80 lines
2.8 KiB
C#
80 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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internal static class CharacterPartCacheExtensions
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{
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public static void SyncSpriteSheetSkeleton(this CharacterPartCache characterPart)
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{
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var skinningCache = characterPart.skinningCache;
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var character = skinningCache.character;
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var characterSkeleton = character.skeleton;
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var spriteSkeleton = characterPart.sprite.GetSkeleton();
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var spriteSkeletonBones = spriteSkeleton.bones;
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var characterPartBones = characterPart.bones;
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if (spriteSkeletonBones.Length != characterPartBones.Length)
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return;
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for (var i = 0; i < characterPartBones.Length; ++i)
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{
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var spriteBone = spriteSkeletonBones[i];
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var characterBone = characterPartBones[i];
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var childWorldPose = spriteBone.GetChildrenWoldPose();
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spriteBone.position = spriteSkeleton.localToWorldMatrix.MultiplyPoint3x4(
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characterPart.worldToLocalMatrix.MultiplyPoint3x4(characterBone.position));
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spriteBone.rotation = characterBone.rotation;
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spriteBone.length = characterBone.length;
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spriteBone.name = characterBone.name;
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spriteBone.depth = characterBone.depth;
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spriteBone.bindPoseColor = characterBone.bindPoseColor;
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spriteBone.SetChildrenWorldPose(childWorldPose);
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}
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if (characterSkeleton.isPosePreview)
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spriteSkeleton.SetPosePreview();
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else
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spriteSkeleton.SetDefaultPose();
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}
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public static void DeassociateUnusedBones(this CharacterPartCache characterPart)
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{
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var skinningCache = characterPart.skinningCache;
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var bones = characterPart.bones;
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if (bones.Length == 0)
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return;
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Debug.Assert(characterPart.sprite != null);
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var mesh = characterPart.sprite.GetMesh();
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Debug.Assert(mesh != null);
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var vertices = mesh.vertices;
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var newBonesSet = new HashSet<BoneCache>();
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foreach (var vertex in vertices)
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{
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var boneWeight = vertex.editableBoneWeight;
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foreach (BoneWeightChannel channel in boneWeight)
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if (channel.enabled)
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newBonesSet.Add(bones[channel.boneIndex]);
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}
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bones = new List<BoneCache>(newBonesSet).ToArray();
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characterPart.bones = bones;
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characterPart.sprite.UpdateMesh(bones);
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skinningCache.events.characterPartChanged.Invoke(characterPart);
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}
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}
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}
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