/// <summary>
/// Deforms the Sprite that is currently assigned to the SpriteRenderer in the same GameObject
/// </summary>
[Preserve]
[ExecuteInEditMode]
[DefaultExecutionOrder(-1)]
[DisallowMultipleComponent]
[RequireComponent(typeof(SpriteRenderer))]
[AddComponentMenu("2D Animation/Sprite Skin")]
[MovedFrom("UnityEngine.U2D.Experimental.Animation")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html?subfolder=/manual/index.html%23sprite-skin-component")]
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public sealed partial class SpriteSkin : MonoBehaviour, ISerializationCallbackReceiver
{
[SerializeField]
private Transform m_RootBone;
[SerializeField]
private Transform[] m_BoneTransforms = new Transform[0];
[SerializeField]
private Bounds m_Bounds;
[SerializeField]
private bool m_UseBatching = true;
[SerializeField]
private bool m_AlwaysUpdate = true;
// The deformed m_SpriteVertices stores all 'HOT' channels only in single-stream and essentially depends on Sprite Asset data.
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// The order of storage if present is POSITION, NORMALS, TANGENTS.
private NativeByteArray m_DeformedVertices;
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private int m_CurrentDeformVerticesLength = 0;
private SpriteRenderer m_SpriteRenderer;
private int m_CurrentDeformSprite = 0;
private bool m_ForceSkinning;
private bool m_BatchSkinning = false;
bool m_IsValid = false;
int m_TransformsHash = 0;
internal bool batchSkinning
{
get { return m_BatchSkinning; }
set { m_BatchSkinning = value; }
}
#if UNITY_EDITOR
internal static Events.UnityEvent onDrawGizmos = new Events.UnityEvent();
private void OnDrawGizmos() { onDrawGizmos.Invoke(); }
private bool m_IgnoreNextSpriteChange = true;
internal bool ignoreNextSpriteChange
{
get { return m_IgnoreNextSpriteChange; }
set { m_IgnoreNextSpriteChange = value; }
}
#endif
private int GetSpriteInstanceID()
{
return sprite != null ? sprite.GetInstanceID() : 0;
}
internal void Awake()
{
m_SpriteRenderer = GetComponent<SpriteRenderer>();
}
void OnEnable()
{
Awake();
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m_TransformsHash = 0;
CacheCurrentSprite();
OnEnableBatch();
}
internal void OnEditorEnable()
{
Awake();
}
void CacheValidFlag()
{
m_IsValid = isValid;
if(!m_IsValid)
DeactivateSkinning();
}
void Reset()
{
Awake();
if (isActiveAndEnabled)
{
CacheValidFlag();
OnResetBatch();
}
}
internal void UseBatching(bool value)
{
if (m_UseBatching != value)
{
m_UseBatching = value;
UseBatchingBatch();
}
}
internal NativeByteArray GetDeformedVertices(int spriteVertexCount)
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{
if (sprite != null)
{
if (m_CurrentDeformVerticesLength != spriteVertexCount)
{
m_TransformsHash = 0;
m_CurrentDeformVerticesLength = spriteVertexCount;
}
}
else
{
m_CurrentDeformVerticesLength = 0;
}
m_DeformedVertices = BufferManager.instance.GetBuffer(GetInstanceID(), m_CurrentDeformVerticesLength);
return m_DeformedVertices;
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}
/// <summary>
/// Returns whether this SpriteSkin has currently deformed vertices.
/// </summary>
/// <returns>Returns true if this SpriteSkin has currently deformed vertices. Returns false otherwise.</returns>
public bool HasCurrentDeformedVertices()
{
if (!m_IsValid)
return false;
#if ENABLE_SPRITESKIN_COMPOSITE
return m_DataIndex >= 0 && SpriteSkinComposite.instance.HasDeformableBufferForSprite(m_DataIndex);
#else
return m_CurrentDeformVerticesLength > 0 && m_DeformedVertices.IsCreated;
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#endif
}
/// <summary>
/// Gets a byte array to the currently deformed vertices for this SpriteSkin.
/// </summary>
/// <returns>Returns a reference to the currently deformed vertices. This is valid only for this calling frame.</returns>
/// <exception cref="InvalidOperationException">Thrown when there are no currently deformed vertices</exception>
internal NativeArray<byte> GetCurrentDeformedVertices()
{
if (!m_IsValid)
throw new InvalidOperationException("The SpriteSkin deformation is not valid.");
#if ENABLE_SPRITESKIN_COMPOSITE
if (m_DataIndex < 0)
{
throw new InvalidOperationException("There are no currently deformed vertices.");
}
return SpriteSkinComposite.instance.GetDeformableBufferForSprite(m_DataIndex);
#else
if (m_CurrentDeformVerticesLength <= 0)
throw new InvalidOperationException("There are no currently deformed vertices.");
if (!m_DeformedVertices.IsCreated)
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throw new InvalidOperationException("There are no currently deformed vertices.");
return m_DeformedVertices.array;
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#endif
}
/// <summary>
/// Gets an array of currently deformed position vertices for this SpriteSkin.
/// </summary>
/// <returns>Returns a reference to the currently deformed vertices. This is valid only for this calling frame.</returns>
/// <exception cref="InvalidOperationException">
/// Thrown when there are no currently deformed vertices or if the deformed vertices does not contain only
/// position data.
/// </exception>
internal NativeSlice<PositionVertex> GetCurrentDeformedVertexPositions()
{
if (sprite.HasVertexAttribute(VertexAttribute.Tangent))
throw new InvalidOperationException("This SpriteSkin has deformed tangents");
if (!sprite.HasVertexAttribute(VertexAttribute.Position))
throw new InvalidOperationException("This SpriteSkin does not have deformed positions.");
var deformedBuffer = GetCurrentDeformedVertices();
return deformedBuffer.Slice().SliceConvert<PositionVertex>();
}
/// <summary>
/// Gets an array of currently deformed position and tangent vertices for this SpriteSkin.
/// </summary>
/// <returns>
/// Returns a reference to the currently deformed position and tangent vertices. This is valid only for this calling frame.
/// </returns>
/// <exception cref="InvalidOperationException">
/// Thrown when there are no currently deformed vertices or if the deformed vertices does not contain only
/// position and tangent data.
/// </exception>
internal NativeSlice<PositionTangentVertex> GetCurrentDeformedVertexPositionsAndTangents()
{
if (!sprite.HasVertexAttribute(VertexAttribute.Tangent))
throw new InvalidOperationException("This SpriteSkin does not have deformed tangents");
if (!sprite.HasVertexAttribute(VertexAttribute.Position))
throw new InvalidOperationException("This SpriteSkin does not have deformed positions.");
var deformedBuffer = GetCurrentDeformedVertices();
return deformedBuffer.Slice().SliceConvert<PositionTangentVertex>();
}
/// <summary>
/// Gets an enumerable to iterate through all deformed vertex positions of this SpriteSkin.
/// </summary>
/// <returns>Returns an IEnumerable to deformed vertex positions.</returns>
/// <exception cref="InvalidOperationException">Thrown when there is no vertex positions or deformed vertices.</exception>
public IEnumerable<Vector3> GetDeformedVertexPositionData()
{
bool hasPosition = sprite.HasVertexAttribute(Rendering.VertexAttribute.Position);
if (!hasPosition)
throw new InvalidOperationException("Sprite does not have vertex position data.");
var rawBuffer = GetCurrentDeformedVertices();
var rawSlice = rawBuffer.Slice(sprite.GetVertexStreamOffset(VertexAttribute.Position));
return new NativeCustomSliceEnumerator<Vector3>(rawSlice, sprite.GetVertexCount(), sprite.GetVertexStreamSize());
}
/// <summary>
/// Gets an enumerable to iterate through all deformed vertex tangents of this SpriteSkin.
/// </summary>
/// <returns>Returns an IEnumerable to deformed vertex tangents.</returns>
/// <exception cref="InvalidOperationException">Thrown when there is no vertex tangents or deformed vertices.</exception>
public IEnumerable<Vector4> GetDeformedVertexTangentData()
{
bool hasTangent = sprite.HasVertexAttribute(Rendering.VertexAttribute.Tangent);
if (!hasTangent)
throw new InvalidOperationException("Sprite does not have vertex tangent data.");
var rawBuffer = GetCurrentDeformedVertices();
var rawSlice = rawBuffer.Slice(sprite.GetVertexStreamOffset(VertexAttribute.Tangent));
return new NativeCustomSliceEnumerator<Vector4>(rawSlice, sprite.GetVertexCount(), sprite.GetVertexStreamSize());
}
void OnDisable()
{
DeactivateSkinning();
BufferManager.instance.ReturnBuffer(GetInstanceID());
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OnDisableBatch();
}
#if ENABLE_SPRITESKIN_COMPOSITE
internal void OnLateUpdate()
#else
void LateUpdate()
#endif
{
CacheCurrentSprite();
if (isValid && !batchSkinning && this.enabled && (this.alwaysUpdate || this.spriteRenderer.isVisible))
{
var transformHash = SpriteSkinUtility.CalculateTransformHash(this);
var spriteVertexCount = sprite.GetVertexStreamSize() * sprite.GetVertexCount();
if (spriteVertexCount > 0 && m_TransformsHash != transformHash)
{
var inputVertices = GetDeformedVertices(spriteVertexCount);
SpriteSkinUtility.Deform(sprite, gameObject.transform.worldToLocalMatrix, boneTransforms, inputVertices.array);
SpriteSkinUtility.UpdateBounds(this, inputVertices.array);
InternalEngineBridge.SetDeformableBuffer(spriteRenderer, inputVertices.array);
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m_TransformsHash = transformHash;
m_CurrentDeformSprite = GetSpriteInstanceID();
}
}
}
void CacheCurrentSprite()
{
if (m_CurrentDeformSprite != GetSpriteInstanceID())
{
DeactivateSkinning();
m_CurrentDeformSprite = GetSpriteInstanceID();
UpdateSpriteDeform();
CacheValidFlag();
m_TransformsHash = 0;
}
}
internal Sprite sprite => spriteRenderer.sprite;
internal SpriteRenderer spriteRenderer => m_SpriteRenderer;
/// <summary>
/// Returns the Transform Components that is used for deformation
/// </summary>
/// <returns>An array of Transform Components</returns>
public Transform[] boneTransforms
{
get { return m_BoneTransforms; }
internal set
{
m_BoneTransforms = value;
CacheValidFlag();
OnBoneTransformChanged();
}
}
/// <summary>
/// Returns the Transform Component that represents the root bone for deformation
/// </summary>
/// <returns>A Transform Component</returns>
public Transform rootBone
{
get { return m_RootBone; }
internal set
{
m_RootBone = value;
CacheValidFlag();
OnRootBoneTransformChanged();
}
}
internal Bounds bounds
{
get { return m_Bounds; }
set { m_Bounds = value; }
}
/// <summary>
/// Determines if the SpriteSkin executes even if the associated
/// SpriteRenderer has been culled from view.
/// </summary>
public bool alwaysUpdate
{
get => m_AlwaysUpdate;
set => m_AlwaysUpdate = value;
}
internal bool isValid
{
get { return this.Validate() == SpriteSkinValidationResult.Ready; }
}
void OnDestroy()
{
DeactivateSkinning();
}
internal void DeactivateSkinning()
{
var sprite = spriteRenderer.sprite;
if (sprite != null)
InternalEngineBridge.SetLocalAABB(spriteRenderer, sprite.bounds);
SpriteRendererDataAccessExtensions.DeactivateDeformableBuffer(spriteRenderer);
}
internal void ResetSprite()
{
m_CurrentDeformSprite = 0;
CacheValidFlag();
}
public void OnBeforeSerialize()
{
OnBeforeSerializeBatch();
}
public void OnAfterDeserialize()
{
OnAfterSerializeBatch();
}
}
}