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(); }
private Vector2 ClampToFrame(Vector2 position) { return(MathUtility.ClampPositionToRect(position, frame)); }
private SpriteCache TrySelect(Vector2 mousePosition) { m_Sprites.Remove(selectedSprite); if (selectedSprite != null) { m_Sprites.Add(selectedSprite); } var currentSelectedIndex = m_Sprites.FindIndex(x => x == selectedSprite) + 1; var notVisiblePart = skinningCache.hasCharacter && skinningCache.mode == SkinningMode.Character ? skinningCache.character.parts.Where(x => !x.isVisible).Select(x => x.sprite) : new SpriteCache[0]; for (int index = 0; index < m_Sprites.Count; ++index) { var sprite = m_Sprites[(currentSelectedIndex + index) % m_Sprites.Count]; var meshPreview = sprite.GetMeshPreview(); if (notVisiblePart.Contains(sprite)) { continue; } Debug.Assert(meshPreview != null); var spritePosition = sprite.GetLocalToWorldMatrixFromMode().MultiplyPoint3x4(Vector3.zero); var ray = new Ray((Vector3)mousePosition - spritePosition + Vector3.back, Vector3.forward); var bounds = meshPreview.mesh.bounds; if (sprite.GetMesh().indices.Count >= 3) { if (bounds.IntersectRay(ray)) { var mesh = sprite.GetMesh(); Debug.Assert(mesh != null); var indices = mesh.indices; for (var i = 0; i < indices.Count; i += 3) { var p1 = meshPreview.vertices[indices[i]]; var p2 = meshPreview.vertices[indices[i + 1]]; var p3 = meshPreview.vertices[indices[i + 2]]; if (MathUtility.Intersect(p1, p2, p3, ray)) { return(sprite); } } } } else { if (meshPreview.defaultMesh.bounds.IntersectRay(ray)) { return(sprite); } } } return(null); }