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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- namespace UnityEditor.U2D.Animation
- {
- internal class SmoothingUtility
- {
- private static float[,] m_DataInTemp;
- private static float[,] m_DataOutTemp;
- private static float[] m_DenominatorTemp;
- private static EditableBoneWeight s_BoneWeight = new EditableBoneWeight();
- public static void SmoothWeights(BoneWeight[] boneWeightIn, IList<int> indices, int boneCount, out BoneWeight[] boneWeightOut)
- {
- SmoothWeights(boneWeightIn, indices, boneCount, 1, out boneWeightOut);
- }
- 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);
- }
- }
- public static void SmoothPerVertexData(IList<int> indices, float[,] dataIn, float[,] dataOut)
- {
- Debug.Assert(dataIn != null);
- Debug.Assert(dataOut != null);
- Debug.Assert(dataIn != dataOut);
- Debug.Assert(dataIn.Length == dataOut.Length);
- int rowLength = dataIn.GetLength(0);
- int colLength = dataIn.GetLength(1);
- PrepareDenominatorBuffer(rowLength);
- for (int i = 0; i < indices.Count / 3; ++i)
- {
- for (int j = 0; j < 3; ++j)
- {
- int j1 = (j + 1) % 3;
- int j2 = (j + 2) % 3;
- for (int k = 0; k < colLength; ++k)
- dataOut[indices[i * 3 + j], k] += dataIn[indices[i * 3 + j1], k] + dataIn[indices[i * 3 + j2], k];
- m_DenominatorTemp[indices[i * 3 + j]] += 2;
- }
- }
- for (int i = 0; i < rowLength; ++i)
- {
- var dInv = 1f / Mathf.Max(1f, m_DenominatorTemp[i]);
- for (int j = 0; j < colLength; ++j)
- dataOut[i, j] *= dInv;
- }
- }
- private static void PrepareDenominatorBuffer(int rowLength)
- {
- if (m_DenominatorTemp == null || m_DenominatorTemp.Length != rowLength)
- m_DenominatorTemp = new float[rowLength];
- else
- Array.Clear(m_DenominatorTemp, 0, m_DenominatorTemp.Length);
- }
- private static void PrepareTempBuffers(int rowLength, int colLength)
- {
- if (m_DataInTemp == null || m_DataInTemp.GetLength(0) != rowLength || m_DataInTemp.GetLength(1) != colLength)
- m_DataInTemp = new float[rowLength, colLength];
- else
- Array.Clear(m_DataInTemp, 0, m_DataInTemp.Length);
- if (m_DataOutTemp == null || m_DataOutTemp.GetLength(0) != rowLength || m_DataOutTemp.GetLength(1) != colLength)
- m_DataOutTemp = new float[rowLength, colLength];
- else
- Array.Clear(m_DataOutTemp, 0, m_DataOutTemp.Length);
- }
- }
- }
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