public static void SetFromBoneWeight(this EditableBoneWeight editableBoneWeight, BoneWeight boneWeight)
        {
            editableBoneWeight.Clamp(4, false);

            while (editableBoneWeight.Count < 4)
            {
                editableBoneWeight.AddChannel(0, 0f, false);
            }

            for (var i = 0; i < 4; ++i)
            {
                var weight = boneWeight.GetWeight(i);
                editableBoneWeight[i].boneIndex = boneWeight.GetBoneIndex(i);
                editableBoneWeight[i].weight    = weight;
                editableBoneWeight[i].enabled   = weight > 0f;
            }
        }
        private static void Lerp(EditableBoneWeight first, EditableBoneWeight second, ref EditableBoneWeight result, float t)
        {
            result.Clear();

            foreach (BoneWeightChannel channel in first)
            {
                if (!channel.enabled)
                {
                    continue;
                }

                var weight = channel.weight * (1f - t);

                if (weight > 0f)
                {
                    result.AddChannel(channel.boneIndex, weight, true);
                }
            }

            foreach (BoneWeightChannel channel in second)
            {
                if (!channel.enabled)
                {
                    continue;
                }

                var weight = channel.weight * t;

                if (weight > 0f)
                {
                    result.AddChannel(channel.boneIndex, weight, true);
                }
            }

            result.UnifyChannelsWithSameBoneIndex();
            result.Clamp(4);

            if (result.Sum() > 1f)
            {
                result.Normalize();
            }

            result.FilterChannels(0f);
        }
Exemple #3
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        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);
            }
        }
        private void CreateVertex(Vector2 position, int edgeIndex)
        {
            position = MathUtility.ClampPositionToRect(position, frame);
            cacheUndo.BeginUndoOperation(TextContent.createVertex);

            BoneWeight boneWeight = new BoneWeight();

            Vector3Int indices;
            Vector3    barycentricCoords;

            if (m_SpriteMeshDataController.FindTriangle(position, out indices, out barycentricCoords))
            {
                EditableBoneWeight bw1 = m_SpriteMeshData.GetWeight(indices.x);
                EditableBoneWeight bw2 = m_SpriteMeshData.GetWeight(indices.y);
                EditableBoneWeight bw3 = m_SpriteMeshData.GetWeight(indices.z);

                EditableBoneWeight result = new EditableBoneWeight();

                foreach (BoneWeightChannel channel in bw1)
                {
                    if (!channel.enabled)
                    {
                        continue;
                    }

                    var weight = channel.weight * barycentricCoords.x;

                    if (weight > 0f)
                    {
                        result.AddChannel(channel.boneIndex, weight, true);
                    }
                }

                foreach (BoneWeightChannel channel in bw2)
                {
                    if (!channel.enabled)
                    {
                        continue;
                    }

                    var weight = channel.weight * barycentricCoords.y;

                    if (weight > 0f)
                    {
                        result.AddChannel(channel.boneIndex, weight, true);
                    }
                }

                foreach (BoneWeightChannel channel in bw3)
                {
                    if (!channel.enabled)
                    {
                        continue;
                    }

                    var weight = channel.weight * barycentricCoords.z;

                    if (weight > 0f)
                    {
                        result.AddChannel(channel.boneIndex, weight, true);
                    }
                }

                result.UnifyChannelsWithSameBoneIndex();
                result.FilterChannels(0f);
                result.Clamp(4, true);

                boneWeight = result.ToBoneWeight(true);
            }
            else if (edgeIndex != -1)
            {
                Edge    edge = m_SpriteMeshData.edges[edgeIndex];
                Vector2 pos1 = m_SpriteMeshData.GetPosition(edge.index1);
                Vector2 pos2 = m_SpriteMeshData.GetPosition(edge.index2);
                Vector2 dir1 = (position - pos1);
                Vector2 dir2 = (pos2 - pos1);
                float   t    = Vector2.Dot(dir1, dir2.normalized) / dir2.magnitude;
                t = Mathf.Clamp01(t);
                BoneWeight bw1 = m_SpriteMeshData.GetWeight(edge.index1).ToBoneWeight(true);
                BoneWeight bw2 = m_SpriteMeshData.GetWeight(edge.index2).ToBoneWeight(true);

                boneWeight = EditableBoneWeightUtility.Lerp(bw1, bw2, t);
            }

            m_SpriteMeshDataController.CreateVertex(position, edgeIndex);
            m_SpriteMeshData.GetWeight(m_SpriteMeshData.vertexCount - 1).SetFromBoneWeight(boneWeight);
            Triangulate();
        }