371 lines
11 KiB
C#
371 lines
11 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 class MeshPreviewCache : SkinningObject
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{
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private const int kNiceColorCount = 6;
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[SerializeField]
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private SpriteCache m_Sprite;
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[SerializeField]
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private Mesh m_Mesh;
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[SerializeField]
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private Mesh m_DefaultMesh;
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private List<Vector3> m_SkinnedVertices = new List<Vector3>();
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private List<Vector3> m_Vertices = new List<Vector3>();
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private List<BoneWeight> m_Weights = new List<BoneWeight>();
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private List<Vector2> m_TexCoords = new List<Vector2>();
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private List<Color> m_Colors = new List<Color>();
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private List<Matrix4x4> m_SkinningMatrices = new List<Matrix4x4>();
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private bool m_MeshDirty;
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private bool m_VerticesDirty;
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private bool m_SkinningDirty;
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private bool m_WeightsDirty;
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private bool m_IndicesDirty;
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private bool m_ColorsDirty;
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private bool m_EnableSkinning;
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public SpriteCache sprite
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{
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get { return m_Sprite; }
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set
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{
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m_Sprite = value;
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InitializeDefaultMesh();
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SetMeshDirty();
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}
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}
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public Mesh mesh { get { return m_Mesh; } }
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public Mesh defaultMesh { get { return m_DefaultMesh; } }
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public bool enableSkinning
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{
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get
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{
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return m_EnableSkinning;
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}
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set
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{
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if (m_EnableSkinning != value)
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{
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m_EnableSkinning = value;
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SetSkinningDirty();
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}
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}
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}
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public bool canSkin
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{
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get { return CanSkin(); }
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}
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public List<Vector3> vertices
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{
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get
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{
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if (enableSkinning && canSkin)
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return m_SkinnedVertices;
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return m_Vertices;
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}
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}
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private bool CanSkin()
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{
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if (m_Vertices.Count == 0 || m_Vertices.Count != m_Weights.Count)
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return false;
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var bones = sprite.GetBonesFromMode();
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Debug.Assert(bones != null);
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if (bones.Length == 0)
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return false;
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foreach (var weight in m_Weights)
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{
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if (weight.boneIndex0 < 0 || weight.boneIndex0 >= bones.Length ||
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weight.boneIndex1 < 0 || weight.boneIndex1 >= bones.Length ||
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weight.boneIndex2 < 0 || weight.boneIndex2 >= bones.Length ||
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weight.boneIndex3 < 0 || weight.boneIndex3 >= bones.Length)
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return false;
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}
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return true;
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}
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internal override void OnCreate()
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{
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m_Mesh = CreateMesh();
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m_DefaultMesh = CreateMesh();
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}
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internal override void OnDestroy()
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{
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DestroyImmediate(m_Mesh);
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DestroyImmediate(m_DefaultMesh);
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}
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private Mesh CreateMesh()
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{
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var mesh = new Mesh();
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mesh.MarkDynamic();
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mesh.hideFlags = HideFlags.DontSave;
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return mesh;
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}
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private void InitializeDefaultMesh()
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{
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Debug.Assert(sprite != null);
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Debug.Assert(m_DefaultMesh != null);
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var meshCache = sprite.GetMesh();
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Debug.Assert(meshCache != null);
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int width, height;
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meshCache.textureDataProvider.GetTextureActualWidthAndHeight(out width, out height);
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var uvScale = new Vector2(1f / width, 1f / height);
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Vector3 position = sprite.textureRect.position;
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var size = sprite.textureRect.size;
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var vertices = new List<Vector3>()
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{
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Vector3.zero,
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new Vector3(0f, size.y, 0f),
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new Vector3(size.x, 0f, 0f),
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size,
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};
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var uvs = new List<Vector2>()
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{
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Vector3.Scale(vertices[0] + position, uvScale),
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Vector3.Scale(vertices[1] + position, uvScale),
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Vector3.Scale(vertices[2] + position, uvScale),
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Vector3.Scale(vertices[3] + position, uvScale),
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};
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m_DefaultMesh.SetVertices(vertices);
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m_DefaultMesh.SetUVs(0, uvs);
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m_DefaultMesh.SetColors(new List<Color>
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{
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Color.black,
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Color.black,
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Color.black,
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Color.black
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});
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m_DefaultMesh.SetIndices(new int[]
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{
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0, 1, 3, 0, 3, 2
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},
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MeshTopology.Triangles, 0);
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m_DefaultMesh.UploadMeshData(false);
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}
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public void SetMeshDirty()
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{
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m_MeshDirty = true;
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}
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public void SetVerticesDirty()
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{
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m_VerticesDirty = true;
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}
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public void SetSkinningDirty()
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{
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m_SkinningDirty = true;
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}
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public void SetWeightsDirty()
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{
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m_WeightsDirty = true;
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}
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public void SetIndicesDirty()
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{
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m_IndicesDirty = true;
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}
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public void SetColorsDirty()
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{
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m_ColorsDirty = true;
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}
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public void Prepare()
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{
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var meshChanged = false;
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var meshCache = sprite.GetMesh();
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Debug.Assert(meshCache != null);
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m_MeshDirty |= m_Vertices.Count != meshCache.vertices.Count;
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if (m_MeshDirty)
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{
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m_Mesh.Clear();
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m_VerticesDirty = true;
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m_WeightsDirty = true;
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m_IndicesDirty = true;
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m_SkinningDirty = true;
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m_MeshDirty = false;
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}
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if (m_VerticesDirty)
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{
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m_Vertices.Clear();
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m_TexCoords.Clear();
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int width, height;
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meshCache.textureDataProvider.GetTextureActualWidthAndHeight(out width, out height);
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var uvScale = new Vector2(1f / width, 1f / height);
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foreach (var vertex in meshCache.vertices)
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{
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m_Vertices.Add(vertex.position);
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m_TexCoords.Add(Vector2.Scale(vertex.position + sprite.textureRect.position, uvScale));
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}
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m_Mesh.SetVertices(m_Vertices);
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m_Mesh.SetUVs(0, m_TexCoords);
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meshChanged = true;
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m_VerticesDirty = false;
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}
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if (m_WeightsDirty)
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{
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m_Weights.Clear();
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for (int i = 0; i < meshCache.vertices.Count; ++i)
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{
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var vertex = meshCache.vertices[i];
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m_Weights.Add(vertex.editableBoneWeight.ToBoneWeight(true));
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}
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SetColorsDirty();
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meshChanged = true;
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m_WeightsDirty = false;
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}
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if (m_ColorsDirty)
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{
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PrepareColors();
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m_Mesh.SetColors(m_Colors);
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meshChanged = true;
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m_ColorsDirty = false;
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}
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if (m_IndicesDirty)
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{
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m_Mesh.SetTriangles(meshCache.indices, 0);
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meshChanged = true;
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m_IndicesDirty = false;
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}
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if (m_SkinningDirty)
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{
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if (enableSkinning && canSkin)
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{
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SkinVertices();
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m_Mesh.SetVertices(m_SkinnedVertices);
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meshChanged = true;
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}
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m_SkinningDirty = false;
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}
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if (meshChanged)
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{
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m_Mesh.UploadMeshData(false);
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m_Mesh.RecalculateBounds();
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skinningCache.events.meshPreviewChanged.Invoke(this);
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}
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}
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private void PrepareColors()
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{
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var bones = sprite.GetBonesFromMode();
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Debug.Assert(bones != null);
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m_Colors.Clear();
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for (var i = 0; i < m_Weights.Count; ++i)
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{
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var boneWeight = m_Weights[i];
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var weightSum = 0f;
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var color = Color.black;
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for (var j = 0; j < 4; ++j)
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{
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var boneIndex = boneWeight.GetBoneIndex(j);
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var weight = boneWeight.GetWeight(j);
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if (boneIndex >= 0 && boneIndex < bones.Length)
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color += bones[boneIndex].bindPoseColor * weight;
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weightSum += weight;
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}
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color.a = 1f;
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m_Colors.Add(Color.Lerp(Color.black, color, weightSum));
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}
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}
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private void SkinVertices()
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{
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Debug.Assert(canSkin);
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Debug.Assert(sprite != null);
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var bones = sprite.GetBonesFromMode();
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var originMatrix = Matrix4x4.TRS(sprite.pivotRectSpace, Quaternion.identity, Vector3.one);
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var originInverseMatrix = originMatrix.inverse;
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var spriteMatrix = sprite.GetLocalToWorldMatrixFromMode();
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var spriteMatrixInv = spriteMatrix.inverse;
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m_SkinnedVertices.Clear();
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m_SkinningMatrices.Clear();
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for (int i = 0; i < bones.Length; ++i)
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m_SkinningMatrices.Add(spriteMatrixInv * originInverseMatrix * bones[i].localToWorldMatrix * bones[i].bindPose.matrix.inverse * spriteMatrix);
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for (int i = 0; i < m_Vertices.Count; ++i)
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{
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var position = m_Vertices[i];
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BoneWeight boneWeight = m_Weights[i];
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float weightSum = boneWeight.weight0 + boneWeight.weight1 + boneWeight.weight2 + boneWeight.weight3;
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if (weightSum > 0f)
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{
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var weightSumInv = 1f / weightSum;
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var skinnedPosition = m_SkinningMatrices[boneWeight.boneIndex0].MultiplyPoint3x4(position) * boneWeight.weight0 * weightSumInv +
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m_SkinningMatrices[boneWeight.boneIndex1].MultiplyPoint3x4(position) * boneWeight.weight1 * weightSumInv +
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m_SkinningMatrices[boneWeight.boneIndex2].MultiplyPoint3x4(position) * boneWeight.weight2 * weightSumInv +
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m_SkinningMatrices[boneWeight.boneIndex3].MultiplyPoint3x4(position) * boneWeight.weight3 * weightSumInv;
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position = Vector3.Lerp(position, skinnedPosition, weightSum);
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}
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m_SkinnedVertices.Add(position);
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}
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}
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protected override void OnAfterDeserialize()
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{
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SetMeshDirty();
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}
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}
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}
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