PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/SkinningModule/SpriteMeshData/SmoothingUtility.cs

114 lines
4.1 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal class SmoothingUtility
{
private static float[,] m_DataInTemp;
private static float[,] m_DataOutTemp;
private static float[] m_DenominatorTemp;
private static EditableBoneWeight s_BoneWeight = new EditableBoneWeight();
public static void SmoothWeights(BoneWeight[] boneWeightIn, IList<int> indices, int boneCount, out BoneWeight[] boneWeightOut)
{
SmoothWeights(boneWeightIn, indices, boneCount, 1, out boneWeightOut);
}
public static void SmoothWeights(BoneWeight[] boneWeightIn, IList<int> indices, int boneCount, int iterations, out BoneWeight[] boneWeightOut)
{
Debug.Assert(boneWeightIn != null);
boneWeightOut = new BoneWeight[boneWeightIn.Length];
PrepareTempBuffers(boneWeightIn.Length, boneCount);
for (int i = 0; i < boneWeightIn.Length; ++i)
{
s_BoneWeight.SetFromBoneWeight(boneWeightIn[i]);
for (var j = 0; j < s_BoneWeight.Count; ++j)
{
if (s_BoneWeight[j].enabled)
m_DataInTemp[i, s_BoneWeight[j].boneIndex] = s_BoneWeight[j].weight;
}
}
for (var i = 0; i < iterations; ++i)
SmoothPerVertexData(indices, m_DataInTemp, m_DataOutTemp);
for (var i = 0; i < boneWeightIn.Length; ++i)
{
s_BoneWeight.Clear();
for (var j = 0; j < boneCount; ++j)
{
var weight = m_DataOutTemp[i, j];
var boneIndex = weight > 0f ? j : 0;
s_BoneWeight.AddChannel(boneIndex, weight, weight > 0);
}
s_BoneWeight.Clamp(4);
s_BoneWeight.Normalize();
boneWeightOut[i] = s_BoneWeight.ToBoneWeight(false);
}
}
public static void SmoothPerVertexData(IList<int> indices, float[,] dataIn, float[,] dataOut)
{
Debug.Assert(dataIn != null);
Debug.Assert(dataOut != null);
Debug.Assert(dataIn != dataOut);
Debug.Assert(dataIn.Length == dataOut.Length);
int rowLength = dataIn.GetLength(0);
int colLength = dataIn.GetLength(1);
PrepareDenominatorBuffer(rowLength);
for (int i = 0; i < indices.Count / 3; ++i)
{
for (int j = 0; j < 3; ++j)
{
int j1 = (j + 1) % 3;
int j2 = (j + 2) % 3;
for (int k = 0; k < colLength; ++k)
dataOut[indices[i * 3 + j], k] += dataIn[indices[i * 3 + j1], k] + dataIn[indices[i * 3 + j2], k];
m_DenominatorTemp[indices[i * 3 + j]] += 2;
}
}
for (int i = 0; i < rowLength; ++i)
{
var dInv = 1f / Mathf.Max(1f, m_DenominatorTemp[i]);
for (int j = 0; j < colLength; ++j)
dataOut[i, j] *= dInv;
}
}
private static void PrepareDenominatorBuffer(int rowLength)
{
if (m_DenominatorTemp == null || m_DenominatorTemp.Length != rowLength)
m_DenominatorTemp = new float[rowLength];
else
Array.Clear(m_DenominatorTemp, 0, m_DenominatorTemp.Length);
}
private static void PrepareTempBuffers(int rowLength, int colLength)
{
if (m_DataInTemp == null || m_DataInTemp.GetLength(0) != rowLength || m_DataInTemp.GetLength(1) != colLength)
m_DataInTemp = new float[rowLength, colLength];
else
Array.Clear(m_DataInTemp, 0, m_DataInTemp.Length);
if (m_DataOutTemp == null || m_DataOutTemp.GetLength(0) != rowLength || m_DataOutTemp.GetLength(1) != colLength)
m_DataOutTemp = new float[rowLength, colLength];
else
Array.Clear(m_DataOutTemp, 0, m_DataOutTemp.Length);
}
}
}