SpritePostProcess.cs 10 KB

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  1. #if ENABLE_ANIMATION_COLLECTION && ENABLE_ANIMATION_BURST
  2. #define ENABLE_ANIMATION_PERFORMANCE
  3. #endif
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using Unity.Collections;
  7. using System.Linq;
  8. using UnityEditor.U2D.Sprites;
  9. using UnityEngine.Rendering;
  10. using UnityEngine.U2D;
  11. using UnityEngine.U2D.Animation;
  12. namespace UnityEditor.U2D.Animation
  13. {
  14. internal class SpritePostProcess : AssetPostprocessor
  15. {
  16. private static List<object> m_AssetList;
  17. void OnPostprocessSprites(Texture2D texture, Sprite[] sprites)
  18. {
  19. var dataProviderFactories = new SpriteDataProviderFactories();
  20. dataProviderFactories.Init();
  21. ISpriteEditorDataProvider ai = dataProviderFactories.GetSpriteEditorDataProviderFromObject(AssetImporter.GetAtPath(assetPath));
  22. if (ai != null)
  23. {
  24. float definitionScale = CalculateDefinitionScale(texture, ai.GetDataProvider<ITextureDataProvider>());
  25. ai.InitSpriteEditorDataProvider();
  26. PostProcessBoneData(ai, definitionScale, sprites);
  27. PostProcessSpriteMeshData(ai, definitionScale, sprites);
  28. BoneGizmo.instance.ClearSpriteBoneCache();
  29. }
  30. // Get all SpriteSkin in scene and inform them to refresh their cache
  31. RefreshSpriteSkinCache();
  32. }
  33. static void RefreshSpriteSkinCache()
  34. {
  35. #if ENABLE_ANIMATION_PERFORMANCE
  36. var spriteSkins = GameObject.FindObjectsOfType<SpriteSkin>();
  37. foreach (var ss in spriteSkins)
  38. {
  39. ss.ResetSprite();
  40. }
  41. #endif
  42. }
  43. 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)
  44. {
  45. if (outpriteBone[i] != null)
  46. return;
  47. UnityEngine.U2D.SpriteBone sp = spriteBone[i];
  48. var isRoot = sp.parentId == -1;
  49. var position = isRoot ? (spriteBone[i].position - Vector3.Scale(spriteRect.rect.size, spriteRect.pivot)) : spriteBone[i].position;
  50. position.z = 0f;
  51. sp.position = position * definitionScale / pixelsPerUnit;
  52. sp.length = spriteBone[i].length * definitionScale / pixelsPerUnit;
  53. outpriteBone[i] = sp;
  54. // Calculate bind poses
  55. var worldPosition = Vector3.zero;
  56. var worldRotation = Quaternion.identity;
  57. if (sp.parentId == -1)
  58. {
  59. worldPosition = sp.position;
  60. worldRotation = sp.rotation;
  61. }
  62. else
  63. {
  64. if (outpriteBone[sp.parentId] == null)
  65. {
  66. CalculateLocaltoWorldMatrix(sp.parentId, spriteRect, definitionScale, pixelsPerUnit, spriteBone, ref outpriteBone, ref bindPose);
  67. }
  68. var parentBindPose = bindPose[sp.parentId];
  69. var invParentBindPose = Matrix4x4.Inverse(parentBindPose);
  70. worldPosition = invParentBindPose.MultiplyPoint(sp.position);
  71. worldRotation = sp.rotation * invParentBindPose.rotation;
  72. }
  73. // Practically Matrix4x4.SetTRInverse
  74. var rot = Quaternion.Inverse(worldRotation);
  75. Matrix4x4 mat = Matrix4x4.identity;
  76. mat = Matrix4x4.Rotate(rot);
  77. mat = mat * Matrix4x4.Translate(-worldPosition);
  78. bindPose[i] = mat;
  79. }
  80. static bool PostProcessBoneData(ISpriteEditorDataProvider spriteDataProvider, float definitionScale, Sprite[] sprites)
  81. {
  82. var boneDataProvider = spriteDataProvider.GetDataProvider<ISpriteBoneDataProvider>();
  83. var textureDataProvider = spriteDataProvider.GetDataProvider<ITextureDataProvider>();
  84. if (sprites == null || sprites.Length == 0 || boneDataProvider == null || textureDataProvider == null)
  85. return false;
  86. bool dataChanged = false;
  87. var spriteRects = spriteDataProvider.GetSpriteRects();
  88. foreach (var sprite in sprites)
  89. {
  90. var guid = sprite.GetSpriteID();
  91. {
  92. var spriteBone = boneDataProvider.GetBones(guid);
  93. if (spriteBone == null)
  94. continue;
  95. var spriteBoneCount = spriteBone.Count;
  96. if (spriteBoneCount == 0)
  97. continue;
  98. var spriteRect = spriteRects.First(s => { return s.spriteID == guid; });
  99. var bindPose = new NativeArray<Matrix4x4>(spriteBoneCount, Allocator.Temp);
  100. var outputSpriteBones = new UnityEngine.U2D.SpriteBone ? [spriteBoneCount];
  101. for (int i = 0; i < spriteBoneCount; ++i)
  102. {
  103. CalculateLocaltoWorldMatrix(i, spriteRect, definitionScale, sprite.pixelsPerUnit, spriteBone, ref outputSpriteBones, ref bindPose);
  104. }
  105. sprite.SetBindPoses(bindPose);
  106. sprite.SetBones(outputSpriteBones.Select(x => x.Value).ToArray());
  107. bindPose.Dispose();
  108. dataChanged = true;
  109. }
  110. }
  111. return dataChanged;
  112. }
  113. static bool PostProcessSpriteMeshData(ISpriteEditorDataProvider spriteDataProvider, float definitionScale, Sprite[] sprites)
  114. {
  115. var spriteMeshDataProvider = spriteDataProvider.GetDataProvider<ISpriteMeshDataProvider>();
  116. var boneDataProvider = spriteDataProvider.GetDataProvider<ISpriteBoneDataProvider>();
  117. var textureDataProvider = spriteDataProvider.GetDataProvider<ITextureDataProvider>();
  118. if (sprites == null || sprites.Length == 0 || spriteMeshDataProvider == null || textureDataProvider == null)
  119. return false;
  120. bool dataChanged = false;
  121. var spriteRects = spriteDataProvider.GetSpriteRects();
  122. foreach (var sprite in sprites)
  123. {
  124. var guid = sprite.GetSpriteID();
  125. var vertices = spriteMeshDataProvider.GetVertices(guid);
  126. int[] indices = null;
  127. if (vertices.Length > 2)
  128. indices = spriteMeshDataProvider.GetIndices(guid);
  129. if (indices != null && indices.Length > 2 && vertices.Length > 2 )
  130. {
  131. var spriteRect = spriteRects.First(s => { return s.spriteID == guid; });
  132. var spriteBone = boneDataProvider.GetBones(guid);
  133. var hasBones = spriteBone != null && spriteBone.Count > 0;
  134. var hasInvalidWeights = false;
  135. var vertexArray = new NativeArray<Vector3>(vertices.Length, Allocator.Temp);
  136. var boneWeightArray = new NativeArray<BoneWeight>(vertices.Length, Allocator.Temp);
  137. for (int i = 0; i < vertices.Length; ++i)
  138. {
  139. var boneWeight = vertices[i].boneWeight;
  140. vertexArray[i] = (Vector3)(vertices[i].position - Vector2.Scale(spriteRect.rect.size, spriteRect.pivot)) * definitionScale / sprite.pixelsPerUnit;
  141. boneWeightArray[i] = boneWeight;
  142. if (hasBones && !hasInvalidWeights)
  143. {
  144. var sum = boneWeight.weight0 + boneWeight.weight1 + boneWeight.weight2 + boneWeight.weight3;
  145. hasInvalidWeights = sum < 0.999f;
  146. }
  147. }
  148. var indicesArray = new NativeArray<ushort>(indices.Length, Allocator.Temp);
  149. for (int i = 0; i < indices.Length; ++i)
  150. indicesArray[i] = (ushort)indices[i];
  151. sprite.SetVertexCount(vertices.Length);
  152. sprite.SetVertexAttribute<Vector3>(VertexAttribute.Position, vertexArray);
  153. sprite.SetIndices(indicesArray);
  154. sprite.SetVertexAttribute<BoneWeight>(VertexAttribute.BlendWeight, boneWeightArray);
  155. vertexArray.Dispose();
  156. boneWeightArray.Dispose();
  157. indicesArray.Dispose();
  158. // Deformed Sprites require proper Tangent Channels if Lit. Enable Tangent channels.
  159. if (hasBones)
  160. {
  161. var tangentArray = new NativeArray<Vector4>(vertices.Length, Allocator.Temp);
  162. for (int i = 0; i < vertices.Length; ++i)
  163. tangentArray[i] = new Vector4(1.0f, 0.0f, 0, -1.0f);
  164. sprite.SetVertexAttribute<Vector4>(VertexAttribute.Tangent, tangentArray);
  165. tangentArray.Dispose();
  166. }
  167. dataChanged = true;
  168. if (hasBones && hasInvalidWeights)
  169. Debug.LogWarning("Sprite \"" + spriteRect.name + "\" contains bone weights which sum zero or are not normalized. To avoid visual artifacts please consider fixing them.");
  170. }
  171. else
  172. {
  173. var boneWeightArray = new NativeArray<BoneWeight>(sprite.GetVertexCount(), Allocator.Temp);
  174. var defaultBoneWeight = new BoneWeight() { weight0 = 1f };
  175. for (var i = 0; i < boneWeightArray.Length; ++i)
  176. boneWeightArray[i] = defaultBoneWeight;
  177. sprite.SetVertexAttribute<BoneWeight>(VertexAttribute.BlendWeight, boneWeightArray);
  178. }
  179. }
  180. return dataChanged;
  181. }
  182. static float CalculateDefinitionScale(Texture2D texture, ITextureDataProvider dataProvider)
  183. {
  184. float definitionScale = 1;
  185. if (texture != null && dataProvider != null)
  186. {
  187. int actualWidth = 0, actualHeight = 0;
  188. dataProvider.GetTextureActualWidthAndHeight(out actualWidth, out actualHeight);
  189. float definitionScaleW = texture.width / (float)actualWidth;
  190. float definitionScaleH = texture.height / (float)actualHeight;
  191. definitionScale = Mathf.Min(definitionScaleW, definitionScaleH);
  192. }
  193. return definitionScale;
  194. }
  195. }
  196. }