129 lines
4.7 KiB
C#
129 lines
4.7 KiB
C#
using UnityEngine;
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using System;
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using System.Collections.Generic;
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namespace UnityEditor.U2D.Animation
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{
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internal static class ModuleUtility
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{
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public static Vector3 GUIToWorld(Vector3 guiPosition)
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{
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return GUIToWorld(guiPosition, Vector3.forward, Vector3.zero);
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}
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public static Vector3 GUIToWorld(Vector3 guiPosition, Vector3 planeNormal, Vector3 planePos)
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{
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Vector3 worldPos = Handles.inverseMatrix.MultiplyPoint(guiPosition);
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if (Camera.current)
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{
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Ray ray = HandleUtility.GUIPointToWorldRay(guiPosition);
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planeNormal = Handles.matrix.MultiplyVector(planeNormal);
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planePos = Handles.matrix.MultiplyPoint(planePos);
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Plane plane = new Plane(planeNormal, planePos);
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float distance = 0f;
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if (plane.Raycast(ray, out distance))
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{
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worldPos = Handles.inverseMatrix.MultiplyPoint(ray.GetPoint(distance));
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}
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}
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return worldPos;
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}
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public static GUIContent[] ToGUIContentArray(string[] names)
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{
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return Array.ConvertAll(names, n => new GUIContent(n));
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}
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public static Color CalculateNiceColor(int index, int numColors)
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{
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numColors = Mathf.Clamp(numColors, 1, int.MaxValue);
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int loops = index / numColors;
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index = index % 360;
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int hueAngleStep = 360 / numColors;
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float hueLoopOffset = hueAngleStep * 0.5f;
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float hue = index * hueAngleStep + loops * hueLoopOffset;
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return Color.HSVToRGB(Mathf.Repeat(hue, 360f) / 360f, 1f, 1f);
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}
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public static void UpdateLocalToWorldMatrices(List<SpriteBoneData> spriteBoneDataList, Matrix4x4 rootMatrix, ref Matrix4x4[] localToWorldMatrices)
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{
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if (localToWorldMatrices == null || localToWorldMatrices.Length != spriteBoneDataList.Count)
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localToWorldMatrices = new Matrix4x4[spriteBoneDataList.Count];
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bool[] calculatedMatrix = new bool[spriteBoneDataList.Count];
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var processedBoneCount = 0;
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while (processedBoneCount < spriteBoneDataList.Count)
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{
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int oldCount = processedBoneCount;
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for (var i = 0; i < spriteBoneDataList.Count; ++i)
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{
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if (calculatedMatrix[i])
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continue;
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var sourceBone = spriteBoneDataList[i];
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if (sourceBone.parentId != -1 && !calculatedMatrix[sourceBone.parentId])
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continue;
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var localToWorldMatrix = Matrix4x4.identity;
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localToWorldMatrix.SetTRS(sourceBone.localPosition, sourceBone.localRotation, Vector3.one);
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if (sourceBone.parentId == -1)
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localToWorldMatrix = rootMatrix * localToWorldMatrix;
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else if (calculatedMatrix[sourceBone.parentId])
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localToWorldMatrix = localToWorldMatrices[sourceBone.parentId] * localToWorldMatrix;
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localToWorldMatrices[i] = localToWorldMatrix;
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calculatedMatrix[i] = true;
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processedBoneCount++;
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}
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if (oldCount == processedBoneCount)
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throw new ArgumentException("Invalid hierarchy detected");
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}
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}
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public static List<SpriteBoneData> CreateSpriteBoneData(UnityEngine.U2D.SpriteBone[] spriteBoneList, Matrix4x4 rootMatrix)
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{
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List<SpriteBoneData> spriteBoneDataList = new List<SpriteBoneData>(spriteBoneList.Length);
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foreach (var spriteBone in spriteBoneList)
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{
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spriteBoneDataList.Add(new SpriteBoneData()
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{
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name = spriteBone.name,
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parentId = spriteBone.parentId,
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localPosition = spriteBone.position,
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localRotation = spriteBone.rotation,
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depth = spriteBone.position.z,
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length = spriteBone.length
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});
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}
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Matrix4x4[] localToWorldMatrices = null;
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UpdateLocalToWorldMatrices(spriteBoneDataList, rootMatrix, ref localToWorldMatrices);
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for (int i = 0; i < spriteBoneDataList.Count; ++i)
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{
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var spriteBoneData = spriteBoneDataList[i];
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spriteBoneData.position = localToWorldMatrices[i].MultiplyPoint(Vector2.zero);
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spriteBoneData.endPosition = localToWorldMatrices[i].MultiplyPoint(Vector2.right * spriteBoneData.length);
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}
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return spriteBoneDataList;
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}
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}
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}
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