PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/SkinningModule/SkinningCache/SkeletonCacheExtensions.cs

182 lines
6.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal static class SkeletonCacheExtensions
{
public static void RotateBones(this SkeletonCache skeleton, BoneCache[] bones, float deltaAngle)
{
Debug.Assert(skeleton != null);
foreach (var bone in bones)
{
Debug.Assert(bone != null);
Debug.Assert(skeleton.Contains(bone));
bone.localRotation *= Quaternion.AngleAxis(deltaAngle, Vector3.forward);
}
}
public static void MoveBones(this SkeletonCache skeleton, BoneCache[] bones, Vector3 deltaPosition)
{
Debug.Assert(skeleton != null);
foreach (var bone in bones)
{
Debug.Assert(bone != null);
Debug.Assert(skeleton.Contains(bone));
bone.position += deltaPosition;
if (bone.parentBone != null && bone.parentBone.chainedChild == bone)
bone.parentBone.OrientToChainedChild(false);
}
}
public static void FreeMoveBones(this SkeletonCache skeleton, BoneCache[] bones, Vector3 deltaPosition)
{
Debug.Assert(skeleton != null);
foreach (var bone in bones)
{
Debug.Assert(bone != null);
Debug.Assert(skeleton.Contains(bone));
var childrenWorldPose = bone.GetChildrenWoldPose();
if (bone.chainedChild != null && ArrayUtility.Contains(bones, bone.chainedChild) == false)
bone.chainedChild = null;
if (bone.parentBone != null && bone.parentBone.chainedChild == bone && ArrayUtility.Contains(bones, bone.parentBone) == false)
bone.parentBone.chainedChild = null;
bone.position += deltaPosition;
bone.SetChildrenWorldPose(childrenWorldPose);
}
}
public static void MoveJoints(this SkeletonCache skeleton, BoneCache[] bones, Vector3 deltaPosition)
{
Debug.Assert(skeleton != null);
foreach (var bone in bones)
{
Debug.Assert(bone != null);
Debug.Assert(skeleton.Contains(bone));
var childrenWorldPose = bone.GetChildrenWoldPose();
var endPosition = bone.endPosition;
bone.position += deltaPosition;
if (bone.localLength > 0f)
bone.endPosition = endPosition;
if (bone.parentBone != null && bone.parentBone.chainedChild == bone)
bone.parentBone.OrientToChainedChild(true);
bone.SetChildrenWorldPose(childrenWorldPose);
if (bone.chainedChild != null)
bone.OrientToChainedChild(true);
}
}
public static void SetEndPosition(this SkeletonCache skeleton, BoneCache bone, Vector3 endPosition)
{
Debug.Assert(skeleton != null);
Debug.Assert(bone != null);
Debug.Assert(skeleton.Contains(bone));
var childrenStorage = bone.GetChildrenWoldPose();
bone.endPosition = endPosition;
bone.SetChildrenWorldPose(childrenStorage);
}
public static BoneCache SplitBone(this SkeletonCache skeleton, BoneCache boneToSplit, float splitLength, string name)
{
Debug.Assert(skeleton.Contains(boneToSplit));
Debug.Assert(boneToSplit.length > splitLength);
var endPosition = boneToSplit.endPosition;
var chainedChild = boneToSplit.chainedChild;
var splitPosition = boneToSplit.position + boneToSplit.right * splitLength;
boneToSplit.length = splitLength;
var bone = skeleton.CreateBone(boneToSplit, splitPosition, endPosition, true, name);
if (chainedChild != null)
{
chainedChild.SetParent(bone);
bone.chainedChild = chainedChild;
}
return bone;
}
public static BoneCache CreateBone(this SkeletonCache skeleton, BoneCache parentBone, Vector3 position, Vector3 endPosition, bool isChained, string name)
{
Debug.Assert(skeleton != null);
if (parentBone != null)
Debug.Assert(skeleton.Contains(parentBone));
var bone = skeleton.skinningCache.CreateCache<BoneCache>();
bone.SetParent(parentBone);
bone.name = name;
bone.bindPoseColor = ModuleUtility.CalculateNiceColor(skeleton.BoneCount, 6);
bone.position = position;
bone.endPosition = endPosition;
if (isChained && parentBone != null)
parentBone.chainedChild = bone;
skeleton.AddBone(bone);
return bone;
}
public static void SetBones(this SkeletonCache skeleton, BoneCache[] bones)
{
skeleton.SetBones(bones, true);
}
public static void SetBones(this SkeletonCache skeleton, BoneCache[] bones, bool worldPositionStays)
{
skeleton.Clear();
skeleton.AddBones(bones, worldPositionStays);
skeleton.SetDefaultPose();
}
public static void AddBones(this SkeletonCache skeleton, BoneCache[] bones)
{
skeleton.AddBones(bones, true);
}
public static void AddBones(this SkeletonCache skeleton, BoneCache[] bones, bool worldPositionStays)
{
foreach (var bone in bones)
skeleton.AddBone(bone, worldPositionStays);
}
public static void DestroyBones(this SkeletonCache skeleton, BoneCache[] bones)
{
Debug.Assert(skeleton != null);
foreach (var bone in bones)
{
Debug.Assert(bone != null);
Debug.Assert(skeleton.Contains(bone));
skeleton.DestroyBone(bone);
}
}
}
}