testss
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#if ENABLE_ANIMATION_COLLECTION && ENABLE_ANIMATION_BURST
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#define ENABLE_ANIMATION_PERFORMANCE
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#endif
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Collections;
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using System.Linq;
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using UnityEditor.U2D.Sprites;
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using UnityEngine.U2D.Animation;
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using UnityEngine.Rendering;
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using UnityEngine.U2D;
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namespace UnityEditor.U2D.Animation
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{
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internal class SpritePostProcess : AssetPostprocessor
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{
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void OnPreprocessAsset()
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{
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var ai = GetSpriteEditorDataProvider(assetPath);
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var characterDataProvider = ai?.GetDataProvider<ICharacterDataProvider>();
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if (characterDataProvider != null)
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{
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var mainSkeletonBonesDataProvider = ai?.GetDataProvider<IMainSkeletonDataProvider>();
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if (mainSkeletonBonesDataProvider != null)
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{
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var skinningCache = Cache.Create<SkinningCache>();
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skinningCache.Create(ai, new SkinningCachePersistentStateTemp());
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var skeletonBones = mainSkeletonBonesDataProvider.GetMainSkeletonData().bones ?? new SpriteBone[0];
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RemapCharacterPartsToNewBones(skinningCache, skeletonBones);
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SkinningModule.ApplyChanges(skinningCache, ai);
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}
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}
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}
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void OnPostprocessSprites(Texture2D texture, Sprite[] sprites)
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{
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var ai = GetSpriteEditorDataProvider(assetPath);
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if (ai != null)
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{
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var definitionScale = CalculateDefinitionScale(texture, ai.GetDataProvider<ITextureDataProvider>());
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ai.InitSpriteEditorDataProvider();
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PostProcessBoneData(ai, definitionScale, sprites);
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PostProcessSpriteMeshData(ai, definitionScale, sprites);
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BoneGizmo.instance.ClearSpriteBoneCache();
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}
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// Get all SpriteSkin in scene and inform them to refresh their cache
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RefreshSpriteSkinCache();
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}
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static void RemapCharacterPartsToNewBones(SkinningCache skinningCache, SpriteBone[] newBones)
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{
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var skeleton = skinningCache.character.skeleton;
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var previousStateBones = skeleton.bones;
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var skeletonBones = skinningCache.CreateBoneCacheFromSpriteBones(newBones, 1.0f);
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skeleton.SetBones(skeletonBones);
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for (var i = 0; i < skinningCache.character.parts.Length; i++)
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{
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var characterPart = skinningCache.character.parts[i];
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var useGuids = !skeletonBones.All(newBone => previousStateBones.All(oldBone => newBone.guid != oldBone.guid));
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characterPart.bones = useGuids ?
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characterPart.bones.Select(partBone => Array.Find(skeletonBones, skeletonBone => partBone.guid == skeletonBone.guid)).ToArray() :
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characterPart.bones.Select(partBone => skeletonBones.ElementAtOrDefault(Array.FindIndex(previousStateBones, oldBone => partBone.guid == oldBone.guid))).ToArray();
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var mesh = skinningCache.GetMesh(characterPart.sprite);
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if (mesh != null)
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mesh.SetCompatibleBoneSet(characterPart.bones);
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skinningCache.character.parts[i] = characterPart;
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}
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}
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static void RefreshSpriteSkinCache()
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{
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#if ENABLE_ANIMATION_PERFORMANCE
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var spriteSkins = GameObject.FindObjectsOfType<SpriteSkin>();
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foreach (var ss in spriteSkins)
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{
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ss.ResetSprite();
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}
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#endif
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}
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static void CalculateLocaltoWorldMatrix(int i, SpriteRect spriteRect, float definitionScale, float pixelsPerUnit, List<UnityEngine.U2D.SpriteBone> spriteBone, ref UnityEngine.U2D.SpriteBone?[] outpriteBone, ref NativeArray<Matrix4x4> bindPose)
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{
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if (outpriteBone[i] != null)
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return;
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UnityEngine.U2D.SpriteBone sp = spriteBone[i];
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var isRoot = sp.parentId == -1;
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var position = isRoot ? (spriteBone[i].position - Vector3.Scale(spriteRect.rect.size, spriteRect.pivot)) : spriteBone[i].position;
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position.z = 0f;
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sp.position = position * definitionScale / pixelsPerUnit;
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sp.length = spriteBone[i].length * definitionScale / pixelsPerUnit;
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outpriteBone[i] = sp;
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// Calculate bind poses
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var worldPosition = Vector3.zero;
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var worldRotation = Quaternion.identity;
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if (sp.parentId == -1)
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{
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worldPosition = sp.position;
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worldRotation = sp.rotation;
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}
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else
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{
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if (outpriteBone[sp.parentId] == null)
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{
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CalculateLocaltoWorldMatrix(sp.parentId, spriteRect, definitionScale, pixelsPerUnit, spriteBone, ref outpriteBone, ref bindPose);
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}
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var parentBindPose = bindPose[sp.parentId];
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var invParentBindPose = Matrix4x4.Inverse(parentBindPose);
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worldPosition = invParentBindPose.MultiplyPoint(sp.position);
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worldRotation = sp.rotation * invParentBindPose.rotation;
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}
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// Practically Matrix4x4.SetTRInverse
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var rot = Quaternion.Inverse(worldRotation);
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Matrix4x4 mat = Matrix4x4.identity;
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mat = Matrix4x4.Rotate(rot);
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mat = mat * Matrix4x4.Translate(-worldPosition);
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bindPose[i] = mat;
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}
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static bool PostProcessBoneData(ISpriteEditorDataProvider spriteDataProvider, float definitionScale, Sprite[] sprites)
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{
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var boneDataProvider = spriteDataProvider.GetDataProvider<ISpriteBoneDataProvider>();
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var textureDataProvider = spriteDataProvider.GetDataProvider<ITextureDataProvider>();
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if (sprites == null || sprites.Length == 0 || boneDataProvider == null || textureDataProvider == null)
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return false;
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var dataChanged = false;
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var spriteRects = spriteDataProvider.GetSpriteRects();
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foreach (var sprite in sprites)
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{
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var guid = sprite.GetSpriteID();
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{
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var spriteBone = boneDataProvider.GetBones(guid);
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if (spriteBone == null)
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continue;
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var spriteBoneCount = spriteBone.Count;
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if (spriteBoneCount == 0)
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continue;
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var spriteRect = spriteRects.First(s => { return s.spriteID == guid; });
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var bindPose = new NativeArray<Matrix4x4>(spriteBoneCount, Allocator.Temp);
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var outputSpriteBones = new UnityEngine.U2D.SpriteBone ? [spriteBoneCount];
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for (int i = 0; i < spriteBoneCount; ++i)
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{
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CalculateLocaltoWorldMatrix(i, spriteRect, definitionScale, sprite.pixelsPerUnit, spriteBone, ref outputSpriteBones, ref bindPose);
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}
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sprite.SetBindPoses(bindPose);
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sprite.SetBones(outputSpriteBones.Select(x => x.Value).ToArray());
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bindPose.Dispose();
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dataChanged = true;
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}
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}
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return dataChanged;
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}
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static bool PostProcessSpriteMeshData(ISpriteEditorDataProvider spriteDataProvider, float definitionScale, Sprite[] sprites)
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{
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var spriteMeshDataProvider = spriteDataProvider.GetDataProvider<ISpriteMeshDataProvider>();
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var boneDataProvider = spriteDataProvider.GetDataProvider<ISpriteBoneDataProvider>();
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var textureDataProvider = spriteDataProvider.GetDataProvider<ITextureDataProvider>();
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if (sprites == null || sprites.Length == 0 || spriteMeshDataProvider == null || textureDataProvider == null)
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return false;
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var dataChanged = false;
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var spriteRects = spriteDataProvider.GetSpriteRects();
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foreach (var sprite in sprites)
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{
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var guid = sprite.GetSpriteID();
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var vertices = spriteMeshDataProvider.GetVertices(guid);
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int[] indices = null;
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if (vertices.Length > 2)
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indices = spriteMeshDataProvider.GetIndices(guid);
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if (indices != null && indices.Length > 2 && vertices.Length > 2 )
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{
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var spriteRect = spriteRects.First(s => { return s.spriteID == guid; });
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var spriteBone = boneDataProvider.GetBones(guid);
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var hasBones = spriteBone != null && spriteBone.Count > 0;
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var hasInvalidWeights = false;
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var vertexArray = new NativeArray<Vector3>(vertices.Length, Allocator.Temp);
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var boneWeightArray = new NativeArray<BoneWeight>(vertices.Length, Allocator.Temp);
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for (int i = 0; i < vertices.Length; ++i)
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{
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var boneWeight = vertices[i].boneWeight;
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vertexArray[i] = (Vector3)(vertices[i].position - Vector2.Scale(spriteRect.rect.size, spriteRect.pivot)) * definitionScale / sprite.pixelsPerUnit;
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boneWeightArray[i] = boneWeight;
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if (hasBones && !hasInvalidWeights)
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{
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var sum = boneWeight.weight0 + boneWeight.weight1 + boneWeight.weight2 + boneWeight.weight3;
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hasInvalidWeights = sum < 0.999f;
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}
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}
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var indicesArray = new NativeArray<ushort>(indices.Length, Allocator.Temp);
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for (int i = 0; i < indices.Length; ++i)
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indicesArray[i] = (ushort)indices[i];
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sprite.SetVertexCount(vertices.Length);
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sprite.SetVertexAttribute<Vector3>(VertexAttribute.Position, vertexArray);
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sprite.SetIndices(indicesArray);
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sprite.SetVertexAttribute<BoneWeight>(VertexAttribute.BlendWeight, boneWeightArray);
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vertexArray.Dispose();
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boneWeightArray.Dispose();
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indicesArray.Dispose();
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// Deformed Sprites require proper Tangent Channels if Lit. Enable Tangent channels.
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if (hasBones)
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{
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var tangentArray = new NativeArray<Vector4>(vertices.Length, Allocator.Temp);
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for (int i = 0; i < vertices.Length; ++i)
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tangentArray[i] = new Vector4(1.0f, 0.0f, 0, -1.0f);
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sprite.SetVertexAttribute<Vector4>(VertexAttribute.Tangent, tangentArray);
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tangentArray.Dispose();
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}
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dataChanged = true;
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if (hasBones && hasInvalidWeights)
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Debug.LogWarning("Sprite \"" + spriteRect.name + "\" contains bone weights which sum zero or are not normalized. To avoid visual artifacts please consider fixing them.");
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}
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else
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{
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var boneWeightArray = new NativeArray<BoneWeight>(sprite.GetVertexCount(), Allocator.Temp);
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var defaultBoneWeight = new BoneWeight() { weight0 = 1f };
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for (var i = 0; i < boneWeightArray.Length; ++i)
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boneWeightArray[i] = defaultBoneWeight;
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sprite.SetVertexAttribute<BoneWeight>(VertexAttribute.BlendWeight, boneWeightArray);
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}
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}
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return dataChanged;
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}
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static float CalculateDefinitionScale(Texture2D texture, ITextureDataProvider dataProvider)
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{
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float definitionScale = 1;
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if (texture != null && dataProvider != null)
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{
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int actualWidth = 0, actualHeight = 0;
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dataProvider.GetTextureActualWidthAndHeight(out actualWidth, out actualHeight);
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float definitionScaleW = texture.width / (float)actualWidth;
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float definitionScaleH = texture.height / (float)actualHeight;
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definitionScale = Mathf.Min(definitionScaleW, definitionScaleH);
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}
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return definitionScale;
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}
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static ISpriteEditorDataProvider GetSpriteEditorDataProvider(string assetPath)
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{
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var dataProviderFactories = new SpriteDataProviderFactories();
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dataProviderFactories.Init();
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return dataProviderFactories.GetSpriteEditorDataProviderFromObject(AssetImporter.GetAtPath(assetPath));
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}
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internal class SkinningCachePersistentStateTemp : ISkinningCachePersistentState
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{
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private string _lastSpriteId;
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private Tools _lastUsedTool;
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private List<int> _lastBoneSelectionIds = null;
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private Texture2D _lastTexture = null;
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private SerializableDictionary<int, BonePose> _lastPreviewPose = null;
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private SerializableDictionary<int, bool> _lastBoneVisibility = null;
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private SerializableDictionary<int, bool> _lastBoneExpansion = null;
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private SerializableDictionary<string, bool> _lastSpriteVisibility = null;
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private SerializableDictionary<int, bool> _lastGroupVisibility = null;
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private SkinningMode _lastMode;
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private bool _lastVisibilityToolActive;
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private int _lastVisibilityToolIndex;
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private IndexedSelection _lastVertexSelection = null;
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private float _lastBrushSize;
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private float _lastBrushHardness;
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private float _lastBrushStep;
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string ISkinningCachePersistentState.lastSpriteId
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{
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get => _lastSpriteId;
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set => _lastSpriteId = value;
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}
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Tools ISkinningCachePersistentState.lastUsedTool
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{
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get => _lastUsedTool;
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set => _lastUsedTool = value;
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}
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List<int> ISkinningCachePersistentState.lastBoneSelectionIds => _lastBoneSelectionIds;
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Texture2D ISkinningCachePersistentState.lastTexture
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{
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get => _lastTexture;
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set => _lastTexture = value;
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}
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SerializableDictionary<int, BonePose> ISkinningCachePersistentState.lastPreviewPose => _lastPreviewPose;
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SerializableDictionary<int, bool> ISkinningCachePersistentState.lastBoneVisibility => _lastBoneVisibility;
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SerializableDictionary<int, bool> ISkinningCachePersistentState.lastBoneExpansion => _lastBoneExpansion;
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SerializableDictionary<string, bool> ISkinningCachePersistentState.lastSpriteVisibility => _lastSpriteVisibility;
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SerializableDictionary<int, bool> ISkinningCachePersistentState.lastGroupVisibility => _lastGroupVisibility;
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SkinningMode ISkinningCachePersistentState.lastMode
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{
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get => _lastMode;
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set => _lastMode = value;
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}
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bool ISkinningCachePersistentState.lastVisibilityToolActive
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{
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get => _lastVisibilityToolActive;
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set => _lastVisibilityToolActive = value;
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}
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int ISkinningCachePersistentState.lastVisibilityToolIndex
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{
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get => _lastVisibilityToolIndex;
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set => _lastVisibilityToolIndex = value;
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}
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IndexedSelection ISkinningCachePersistentState.lastVertexSelection => _lastVertexSelection;
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float ISkinningCachePersistentState.lastBrushSize
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{
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get => _lastBrushSize;
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set => _lastBrushSize = value;
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}
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float ISkinningCachePersistentState.lastBrushHardness
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{
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get => _lastBrushHardness;
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set => _lastBrushHardness = value;
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}
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float ISkinningCachePersistentState.lastBrushStep
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{
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get => _lastBrushStep;
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set => _lastBrushStep = value;
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}
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}
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}
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}
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