private void SmoothWeights(float value) { Debug.Assert(selection != null); for (int i = 0; i < spriteMeshData.vertexCount; ++i) { if (selection.Count == 0 && emptySelectionEditsAll || selection.Count > 0 && selection.Contains(i)) { var smoothValue = m_SmoothValues[i]; if (smoothValue >= maxSmoothIterations) { continue; } m_SmoothValues[i] = Mathf.Clamp(smoothValue + value, 0f, maxSmoothIterations); float lerpValue = GetLerpValue(m_SmoothValues[i]); int lerpIndex = GetLerpIndex(m_SmoothValues[i]); BoneWeight[] smoothedBoneWeightsFloor = GetSmoothedBoneWeights(lerpIndex - 1); BoneWeight[] smoothedBoneWeightsCeil = GetSmoothedBoneWeights(lerpIndex); BoneWeight boneWeight = EditableBoneWeightUtility.Lerp(smoothedBoneWeightsFloor[i], smoothedBoneWeightsCeil[i], lerpValue); spriteMeshData.GetWeight(i).SetFromBoneWeight(boneWeight); } } }
private void SmoothWeights(float value) { Debug.Assert(selection != null); for (int i = 0; i < spriteMeshData.vertices.Count; ++i) { if (selection.Count == 0 && emptySelectionEditsAll || selection.Count > 0 && selection.IsSelected(i)) { m_SmoothValues[i] += value; m_SmoothValues[i] = Mathf.Clamp(m_SmoothValues[i], 0f, float.MaxValue); float lerpValue = GetLerpValue(m_SmoothValues[i]); int lerpIndex = GetLerpIndex(m_SmoothValues[i]); BoneWeight[] smoothedBoneWeightsFloor = GetSmoothedBoneWeights(lerpIndex - 1); BoneWeight[] smoothedBoneWeightsCeil = GetSmoothedBoneWeights(lerpIndex); BoneWeight boneWeight = EditableBoneWeightUtility.Lerp(smoothedBoneWeightsFloor[i], smoothedBoneWeightsCeil[i], lerpValue); spriteMeshData.vertices[i].editableBoneWeight.SetFromBoneWeight(boneWeight); spriteMeshData.vertices[i].editableBoneWeight.UnifyChannelsWithSameBoneIndex(); } } }
private void CreateVertex(Vector2 position, int edgeIndex) { position = MeshModuleUtility.ClampPositionToRect(position, spriteMeshData.frame); undoObject.RegisterCompleteObjectUndo("Create Vertex"); BoneWeight boneWeight = new BoneWeight(); Vector3Int indices; Vector3 barycentricCoords; if (spriteMeshData.FindTriangle(position, out indices, out barycentricCoords)) { EditableBoneWeight bw1 = spriteMeshData.vertices[indices.x].editableBoneWeight; EditableBoneWeight bw2 = spriteMeshData.vertices[indices.y].editableBoneWeight; EditableBoneWeight bw3 = spriteMeshData.vertices[indices.z].editableBoneWeight; EditableBoneWeight result = new EditableBoneWeight(); foreach (BoneWeightChannel channel in bw1) { if (!channel.enabled) { continue; } BoneWeightData data = channel.boneWeightData; data.weight *= barycentricCoords.x; if (data.weight > 0f) { result.AddChannel(data, true); } } foreach (BoneWeightChannel channel in bw2) { if (!channel.enabled) { continue; } BoneWeightData data = channel.boneWeightData; data.weight *= barycentricCoords.y; if (data.weight > 0f) { result.AddChannel(data, true); } } foreach (BoneWeightChannel channel in bw3) { if (!channel.enabled) { continue; } BoneWeightData data = channel.boneWeightData; data.weight *= barycentricCoords.z; if (data.weight > 0f) { result.AddChannel(data, true); } } result.UnifyChannelsWithSameBoneIndex(); result.FilterChannels(0f); result.ClampChannels(4, true); boneWeight = result.ToBoneWeight(true); } else if (edgeIndex != -1) { Edge edge = spriteMeshData.edges[edgeIndex]; Vector2 pos1 = spriteMeshData.vertices[edge.index1].position; Vector2 pos2 = spriteMeshData.vertices[edge.index2].position; Vector2 dir1 = (position - pos1); Vector2 dir2 = (pos2 - pos1); float t = Vector2.Dot(dir1, dir2.normalized) / dir2.magnitude; t = Mathf.Clamp01(t); BoneWeight bw1 = spriteMeshData.vertices[edge.index1].editableBoneWeight.ToBoneWeight(true); BoneWeight bw2 = spriteMeshData.vertices[edge.index2].editableBoneWeight.ToBoneWeight(true); boneWeight = EditableBoneWeightUtility.Lerp(bw1, bw2, t); } spriteMeshData.CreateVertex(position, edgeIndex); spriteMeshData.vertices[spriteMeshData.vertices.Count - 1].editableBoneWeight.SetFromBoneWeight(boneWeight); spriteMeshData.Triangulate(triangulator); }
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(); }