static public int constructor(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.U2D.SpriteBone o;
         o = new UnityEngine.U2D.SpriteBone();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
Ejemplo n.º 2
0
        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)
        {
            if (outpriteBone[i] != null)
            {
                return;
            }
            UnityEngine.U2D.SpriteBone sp = spriteBone[i];
            var isRoot   = sp.parentId == -1;
            var position = isRoot ? (spriteBone[i].position - Vector3.Scale(spriteRect.rect.size, spriteRect.pivot)) : spriteBone[i].position;

            position.z      = 0f;
            sp.position     = position * definitionScale / pixelsPerUnit;
            sp.length       = spriteBone[i].length * definitionScale / pixelsPerUnit;
            outpriteBone[i] = sp;

            // Calculate bind poses
            var worldPosition = Vector3.zero;
            var worldRotation = Quaternion.identity;

            if (sp.parentId == -1)
            {
                worldPosition = sp.position;
                worldRotation = sp.rotation;
            }
            else
            {
                if (outpriteBone[sp.parentId] == null)
                {
                    CalculateLocaltoWorldMatrix(sp.parentId, spriteRect, definitionScale, pixelsPerUnit, spriteBone, ref outpriteBone, ref bindPose);
                }
                var parentBindPose    = bindPose[sp.parentId];
                var invParentBindPose = Matrix4x4.Inverse(parentBindPose);

                worldPosition = invParentBindPose.MultiplyPoint(sp.position);
                worldRotation = sp.rotation * invParentBindPose.rotation;
            }

            // Practically Matrix4x4.SetTRInverse
            var       rot = Quaternion.Inverse(worldRotation);
            Matrix4x4 mat = Matrix4x4.identity;

            mat = Matrix4x4.Rotate(rot);
            mat = mat * Matrix4x4.Translate(-worldPosition);


            bindPose[i] = mat;
        }