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