PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/SkinningModule/IMGUI/SpriteMeshController.cs

697 lines
24 KiB
C#

using System;
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal class SpriteMeshController
{
private const float kSnapDistance = 10f;
private struct EdgeIntersectionResult
{
public int startVertexIndex;
public int endVertexIndex;
public int intersectEdgeIndex;
public Vector2 endPosition;
}
private SpriteMeshDataController m_SpriteMeshDataController = new SpriteMeshDataController();
private EdgeIntersectionResult m_EdgeIntersectionResult;
public ISpriteMeshView spriteMeshView { get; set; }
public ISpriteMeshData spriteMeshData
{
get { return m_SpriteMeshData; }
set { m_SpriteMeshData = value; }
}
public ISelection<int> selection { get; set; }
public ICacheUndo cacheUndo { get; set; }
public ITriangulator triangulator { get; set; }
public bool disable { get; set; }
public Rect frame { get; set; }
private ISpriteMeshData m_SpriteMeshData;
private bool m_Moved = false;
public void OnGUI()
{
m_SpriteMeshDataController.spriteMeshData = m_SpriteMeshData;
Debug.Assert(spriteMeshView != null);
Debug.Assert(m_SpriteMeshData != null);
Debug.Assert(selection != null);
Debug.Assert(cacheUndo != null);
spriteMeshView.selection = selection;
spriteMeshView.frame = frame;
EditorGUI.BeginDisabledGroup(disable);
spriteMeshView.BeginLayout();
if(spriteMeshView.CanLayout())
{
LayoutVertices();
LayoutEdges();
}
spriteMeshView.EndLayout();
if(spriteMeshView.CanRepaint())
{
DrawEdges();
if(GUI.enabled)
{
PreviewCreateVertex();
PreviewCreateEdge();
PreviewSplitEdge();
}
DrawVertices();
}
HandleSplitEdge();
HandleCreateEdge();
HandleCreateVertex();
EditorGUI.EndDisabledGroup();
HandleSelectVertex();
EditorGUI.BeginDisabledGroup(disable);
HandleMoveVertex();
EditorGUI.EndDisabledGroup();
HandleSelectEdge();
EditorGUI.BeginDisabledGroup(disable);
HandleMoveEdge();
HandleRemoveEdge();
HandleRemoveVertices();
spriteMeshView.DoRepaint();
EditorGUI.EndDisabledGroup();
}
private void LayoutVertices()
{
for (int i = 0; i < m_SpriteMeshData.vertexCount; i++)
{
Vector2 position = m_SpriteMeshData.GetPosition(i);
spriteMeshView.LayoutVertex(position, i);
}
}
private void LayoutEdges()
{
for (int i = 0; i < m_SpriteMeshData.edges.Count; i++)
{
Edge edge = m_SpriteMeshData.edges[i];
Vector2 startPosition = m_SpriteMeshData.GetPosition(edge.index1);
Vector2 endPosition = m_SpriteMeshData.GetPosition(edge.index2);
spriteMeshView.LayoutEdge(startPosition, endPosition, i);
}
}
private void DrawEdges()
{
UpdateEdgeInstersection();
spriteMeshView.BeginDrawEdges();
for (int i = 0; i < m_SpriteMeshData.edges.Count; ++i)
{
if (SkipDrawEdge(i))
continue;
Edge edge = m_SpriteMeshData.edges[i];
Vector2 startPosition = m_SpriteMeshData.GetPosition(edge.index1);
Vector2 endPosition = m_SpriteMeshData.GetPosition(edge.index2);
if (selection.Contains(edge.index1) && selection.Contains(edge.index2))
spriteMeshView.DrawEdgeSelected(startPosition, endPosition);
else
spriteMeshView.DrawEdge(startPosition, endPosition);
}
if (spriteMeshView.IsActionActive(MeshEditorAction.SelectEdge))
{
Edge hoveredEdge = m_SpriteMeshData.edges[spriteMeshView.hoveredEdge];
Vector2 startPosition = m_SpriteMeshData.GetPosition(hoveredEdge.index1);
Vector2 endPosition = m_SpriteMeshData.GetPosition(hoveredEdge.index2);
spriteMeshView.DrawEdgeHovered(startPosition, endPosition);
}
spriteMeshView.EndDrawEdges();
}
private bool SkipDrawEdge(int edgeIndex)
{
if(GUI.enabled == false)
return false;
return edgeIndex == -1 ||
spriteMeshView.hoveredEdge == edgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.SelectEdge) ||
spriteMeshView.hoveredEdge == edgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.CreateVertex) ||
spriteMeshView.closestEdge == edgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.SplitEdge) ||
edgeIndex == m_EdgeIntersectionResult.intersectEdgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.CreateEdge);
}
private void PreviewCreateVertex()
{
if (spriteMeshView.mode == SpriteMeshViewMode.CreateVertex &&
spriteMeshView.IsActionActive(MeshEditorAction.CreateVertex))
{
Vector2 clampedMousePos = ClampToFrame(spriteMeshView.mouseWorldPosition);
if (spriteMeshView.hoveredEdge != -1)
{
Edge edge = m_SpriteMeshData.edges[spriteMeshView.hoveredEdge];
spriteMeshView.BeginDrawEdges();
spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(edge.index1), clampedMousePos);
spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(edge.index2), clampedMousePos);
spriteMeshView.EndDrawEdges();
}
spriteMeshView.DrawVertex(clampedMousePos);
}
}
private void PreviewCreateEdge()
{
if (!spriteMeshView.IsActionActive(MeshEditorAction.CreateEdge))
return;
spriteMeshView.BeginDrawEdges();
spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(m_EdgeIntersectionResult.startVertexIndex), m_EdgeIntersectionResult.endPosition);
if (m_EdgeIntersectionResult.intersectEdgeIndex != -1)
{
Edge intersectingEdge = m_SpriteMeshData.edges[m_EdgeIntersectionResult.intersectEdgeIndex];
spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(intersectingEdge.index1), m_EdgeIntersectionResult.endPosition);
spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(intersectingEdge.index2), m_EdgeIntersectionResult.endPosition);
}
spriteMeshView.EndDrawEdges();
if (m_EdgeIntersectionResult.endVertexIndex == -1)
spriteMeshView.DrawVertex(m_EdgeIntersectionResult.endPosition);
}
private void PreviewSplitEdge()
{
if (!spriteMeshView.IsActionActive(MeshEditorAction.SplitEdge))
return;
Vector2 clampedMousePos = ClampToFrame(spriteMeshView.mouseWorldPosition);
Edge closestEdge = m_SpriteMeshData.edges[spriteMeshView.closestEdge];
spriteMeshView.BeginDrawEdges();
spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(closestEdge.index1), clampedMousePos);
spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(closestEdge.index2), clampedMousePos);
spriteMeshView.EndDrawEdges();
spriteMeshView.DrawVertex(clampedMousePos);
}
private void DrawVertices()
{
for (int i = 0; i < m_SpriteMeshData.vertexCount; i++)
{
Vector3 position = m_SpriteMeshData.GetPosition(i);
if (selection.Contains(i))
spriteMeshView.DrawVertexSelected(position);
else if (i == spriteMeshView.hoveredVertex && spriteMeshView.IsActionHot(MeshEditorAction.None))
spriteMeshView.DrawVertexHovered(position);
else
spriteMeshView.DrawVertex(position);
}
}
private void HandleSelectVertex()
{
bool additive;
if (spriteMeshView.DoSelectVertex(out additive))
SelectVertex(spriteMeshView.hoveredVertex, additive);
}
private void HandleSelectEdge()
{
bool additive;
if (spriteMeshView.DoSelectEdge(out additive))
SelectEdge(spriteMeshView.hoveredEdge, additive);
}
private void HandleMoveVertex()
{
if(spriteMeshView.IsActionTriggered(MeshEditorAction.MoveVertex))
m_Moved = false;
Vector2 delta;
if (spriteMeshView.DoMoveVertex(out delta))
{
if(!m_Moved)
{
cacheUndo.BeginUndoOperation(TextContent.moveVertices);
m_Moved = true;
}
MoveSelectedVertices(delta);
}
}
private void HandleCreateVertex()
{
if (spriteMeshView.DoCreateVertex())
CreateVertex(spriteMeshView.mouseWorldPosition, spriteMeshView.hoveredEdge);
}
private void HandleSplitEdge()
{
if (spriteMeshView.DoSplitEdge())
SplitEdge(spriteMeshView.mouseWorldPosition, spriteMeshView.closestEdge);
}
private void HandleCreateEdge()
{
if (spriteMeshView.DoCreateEdge())
CreateEdge(spriteMeshView.mouseWorldPosition, spriteMeshView.hoveredVertex, spriteMeshView.hoveredEdge);
}
private void HandleMoveEdge()
{
if(spriteMeshView.IsActionTriggered(MeshEditorAction.MoveEdge))
m_Moved = false;
Vector2 delta;
if (spriteMeshView.DoMoveEdge(out delta))
{
if(!m_Moved)
{
cacheUndo.BeginUndoOperation(TextContent.moveVertices);
m_Moved = true;
}
MoveSelectedVertices(delta);
}
}
private void HandleRemoveEdge()
{
Edge edge;
if (GetSelectedEdge(out edge) && spriteMeshView.DoRemove())
RemoveEdge(edge);
}
private void HandleRemoveVertices()
{
if (spriteMeshView.DoRemove())
RemoveSelectedVertices();
}
private void CreateVertex(Vector2 position, int edgeIndex)
{
position = MathUtility.ClampPositionToRect(position, frame);
cacheUndo.BeginUndoOperation(TextContent.createVertex);
BoneWeight boneWeight = new BoneWeight();
Vector3Int indices;
Vector3 barycentricCoords;
if (m_SpriteMeshDataController.FindTriangle(position, out indices, out barycentricCoords))
{
EditableBoneWeight bw1 = m_SpriteMeshData.GetWeight(indices.x);
EditableBoneWeight bw2 = m_SpriteMeshData.GetWeight(indices.y);
EditableBoneWeight bw3 = m_SpriteMeshData.GetWeight(indices.z);
EditableBoneWeight result = new EditableBoneWeight();
foreach (BoneWeightChannel channel in bw1)
{
if (!channel.enabled)
continue;
var weight = channel.weight * barycentricCoords.x;
if (weight > 0f)
result.AddChannel(channel.boneIndex, weight, true);
}
foreach (BoneWeightChannel channel in bw2)
{
if (!channel.enabled)
continue;
var weight = channel.weight * barycentricCoords.y;
if (weight > 0f)
result.AddChannel(channel.boneIndex, weight, true);
}
foreach (BoneWeightChannel channel in bw3)
{
if (!channel.enabled)
continue;
var weight = channel.weight * barycentricCoords.z;
if (weight > 0f)
result.AddChannel(channel.boneIndex, weight, true);
}
result.UnifyChannelsWithSameBoneIndex();
result.FilterChannels(0f);
result.Clamp(4, true);
boneWeight = result.ToBoneWeight(true);
}
else if (edgeIndex != -1)
{
Edge edge = m_SpriteMeshData.edges[edgeIndex];
Vector2 pos1 = m_SpriteMeshData.GetPosition(edge.index1);
Vector2 pos2 = m_SpriteMeshData.GetPosition(edge.index2);
Vector2 dir1 = (position - pos1);
Vector2 dir2 = (pos2 - pos1);
float t = Vector2.Dot(dir1, dir2.normalized) / dir2.magnitude;
t = Mathf.Clamp01(t);
BoneWeight bw1 = m_SpriteMeshData.GetWeight(edge.index1).ToBoneWeight(true);
BoneWeight bw2 = m_SpriteMeshData.GetWeight(edge.index2).ToBoneWeight(true);
boneWeight = EditableBoneWeightUtility.Lerp(bw1, bw2, t);
}
m_SpriteMeshDataController.CreateVertex(position, edgeIndex);
m_SpriteMeshData.GetWeight(m_SpriteMeshData.vertexCount - 1).SetFromBoneWeight(boneWeight);
Triangulate();
}
private void SelectVertex(int index, bool additiveToggle)
{
if (index < 0)
throw new ArgumentException("Index out of range");
bool selected = selection.Contains(index);
if (selected)
{
if (additiveToggle)
{
cacheUndo.BeginUndoOperation(TextContent.selection);
selection.Select(index, false);
}
}
else
{
cacheUndo.BeginUndoOperation(TextContent.selection);
if (!additiveToggle)
ClearSelection();
selection.Select(index, true);
}
cacheUndo.IncrementCurrentGroup();
}
private void SelectEdge(int index, bool additiveToggle)
{
Debug.Assert(index >= 0);
Edge edge = m_SpriteMeshData.edges[index];
cacheUndo.BeginUndoOperation(TextContent.selection);
bool selected = selection.Contains(edge.index1) && selection.Contains(edge.index2);
if (selected)
{
if (additiveToggle)
{
selection.Select(edge.index1, false);
selection.Select(edge.index2, false);
}
}
else
{
if (!additiveToggle)
ClearSelection();
selection.Select(edge.index1, true);
selection.Select(edge.index2, true);
}
cacheUndo.IncrementCurrentGroup();
}
private void ClearSelection()
{
cacheUndo.BeginUndoOperation(TextContent.selection);
selection.Clear();
}
private void MoveSelectedVertices(Vector2 delta)
{
delta = MathUtility.MoveRectInsideFrame(CalculateRectFromSelection(), frame, delta);
var indices = selection.elements;
foreach (int index in indices)
{
Vector2 v = m_SpriteMeshData.GetPosition(index);
m_SpriteMeshData.SetPosition(index, ClampToFrame(v + delta));
}
Triangulate();
}
private void CreateEdge(Vector2 position, int hoveredVertexIndex, int hoveredEdgeIndex)
{
position = ClampToFrame(position);
EdgeIntersectionResult edgeIntersectionResult = CalculateEdgeIntersection(selection.activeElement, hoveredVertexIndex, hoveredEdgeIndex, position);
cacheUndo.BeginUndoOperation(TextContent.createEdge);
int selectIndex = -1;
if (edgeIntersectionResult.endVertexIndex == -1)
{
CreateVertex(edgeIntersectionResult.endPosition, edgeIntersectionResult.intersectEdgeIndex);
m_SpriteMeshDataController.CreateEdge(selection.activeElement, m_SpriteMeshData.vertexCount - 1);
selectIndex = m_SpriteMeshData.vertexCount - 1;
}
else
{
m_SpriteMeshDataController.CreateEdge(selection.activeElement, edgeIntersectionResult.endVertexIndex);
Triangulate();
selectIndex = edgeIntersectionResult.endVertexIndex;
}
ClearSelection();
selection.Select(selectIndex, true);
cacheUndo.IncrementCurrentGroup();
}
private void SplitEdge(Vector2 position, int edgeIndex)
{
cacheUndo.BeginUndoOperation(TextContent.splitEdge);
Vector2 clampedMousePos = ClampToFrame(position);
CreateVertex(clampedMousePos, edgeIndex);
cacheUndo.IncrementCurrentGroup();
}
private bool GetSelectedEdge(out Edge edge)
{
edge = default(Edge);
if (selection.Count != 2)
return false;
var indices = selection.elements;
int index1 = indices[0];
int index2 = indices[1];
edge = new Edge(index1, index2);
if (!m_SpriteMeshData.edges.Contains(edge))
return false;
return true;
}
private void RemoveEdge(Edge edge)
{
cacheUndo.BeginUndoOperation(TextContent.removeEdge);
m_SpriteMeshDataController.RemoveEdge(edge);
Triangulate();
}
private void RemoveSelectedVertices()
{
cacheUndo.BeginUndoOperation(TextContent.removeVertices);
m_SpriteMeshDataController.RemoveVertex(selection.elements);
Triangulate();
selection.Clear();
}
private void Triangulate()
{
m_SpriteMeshDataController.Triangulate(triangulator);
m_SpriteMeshDataController.SortTrianglesByDepth();
}
private Vector2 ClampToFrame(Vector2 position)
{
return MathUtility.ClampPositionToRect(position, frame);
}
private Rect CalculateRectFromSelection()
{
Rect rect = new Rect();
Vector2 min = new Vector2(float.MaxValue, float.MaxValue);
Vector2 max = new Vector2(float.MinValue, float.MinValue);
var indices = selection.elements;
foreach (int index in indices)
{
Vector2 v = m_SpriteMeshData.GetPosition(index);
min.x = Mathf.Min(min.x, v.x);
min.y = Mathf.Min(min.y, v.y);
max.x = Mathf.Max(max.x, v.x);
max.y = Mathf.Max(max.y, v.y);
}
rect.min = min;
rect.max = max;
return rect;
}
private void UpdateEdgeInstersection()
{
if (selection.Count == 1)
m_EdgeIntersectionResult = CalculateEdgeIntersection(selection.activeElement, spriteMeshView.hoveredVertex, spriteMeshView.hoveredEdge, ClampToFrame(spriteMeshView.mouseWorldPosition));
}
private EdgeIntersectionResult CalculateEdgeIntersection(int vertexIndex, int hoveredVertexIndex, int hoveredEdgeIndex, Vector2 targetPosition)
{
Debug.Assert(vertexIndex >= 0);
EdgeIntersectionResult edgeIntersection = new EdgeIntersectionResult();
edgeIntersection.startVertexIndex = vertexIndex;
edgeIntersection.endVertexIndex = hoveredVertexIndex;
edgeIntersection.endPosition = targetPosition;
edgeIntersection.intersectEdgeIndex = -1;
Vector2 startPoint = m_SpriteMeshData.GetPosition(edgeIntersection.startVertexIndex);
bool intersectsEdge = false;
int lastIntersectingEdgeIndex = -1;
do
{
lastIntersectingEdgeIndex = edgeIntersection.intersectEdgeIndex;
if (intersectsEdge)
{
Vector2 dir = edgeIntersection.endPosition - startPoint;
edgeIntersection.endPosition += dir.normalized * 10f;
}
intersectsEdge = SegmentIntersectsEdge(startPoint, edgeIntersection.endPosition, vertexIndex, ref edgeIntersection.endPosition, out edgeIntersection.intersectEdgeIndex);
//if we are hovering a vertex and intersect an edge indexing it we forget about the intersection
if (intersectsEdge && m_SpriteMeshData.edges[edgeIntersection.intersectEdgeIndex].Contains(edgeIntersection.endVertexIndex))
{
edgeIntersection.intersectEdgeIndex = -1;
intersectsEdge = false;
edgeIntersection.endPosition = m_SpriteMeshData.GetPosition(edgeIntersection.endVertexIndex);
}
if (intersectsEdge)
{
edgeIntersection.endVertexIndex = -1;
Edge intersectingEdge = m_SpriteMeshData.edges[edgeIntersection.intersectEdgeIndex];
Vector2 newPointScreen = spriteMeshView.WorldToScreen(edgeIntersection.endPosition);
Vector2 edgeV1 = spriteMeshView.WorldToScreen(m_SpriteMeshData.GetPosition(intersectingEdge.index1));
Vector2 edgeV2 = spriteMeshView.WorldToScreen(m_SpriteMeshData.GetPosition(intersectingEdge.index2));
if ((newPointScreen - edgeV1).magnitude <= kSnapDistance)
edgeIntersection.endVertexIndex = intersectingEdge.index1;
else if ((newPointScreen - edgeV2).magnitude <= kSnapDistance)
edgeIntersection.endVertexIndex = intersectingEdge.index2;
if (edgeIntersection.endVertexIndex != -1)
{
edgeIntersection.intersectEdgeIndex = -1;
intersectsEdge = false;
edgeIntersection.endPosition = m_SpriteMeshData.GetPosition(edgeIntersection.endVertexIndex);
}
}
}
while (intersectsEdge && lastIntersectingEdgeIndex != edgeIntersection.intersectEdgeIndex);
edgeIntersection.intersectEdgeIndex = intersectsEdge ? edgeIntersection.intersectEdgeIndex : hoveredEdgeIndex;
if (edgeIntersection.endVertexIndex != -1 && !intersectsEdge)
edgeIntersection.endPosition = m_SpriteMeshData.GetPosition(edgeIntersection.endVertexIndex);
return edgeIntersection;
}
private bool SegmentIntersectsEdge(Vector2 p1, Vector2 p2, int ignoreIndex, ref Vector2 point, out int intersectingEdgeIndex)
{
intersectingEdgeIndex = -1;
float sqrDistance = float.MaxValue;
for (int i = 0; i < m_SpriteMeshData.edges.Count; i++)
{
Edge edge = m_SpriteMeshData.edges[i];
Vector2 v1 = m_SpriteMeshData.GetPosition(edge.index1);
Vector2 v2 = m_SpriteMeshData.GetPosition(edge.index2);
Vector2 pointTmp = Vector2.zero;
if (!edge.Contains(ignoreIndex) && MathUtility.SegmentIntersection(p1, p2, v1, v2, ref pointTmp))
{
float sqrMagnitude = (pointTmp - p1).sqrMagnitude;
if (sqrMagnitude < sqrDistance)
{
sqrDistance = sqrMagnitude;
intersectingEdgeIndex = i;
point = pointTmp;
}
}
}
return intersectingEdgeIndex != -1;
}
}
}