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diff --git a/Assets/Scenes/SampleScene.unity.meta b/Assets/Scenes/SampleScene.unity.meta
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diff --git a/Assets/Skripte.meta b/Assets/Skripte.meta
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+++ b/Assets/Skripte.meta
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diff --git a/Assets/Skripte/PlayerMovement.cs b/Assets/Skripte/PlayerMovement.cs
new file mode 100644
index 0000000..336a86d
--- /dev/null
+++ b/Assets/Skripte/PlayerMovement.cs
@@ -0,0 +1,52 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+
+public class PlayerMovement : MonoBehaviour
+{
+ public int speed = 2;
+ public int jumpForce = 2;
+
+
+
+
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if(!World.Instance.isPlayerDead)
+ {
+ Move();
+ Jump();
+ }
+ if(Input.GetKeyDown(KeyCode.R))
+ {
+ SceneManager.LoadScene(SceneManager.GetActiveScene().name);
+ }
+ }
+
+ private void Move()
+ {
+ float x = Input.GetAxisRaw("Horizontal");
+ float moveBy = x * speed;
+ gameObject.GetComponent().velocity = new Vector2(moveBy, gameObject.GetComponent().velocity.y);
+
+ }
+
+ private void Jump()
+ {
+ if (Input.GetKeyDown(KeyCode.Space))
+ {
+ gameObject.GetComponent().velocity = new Vector2(gameObject.GetComponent().velocity.x, jumpForce);
+ }
+
+
+ }
+}
diff --git a/Assets/Skripte/PlayerMovement.cs.meta b/Assets/Skripte/PlayerMovement.cs.meta
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index 0000000..cd84a6f
--- /dev/null
+++ b/Assets/Skripte/PlayerMovement.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Skripte/Projektil.cs b/Assets/Skripte/Projektil.cs
new file mode 100644
index 0000000..086bc47
--- /dev/null
+++ b/Assets/Skripte/Projektil.cs
@@ -0,0 +1,33 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Projektil : MonoBehaviour
+{
+ public GameObject eksplozija;
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+
+ void OnCollisionEnter2D(Collision2D other)
+ {
+ var eksplo = Instantiate(eksplozija, gameObject.transform.position, gameObject.transform.rotation);
+
+ if (other.gameObject.name == "Player")
+ {
+ World.Instance.isPlayerDead = true;
+ // End game
+ }
+
+ Destroy(gameObject, 1);
+ Destroy(eksplo, 2);
+ }
+}
diff --git a/Assets/Skripte/Projektil.cs.meta b/Assets/Skripte/Projektil.cs.meta
new file mode 100644
index 0000000..a4d2475
--- /dev/null
+++ b/Assets/Skripte/Projektil.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Skripte/World.cs b/Assets/Skripte/World.cs
new file mode 100644
index 0000000..d2ea6e3
--- /dev/null
+++ b/Assets/Skripte/World.cs
@@ -0,0 +1,97 @@
+using System.Collections;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class World : MonoBehaviour
+{
+ public static World Instance;
+
+ public bool isPlayerDead;
+ public GameObject projektil;
+
+ private bool isWaiting1 = false;
+ private bool isWaiting2 = false;
+
+ public Text poeni;
+ public Text gameOver;
+ private int counter = 0;
+ float increase = 0.5f;
+
+ void Awake()
+ {
+ Instance = this;
+ }
+
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if(!isPlayerDead)
+ {
+ if (counter > 5)
+ {
+ increase = 1f;
+ }
+ if (counter > 30)
+ {
+ increase = 1.1f;
+ }
+ if (counter > 50)
+ {
+ increase = 1.2f;
+ }
+ if (counter > 90)
+ {
+ increase = 1.5f;
+ }
+ if (counter > 10)
+ {
+ increase = 3f;
+ }
+ if (!isWaiting1)
+ StartCoroutine(ExecuteAfterDelay1(2/increase));
+ if (!isWaiting2)
+ StartCoroutine(ExecuteAfterDelay2(3/increase));
+ }
+ else
+ {
+ gameOver.gameObject.SetActive(true);
+ gameOver.text = $"Final score: {counter} points.";
+ }
+ }
+
+ IEnumerator ExecuteAfterDelay1(float seconds)
+ {
+ isWaiting1 = true;
+ yield return new WaitForSeconds(seconds);
+ if(!isPlayerDead)
+ {
+ Instantiate(projektil, new Vector3(Random.Range(-2.7f, 5), 1.7f), new Quaternion());
+ isWaiting1 = false;
+ poeni.text = $"{counter} points";
+ counter++;
+ }
+
+ }
+
+ IEnumerator ExecuteAfterDelay2(float seconds)
+ {
+
+ isWaiting2 = true;
+ yield return new WaitForSeconds(seconds);
+ if (!isPlayerDead)
+ {
+ isWaiting2 = false;
+ var proj = Instantiate(projektil, new Vector3(5, Random.Range(-3.2f, 1.5f)), new Quaternion());
+ proj.gameObject.GetComponent().velocity = Vector2.left * 3;
+ proj.gameObject.GetComponent().gravityScale = 0.01f;
+ poeni.text = $"{counter} points";
+ counter++;
+ }
+ }
+}
diff --git a/Assets/Skripte/World.cs.meta b/Assets/Skripte/World.cs.meta
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index 0000000..0f1a77e
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diff --git a/Assets/ToonExplosion v1.0.meta b/Assets/ToonExplosion v1.0.meta
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diff --git a/Assets/ToonExplosion v1.0/Animations.meta b/Assets/ToonExplosion v1.0/Animations.meta
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diff --git a/Assets/ToonExplosion v1.0/Animations/ExpAnimator.controller b/Assets/ToonExplosion v1.0/Animations/ExpAnimator.controller
new file mode 100644
index 0000000..2a3ce23
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+++ b/Assets/ToonExplosion v1.0/Animations/ExpAnimator.controller
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new file mode 100644
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diff --git a/Assets/UB/Simple2dWeatherEffects/Standard.meta b/Assets/UB/Simple2dWeatherEffects/Standard.meta
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diff --git a/Assets/UB/Simple2dWeatherEffects/Standard/D2Fogs.shader b/Assets/UB/Simple2dWeatherEffects/Standard/D2Fogs.shader
new file mode 100644
index 0000000..c6a5a9a
--- /dev/null
+++ b/Assets/UB/Simple2dWeatherEffects/Standard/D2Fogs.shader
@@ -0,0 +1,141 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "UB/Simple2dWeatherEffects/Standard/D2Fogs" {
+ Properties{
+ [HideInInspector]_Size("Size", float) = 2.0
+ [HideInInspector]_CameraSpeedMultiplier("Camera Speed Multiplier", float) = 1.0
+ [HideInInspector]_UVChangeX("UV Change X", float) = 1.0
+ [HideInInspector]_UVChangeY("UV Change Y", float) = 1.0
+ [HideInInspector]_Speed("Horizontal Speed", float) = 0.2
+ [HideInInspector]_VSpeed("Vertical Speed", float) = 0
+ [HideInInspector]_Density("Density", float) = 1
+ [HideInInspector]_MainTex("Base (RGB)", 2D) = "white" {}
+ [HideInInspector]_DarkMode("Dark Mode", float) = 0
+ [HideInInspector]_DarkMultiplier("Dark Multiplier", float) = 1
+ [HideInInspector]_Color("Color", Color) = (1, 1, 1, 1)
+
+ }
+
+ Subshader{
+
+ Pass{
+ Tags{ "Queue" = "Opaque" }
+ Cull Off ZWrite Off ZTest Always
+ //Tags{ "Queue" = "Opaque" }
+
+ CGPROGRAM
+
+ #include "UnityCG.cginc"
+
+ #pragma vertex vert
+ #pragma fragment frag
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ float _Size;
+ float _CameraSpeedMultiplier;
+ float _UVChangeX;
+ float _UVChangeY;
+ float _Speed;
+ float _VSpeed;
+ float _Density;
+ float4 _Color;
+ float _DarkMode;
+ float _DarkMultiplier;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct vertexOutput {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ vertexOutput vert(appdata v)
+ {
+ vertexOutput o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ return o;
+ }
+
+ float hash(float n)
+ {
+ return frac(sin(n)*753.5453123);
+ }
+
+ float noise(in float3 x)
+ {
+ float3 p = floor(x);
+ float3 f = frac(x);
+ f = f*f*(3.0 - 2.0*f);
+
+ float n = p.x + p.y*157.0 + 113.0*p.z;
+ return lerp(
+ lerp(
+ lerp(hash(n + 0.0), hash(n + 1.0), f.x),
+ lerp(hash(n + 157.0), hash(n + 158.0), f.x),
+ f.y),
+ lerp(
+ lerp(hash(n + 113.0), hash(n + 114.0), f.x),
+ lerp(hash(n + 270.0), hash(n + 271.0), f.x),
+ f.y),
+ f.z);
+ }
+
+
+
+ float fog(in float2 uv)
+ {
+ float direction = _Time.y * _Speed;
+ float Vdirection = _Time.y * _VSpeed;
+ float color = 0.0;
+ float total = 0.0;
+ float k = 0.0;
+
+ for (float i=0; i<6; i++)
+ {
+ k = pow(2.0, i);
+ color += noise(float3((uv.x * _Size + direction * (i+1.0)*0.2) * k,
+ (uv.y * _Size + Vdirection * (i + 1.0)*0.2) * k,
+ 0.0))
+ / k;
+ total += 1.0/k;
+ }
+ color /= total;
+
+ return clamp(color, 0.0, 1.0);
+
+ }
+
+ half4 frag(vertexOutput i) : SV_Target
+ {
+ float2 fogUV = float2 (i.uv.x + _UVChangeX*_CameraSpeedMultiplier, i.uv.y + _UVChangeY*_CameraSpeedMultiplier);
+ float f = fog(fogUV);
+ float m = min(f*_Density, 1.);
+
+ float4 tex = tex2D(_MainTex, i.uv);
+
+ if(_DarkMode==1){
+ half lum = tex.r*.3 + tex.g*.59 + tex.b*.11;
+ //return tex*(1-_DarkMultiplier) + lum*m*_Color;
+ //return tex*(1-lum) + lum*m*_Color*_DarkMultiplier;
+ //return (tex*(1-m) + m*_Color)*tex*_DarkMultiplier;
+ //float light = lum*m*_DarkMultiplier;
+ //if(light >= 0.)
+ // light = lum*m;
+ //else
+ //light = lum*m*_DarkMultiplier;
+ return tex*(1-m-_DarkMultiplier) + m*(_Color+_DarkMultiplier);
+ }
+ else{
+ return tex*(1-m) + m*_Color;
+ }
+ }
+ ENDCG
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/UB/Simple2dWeatherEffects/Standard/D2Fogs.shader.meta b/Assets/UB/Simple2dWeatherEffects/Standard/D2Fogs.shader.meta
new file mode 100644
index 0000000..8c7555f
--- /dev/null
+++ b/Assets/UB/Simple2dWeatherEffects/Standard/D2Fogs.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 00e888b8dfe2842c1a10e04b2d083b64
+timeCreated: 1523039692
+licenseType: Store
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTex.shader b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTex.shader
new file mode 100644
index 0000000..f2c2349
--- /dev/null
+++ b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTex.shader
@@ -0,0 +1,120 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTex" {
+ Properties{
+ [HideInInspector]_CameraSpeedMultiplier("Camera Speed Multiplier", float) = 1.0
+ [HideInInspector]_UVChangeX("UV Change X", float) = 1.0
+ [HideInInspector]_UVChangeY("UV Change Y", float) = 1.0
+ [HideInInspector]_Size("Size", float) = 2.0
+ [HideInInspector]_Speed("Horizontal Speed", float) = 0.2
+ [HideInInspector]_VSpeed("Vertical Speed", float) = 0
+ [HideInInspector]_Density("Density", float) = 1
+ [HideInInspector]_MainTex("Base (RGB)", 2D) = "white" {}
+ [HideInInspector]_Color("Color", Color) = (1, 1, 1, 1)
+ [HideInInspector]_DarkMode("Dark Mode", float) = 0
+ [HideInInspector]_DarkMultiplier("Dark Multiplier", float) = 1
+ [HideInInspector]_NoiseTex("Noise", 2D) = "white" {}
+ }
+
+ Subshader{
+
+ Pass{
+ Tags{ "Queue" = "Opaque" }
+ Cull Off ZWrite Off ZTest Always
+ //Tags{ "Queue" = "Opaque" }
+
+ CGPROGRAM
+
+ #include "UnityCG.cginc"
+
+ #pragma vertex vert
+ #pragma fragment frag
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ sampler2D _NoiseTex;
+ float4 _NoiseTex_ST;
+ float _Size;
+ float _CameraSpeedMultiplier;
+ float _UVChangeX;
+ float _UVChangeY;
+ float _Speed;
+ float _VSpeed;
+ float _Density;
+ float4 _Color;
+ float _DarkMode;
+ float _DarkMultiplier;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct vertexOutput {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ vertexOutput vert(appdata v)
+ {
+ vertexOutput o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ return o;
+ }
+
+ float texNoise(float2 uv) {
+ return tex2D(_NoiseTex, uv.xy).r;
+ }
+
+ float fog(in float2 uv)
+ {
+ float direction = _Time.y * _Speed;
+ float Vdirection = _Time.y * _VSpeed;
+ float color = 0.0;
+ float total = 0.0;
+ float k = 0.0;
+
+ for (float i=0; i<6; i++)
+ {
+ k = pow(2.0, i);
+ color += texNoise(
+ float2(
+ (uv.x * _Size + direction * (i + 1.0)*0.2) * k,
+ (uv.y * _Size + Vdirection * (i + 1.0)*0.2) * k
+ )
+ ) / k;
+ total += 1.0/k;
+ }
+ color /= total;
+
+ return clamp(color, 0.0, 1.0);
+
+ }
+
+ half4 frag(vertexOutput i) : SV_Target
+ {
+ float2 fogUV = float2 (i.uv.x + _UVChangeX*_CameraSpeedMultiplier, i.uv.y + _UVChangeY*_CameraSpeedMultiplier);
+ float f = fog(fogUV);
+ float m = min(f*_Density, 1.);
+
+ float4 tex = tex2D(_MainTex, i.uv);
+
+ if(_DarkMode==1){
+ half lum = tex.r*.3 + tex.g*.59 + tex.b*.11;
+ //if(lum<0.2)
+ // return tex;
+ //else
+ //return tex*(1-lum) + lum*m*_Color*_DarkMultiplier;//0*(1-lum);
+ //float4 color = (tex*(1-m) + m*_Color)*tex;
+ return tex*(1-m-_DarkMultiplier) + m*(_Color+_DarkMultiplier);
+ }
+ else{
+ return tex*(1-m) + m*_Color;
+ }
+ }
+ ENDCG
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTex.shader.meta b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTex.shader.meta
new file mode 100644
index 0000000..73502b1
--- /dev/null
+++ b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTex.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 8616dcd1c493e4f5c82258f262d88257
+timeCreated: 1523039692
+licenseType: Store
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTexPE.cs b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTexPE.cs
new file mode 100644
index 0000000..b6d26ec
--- /dev/null
+++ b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTexPE.cs
@@ -0,0 +1,106 @@
+//#define DEBUG_RENDER
+
+using UnityEngine;
+using System.Collections;
+using System.Linq;
+using System.Runtime.InteropServices;
+
+namespace UB.Simple2dWeatherEffects.Standard
+{
+ [ExecuteInEditMode]
+ public class D2FogsNoiseTexPE : EffectBase
+ {
+ public Transform CamTransform;
+ private Vector3 _firstPosition;
+ private Vector3 _difference;
+ public float CameraSpeedMultiplier = 1f;
+
+ public Color Color = new Color(1f, 1f, 1f, 1f);
+ public Texture2D Noise;
+ public float Size = 1f;
+ public float HorizontalSpeed = 0.2f;
+ public float VerticalSpeed = 0f;
+ [Range(0.0f,5)]
+ public float Density = 2f;
+ //public bool DarkMode = false;
+ //public float DarkMultiplier = 1f;
+
+ public Shader Shader;
+ private Material _material;
+
+ private void Awake()
+ {
+ _firstPosition = CamTransform.position;
+ }
+
+ private void Update()
+ {
+ _difference = CamTransform.position - _firstPosition;
+ //_previousPosition = CamTransform.position;
+ }
+
+ void OnRenderImage(RenderTexture source, RenderTexture destination)
+ {
+ if (_material)
+ {
+ DestroyImmediate(_material);
+ _material = null;
+ }
+ if (Shader)
+ {
+ _material = new Material(Shader);
+ _material.hideFlags = HideFlags.HideAndDontSave;
+
+ if (_material.HasProperty("_Color"))
+ {
+ _material.SetColor("_Color", Color);
+ }
+ if (_material.HasProperty("_NoiseTex"))
+ {
+ _material.SetTexture("_NoiseTex", Noise);
+ }
+ if (_material.HasProperty("_Size"))
+ {
+ _material.SetFloat("_Size", Size);
+ }
+ if (_material.HasProperty("_Speed"))
+ {
+ _material.SetFloat("_Speed", HorizontalSpeed);
+ }
+ if (_material.HasProperty("_VSpeed"))
+ {
+ _material.SetFloat("_VSpeed", VerticalSpeed);
+ }
+ //if (_material.HasProperty("_DarkMode"))
+ //{
+ // _material.SetFloat("_DarkMode", DarkMode == true ? 1 : 0);
+ //}
+ //if (_material.HasProperty("_DarkMultiplier"))
+ //{
+ // _material.SetFloat("_DarkMultiplier", DarkMultiplier);
+ //}
+ if (_material.HasProperty("_Density"))
+ {
+ _material.SetFloat("_Density", Density);
+ }
+ if (_material.HasProperty("_CameraSpeedMultiplier"))
+ {
+ _material.SetFloat("_CameraSpeedMultiplier", CameraSpeedMultiplier);
+ }
+ if (_material.HasProperty("_UVChangeX"))
+ {
+ _material.SetFloat("_UVChangeX", _difference.x);
+ }
+ if (_material.HasProperty("_UVChangeY"))
+ {
+ _material.SetFloat("_UVChangeY", _difference.y);
+ }
+ }
+
+ if (Shader != null && _material != null)
+ {
+ Graphics.Blit(source, destination, _material);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTexPE.cs.meta b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTexPE.cs.meta
new file mode 100644
index 0000000..850b9c6
--- /dev/null
+++ b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsNoiseTexPE.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 7ba3800cd431c4e62a9a5a94d84f1902
+timeCreated: 1523039688
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsPE.cs b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsPE.cs
new file mode 100644
index 0000000..52a81df
--- /dev/null
+++ b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsPE.cs
@@ -0,0 +1,105 @@
+//#define DEBUG_RENDER
+
+using UnityEngine;
+using System.Collections;
+using System.Linq;
+using System.Runtime.InteropServices;
+
+namespace UB.Simple2dWeatherEffects.Standard
+{
+ [ExecuteInEditMode]
+ public class D2FogsPE : EffectBase
+ {
+ public Transform CamTransform;
+ private Vector3 _firstPosition;
+ private Vector3 _difference;
+ public float CameraSpeedMultiplier = 1f;
+
+ public Color Color = new Color(1f, 1f, 1f, 1f);
+ public float Size = 1f;
+ public float HorizontalSpeed = 0.2f;
+ public float VerticalSpeed = 0f;
+ [Range(0.0f, 5)]
+ public float Density = 2f;
+ //public bool DarkMode = false;
+ //public float DarkMultiplier = 1f;
+
+ public Shader Shader;
+ private Material _material;
+
+ private void Awake()
+ {
+ _firstPosition = CamTransform.position;
+ }
+
+ private void Update()
+ {
+ _difference = CamTransform.position - _firstPosition;
+ //_previousPosition = CamTransform.position;
+ }
+
+ void OnRenderImage(RenderTexture source, RenderTexture destination)
+ {
+ if (_material)
+ {
+ DestroyImmediate(_material);
+ _material = null;
+ }
+ if (Shader)
+ {
+ _material = new Material(Shader);
+ _material.hideFlags = HideFlags.HideAndDontSave;
+
+ if (_material.HasProperty("_Color"))
+ {
+ _material.SetColor("_Color", Color);
+ }
+ if (_material.HasProperty("_Size"))
+ {
+ _material.SetFloat("_Size", Size);
+ }
+ if (_material.HasProperty("_Speed"))
+ {
+ _material.SetFloat("_Speed", HorizontalSpeed);
+ }
+ if (_material.HasProperty("_VSpeed"))
+ {
+ _material.SetFloat("_VSpeed", VerticalSpeed);
+ }
+ if (_material.HasProperty("_VSpeed"))
+ {
+ _material.SetFloat("_VSpeed", VerticalSpeed);
+ }
+ //if (_material.HasProperty("_DarkMode"))
+ //{
+ // _material.SetFloat("_DarkMode", DarkMode == true ? 1 : 0);
+ //}
+ //if (_material.HasProperty("_DarkMultiplier"))
+ //{
+ // _material.SetFloat("_DarkMultiplier", DarkMultiplier);
+ //}
+ if (_material.HasProperty("_Density"))
+ {
+ _material.SetFloat("_Density", Density);
+ }
+ if (_material.HasProperty("_CameraSpeedMultiplier"))
+ {
+ _material.SetFloat("_CameraSpeedMultiplier", CameraSpeedMultiplier);
+ }
+ if (_material.HasProperty("_UVChangeX"))
+ {
+ _material.SetFloat("_UVChangeX", _difference.x);
+ }
+ if (_material.HasProperty("_UVChangeY"))
+ {
+ _material.SetFloat("_UVChangeY", _difference.y);
+ }
+ }
+
+ if (Shader != null && _material != null)
+ {
+ Graphics.Blit(source, destination, _material);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsPE.cs.meta b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsPE.cs.meta
new file mode 100644
index 0000000..1e6a681
--- /dev/null
+++ b/Assets/UB/Simple2dWeatherEffects/Standard/D2FogsPE.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 7a8b48a1929bd42fc8a74e9281c1f25e
+timeCreated: 1523039688
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/UB/Simple2dWeatherEffects/Standard/EffectBase.cs b/Assets/UB/Simple2dWeatherEffects/Standard/EffectBase.cs
new file mode 100644
index 0000000..5448490
--- /dev/null
+++ b/Assets/UB/Simple2dWeatherEffects/Standard/EffectBase.cs
@@ -0,0 +1,24 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace UB.Simple2dWeatherEffects.Standard
+{
+ public class EffectBase : MonoBehaviour
+ {
+ public static Dictionary AlreadyRendered = new Dictionary();
+
+ private static bool _insiderendering = false;
+ public static bool InsideRendering
+ {
+ get
+ {
+ return _insiderendering;
+ }
+ set
+ {
+ _insiderendering = value;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/UB/Simple2dWeatherEffects/Standard/EffectBase.cs.meta b/Assets/UB/Simple2dWeatherEffects/Standard/EffectBase.cs.meta
new file mode 100644
index 0000000..8726f19
--- /dev/null
+++ b/Assets/UB/Simple2dWeatherEffects/Standard/EffectBase.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 614f57a8cf4f64769892e384a8d074d5
+timeCreated: 1486209856
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/KSS IGra.sln b/KSS IGra.sln
new file mode 100644
index 0000000..3af3039
--- /dev/null
+++ b/KSS IGra.sln
@@ -0,0 +1,20 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{3370D0C7-2B22-D3E5-106E-DEBA9BBEEA7C}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Any CPU = Debug|Any CPU
+ Release|Any CPU = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {3370D0C7-2B22-D3E5-106E-DEBA9BBEEA7C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {3370D0C7-2B22-D3E5-106E-DEBA9BBEEA7C}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {3370D0C7-2B22-D3E5-106E-DEBA9BBEEA7C}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {3370D0C7-2B22-D3E5-106E-DEBA9BBEEA7C}.Release|Any CPU.Build.0 = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/CHANGELOG.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/CHANGELOG.md
new file mode 100644
index 0000000..534ee2f
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+# Changelog
+
+## [4.2.6] - 2020-08-31
+### Fixed
+- Updated optional dependency support for Collections to 0.9.0-preview.6 and Burst 1.3.3 (case 1274393)
+
+## [4.2.5] - 2020-07-19
+### Fixed
+- Fixed animation has incorrect dependency on UnityEngine.XR.WSA.Input (case 1252505)
+- Fixed NullReferenceException on creating Prefab with SpriteSkin component (case 1249221)
+- Fixed Skinning Module flickers when creating new category in Visibility Window (case 1247226)
+- Fixed NullReferenceException when creating Preset for SpriteSkin component (case 1256475)
+
+## [4.2.4] - 2020-05-19
+### Fixed
+- Fixed compilation error by depending on latest 2D Common package.
+
+## [4.2.3] - 2020-04-26
+### Changed
+- Improved performance by batching buffer submission when Collection and Burst package is installed
+
+### Fixed
+- Fix 'ArgumentException' when creating UXML Template Asset with 2D Animation package installed (case 1239680)
+
+## [4.2.2] - 2020-03-26
+### Fixed
+- Fixed bone name field in weight slider does not display bone name (case 1226249)
+- Fixed SpriteResolver's Inspector not updated when GameObject is disabled
+
+### Changed
+- Improved deformation performance when Collection and Burst package is installed
+
+### Added
+- Allow reordering of bone order in Bone Influence window. This is to allow fine tuning of bone order when shown in SpriteSkin's Inspector
+
+## [4.2.1] - 2020-03-20
+### Fixed
+- Fixed inconsistent line ending
+
+## [4.2.0] - 2020-03-11
+### Added
+- Add alwaysUpdate option to SpriteSkin to determine if SpriteSkin execution should occur even when the associated SpriteRenderer is culled
+- Added message to inform user on dependent packages when viewing certain sample Scenes
+- Added API to access deformed vertices from SpriteSkin
+
+### Changed
+- Improved SpriteSkinEditor UI
+- Adjust length of popup and value fields for Weight Slider Window
+
+### Removed
+- Remove Bounds Gizmo from SpriteSkin
+- Remove Reset Bounds button from SpriteSkinEditor
+
+### Fixed
+- Fixed Sprite asset used by SpriteSkin in Scene is being deleted
+- Fixed broken documentation links in inspectors
+- Fixed Sprite deformation not updated when GameObject is being enabled
+- Fixed exception after reverting from creating new vertices and edges
+- Fixed visual defect after undoing changes to Bone Transform properties in SpriteSkin's Inspector
+
+## [4.1.1] - 2020-01-20
+###Fixed
+- Fix 2D Animation not working when reloading scene in runtime (case 1211100)
+
+###Added
+- Bone visibility persist after apply
+- Sprite visibility persist after apply
+
+###Changed
+- Deformed Sprite's bounds are now calculated and bounds property is removed from SpriteSkin's inspector (case 1208712)
+
+## [4.1.0] - 2019-12-18
+### Changed
+- Changed default shortcut key for "Animation/Create Vertex" from "Shift-D" to "Shift-J"
+- Changed default shortcut key for "Animation/Weight Brush" from "Shift-C" to "Shift-N"
+
+### Fixed
+- Fix visual glitch when using SpriteSwap with Multi-threaded rendering (case 1203380)
+- Fix bone name misaligned under Weight Slider Inspector when a name contains more than 26 letters (case 1200873)
+- Fix bones not chained correctly when splitting bone in certain cases
+- Fix 'Label' and 'Sprite' name overlaps with its input field when preset of "Sprite Library Asset" is created (case 1201061)
+- Fix bone names can be empty (case 1200861)
+- Fix bone gets created even though clicked on Visibility Panel (case 1200857)
+- Fix NullReferenceException when using shortcut 'Shift+1' in certain cases (case 1200849)
+
+### Added
+- Expose SpriteSkin component to be accessible from scripts.
+
+## [4.0.1] - 2019-11-26
+### Changed
+- Changed how Samples are imported into the user's project
+- Updated Third Party Notices file
+
+### Fixed
+- Fix Animation Samples crashes when installing on certain machines (case 1185787)
+
+## [4.0.0] - 2019-11-06
+### Changed
+- Version bump for Unity 2020.1
+- Improve optional performance boost by installing Burst and Collections package. Currently tested with
+ - com.unity.collections 0.1.1-preview
+ - com.unity.burst 1.1.2
+
+### Added
+- Skinning Module now persists the following state after Apply or Revert is clicked in Sprite Editor Window
+ - Current view mode i.e. Character or Spritesheet Mode
+ - Sprite Selection
+ - Bone Selection
+ - Preview Pose
+ - Vertex Selection
+ - Visibililty Tool Active State
+ - Weight Brush Settings
+
+### Fixed
+- Update to use new UIElements ListView API
+
+## [3.0.7] - 2019-10-18
+### Fixed
+- Fix Search reset button is visible in Visibility tool when nothing is entered into the search field (case 1182627)
+- Fix Sprite outline disappears when the Selected Outline Color alpha value is less than 255 (case 1186776)
+- Fix button's label spelling error in 'Generate For All Visible' (case 1188621)
+
+## [3.0.6] - 2019-09-18
+### Changed
+- Remove usage of Resource folder for assets needed by package.
+
+### Fixed
+- Fix GC allocation when using Sprite Resolver.
+
+## [3.0.5] - 2019-09-06
+### Added
+- Optional performance boost by installing Burst package.
+- Samples showing different how to produce different outcomes
+
+### Changed
+- Sprite and Group in Sprite Visibility Window appear in same order as original art source file
+
+### Fixed
+- Fix missing bone data in Sprite when importing with AssetDatabase V2
+
+## [3.0.4] - 2019-08-09
+### Added
+- Add related test packages
+- Added tangent deform for lighting support
+
+### Fixed
+- Fixed Amount slider not working in Weight Slider Panel
+- Fixed exception when changing size to less than 0 in SpriteLibraryAssetInspector
+- Fixed Sprite visual corruption when swapping Sprite using SpriteResolver
+
+###Changed
+- Make Size property field in Weight Brush draggable for changing brush size
+- Rename SpriteLibraryAsset::GetCategorylabelNames to SpriteLibraryAsset::GetCategoryLabelNames
+- Change string hash for Category and Label name. This might break existing animation usage with SpriteResolver.
+- Add Experimental tag on Sprite Swap related features
+
+
+## [3.0.3] - 2019-07-17
+### Changed
+- Update documentation
+- Update to latest Mathematics package version
+
+## [3.0.2] - 2019-07-13
+### Changed
+- Mark package to support Unity 2019.3.0a10 onwards.
+
+## [3.0.1] - 2019-07-12
+### Changed
+- Fix path length due to validation failure.
+
+## [3.0.0] - 2019-06-17
+### Changed
+- Remove preview tag.
+- Remove experimental namespace
+
+## [2.2.0-preview.3] - 2019-06-06
+### Added
+- BoneGizmos can be toggled in the SceneView Gizmos dropdown
+- Scrollbar does not show for toolbar when required to scroll
+- Change Sprite Library implementation.
+ - APIs redesigned. This will cause compilation errors if previous APIs are used
+ - Data serialization change. Previous Asset and Component data will not be compatible
+
+## [2.2.0-preview.2] - 2019-05-10
+### Added
+- BoneGizmos will only show in selected hierarchies.
+- Associate nearest Bone to Sprite intead of root Bone when no Bones are overlapping the Sprite
+- Fixed Sprite not showing after it is being culled due to bone animation
+- Add icons for Sprite Library Asset, Sprite Library Component and Sprite Resolver Component
+- Fixed Sprite Library Asset Inspector Property Field text clipping
+- SpriteResolver will assign Sprite to SpriteRenderer even it resolves to a missing Sprite
+- Add visual feedback in SpriteResolver Inspector for missing Sprite
+
+## [2.2.0-preview.1] - 2019-05-09
+### Added
+- Upgrade for 2019.2
+- Copy and Paste rework
+- Visibility Window remains open when switching between tools
+- Reparent Bone tool removed and functionality moved into Bone Visibility Panel
+- Added Sprite Library feature
+- Add Layer Grouping support in Sprite Visibility Panel
+
+## [2.1.0-preview.4] - 2019-04-29
+### Added
+- Fix skinning not in sync with the rendering.
+
+## [2.1.0-preview.3] - 2019-04-24
+### Added
+- Set Burst compilation off for internal build
+
+## [2.1.0-preview.2] - 2019-02-25
+### Added
+- Fix enable skinning on add SpriteSkin component
+- Upgrade dependency package version for Unity 2019.1 support
+- Fix case 1118093: SpriteSkin.onDrawGizmos() increases memory usage.
+
+## [2.1.0-preview.1] - 2019-01-25
+### Added
+- Update package to work with 2019.1
+- Improve animation runtime performance
+- Fix bone reparenting sibling order
+- Fix Sprite Visibility Tool in disabled state in certain cases
+- Update documents
+
+## [2.0.0-preview.1] - 2018-11-20
+### Added
+- Overhauled 2D Animation workflow.
+ - Refer to updated documentation for workflow changes.
+- Single Sprite Editor Window module for 2D Sprite Rigging workflow
+ - Unified Bone, Geometry and Weight tools in a single window
+- Supports Multiple Sprite Single Character rigging workflow through 2D PSD Importer Package.
+- SpriteSkin now uses user define bounds for renderer culling
+
+## [1.0.16-preview.2] - 2018-11-14
+### Added
+- Fix 2 Issues:
+ 1. Prefabs with SpriteSkin loses references to bone hierarchy when Library folder is rebuilt/different.
+ 2. The scene viewport shows the character without any bones applied, needing an re-import.
+
+## [1.0.16-preview.1] - 2018-07-18
+### Added
+- Fix error log about VertexAttribute
+
+## [1.0.16-preview] - 2018-06-20
+### Added
+- Fix Documentation warnings
+- Fix error log complaining about DidReloadScripts signature.
+- Fix issues with generate outline
+
+## [1.0.15-preview] - 2018-04-12
+### Added
+- New Version suffix (preview)
+- Improved Scene View gizmos for better manipulation of bone rotation and position
+- Added notification when Sprites are imported with incorrect weights
+- Fixed bug where textures with max texture size could not generate geometry
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/CharacterParts.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/CharacterParts.md
new file mode 100644
index 0000000..195e780
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/CharacterParts.md
@@ -0,0 +1,25 @@
+# Changing Parts of a Character
+
+You can use __Sprite Swap__ to quickly change only one Sprite on the character Prefab without affecting the other Sprites. This means you can alter part of a character’s appearance (for example, change a scarf to a different color) while the rest of the character remains the same.
+
+In the following example, we have two Sprites that are variations of the character’s scarf - one green and one blue. This workflow demonstrates how to switch from one to the other in the same Prefab.
+
+![](images/bothscarves.PNG)
__Left:__ The original green scarf. __Right:__ An alternate blue scarf.
+
+1. Place the Sprites for both scarves into the same Sprite Library Asset, and add them both to the same Category named ‘Scarf’. You can do this directly in the Skinning Editor via the Sprite tab in the [Sprite Visibility panel](SpriteVis.md).
+
+2. Give each of the Sprites a unique __Label__.
+
+ ![](images/image_11.png)
+
+
+
+3. In the __Scene__, select the character Prefab and then select the ‘Scarf’ GameObject the Hierarchy window.
+
+4. Go to the [Sprite Resolver component](SLAsset.html#sprite-resolver-component) of the ‘Scarf’ GameObject. The __Sprite Resolver__‘s visual selector displays the two Sprites available in the ‘Scarf’ __Category__.
+
+ ![](images/image_13.png)
+
+5. Select the ‘blue scarf’ to switch the Sprite rendered by the ‘Scarf’ GameObject to it instead.
+
+ ![](images/image_14.png)
Sprite Resolver’s Label set to ‘blue scarf’.
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/CharacterRig.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/CharacterRig.md
new file mode 100644
index 0000000..449b540
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/CharacterRig.md
@@ -0,0 +1,41 @@
+# Character skinning and weighting workflow
+
+The following steps are the general workflow you can use to prepare your character for animation with the Skinning Editor. The steps detail how to create the bones, generate the meshes, and adjust the weights for your character.
+
+1. Use the [Create Bone](SkinEdToolsShortcuts.html#bone-tools) tool to build the bones of the character skeleton:
+
+ - With the tool selected, click to define the start-point of the bone. Then move the cursor to where the bone should end, and click again to set the bone’s end-point.
+
+ - After creating a bone, the tool allows you to set the end-point of the second bone and so on, in order to create a chain of bones.
+
+ - To continue a chain of bones from any bone, select the __Create Bone__ tool and click an existing bone, then click its end-point. A new bone is started from the end-point, creating a chain.
+
+ - Alternatively, you can set the start-point of the new bone away from its parent bone. The child bone still belongs to the same chain and this is reflected in the [bone hierarchy](SpriteVis.html#bone-tab-and-hierarchy-tree).
+
+ ![](images/BoneChain.png)
A faded link shows the red and blue bones are connected in a chain.
+
+1. After creating the bones of the character, generate the geometry Mesh for the __Sprites__. It is recommended to use the [Auto Geometry](SkinEdToolsShortcuts.html#geometry-tools) tool to auto-generate the geometry Mesh.
+
+ - With the __Auto Geometry__ tool selected, select a Sprite and then select the __Generate For Selected button__ to generate a Mesh for that Sprite only. To __Generate For All Visible Sprites__, click the generate button without selecting any Sprite.
+
+1. Refine the generated Meshes further by using the [Edit Geometry](SkinEdToolsShortcuts.html#geometry-tools) Geometry tool, or create your own Mesh outline with the [Create Vertex](SkinEdToolsShortcuts.html#geometry-tools) and [Create Edge](SkinEdToolsShortcuts.html#geometry-tools) Geometry tools.
+
+1. [Paint weights](SkinEdToolsShortcuts.html#weight-tools) onto the Sprite geometry to adjust how much influence a bone has on the vertices of the Mesh. This affects how the mesh deforms when the character is animated. It is recommended to use the [Auto Weights](SkinEdToolsShortcuts.html#weight-tools) tool to auto-generate the weights. The __Auto Weights__ tool only generates weights for Sprites that have both a geometry Mesh, and bones intersecting their Mesh:
+
+ - The __Generate For All Visible__ button is available when you do not select any specific Sprite. Select it to generate weights for all valid Sprite Meshes in the editor.
+ - The __Generate For Selected__ button is available when you have a Sprite selected in the editor. Select it to generate weights for only the selected Sprite.
+
+1. Use the [Weight Slider](SkinEdToolsShortcuts.html#weight-slider) and [Weight Brush](SkinEdToolsShortcuts.html#weight-brush) tools to further adjust the weights of the Mesh vertices.
+
+1. To edit which bones influence a Sprite, select it and then go to the [Bone Influence](SkinEdToolsShortcuts.html#bone-influence) tool. A list of bones currently influencing the Sprite’s Mesh are listed in this panel at the bottom-right of the editor.
+
+ - To remove a bone, select it from the list and select __Remove (-)__ at the bottom right of the list.
+
+ ![](images/BoneInf_panel.png)
Select __Remove (-)__ at the bottom right of the panel.
+
+ - To add a bone as an influencer to the currently selected Sprite Mesh, select the bone in the editor window and select __Add (+)__ to add it to the list.
+
+1. Test your rigged character by posing it with the [Preview Pose](SkinEdToolsShortcuts.html#preview-pose) tool. Move and rotate the different bones to check that the geometry Mesh deforms properly. Previewing poses can also be done while the following tools are selected: the __Weight Brush__, __Weight Slider__, __Bone Influence__, __Auto Weights__, and __Visibility__ tools.
+
+ - To restore a rigged character to its original pose, select __Reset Pose__ from the [Editor toolbar](SkinEdToolsShortcuts.html#editor-toolbar).
+ - Edit the default pose by moving the character bones and joints with the [Edit Bone](SkinEdToolsShortcuts.html#editor-toolbar) tool.
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/CopyPasteSkele.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/CopyPasteSkele.md
new file mode 100644
index 0000000..a77c86f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/CopyPasteSkele.md
@@ -0,0 +1,35 @@
+# Animating the character
+
+To begin animating, drag the imported character Prefab into the Scene view. Unity generates a GameObject for each Sprite in the Prefab and [different Assets and components](SLAsset.md). With the new GameObject in the Scene, you can begin animating it with the [Unity animation workflow and tools](https://docs.unity3d.com/Manual/AnimationSection.html).
+
+After you have [setup the animation skeleton and bone weights](CharacterRig.md) for your character, you can reuse the same rigged skeleton with other character Prefabs by using the [Copy](SkinEdToolsShortcuts.html#editor-toolbar) and [Paste](SkinEdToolsShortcuts.html#editor-toolbar) options on the [editor toolbar](SkinEdToolsShortcuts.html#editor-toolbar). This is useful if you need to quickly create characters that share the same build and animations.
+
+This can only be done if the source and destination Prefabs have the same number of Sprites. The following functions then occur when you __Paste__ the __Copy__ data:
+
+1. Copied bone data is pasted to the destination.
+2. Mesh, weights, and bone association of source Sprite(s) are pasted to destination Sprite(s) with the same names.
+
+## Copy
+
+To copy a Sprite's data, select a Sprite and then select the __Copy__ button to copy the Mesh and bone data associated with that Sprite. If no Sprite is selected, the data of all the Sprites' currently in the [Skinning Editor](SkinningEditor.md) window is copied.
+
+## Paste
+
+To paste Sprite data to another Sprite, select the Sprite that should receive the paste data and then select __Paste__. This will bring up the Paste panel at the bottom right of the editor window:
+
+![](images/PasteDialog.png)
Paste dialog box.
+
+| __Option__ | Function |
+| ---------- | --------------------------------------------- |
+| __Bones__ | Paste bone data. |
+| __Mesh__ | Paste Mesh data. |
+| __Flip X__ | Paste the data but mirrored along the X-axis. |
+| __Flip Y__ | Paste the data but mirrored along the Y-axis. |
+
+
+The __Copy__ and __Paste__ tools behave in the following ways depending on these factors:
+
+| | Copy from a selected Sprite | Copy with no Sprite selected |
+| --------------------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ |
+| __Paste with a Sprite selected__ | Data from the source Sprite will be copied to the selected destination Sprite. | Data is pasted to all Sprites at the destination with the same name(s) as the respective source Sprites. |
+| __Paste with no Sprite selected__ | No data is pasted. | Data is pasted to all Sprites at the destination with the same name(s) as the respective source Sprites. |
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/Examples.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/Examples.md
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+# Usage examples
+
+The Sprite Swap feature opens up several unique ways you can implement for your project. The following are examples of three common ways you can use Sprite Swap:
+
+* [To create a frame-by-frame animation](FFanimation.md)
+* [Changing selected parts of a character](CharacterParts.md) instead of the entire character
+* [Swapping the entire Sprite Library Asset](SLASwap.md)
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/FFanimation.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/FFanimation.md
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+# Frame-by-frame animation
+
+By using [Sprite Swap](SpriteSwapIntro.md), you can create frame-by-frame style animations by swapping to different Sprites on each frame at runtime. This is useful for simple animations, such as to show a character blinking. It is recommended that you first [change the keyframe tangent](#change-the-keyframe-tangent) before continuing with the workflow below:
+
+1. In your character Prefab’s __Sprite Library Asset__ (which can be automatically or [manually created](SSManual.md)), add a new __Category__. Add the Sprite for each frame of your animation to this Category, and give them each a unique __Label__ name.
+
+2. Select your character Prefab and drag it into the Scene view.
+
+3. Open the [Animation](https://docs.unity3d.com/Manual/AnimationOverview.html) window, and select your character Prefab. Then select the __Add Property__ button, and select the [Sprite Resolver component](SRComponent.md)’s __Label__ property.
+
+ ![](images/2DAnim_SpriteSwap_property.png)
+
+
+
+4. Change the __Label__ property at each keyframe in the Animation window in the order they should appear for your animation. This simulates a frame-by-frame animation style.
+
+## Change the Keyframe Tangent
+
+When animating with the Category and Label value of the Sprite Resolver in the Animation window, it is important to change the keyframe’s tangent in the Animation window to __Constant__.
+
+![](images/SpriteResolverCheck.png)
+
+This is because the Sprite Resolver component uses the defined string hash value to locate the desired Sprite. If the values between keyframe’s are interpolated, the Sprite Resolver will not be able to resolve and render the correct Sprite.
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/PreparingArtwork.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/PreparingArtwork.md
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+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/PreparingArtwork.md
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+# Preparing and importing artwork
+
+To animate a character with the __2D Animation__ package, it is recommended to separate the individual parts of your character onto different [Layers](https://helpx.adobe.com/photoshop/using/layer-basics.html) in Photoshop (see Example 1). The [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) imports the graphic data from each Photoshop Layer as Sprites, and automatically arranges the Sprites into both a Sprite Sheet, and a Prefab with the Sprites in the Layers’ original positions (see Example 2).
+
+![](images/2DAnimationV2_PSDLayers.png)
Example 1: Layered character artwork in Adobe Photoshop.
+
+![](images/2DAnimationV2_Mosaic_Prefab.png)
Example 2: The different parts/Layers of the character arranged into a Sprite Sheet.
+
+## Photoshop file and PSD Importer settings
+
+It is recommended to prepare your character artwork by separating the character’s various limbs or accessories into separate [layers](https://helpx.adobe.com/photoshop/using/layer-basics.html), and arranged into its default pose.
+
+1. Save your artwork as a .psb file in Adobe Photoshop by selecting the __Large Document Format__ under the __Save As__ menu. You can convert an existing .psd file to .psb in the same way.
+2. [Import](https://docs.unity3d.com/Manual/ImportingAssets.html) the .psb file into Unity with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/), which generates a Prefab containing Sprites based on the layers of the source file.
+3. Select the generated character Prefab and go to its Inspector window. In the Inspector window, ensure the following settings are set:
+ * Set Texture Type to __Sprite(2D and UI)__.
+
+ * Set Sprite Mode to __Multiple__.
+
+ * Check the __Mosaic__ checkbox.
+
+ * Check the __Character Rig__ checkbox.
+
+ * Check the __Use Layer Grouping__ checkbox if you want to preserve any Layer Groups in the source .psb file.
+
+ ![](images/ImporterWindow.png)
Importer window settings
+
+Click __Apply__ to apply the settings. Refer to the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) documentation for more details about specific importer settings.
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SLASwap.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SLASwap.md
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+# Swapping Sprite Library Assets
+
+If swapping each Sprite individually takes too much effort, you can instead swap the entire __Sprite Library Asset__ to another one containing alternate Sprites.
+
+The following example shows how to switch from a Sprite Library Asset of color Sprites to another one containing identical Sprites but in grayscale:
+
+![](images/bothsprites.PNG)
__Left:__ Prefab with the colored Sprite Library Asset. __Right:__ Prefab with the grayscale Sprite Library Asset.
+
+1. Create variants of your character artwork. In this example, a grayscale variant of the original artwork was created in Photoshop (or any other compatible image editor).
+
+2. [Import](PreparingArtwork.md) both .psb files into the Unity Editor. Both become separate Prefabs in the Asset window.
+
+3. Select the color Prefab and open it in the [Skinning Editor](SkinningEditor.md). Assign each Sprite of the character to a unique [Category](SpriteVis.html#how-to-create-a-category). It is suggested to name each __Category__ and __Label__ after the respective body part of the character. Apply the changes once you are ready, and exit the __Sprite Editor__.
+
+ ![](images/image_15.png)
The Category and Label names for the color Prefab.
+
+4. Select the grayscale Prefab, and give its corresponding Sprites the same __Category__ and __Label__ names as the color Prefab.
+
+ ![](images/image_16.png)
Give the same Category and Label names to the grayscale Prefab.
+
+5. Drag the color Prefab into the Scene view, and go to the root GameObject. The [Sprite Library component](SLAsset.html#sprite-library-component) is attached to the root GameObject and refers to the default __Sprite Library Asset__ that [Unity automatically generated](SpriteSwapIntro.html#how-unity-generates-sprite-swap-assets-and-components).
+
+ ![](images/image_17.png)
The color Sprite Library Asset.
+
+6. With the Inspector window the color Prefab remaining open, go to the Asset window and expand the grayscale Prefab. Find the grayscale Prefab __Sprite Library Asset__ and drag it to the color Prefab‘s __Sprite Library Asset__ box, which replaces the color Prefab’s original Sprite Library Asset.
+
+7. The Sprites of the color Prefab should have switched to their grayscale counterparts of the grayscale Sprite Library Asset.
+
+ ![](images/image_18.png)
The grayscale version of the color Sprite Library Asset.
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SLAsset.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SLAsset.md
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+## Sprite Library Asset
+
+The __Sprite Library Asset__ contains the __Categories__ and __Labels__ that a character Prefab refers to to determine what Sprites are rendered. This allows you to group similar or interchangeable Sprites together that can be used for [Sprite Swapping](SpriteSwapIntro.md).
+
+Unity automatically generates a Sprite Library Asset as a sub-Asset of the Prefab when you create any [Categories or Labels](SpriteVis.html#sprite-tab) while editing the character Prefab. To [manually](SSManual.md) create a __Sprite Library Asset__, go to __Assets__ > __Create__ > __Sprite Library Asset__.
+
+![](images/image_0.png)
Inspector view of Sprite Library Asset
+
+Select __Add (+)__ at the bottom-right of the __Sprite Library Asset__ to add a new __Category__. Select __Remove (-)__ to remove a Category instead.
+
+| Property | Function |
+| ---------------------------------- | ------------------------------------------------------------ |
+| __Category Name__ | Enter a Category name. Category names must be unique. |
+| __Category List__ | Use these settings to define the number of Sprites you want to include, and the label for each Sprite. |
+| __Size__ | Enter the number of Labels you want to assign to this Category. |
+| __Label__ | Enter a name for the registered Sprite. This Label must be unique from other Labels in the same Category. |
+| __Sprite__ | Select or drag a Sprite onto this box to register it as the Sprite reference for this Label. |
+
+## Sprite Library component
+
+The __Sprite Library component__ is attached to the root GameObject of the character Prefab. Assign your preferred [Sprite Library Asset](SLAsset.md) to the __Sprite Library Asset__ box that the [Sprite Renderers](https://docs.unity3d.com/Manual/class-SpriteRenderer.) of the GameObjects within the Prefab will refer to and render respectively.
+
+![](images/image_1.png)
Inspector view of Sprite Component
+
+| Property | Function |
+| ------------------------ | ------------------------------------------------------------ |
+| __Sprite Library Asset__ | Set this to the Sprite Library Asset you want to use for this charcter Prefab. |
+
+## Sprite Resolver component
+
+The __Sprite Resolver component__ is attached to each GameObject in the Prefab. The component pulls information from the [Sprite Library Asset](SLAsset.md) (assigned to the [Sprite Library component](SLComponent.md) at the root of the Prefab). The component contains two properties - [Category and Label](SpriteVis.html#sprite-tab) - and a visual Variant Selector that displays thumbnails of the Sprites contained in the Sprite Library Asset.
+
+![](images/image_2.png)
Inspector view of Sprite Resolver Component, with the variant visual selector.
+
+| Property | Function |
+| ------------ | ------------------------------------------------------------ |
+| __Category__ | Select which Category you want to use a Sprite from for this GameObject. |
+| __Label__ | Select the Label of the Sprite you want to use for this GameObject. |
+
+Select the Sprite you want the __Sprite Renderer__ to render by selecting from the __Category__ and __Label__ dropdown menus, or select the Sprite directly in the visual Variant Selector.
+
+## Sprite Skin component
+
+When the character Prefab is brought into the Scene view, the PSD Importer automatically adds the __Sprite Skin__ component to any Sprite that have any [bone influences](SkinEdToolsShortcuts.md#bone-influences).
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SSManual.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SSManual.md
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+# Sprite Swap manual setup
+
+When a [Category or Label](SpriteVis.html#how-to-create-a-category) is created from the [Sprite Visibility panel](SpriteVis.md) in the __Skinning Editor__, Unity automatically [generates](SpriteSwapIntro.html#how-unity-generates-sprite-swap-assets-and-components) a __Sprite Library Asset__ as a sub-Asset of the [character Prefab](PreparingArtwork.md) that contains the Categories and Labels created for that Prefab.
+
+You can create a __Sprite Library Asset__ manually and choose which GameObject refers to it, by following the steps below:
+
+1. Select the __Sprite Library Asset__ from the Asset creation menu by going to: __Asset > Create > Sprite Library Asset__.
+
+ ![](images/image_7.png)
+
+
+
+2. Select the new Sprite Library Asset and go to its Inspector window. The list of Categories and Labels available in the Asset is displayed.
+
+ ![](images/image_8.png)
+
+
+
+3. Select __Add (+)__ at the bottom-right of the List to add a new __Category__. Enter a name into the ‘New Category’ box. Each Category in the same [Sprite Library Asset](SLAsset.md) must have a name unique from others.
+
+ ![](images/image_9.png)
+
+
+
+4. Next, create an empty GameObject (menu: __Right-click on the Hierarchy window > Create Empty__). Select it and then add the [Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html) component to it.
+
+ ![](images/AddSpriteRenderer.png)
+
+
+
+5. Add the [Sprite Library component](SLAsset.html#sprite-library-component) to the same GameObject. Assign the Sprite Library Asset created in step 3 to the __Sprite Library Asset__ box.
+
+ ![](images/SpriteLibraryComponent.png)
+
+
+
+6. Add the [Sprite Resolver component](SLAsset.html#sprite-resolver-component) to the same GameObject.
+
+ ![](images/image_10.png)
+
+ Open the **Category** drop-down menu, and select a Category you created in step 3. The component will then display a **Label** drop-down menu and a Visual Variant Selector that displays thumbnails of the different Sprites available in the Category.
+
+ ![](images/SpriteResolver_VisualSelector.png)
+
+
+
+7. When you select a Sprite in the __Sprite Resolver__ component, Unity automatically replaces the current Sprite in the[ Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html) component with the one you have selected.
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SkinEdToolsShortcuts.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SkinEdToolsShortcuts.md
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+# Editor tools and shortcuts
+
+![](images/LabelledEditorTools.png)
Labelled 2D Animation Skinning editor tools
+
+The Skinning Editor tools are split-up into the following groups:
+
+A. [Editor toolbar](#editor-toolbar)
+
+B. [Bone tools](#bone-tools)
+
+C. [Geometry tools](#geometry-tools)
+
+D. [Weight tools](#weight-tools)
+
+## Editor toolbar
+
+This is toolbar that contains the options that affect what is overall visible in the __Skinning Editor__ window, as well as the __Copy__ and __Paste__ functions.
+
+| __Tool__ | __Default Shortcut__ | __Function__ |
+| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ |
+| ![Reset Pose](images/icon_RestoreBind.png)
__Reset Pose__ | Shift + 1 | Restore a character’s bones and joints to their original positions. |
+| ![Toggle View Mode](images\icon_ToggleView.png)
__Toggle View Mode__ | Shift + 2 | Switch between the __Character__ and __Sprite Sheet__ view modes. |
+| ![Copy](images\icon_Copy.png)
__Copy__ | Ctrl + C | Copies the bone and mesh data from the current selection. |
+| ![Paste](images\icon_Paste.png)
__Paste__ | Ctrl + V | Pastes the copied bone and mesh data to the current selection. |
+| ![Paste](images\icon_Paste.png)
__Paste__ | Shift + B | Use this shortcut to show additional pasting options. |
+| ![Visibility eyecon](images\icon_Visibility.png)
__Visibility__ | Shift + P | Toggles the [Sprite visibility panel](SpriteVis.md), which controls the visibility of the Sprite Meshes and bones in the editor window. |
+| __Toggle Tool Text__ | Shift + ` | Show or hide text on tool buttons. |
+
+## Bone tools
+
+Use the __Bone Tools__ to create and edit the bones of your character and their hierarchy.
+
+| __Tool__ | __Default Shortcut__ | __Function__ |
+| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ |
+| ![Preview Pose](images/icon_PreviewPose.png)
__Preview Pose__ | Shift + Q | Preview character poses after rigging. |
+| ![Edit Bone](images/icon_EditJoints.png)
__Edit Bone__ | Shift + W | Reposition the bones into a new position. These changes are automatically saved as the default bind pose for the Restore Bind Pose tool.Sprite geometry does not deform with the bones in this mode, even if the bones are attached as influencers. |
+| ![Create Bone](images/icon_CreateBone.png)
__Create Bone__ | Shift + E | Click and drag to create bones. |
+| ![Split Bone](images/icon_SplitBone.png)
__Split Bone__ | Shift + R | Splits the selected bone. |
+
+### Bone panel
+
+The __Bone panel__ appears at the bottom right of the editor window when you have a bone selected.
+
+![](images/bone_panel.png)
+
+| Property | Function |
+| --------- | ------------------------------------------------------------ |
+| __Name__ | Displays the name of the selected bone. Enter a new name here to rename the selected bone. |
+| __Depth__ | Displays the Depth value of the selected bone that determines its render order, or enter a new value (which can be negative) to change the render order. See the [bone tab and hierarchy tree](SpriteVis.html#bone-tab-and-hierarchy-tree) page for more information about how the Depth value affect the way the Sprite Mesh is rendered and deformed. |
+
+
+
+## Geometry tools
+
+Use the __Geometry tools__ to generate and edit the meshes of the different Sprites that make up your character.
+
+| __Tool__ | __Default Shortcut__ | __Function__ |
+| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ |
+| ![Auto Geometry](images/icon_GenGeo.png)
__Auto Geometry__ | Shift + A | Select to auto-generate Meshes for Sprites. When this tool is selected, the [Geometry panel](#geometry-panel) becomes available at the bottom-right of the __Skinning Editor__. |
+| ![Edit Geometry](images\icon_EditGeo.png)
__Edit Geometry__ | Shift + S | Edit generated Meshes by repositioning vertices. |
+| ![Create Vertex](images/icon_CreateVertex.png)
__Create Vertex__ | Shift + D | Create new vertices to create geometry. |
+| ![Create Edge](images/icon_CreateEdge.png)
__Create Edge__ | Shift + G | Create new edges to create geometry. |
+| ![Split Edge](images/icon_SplitEdge.png)
__Split Edge__ | Shift + H | Split an existing edge into two. |
+
+### Geometry panel
+
+The __Geometry panel__ is only visible when __Auto Geometry__ is enabled. It contains the available settings that affect how the geometry of selected Sprites are generated.
+
+![](images/GeoPanel.png)
Visible only when Auto Geometry is enabled.
+
+| __Property__ | __Function__ |
+| -------------------------------------------------- | ------------------------------------------------------------ |
+| __Outline Detail__ | Use the slider to adjust the accuracy of the generated geometry’s outline to the outline of the Sprite. Smaller values create simpler outlines, while larger values create denser outlines that fit to the Sprite’s outline more accurately. |
+| __Alpha Tolerance__ | Use the slider to set the alpha value threshold to consider when generating geometry. Pixels with an alpha value lower than the set tolerance value are considered transparent during outline detection when the geometry is generated. |
+| __Subdivide__ | Use the slider to adjust the tessellation of the Sprite Mesh by adding or decreasing the number of vertices inside the generated Mesh. |
+| __Weights__ | Enable to automatically assign weights between the generated geometry Mesh and nearby bones. |
+| __Generate For Selected/Generate For All Visible__ | Select this button to generate a geometry Mesh for selected Sprites based on the property settings above. To generate geometry for all Sprites in the Skinning Editor, do not have any Sprite selected when you select this button. |
+
+
+
+## Weight tools
+
+Vertices in the generated geometry meshes are influenced by different bones which affect how the meshes deform during animation. The percentage of influences from different bones for each vertex is contained in the weight information assigned to that vertex, which you can control with the following weight tools.
+
+To add weights to your Sprites, you can first ensure that there are [bones](#bone-tools) overlaying the Sprites and [geometry](#geometry-tools) has been generated.
+
+| __Tool__ | __Default Shortcut__ | __Function__ |
+| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ |
+| ![Auto Weights](images/icon_GenWeights.png)
__Auto Weights__ | Shift + Z | Auto-generate weights between the geometry and bones. When this tool is selected, the [Weights panel](#weights-panel) becomes available at the bottom-right of the __Skinning Editor__ that displays the available settings and the option to generate weights for |
+| ![Weight Slider](images/icon_WeightSlider.png)
__Weight Slider__ | Shift + X | Use the slider to adjust weights. |
+| ![Weight Brush](images/icon_WeightPaint.png)
__Weight Brush__ | Shift + N | Adjust weights by painting with a brush. |
+| ![Bone Influence](images/icon_BoneInfluence.png)
__Bone Influence__ | Shift + V | Select which bones influence a Sprite. |
+
+### Weights panel
+
+![](images/Weights_panel.png)
+
+The weights panel appears at the lower-right of the Sprite Editor window when __Auto Weights__ is selected.
+
+| __Property__ | __Function__ |
+| ------------------------- | ------------------------------------------------------------ |
+| __Associate Bones__ | Select this box to automatically associate bones to the Sprite geometry they overlay. |
+| __Generate/Generate All__ | Select this button to generate weights for the currently selected Sprite, or for all Sprites if no Sprite is selected. This does not do anything if [geometry has not been generated](#geometry-tools) for the Sprites, or if no bones are associated with the Sprite geometry. |
+| __Normalize__ | Normalizes the weights of the selected Sprite, or all Sprites if no specific Sprite is selected. |
+| __Clear__ | Clear the weights of the selected Sprite, or of all Sprites if no specific Sprite is selected. |
+
+### Weight Slider
+
+![](images/WeightSlider.png)
+
+
+
+| __Property__ | __Function__ |
+| ------------------------------------------- | ------------------------------------------------------------ |
+| __Mode__ | The current behavior of the __Weight Slider__ tool. |
+| Add and Subtract | Use the slider to increase or decrease the selected bone’s (currently displayed in the __Bone__ property) influence on selected vertices. *Increasing in* |
+| Grow and Shrink | Use the slider to increase or decrease the weight on vertices that are already influenced by the selected bone. |
+| Smooth | Averages the weights of all vertices with their neighbors to create an even distribution of weight across all vertices. |
+| __Bone__ (unavailable if __Mode > Smooth__) | Displays the currently selected bone. Use the drop-down menu to select a different bone, or select another bone |
+| __Normalize__ | Select this to ensure the total normalized weight of all vertices of a selected Sprite mesh is equal to one. |
+| __Amount__ | Amount of weight applied on selected vertices. |
+| __Vertex Weight__ | Adjust the bone weights of selected vertices. |
+
+### Weight Brush
+
+![](images/WeightBrush.png)
+
+| __Property__ | __Function__ |
+| ---------------------------------------- | ------------------------------------------------------------ |
+| __Mode__ | The current behavior mode of the weights tool. |
+| Add and Subtract | Use the slider to increase or decrease the influence on vertices around the selected bone. |
+| Grow and Shrink | Use the slider to increase or decrease the influence on vertices that are already affected by the selected bone. |
+| Smooth | Averages the weights of vertices with their neighbors to create a smoother distribution of weights. |
+| __Bone__ | The bone that the Brush is painting influence for. Select a different bone via the drop-down menu. |
+| __Normalize__ | Enable to ensure the normalized weight of painted vertices will equal to 1. |
+| __Size__ | Size of the weight brush cursor. |
+| __Hardness__ | Amount of weight applied by the brush per brushstroke. Higher values increase the weight per brushstroke, up to the maximum of 100 where the full weight is applied at once. |
+| __Step__ | Number of increments needed to apply the full weight of brush. |
+
+### Bone Influences panel
+
+The __Bone Influences panel__ displays a list of bones that are currently influencing the selected Sprite Mesh.
+
+![](images/BoneInfluencesExample.png)
+
+When the Skinning Editor is set to [Character mode](#editor-toolbar), the Bone Influences panel allows you to add a bone to the list which includes its influence in the deformation of the selected Sprite’s mesh, or remove a bone from the list which removes its influence instead.
+
+To add a bone to the list, select the bone in the __Skinning Editor__ window and then select __Add (+__) at the bottom-right of the panel. To remove a bone from the list, select the bone in the list or in the editor window and then select __Remove (-)__.
+
+#### Rearranging bone order
+
+You can rearrange the bone order in the Bone Influences panel by selecting and the dragging the respective bone entries up or down the list.
+
+![](images/BoneInfluences_order.png)
+
+The order of the bones in the Bone Influences panel determines the order of the bones on the __Sprite Skin __component. This is especially important when replacing the Sprite for deformation in the __Sprite Renderer__, such as when using [Sprite Swap](SpriteSwapIntro.md), as you can ensure the bone order remains the same between the Sprites and that the correct Transform drives the correct deformation.
+
+![](images/BoneInfluences_orderSpriteSkin.png)
+
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SkinningEditor.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SkinningEditor.md
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+# Skinning Editor
+
+The __Skinning Editor__ is available as a module in the __Sprite Editor__ after you install the __2D Animation__ package. You can use the [available tools](SkinEdToolsShortcuts.md) in the Skinning Editor to create the [bones](SkinEdToolsShortcuts.html#bone-tools) of the animation skeleton, generate and edit the mesh [geometry](SkinEdToolsShortcuts.html#geometry-tools) of your character, and adjust the [weights](SkinEdToolsShortcuts.html#weight-tools) used to bind the bones to the Sprite meshes.
+
+To open your imported character in the Skinning Editor:
+
+1. Select the character [Prefab](https://docs.unity3d.com/Manual/Prefabs.html) created after importing your character with the PSD Importer.
+
+2. Select the Prefab and go to its Inspector window. Select the __Sprite Editor__ button to open the Prefab in the Sprite Editor.
+
+3. In the Sprite Editor, open the drop-down menu at the upper left of the editor window and select the __Skinning Editor__ module.
+
+ ![](images/SelectSknEditor.png)
+
+
+
+See the [Editor tools and shortcuts](SkinEdToolsShortcuts.md) page for more information about the different features and tools available in the Skinning Editor.
+
+## How to select a Sprite in the editor
+
+To select a Sprite in the Skinning Editor window:
+
+1. Double-click a Sprite to select it in the editor window. An orange outline appears around the Sprite that is selected (you can change the outline color in [Tool Preferences](ToolPref.md).
+
+2. If the Sprite you want to select is behind other Sprites, hover over where the Sprite is, and double-click to cycle through all Sprites at the cursor location until you reach the desired Sprite.
+
+3. Double-click on a blank area in the editor window to deselect all Sprites.
+
+## How to select bone or Mesh vertices in the editor
+
+To select a bone or mesh vertices when using the [Bone](SkinEdToolsShortcuts.html#bone-tools) and [Geometry tools](SkinEdToolsShortcuts.html#geometry-tools):
+
+1. Click a bone or mesh vertex to select it specifically.
+
+2. Draw a selection rectangle over multiple bones or vertices to select them all at once.
+
+3. Right click to deselect any selected bone or mesh vertices.
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SpriteSwapIntro.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SpriteSwapIntro.md
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+# Sprite Swap overview (Experimental Feature)
+
+__Sprite Swap__ is an experimental feature that enables you to change a GameObject’s rendered Sprite within the same character Prefab. This enables you to quickly and easily create multiple characters that look different while [reusing existing bone and Mesh data](CopyPasteSkele.md). You can also use Sprite Swap to switch the displayed Sprite on each frame at run time to create [frame-by-frame animation](FFanimation.md).
+
+The workflow for implementing Sprite Swap differs if you are using the workflow that is [integrated with 2D Animation](#sprite-swap-and-2d-animation-integration), or if you are [manually setting up](SSManual.md) the Sprite Swap components.
+
+## Sprite Swap Assets and components
+
+The following Assets and components are part of the Sprite Swap process:
+
+1. The [Sprite Library Asset](SLAsset.md) contains the [Categories and Labels](SpriteVis.html#sprite-tab) of the Sprites.
+1. The [Sprite Library component](SLAsset.html#sprite-library-component) shows the currently referred to __Sprite Library Asset__.
+1. The [Sprite Resolver component](SLAsset.html#sprite-resolver-component) is used to request a Sprite registered to the __Sprite Library Asset__ by referring to the __Category__ and __Label__ value of the desired Sprite.
+
+## How Unity generates Sprite Swap Assets and components
+
+Unity generates the various [Sprite Swap](SpriteSwapIntro.md) components in the following steps:
+
+1. When you import a .psb file with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html), Unity generates a Prefab containing a Sprite for each Layer in the source file.
+
+2. If you create any [Categories or Labels](SpriteVis.html#sprite-tab) while editing the character Prefab, Unity automatically generates a [Sprite Library Asset](SLAsset.md) as a sub-Asset of the Prefab.
+
+3. When the Prefab is brought into the Scene view, Unity generates a GameObject for each Sprite in the Prefab that does _not_ belong to a [Category](SpriteVis.html#sprite-tab). However if the Sprite is the first [Label](SpriteVis.html#sprite-tab) in a __Category__, then Unity will generate a GameObject for the Sprite as well.
+
+4. If the Prefab has a __Sprite Library Asset__ sub-Asset, then Unity attaches the [Sprite Library component](SLAsset.html#sprite-library-component) to the root GameObject which is set to reference the __Sprite Library Asset__ created in step 1 by default.
+
+5. Unity attaches the [Sprite Resolver component](SLAsset.html#sprite-resolver-component) to all __Sprite__ GameObjects that belong to a Category.
+
+Refer to the respective component pages for more information on their functions and properties.
+
+## Sprite Swap and 2D Animation integration
+
+__Sprite Swap__ is integrated with the 2D Animation workflow. You must install the following packages or newer to use the Sprite Swap feature:
+
+- [2D Animation version 2.2.0-preview.1](https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html)
+- [PSDImporter version 1.2.0-preview.1](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html)
+
+## Skeletal animation limitations
+
+To ensure Sprite Swap works correctly with skeletal animation, the skeleton must be identical between the Sprites being swapped. Use the [Copy and Paste](CopyPasteSkele.md) tools to duplicate the skeleton rig from one Sprite to the other Sprite(s) to ensure they can be swapped smoothly.
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SpriteVis.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/SpriteVis.md
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+# Sprite Visibility panel
+
+Toggle the __Sprite Visibility__ panel by selecting the __Visibility tool__ button along the top right of the editor window:
+
+![](images/Highlighted_Visibility_icon.png)
+
+The panel appears on the right-side of the editor window. It has two sliders at the top that control the visibility of the ![](images/bone_icon.png)bones and ![](images/mesh_icon.png)Sprite meshes within the editor window. Move either slider further to the left to decrease the visibility of the bones or meshes respectively, and to the right to increase their visibility.
+
+![](images/image_3.png)
+
+The panel has two main tabs - __Bone__ and __Sprite__. The Bone tab displays the [Bone hierarchy](#bone-tab-and-hierarchy-tree) of the character Prefab, and the Sprite tab displays the names of the Sprites, their grouping hierarchy, and __Category__ and __Label__ information.
+
+## Bone tab and hierarchy tree
+
+![](images/bone_tree.PNG)
The Bone tab selected.
+
+Select the __Bone__ tab to view the list of bones in the character Prefab. The list reflects the hierarchy of bones you created with the [Bone tools](SkinEdToolsShortcuts.html#bone-tools). You can reparent and reorder bones directly from the bone tab by dragging selected bones up and down the list. Toggle the visibility of each bone by selecting the ![](images/visibility_icon.png) icon next to it.
+
+| Property | Function |
+| ------------------------------- | ------------------------------------------------------------ |
+| ![](images/visibility_icon.png) | Toggle the visibility of each bone by selecting this icon next to the bone. |
+| __Bone__ | The name of the Bone. |
+| __Depth__ | The render order of bones that are influencing the same Sprite Mesh. The parts of the Mesh that is influenced by a bone with higher bone Depth value will overlay the parts influenced by bones with lower Depth value.
A bone’s Depth value is 0 by default. To set a bone’s Depth value, select one of the available [Bone tools](SkinEdToolsShortcuts.html#bone-tools) and then select one of the bones. Find the [Bone panel](SkinEdToolsShortcuts.html#bone-panel) at the bottom right of the window, and enter the desired value to its __Depth__ property box. |
+
+## Sprite tab
+
+Select the __Sprite tab__ to see the list of Sprites that make up the character Prefab in the Skinning editor window. The names and order of the Sprites mirror their names, layer and grouping order in the original source file.
+
+![](images/SpriteTab_order.png)
+
+The Sprite tab has two additional columns for the __Category__ and __Label__ of each Sprite in the character Prefab. A __Category__ contains a selection of Sprites that are differentiated by their __Labels__, and this information is contained in the [Sprite Library Asset](SLAsset.md) that is a sub-Asset of the character Prefab. Changing the Category and Labels of Sprites allows you to [Sprite Swap](SLASwap.md), which allows you to create [frame-by-frame animations](FFanimation.md) and [other uses](Examples.md).
+
+## How to create a Category
+
+1. Go to the row of the Sprite, open the drop-down menu on the Category column and select __New__.
+
+ ![](images/image_4.png)
+
+
+
+2. Enter a name for the Category. This name must be unique among other Categories within the same Library Asset.
+
+3. When you enter a Category name, Unity automatically assigns that Sprite a Label based on the Sprite’s name, which you can edit. Labels belonging to the same Category must have unique names.
+
+4. To assign the Sprite to an existing Category, open the drop-down menu on the Category column along its roll, and select from the list of existing Categories.
+
+ ![](images/image_5.png)
+
+
+
+## Context menu options
+
+There are context menu options available from the Visibility panel to create Categories and Labels based on the imported groups and layer names of the Sprites. Open the context menu by right-clicking the row of the Sprite or Group you want to convert to a Category.
+
+![](images/image_6.png)
+
+
+
+| Option | Function |
+| ----------------------------- | ------------------------------------------------------------ |
+| __Convert Group to Category__ | This option is only available if the selected row is a Group that contains multiple Sprites. Select this option to assign all Sprites in the group to a new Category. Unity automatically names the new Category with the root Group name. |
+| __Convert Layer to Category__ | Select this option to assign the Sprite to a Category based on the Sprite’s name. Unity also uses the Sprite's name as the Label name. |
+| __Clear All Category__ | Select this to remove all selected Sprites from their currently assigned Categories. |
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/TableOfContents.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/TableOfContents.md
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+* [Introduction to 2D Animation](index.md)
+
+* [Preparing and importing artwork](PreparingArtwork.md)
+
+* [Skinning Editor](SkinningEditor.md)
+ * [Tool Preferences](ToolPref.md)
+ * [Editor tools and shortcuts](SkinEdToolsShortcuts.md)
+ * [Sprite Visiblity panel](SpriteVis.md)
+
+* [Character skinning and weighting workflow](CharacterRig.md)
+
+* [Animating your character](CopyPasteSkele.md)
+
+* [Sprite Swap workflow - Experimental Feature](SpriteSwapIntro.md)
+ * [Sprite Library Asset and other components](SLAsset.md)
+ * [Sprite Swap manual setup](SSManual.md)
+
+* [Usage examples](Examples.md)
+ * [Frame-by-frame animation](FFanimation.md)
+ * [Changing parts of a character](CharacterParts.md)
+ * [Swapping Sprite Library Assets](SLASwap.md)
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/ToolPref.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/ToolPref.md
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+## Tool Preferences
+
+Adjust the appearance of the 2D Animation tools in the Skinning Editor by going to its Preferences menu: __Edit__ > __Preferences__ > __2D__ > __Animation__.
+
+![](images/2DAnimationV2_ToolPreferences.png)
Tool Preferences
+
+| Setting | Function |
+| -------------------------- | ------------------------------------------------------------ |
+| __Hide Tool Text__ | Enable this option to hide the tool text to have a compact view. |
+| __Selected Outline Color__ | Customize the outline color of selected Sprite and bone. |
+| __Sprite Outline Size__ | Use the slider to adjust the outline thickness of a selected Sprite. |
+| __Bone Outline Size__ | Use the slider to adjust the outline thickness of a selected bone. |
+
+Enable __Hide Tool Text__ to have only the tool icons visible in the [Skinning Editor](SkinningEditor.md) window.
+
+![](images/2DAnimationV2_compacted.png)
+
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/images/visibility_icon.PNG b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/images/visibility_icon.PNG
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/index.md b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/index.md
new file mode 100644
index 0000000..80f6d9f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Documentation~/index.md
@@ -0,0 +1,31 @@
+# Introduction to 2D Animation
+
+This documentation contains information on how to quickly rig and animate a 2D character in Unity with the 2D Animation package and tools. The following package versions are only supported for the following Unity versions:
+
+* __2D Animation package version 4.x.x__ - Unity 2020.1 or later
+
+* __2D Animation package version 3.x.x__ - Unity 2019.3
+
+## 2D Animation and PSD Importer integration
+
+You can use the __2D Animation package__ with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) package to easily import your character artwork from Photoshop into Unity for animation. The __PSD Importer__ is an Asset importer that supports the import of Adobe Photoshop .psb files into Unity and generating a Prefab made of Sprites based on the source file and its layers (see Adobe’s documentation on [Layer basics](https://helpx.adobe.com/photoshop/using/layer-basics.html)).
+
+The [.psb](https://helpx.adobe.com/photoshop/using/file-formats.html#large_document_format_psb)[ file format](https://helpx.adobe.com/photoshop/using/file-formats.html#large_document_format_psb) has identical functions as the more common Adobe .psd format, with additional support for much larger image sizes. See the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html) package documentation for more information about the importer’s features.
+
+## Adobe Photoshop PSB format
+
+For character animation with the __2D Animation package__, the __PSD Importer__ package is required. The PSD Importer package currently only imports the __Adobe Photoshop .psb format__, and does not import the Adobe .psd format. The .psb format has identical functions as .psd, and is able to support larger image sizes.
+
+## Optional Performance Boost
+
+You can improve the performance of the animated Sprite’s deformation at runtime by installing the [Burst](https://docs.unity3d.com/Packages/com.unity.burst@latest) and [Collections](https://docs.unity3d.com/Packages/com.unity.collections@latest) package from the [Package Manager](https://docs.unity3d.com/Manual/upm-ui.html). This allows the 2D Animation package to use Burst compilation to speed up Unity’s processing of Sprite mesh deformation.
+
+![](images/SpriteSkin_inspect_exp.png)
+
+With both packages installed, the Experimental __Enable batching__ setting becomes available in the [Sprite Skin component](#sprite-skin-component). As the implementation of the performance boost might contain bugs, you may switch back to the previous implementation by clearing the __Enable batching__ option.
+
+The package has been tested with [Burst](https://docs.unity3d.com/Packages/com.unity.burst@latest) version 1.3.3 and [Collections](https://docs.unity3d.com/Packages/com.unity.collections@latest) version 0.9.0-preview.6.
+
+## Sprite Skin component
+
+When the character Prefab is brought into the Scene view, Unity automatically adds the __Sprite Skin__ component to any Sprite that have any [bone influences](SkinEdToolsShortcuts.md#bone-influences). This component is required for the bones deform the Sprite Meshes in the Scene view.
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor.meta
new file mode 100644
index 0000000..149593a
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 164d22a8da00e422a93e091c7bd338df
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Analytics.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Analytics.cs
new file mode 100644
index 0000000..61a66d4
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Analytics.cs
@@ -0,0 +1,605 @@
+#define WRITE_TO_JSON
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using UnityEngine.Analytics;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ [Serializable]
+ enum AnimationToolType
+ {
+ UnknownTool = 0,
+ Visibilility = 6,
+ PreviewPose = 7,
+ EditPose = 8,
+ CreateBone = 9,
+ SplitBone = 10,
+ ReparentBone = 11,
+ EditGeometry = 12,
+ CreateVertex = 13,
+ CreateEdge = 14,
+ SplitEdge = 15,
+ GenerateGeometry = 16,
+ WeightSlider = 17,
+ WeightBrush = 18,
+ BoneInfluence = 19,
+ GenerateWeights = 20
+ }
+
+ [Serializable]
+ enum AnimationEventType
+ {
+ Truncated = -1,
+ SelectedSpriteChanged = 0,
+ SkeletonPreviewPoseChanged = 1,
+ SkeletonBindPoseChanged = 2,
+ SkeletonTopologyChanged = 3,
+ MeshChanged = 4,
+ MeshPreviewChanged = 5,
+ SkinningModuleModeChanged = 6,
+ BoneSelectionChanged = 7,
+ BoneNameChanged = 8,
+ CharacterPartChanged = 9,
+ ToolChanged = 10,
+ RestoreBindPose = 11,
+ Copy = 12,
+ Paste = 13,
+ BoneDepthChanged = 14,
+ Shortcut = 15,
+ Visibility = 16
+ }
+
+ [Serializable]
+ struct AnimationEvent
+ {
+ [SerializeField]
+ public AnimationEventType sub_type;
+ [SerializeField]
+ public int repeated_event;
+ [SerializeField]
+ public string data;
+ }
+
+ [Serializable]
+ struct AnimationToolUsageEvent
+ {
+ [SerializeField]
+ public int instance_id;
+ [SerializeField]
+ public AnimationToolType animation_tool;
+ [SerializeField]
+ public bool character_mode;
+ [SerializeField]
+ public int time_start_s;
+ [SerializeField]
+ public int time_end_s;
+ [SerializeField]
+ public List animation_events;
+ }
+
+ [Serializable]
+ struct AnimationToolApplyEvent
+ {
+ [SerializeField]
+ public bool character_mode;
+ [SerializeField]
+ public int instance_id;
+ [SerializeField]
+ public int sprite_count;
+ [SerializeField]
+ public int[] bone_sprite_count;
+ [SerializeField]
+ public int[] bone_count;
+ [SerializeField]
+ public int[] bone_depth;
+ [SerializeField]
+ public int[] bone_chain_count;
+ [SerializeField]
+ public int bone_root_count;
+ }
+
+ internal interface IAnimationAnalyticsModel
+ {
+ bool hasCharacter { get; }
+ SkinningMode mode { get; }
+ ITool selectedTool { get; }
+ ITool GetTool(Tools tool);
+ int selectedBoneCount { get; }
+ int applicationElapseTime { get; }
+ }
+
+ internal class SkinningModuleAnalyticsModel : IAnimationAnalyticsModel
+ {
+ public SkinningCache skinningCache { get; private set; }
+ public bool hasCharacter { get { return skinningCache.hasCharacter; } }
+ public SkinningMode mode { get { return skinningCache.mode; } }
+ public ITool selectedTool { get { return skinningCache.selectedTool; } }
+
+ public SkinningModuleAnalyticsModel(SkinningCache s)
+ {
+ skinningCache = s;
+ }
+
+ public ITool GetTool(Tools tool)
+ {
+ return skinningCache.GetTool(tool);
+ }
+
+ public int selectedBoneCount { get { return skinningCache.skeletonSelection.Count; } }
+
+ public int applicationElapseTime { get { return (int)EditorApplication.timeSinceStartup; } }
+ }
+
+ [Serializable]
+ internal class AnimationAnalytics
+ {
+ const int k_AnimationEventElementCount = 3;
+ const int k_AnimationToolUsageEventElementCount = 6;
+ IAnalyticsStorage m_AnalyticsStorage;
+ SkinningEvents m_EventBus;
+ IAnimationAnalyticsModel m_Model;
+
+ AnimationToolUsageEvent? m_CurrentEvent;
+ int m_InstanceId;
+
+ public AnimationAnalytics(IAnalyticsStorage analyticsStorage, SkinningEvents eventBus, IAnimationAnalyticsModel model, int instanceId)
+ {
+ m_Model = model;
+ m_AnalyticsStorage = analyticsStorage;
+ m_InstanceId = instanceId;
+ m_EventBus = eventBus;
+ m_EventBus.selectedSpriteChanged.AddListener(OnSelectedSpriteChanged);
+ m_EventBus.skeletonPreviewPoseChanged.AddListener(OnSkeletonPreviewPoseChanged);
+ m_EventBus.skeletonBindPoseChanged.AddListener(OnSkeletonBindPoseChanged);
+ m_EventBus.skeletonTopologyChanged.AddListener(OnSkeletonTopologyChanged);
+ m_EventBus.meshChanged.AddListener(OnMeshChanged);
+ m_EventBus.meshPreviewChanged.AddListener(OnMeshPreviewChanged);
+ m_EventBus.skinningModeChanged.AddListener(OnSkinningModuleModeChanged);
+ m_EventBus.boneSelectionChanged.AddListener(OnBoneSelectionChanged);
+ m_EventBus.boneNameChanged.AddListener(OnBoneNameChanged);
+ m_EventBus.boneDepthChanged.AddListener(OnBoneDepthChanged);
+ m_EventBus.characterPartChanged.AddListener(OnCharacterPartChanged);
+ m_EventBus.toolChanged.AddListener(OnToolChanged);
+ m_EventBus.restoreBindPose.AddListener(OnRestoreBindPose);
+ m_EventBus.copy.AddListener(OnCopy);
+ m_EventBus.paste.AddListener(OnPaste);
+ m_EventBus.shortcut.AddListener(OnShortcut);
+ m_EventBus.boneVisibility.AddListener(OnBoneVisibility);
+
+ OnToolChanged(model.selectedTool);
+ }
+
+ public void Dispose()
+ {
+ m_EventBus.selectedSpriteChanged.RemoveListener(OnSelectedSpriteChanged);
+ m_EventBus.skeletonPreviewPoseChanged.RemoveListener(OnSkeletonPreviewPoseChanged);
+ m_EventBus.skeletonBindPoseChanged.RemoveListener(OnSkeletonBindPoseChanged);
+ m_EventBus.skeletonTopologyChanged.RemoveListener(OnSkeletonTopologyChanged);
+ m_EventBus.meshChanged.RemoveListener(OnMeshChanged);
+ m_EventBus.meshPreviewChanged.RemoveListener(OnMeshPreviewChanged);
+ m_EventBus.skinningModeChanged.RemoveListener(OnSkinningModuleModeChanged);
+ m_EventBus.boneSelectionChanged.RemoveListener(OnBoneSelectionChanged);
+ m_EventBus.boneNameChanged.RemoveListener(OnBoneNameChanged);
+ m_EventBus.boneDepthChanged.AddListener(OnBoneDepthChanged);
+ m_EventBus.characterPartChanged.RemoveListener(OnCharacterPartChanged);
+ m_EventBus.toolChanged.RemoveListener(OnToolChanged);
+ m_EventBus.copy.RemoveListener(OnCopy);
+ m_EventBus.paste.RemoveListener(OnPaste);
+ m_EventBus.shortcut.RemoveListener(OnShortcut);
+ m_EventBus.boneVisibility.RemoveListener(OnBoneVisibility);
+ m_AnalyticsStorage.Dispose();
+ }
+
+ void OnBoneVisibility(string s)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.Visibility,
+ data = s
+ });
+ }
+
+ void OnShortcut(string s)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.Shortcut,
+ data = s
+ });
+ }
+
+ void OnCopy()
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.Copy,
+ data = ""
+ });
+ }
+
+ void OnPaste(bool bone , bool mesh , bool flipX , bool flipY)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.Paste,
+ data = string.Format("b:{0} m:{1} x:{2} y:{3}", bone, mesh, flipX, flipY)
+ });
+ }
+
+ void OnSelectedSpriteChanged(SpriteCache sprite)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.SelectedSpriteChanged,
+ data = sprite == null ? "false" : "true"
+ });
+ }
+
+ void OnSkeletonPreviewPoseChanged(SkeletonCache skeleton)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.SkeletonPreviewPoseChanged,
+ data = ""
+ });
+ }
+
+ void OnSkeletonBindPoseChanged(SkeletonCache skeleton)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.SkeletonBindPoseChanged,
+ data = ""
+ });
+ }
+
+ void OnSkeletonTopologyChanged(SkeletonCache skeleton)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.SkeletonTopologyChanged,
+ data = ""
+ });
+ }
+
+ void OnMeshChanged(MeshCache mesh)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.MeshChanged,
+ data = ""
+ });
+ }
+
+ void OnMeshPreviewChanged(MeshPreviewCache mesh)
+ {
+ }
+
+ void OnSkinningModuleModeChanged(SkinningMode mode)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.SkinningModuleModeChanged,
+ data = mode.ToString()
+ });
+ }
+
+ void OnBoneSelectionChanged()
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.BoneSelectionChanged,
+ data = m_Model.selectedBoneCount.ToString()
+ });
+ }
+
+ void OnBoneNameChanged(BoneCache bone)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.BoneNameChanged,
+ data = ""
+ });
+ }
+
+ void OnBoneDepthChanged(BoneCache bone)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.BoneDepthChanged,
+ data = ""
+ });
+ }
+
+ void OnCharacterPartChanged(CharacterPartCache part)
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.CharacterPartChanged,
+ data = ""
+ });
+ }
+
+ void OnToolChanged(ITool tool)
+ {
+ if (tool == m_Model.GetTool(Tools.ReparentBone))
+ StartNewEvent(AnimationToolType.ReparentBone, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.CreateBone))
+ StartNewEvent(AnimationToolType.CreateBone, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.EditJoints))
+ StartNewEvent(AnimationToolType.EditPose, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.EditPose))
+ StartNewEvent(AnimationToolType.PreviewPose, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.SplitBone))
+ StartNewEvent(AnimationToolType.SplitBone, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.CreateEdge))
+ StartNewEvent(AnimationToolType.CreateEdge, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.CreateVertex))
+ StartNewEvent(AnimationToolType.CreateVertex, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.EditGeometry))
+ StartNewEvent(AnimationToolType.EditGeometry, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.GenerateGeometry))
+ StartNewEvent(AnimationToolType.GenerateGeometry, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.SplitEdge))
+ StartNewEvent(AnimationToolType.SplitEdge, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.Visibility))
+ StartNewEvent(AnimationToolType.Visibilility, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.BoneInfluence))
+ StartNewEvent(AnimationToolType.BoneInfluence, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.GenerateWeights))
+ StartNewEvent(AnimationToolType.GenerateWeights, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.WeightBrush))
+ StartNewEvent(AnimationToolType.WeightBrush, m_Model.applicationElapseTime);
+ else if (tool == m_Model.GetTool(Tools.WeightSlider))
+ StartNewEvent(AnimationToolType.WeightSlider, m_Model.applicationElapseTime);
+ else
+ StartNewEvent(AnimationToolType.UnknownTool, m_Model.applicationElapseTime);
+ }
+
+ void OnRestoreBindPose()
+ {
+ SetAnimationEvent(new AnimationEvent()
+ {
+ sub_type = AnimationEventType.RestoreBindPose,
+ data = ""
+ });
+ }
+
+ void SetAnimationEvent(AnimationEvent evt)
+ {
+ if (m_CurrentEvent != null)
+ {
+ var toolEvent = m_CurrentEvent.Value;
+ var eventCount = toolEvent.animation_events.Count;
+ if (eventCount > 0 && toolEvent.animation_events[eventCount - 1].sub_type == evt.sub_type && toolEvent.animation_events[eventCount - 1].data == evt.data)
+ {
+ var e = toolEvent.animation_events[eventCount - 1];
+ e.repeated_event += 1;
+ toolEvent.animation_events[eventCount - 1] = e;
+ }
+ else
+ {
+ var elementCountPlus = k_AnimationToolUsageEventElementCount + (eventCount + 1 * k_AnimationEventElementCount);
+ if (elementCountPlus >= AnalyticConstant.k_MaxNumberOfElements)
+ {
+ // We reached the max number of events. Change the last one to truncated
+ var e = toolEvent.animation_events[eventCount - 1];
+ if (e.sub_type != AnimationEventType.Truncated)
+ {
+ e.sub_type = AnimationEventType.Truncated;
+ e.repeated_event = 0;
+ }
+ e.repeated_event += 1;
+ toolEvent.animation_events[eventCount - 1] = e;
+ }
+ else
+ toolEvent.animation_events.Add(evt);
+ }
+ m_CurrentEvent = toolEvent;
+ }
+ }
+
+ void StartNewEvent(AnimationToolType animationType, int tick)
+ {
+ SendLastEvent(tick);
+ m_CurrentEvent = new AnimationToolUsageEvent()
+ {
+ instance_id = m_InstanceId,
+ character_mode = m_Model.mode == SkinningMode.Character,
+ animation_tool = animationType,
+ time_start_s = tick,
+ animation_events = new List()
+ };
+ }
+
+ void SendLastEvent(AnimationToolUsageEvent evt, int tick)
+ {
+ evt.time_end_s = tick;
+ m_AnalyticsStorage.SendUsageEvent(evt);
+ }
+
+ void SendLastEvent(int tick)
+ {
+ if (m_CurrentEvent != null)
+ {
+ SendLastEvent(m_CurrentEvent.Value, tick);
+ }
+ m_CurrentEvent = null;
+ }
+
+ public void FlushEvent()
+ {
+ SendLastEvent(m_Model.applicationElapseTime);
+ }
+
+ public void SendApplyEvent(int spriteCount, int[] spriteBoneCount, BoneCache[] bones)
+ {
+ int[] chainBoneCount = null;
+ int[] maxDepth = null;
+ int[] boneCount = null;
+ int boneRootCount = 0;
+ GetChainBoneStatistic(bones, out chainBoneCount, out maxDepth, out boneRootCount, out boneCount);
+ var applyEvent = new AnimationToolApplyEvent()
+ {
+ instance_id = m_InstanceId,
+ character_mode = m_Model.hasCharacter,
+ sprite_count = spriteCount,
+ bone_sprite_count = spriteBoneCount,
+ bone_depth = maxDepth,
+ bone_chain_count = chainBoneCount,
+ bone_root_count = boneRootCount,
+ bone_count = boneCount
+ };
+ m_AnalyticsStorage.SendApplyEvent(applyEvent);
+ }
+
+ static void GetChainBoneStatistic(BoneCache[] bones, out int[] chainBoneCount, out int[] maxDepth, out int boneRootCount, out int[] boneCount)
+ {
+ List chainCountList = new List();
+ List boneDepthList = new List();
+ List countList = new List();
+ boneRootCount = 0;
+ foreach (var b in bones)
+ {
+ if (b.parentBone == null)
+ {
+ ++boneRootCount;
+ var chain = 0;
+ var chainDepth = 0;
+ var tempBone = b;
+ var count = 1;
+ while (tempBone != null)
+ {
+ ++chainDepth;
+ tempBone = tempBone.chainedChild;
+ }
+
+ foreach (var b1 in bones)
+ {
+ // if this bone is part of this root
+ var parentBone = b1.parentBone;
+ while (parentBone != null)
+ {
+ if (parentBone == b)
+ {
+ ++count;
+ // the bone has a parent and the parent bone's chainedChild is not us, means we are a new chain
+ if (b1.parentBone != null && b1.parentBone.chainedChild != b1)
+ {
+ ++chain;
+ var chainDepth1 = 0;
+ tempBone = b1;
+ while (tempBone != null)
+ {
+ ++chainDepth1;
+ tempBone = tempBone.chainedChild;
+ }
+
+ chainDepth = chainDepth1 > chainDepth ? chainDepth1 : chainDepth;
+ }
+ break;
+ }
+ parentBone = parentBone.parentBone;
+ }
+ }
+ chainCountList.Add(chain);
+ boneDepthList.Add(chainDepth);
+ countList.Add(count);
+ }
+ }
+ chainBoneCount = chainCountList.ToArray();
+ maxDepth = boneDepthList.ToArray();
+ boneCount = countList.ToArray();
+ }
+ }
+
+ internal interface IAnalyticsStorage
+ {
+ AnalyticsResult SendUsageEvent(AnimationToolUsageEvent evt);
+ AnalyticsResult SendApplyEvent(AnimationToolApplyEvent evt);
+ void Dispose();
+ }
+
+ internal static class AnalyticConstant
+ {
+ public const int k_MaxEventsPerHour = 1000;
+ public const int k_MaxNumberOfElements = 1000;
+ }
+
+ internal class AnalyticsJsonStorage : IAnalyticsStorage
+ {
+ [Serializable]
+ struct AnimationToolEvents
+ {
+ [SerializeField]
+ public List events;
+ [SerializeField]
+ public AnimationToolApplyEvent applyEvent;
+ }
+
+ AnimationToolEvents m_TotalEvents = new AnimationToolEvents()
+ {
+ events = new List(),
+ applyEvent = new AnimationToolApplyEvent()
+ };
+
+ public AnalyticsResult SendUsageEvent(AnimationToolUsageEvent evt)
+ {
+ m_TotalEvents.events.Add(evt);
+ return AnalyticsResult.Ok;
+ }
+
+ public AnalyticsResult SendApplyEvent(AnimationToolApplyEvent evt)
+ {
+ m_TotalEvents.applyEvent = evt;
+ return AnalyticsResult.Ok;
+ }
+
+ public void Dispose()
+ {
+ try
+ {
+ string file = string.Format("analytics_{0}.json", System.DateTime.Now.ToString("yyyy-dd-M--HH-mm-ss"));
+ if (System.IO.File.Exists(file))
+ System.IO.File.Delete(file);
+ System.IO.File.WriteAllText(file, JsonUtility.ToJson(m_TotalEvents, true));
+ }
+ catch (Exception ex)
+ {
+ Debug.Log(ex);
+ }
+ finally
+ {
+ m_TotalEvents.events.Clear();
+ }
+ }
+ }
+
+ [InitializeOnLoad]
+ internal class UnityAnalyticsStorage : IAnalyticsStorage
+ {
+ const string k_VendorKey = "unity.2d.animation";
+ const int k_Version = 1;
+
+ static UnityAnalyticsStorage()
+ {
+ EditorAnalytics.RegisterEventWithLimit("u2dAnimationToolUsage", AnalyticConstant.k_MaxEventsPerHour, AnalyticConstant.k_MaxNumberOfElements, k_VendorKey, k_Version);
+ EditorAnalytics.RegisterEventWithLimit("u2dAnimationToolApply", AnalyticConstant.k_MaxEventsPerHour, AnalyticConstant.k_MaxNumberOfElements, k_VendorKey, k_Version);
+ }
+
+ public AnalyticsResult SendUsageEvent(AnimationToolUsageEvent evt)
+ {
+ return EditorAnalytics.SendEventWithLimit("u2dAnimationToolUsage", evt, k_Version);
+ }
+
+ public AnalyticsResult SendApplyEvent(AnimationToolApplyEvent evt)
+ {
+ return EditorAnalytics.SendEventWithLimit("u2dAnimationToolApply", evt, k_Version);
+ }
+
+ public void Dispose() {}
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Analytics.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Analytics.cs.meta
new file mode 100644
index 0000000..95e4376
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Analytics.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 783ca490d14f68c4891dfa4ca54364fc
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/AssemblyInfo.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/AssemblyInfo.cs
new file mode 100644
index 0000000..9b4c24a
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/AssemblyInfo.cs
@@ -0,0 +1,4 @@
+using System.Runtime.CompilerServices;
+[assembly: InternalsVisibleTo("Unity.2D.Animation.Tests.EditorTests")]
+[assembly: InternalsVisibleTo("Unity.2D.PsdImporter.Editor")]
+[assembly: InternalsVisibleTo("DynamicProxyGenAssembly2")]
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/AssemblyInfo.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/AssemblyInfo.cs.meta
new file mode 100644
index 0000000..b09b733
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+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets.meta
new file mode 100644
index 0000000..86e99e6
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets.meta
@@ -0,0 +1,8 @@
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+guid: 4cdf803ccba4203428cf760a394d701f
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay.meta
new file mode 100644
index 0000000..1d3813f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay.meta
@@ -0,0 +1,8 @@
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+guid: 4817dc4ea8764f74298414d8ac0bb8d5
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml
new file mode 100644
index 0000000..63dfc7f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml
@@ -0,0 +1,12 @@
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml.meta
new file mode 100644
index 0000000..f77e8df
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml.meta
@@ -0,0 +1,11 @@
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss
new file mode 100644
index 0000000..a198bbe
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss
@@ -0,0 +1,186 @@
+/**********************************************************************************************************************/
+/* LayoutOverlay */
+/**********************************************************************************************************************/
+
+LayoutOverlay {
+ flex-direction: column-reverse;
+ overflow: hidden;
+}
+
+LayoutOverlay.HasScrollbar {
+ margin-right: 18px;
+ margin-bottom: 18px;
+}
+
+//Disable Horizontal Toolbar until needed
+LayoutOverlay > #HorizontalToolbar {
+ height: 0;
+}
+
+LayoutOverlay > #HorizontalHolder {
+ flex:1 auto;
+ flex-direction: row;
+}
+
+LayoutOverlay > #HorizontalHolder > #VerticalToolbar {
+ width: 140px;
+ margin-left : 10px;
+}
+
+LayoutOverlay > #HorizontalHolder > #VerticalToolbar.Collapse {
+ width: 50px;
+}
+
+LayoutOverlay > #HorizontalHolder > #LeftOverlay {
+ flex-grow: 1;
+ flex-direction: column-reverse;
+ flex-wrap: wrap;
+ align-items: flex-start;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay {
+
+ flex-grow: 1;
+ flex-direction: column-reverse;
+ flex-wrap: wrap-reverse;
+ align-items: flex-start;
+}
+
+LayoutOverlay > #DropdownOverlay {
+ height: 0;
+ width: 0;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow {
+ flex:1 0 auto;
+ width : 280px;
+ padding-left : 12px;
+ padding-right : 12px;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow #ModeField {
+ margin-left : 0;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow #BonePopupField {
+ margin-left : 0;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow #BonePopupField .unity-popup-field__input {
+ flex-basis : 0px;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow > #unity-content-container {
+ flex:1 0 auto;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-row {
+ max-height : 20px;
+ flex-direction: row;
+ margin-left : 0;
+ margin-right : 0;
+ margin-top : 0;
+ margin-bottom : 0;
+ flex : 1 0 auto;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-row-space {
+ height : 5px;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-editor {
+ flex-direction: row;
+ flex: 6;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup {
+ margin-left : 0px;
+ flex : 1 0 auto;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup .unity-enum-field {
+ flex : 1 0 auto;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup .unity-popup-field {
+ flex : 1 0 auto;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup .unity-label {
+ min-width : auto;
+ flex : 4;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup .unity-enum-field__input,
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup .unity-popup-field__input {
+ flex : 6;
+ min-width : auto;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-toggle {
+ margin-left : 0px;
+ flex : 1;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-toggle .unity-toggle__input {
+ justify-content : flex-end;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-integerfield {
+ margin-left : 0px;
+ flex : 1;
+}
+
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-integerfield IntegerInput {
+ margin-left : 0px;
+ flex : 6;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .slider-field {
+ flex: 3;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow Label {
+ flex: 4;
+ margin-top : 2px;
+ margin-bottom : 2px;
+}
+
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .unity-slider__input{
+ margin-left :1px;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow Slider {
+ flex: 7;
+ margin-left : 4px;
+ margin-top :2px;
+ margin-right : 10px;
+ margin-bottom :2px;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow Button {
+ flex : 1 0 auto;
+ margin-left: 1px;
+ margin-right: 1px;
+ margin-top: 1px;
+ margin-bottom: 1px;
+ border-left-width: 1px;
+ border-right-width: 1px;
+ border-bottom-width: 1px;
+ border-top-width: 1px;
+ border-top-left-radius: 3px;
+ border-top-right-radius: 3px;
+ border-bottom-left-radius: 3px;
+ border-bottom-right-radius: 3px;
+ padding-left: 2px;
+ padding-right: 2px;
+ padding-bottom: 2px;
+ padding-top: 2px;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow Toggle {
+ align-self : center;
+ margin-bottom: 4px;
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss.meta
new file mode 100644
index 0000000..6055e93
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 4cb62f324c9e68643acade726b44b815
+ScriptedImporter:
+ fileIDToRecycleName:
+ 11400000: stylesheet
+ externalObjects: {}
+ userData:
+ assetBundleName:
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/ScrollableToolbar.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/ScrollableToolbar.uss
new file mode 100644
index 0000000..8513c08
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/ScrollableToolbar.uss
@@ -0,0 +1,16 @@
+/**********************************************************************************************************************/
+/* Scroller */
+/**********************************************************************************************************************/
+
+/* Horizontal scroller */
+Scroller {
+ display: none;
+}
+
+/**********************************************************************************************************************/
+/* ScrollView */
+/**********************************************************************************************************************/
+
+ScrollView {
+ flex: 1;
+}
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/ScrollableToolbar.uss.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/LayoutOverlay/ScrollableToolbar.uss.meta
new file mode 100644
index 0000000..ead594d
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule.meta
new file mode 100644
index 0000000..6f76768
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@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4fccdb4aa9dd0db43becdec2eea211af
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml
new file mode 100644
index 0000000..71d555f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml
@@ -0,0 +1,15 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml.meta
new file mode 100644
index 0000000..caecbe5
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1b45e34b5d565204db1307b88755e76d
+ScriptedImporter:
+ fileIDToRecycleName:
+ 11400000: tree
+ 11400002: inlineStyle
+ externalObjects: {}
+ userData:
+ assetBundleName:
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss
new file mode 100644
index 0000000..2faf34d
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss
@@ -0,0 +1,7 @@
+/**********************************************************************************************************************/
+/* BoneInspectorPanel */
+/**********************************************************************************************************************/
+
+#BoneInspectorPanel {
+ height : 80px;
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss.meta
new file mode 100644
index 0000000..d6d407a
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss.meta
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneReparentStyle.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneReparentStyle.uss
new file mode 100644
index 0000000..191076c
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneReparentStyle.uss
@@ -0,0 +1,7 @@
+BoneReparentToolWindow {
+ height: 300px;
+}
+
+BoneReparentToolView{
+ flex : 1;
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneReparentStyle.uss.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneReparentStyle.uss.meta
new file mode 100644
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneReparentWindow.uxml b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneReparentWindow.uxml
new file mode 100644
index 0000000..e82de59
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneReparentWindow.uxml
@@ -0,0 +1,8 @@
+
+
+
+
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+
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneReparentWindow.uxml.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneReparentWindow.uxml.meta
new file mode 100644
index 0000000..000bf5a
--- /dev/null
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+ 11400002: inlineStyle
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneToolbar.uxml b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneToolbar.uxml
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index 0000000..0cc6484
--- /dev/null
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneToolbarStyle.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneToolbarStyle.uss
new file mode 100644
index 0000000..e9b1588
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneToolbarStyle.uss
@@ -0,0 +1,63 @@
+/**********************************************************************************************************************/
+/* BoneToolbar */
+/**********************************************************************************************************************/
+
+#EditPoseImage {
+ background-image: url("Icons/Light/Edit_Pose.png");
+}
+
+#EditJointsImage {
+ background-image: url("Icons/Light/Edit_Joints.png");
+}
+
+#CreateBoneImage {
+ background-image: url("Icons/Light/Create Bones.png");
+}
+
+#SplitBoneImage {
+ background-image: url("Icons/Light/Split Bones.png");
+}
+
+#BoneReparentImage {
+ background-image: url("Icons/Light/Parent_Bone.png");
+}
+
+.Dark #EditPoseImage {
+ background-image: url("Icons/Dark/d_Edit_Pose.png");
+}
+
+.Dark #EditJointsImage {
+ background-image: url("Icons/Dark/d_Edit_Joints.png");
+}
+
+.Dark #CreateBoneImage {
+ background-image: url("Icons/Dark/d_Create Bones.png");
+}
+
+.Dark #SplitBoneImage {
+ background-image: url("Icons/Dark/d_Split Bones.png");
+}
+
+.Dark #BoneReparentImage {
+ background-image: url("Icons/Dark/d_Parent_Bone.png");
+}
+
+.Checked #EditPoseImage{
+ background-image: url("Icons/Selected/Edit_Pose.png");
+}
+
+.Checked #EditJointsImage {
+ background-image: url("Icons/Selected/Edit_Joints.png");
+}
+
+.Checked #CreateBoneImage {
+ background-image: url("Icons/Selected/Create Bones.png");
+}
+
+.Checked #SplitBoneImage {
+ background-image: url("Icons/Selected/Split Bones.png");
+}
+
+.Checked #BoneReparentImage {
+ background-image: url("Icons/Selected/Parent_Bone.png");
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneToolbarStyle.uss.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/BoneToolbarStyle.uss.meta
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@@ -0,0 +1,11 @@
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/CopyToolbar.uxml.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/CopyToolbar.uxml.meta
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/MeshToolbarStyle.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/MeshToolbarStyle.uss
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+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/MeshToolbarStyle.uss
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+/**********************************************************************************************************************/
+/* MeshToolbar */
+/**********************************************************************************************************************/
+
+#SelectGeometryImage {
+ background-image: url("Icons/Light/Edit_Geometry.png");
+}
+
+#CreateVertexImage {
+ background-image: url("Icons/Light/Create_Vertex.png");
+}
+
+#CreateEdgeImage {
+ background-image: url("Icons/Light/Create_Edge.png");
+}
+
+#SplitEdgeImage {
+ background-image: url("Icons/Light/Split_Edge.png");
+}
+
+#GenerateGeometryImage {
+ background-image: url("Icons/Light/Generate_Geometry.png");
+}
+
+.Dark #SelectGeometryImage {
+ background-image: url("Icons/Dark/d_Edit_Geometry.png");
+}
+
+.Dark #CreateVertexImage {
+ background-image: url("Icons/Dark/d_Create_Vertex.png");
+}
+
+.Dark #CreateEdgeImage {
+ background-image: url("Icons/Dark/d_Create_Edge.png");
+}
+
+.Dark #SplitEdgeImage {
+ background-image: url("Icons/Dark/d_Split_Edge.png");
+}
+
+.Dark #GenerateGeometryImage {
+ background-image: url("Icons/Dark/d_Generate_Geometry.png");
+}
+
+.Checked #SelectGeometryImage {
+ background-image: url("Icons/Selected/Edit_Geometry.png");
+}
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+.Checked #CreateVertexImage {
+ background-image: url("Icons/Selected/Create_Vertex.png");
+}
+
+.Checked #CreateEdgeImage {
+ background-image: url("Icons/Selected/Create_Edge.png");
+}
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+.Checked #SplitEdgeImage {
+ background-image: url("Icons/Selected/Split_Edge.png");
+}
+
+.Checked #GenerateGeometryImage {
+ background-image: url("Icons/Selected/Generate_Geometry.png");
+}
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/PastePanelStyle.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/PastePanelStyle.uss
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+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/PastePanelStyle.uss
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+/**********************************************************************************************************************/
+/* PastePanel */
+/**********************************************************************************************************************/
+
+#PastePanel {
+ height: 140px;
+}
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader
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+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader
@@ -0,0 +1,100 @@
+
+Shader "Hidden/SkinningModule-GUITextureClip"
+{
+ Properties {
+ _MainTex ("Texture", Any) = "white" {}
+ _Opacity ("Opacity", Float) = 1
+ _VertexColorBlend ("VertexColorBlend", Float) = 0
+ _Color ("Tint", Color) = (1,1,1,1)
+ }
+
+ CGINCLUDE
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 2.0
+
+ #include "UnityCG.cginc"
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ float2 clipUV : TEXCOORD1;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ sampler2D _MainTex;
+ sampler2D _GUIClipTexture;
+
+ uniform float4 _MainTex_ST;
+ fixed4 _Color;
+ uniform fixed _Opacity;
+ uniform fixed _VertexColorBlend;
+ uniform float4x4 unity_GUIClipTextureMatrix;
+ uniform bool _AdjustLinearForGamma;
+
+ v2f vert (appdata_t v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ float3 eyePos = UnityObjectToViewPos(v.vertex);
+ o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
+ o.color = v.color;
+ o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ fixed4 col = tex2D(_MainTex, i.texcoord) * _Color;
+
+ if (_AdjustLinearForGamma)
+ col.rgb = LinearToGammaSpace(col.rgb);
+
+ col = lerp(col, i.color, _VertexColorBlend);
+ col.a *= tex2D(_GUIClipTexture, i.clipUV).a * _Opacity;
+ return col;
+ }
+ ENDCG
+
+ SubShader {
+
+ Tags { "ForceSupported" = "True" }
+
+ Lighting Off
+ Blend SrcAlpha OneMinusSrcAlpha, One One
+ Cull Off
+ ZWrite Off
+ ZTest Always
+
+ Pass {
+ CGPROGRAM
+ ENDCG
+ }
+ }
+
+ SubShader {
+
+ Tags { "ForceSupported" = "True" }
+
+ Lighting Off
+ Blend SrcAlpha OneMinusSrcAlpha
+ Cull Off
+ ZWrite Off
+ ZTest Always
+
+ Pass {
+ CGPROGRAM
+ ENDCG
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader.meta
new file mode 100644
index 0000000..6580301
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: bedd19944f451ba4d83e7ed69be98d5c
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBitMask.shader b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBitMask.shader
new file mode 100644
index 0000000..39eeb54
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBitMask.shader
@@ -0,0 +1,70 @@
+Shader "com.unity3d.animation/SpriteBitmask"
+{
+ Properties
+ {
+ _MainTex("Sprite Texture", 2D) = "white" {}
+ }
+
+ SubShader
+ {
+ Tags
+ {
+ "Queue" = "Transparent"
+ "IgnoreProjector" = "True"
+ "RenderType" = "Opaque"
+ "PreviewType" = "Plane"
+ }
+
+ Cull Off
+ Lighting Off
+ ZWrite Off
+ Blend Off
+ ColorMask A
+
+ Pass
+ {
+ CGPROGRAM
+#pragma vertex vert
+#pragma fragment frag
+#include "UnityCG.cginc"
+
+ struct appdata_t
+ {
+ float4 vertex : POSITION;
+ float4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ };
+
+ sampler2D _MainTex;
+
+ v2f vert(appdata_t IN)
+ {
+ v2f OUT;
+ OUT.vertex = UnityObjectToClipPos(IN.vertex);
+ OUT.texcoord = IN.texcoord;
+ OUT.color = IN.color;
+ return OUT;
+ }
+
+ fixed4 SampleSpriteTexture(float2 uv)
+ {
+ fixed4 color = tex2D(_MainTex, uv);
+ return color;
+ }
+
+ fixed4 frag(v2f IN) : SV_Target
+ {
+ fixed4 c = SampleSpriteTexture(IN.texcoord);
+ return c;
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBitMask.shader.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBitMask.shader.meta
new file mode 100644
index 0000000..805a203
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBitMask.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 3230fdc399f8287488325e5941a00527
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml
new file mode 100644
index 0000000..5e17e07
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml
@@ -0,0 +1,17 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml.meta
new file mode 100644
index 0000000..a7c09d2
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 92fd05e0a13c5e74f8eca8a4beac1fd7
+ScriptedImporter:
+ fileIDToRecycleName:
+ 11400000: tree
+ 11400002: inlineStyle
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss
new file mode 100644
index 0000000..344a91c
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss
@@ -0,0 +1,190 @@
+#HeaderImage
+{
+ background-image: resource("Builtin Skins/LightSkin/images/rol-header.png");
+ -unity-slice-left: 4;
+ -unity-slice-right: 4;
+ -unity-slice-top: 3;
+ -unity-slice-bottom: 2;
+
+ /* GUIStyle.clipping */
+ overflow : hidden;
+
+ /* GUIStyle.contentOffset */
+ /*-unity-content-offset: 0 -1;*/
+
+ /* GUIStyle.fixedHeight */
+ height: 18px;
+}
+
+.Dark . #HeaderImage
+{
+ background-image: resource("Builtin Skins/DarkSkin/images/d_rol-header.png");
+}
+
+
+#HeaderText
+{
+ -unity-text-align : middle-center;
+}
+
+#ListView
+{
+ background-image: resource("Builtin Skins/LightSkin/images/rol-body.png");
+ flex: 1 auto;
+ -unity-slice-left: 6;
+ -unity-slice-right: 3;
+ -unity-slice-bottom: 6;
+ height : 130px;
+ border-bottom-width : 5px;
+ border-left-width : 1px;
+ border-right-width : 1px;
+}
+
+
+.Dark . #ListView
+{
+ background-image: resource("Builtin Skins/DarkSkin/images/d_rol-body.png");
+}
+
+#ListRow
+{
+ -unity-text-align : middle-center;
+}
+
+.ListRowOddColor
+{
+ background-color: #DFDFDF;
+}
+
+.ListRowEvenColor
+{
+ background-color: #D8D8D8;
+}
+
+.Dark . .ListRowOddColor
+{
+ background-color: #373737;
+}
+
+.Dark .ListRowEvenColor
+{
+ background-color: #3C3C3C;
+}
+
+SelectListView . .unity-list-view__item--selected
+{
+ background-image: resource("Builtin Skins/LightSkin/images/ro_selected_l.png");
+ -unity-slice-left: 2;
+ -unity-slice-right: 2;
+ -unity-slice-bottom: 3;
+}
+
+.Dark . SelectListView . .unity-list-view__item--selected
+{
+ background-image: resource("Builtin Skins/DarkSkin/images/ro_selected_d.png");
+}
+
+ScrollView
+{
+ flex :1 0 auto;
+}
+
+.Dark . #ContentBackgroundImage
+{
+ background-image: resource("Builtin Skins/DarkSkin/images/d_rol-body.png");
+}
+
+#ButtonsContainer
+{
+ flex-direction : row;
+ align-self : flex-end;
+ background-image: resource("Builtin Skins/LightSkin/images/rol-tab.png");
+ -unity-slice-left: 4;
+ -unity-slice-right: 4;
+ -unity-slice-top: 3;
+ -unity-slice-bottom: 4;
+ height: 18px;
+ width : 48px;
+ top : -3px;
+}
+
+.Dark . #ButtonsContainer
+{
+ background-image: resource("Builtin Skins/DarkSkin/images/d_rol-tab.png");
+}
+
+#AddButton
+{
+ background-image: resource("Icons/Toolbar Plus.png");
+}
+
+.unity-button
+{
+ flex : 0 0 auto;
+ -unity-slice-left: 0;
+ -unity-slice-right: 0;
+ -unity-slice-top: 0;
+ -unity-slice-bottom: 0;
+ align-self: center;
+ -unity-background-scale-mode : scale-to-fit;
+ background-color: rgb(221, 221, 221);
+ margin-top : 2px;
+ margin-bottom : 2px;
+ margin-left : 2px;
+ margin-right : 2px;
+ padding-top : 0;
+ padding-bottom : 0;
+ padding-left : 0;
+ padding-right : 0;
+ min-height : 0;
+ height : 16px;
+ width : 16px;
+}
+
+#AddButton:hover {
+ background-color: rgb(255, 255, 255);
+}
+
+.Dark #AddButton:hover {
+ /* GUIState.textColor */
+ background-color: rgb(128, 128, 128);
+}
+.Dark . #AddButton
+{
+ background-image: resource("Icons/d_Toolbar Plus.png");
+ background-color: rgba(255, 255, 255,0);
+}
+
+#RemoveButton
+{
+ background-image: resource("Icons/Toolbar Minus.png");
+}
+
+.Dark . #RemoveButton
+{
+ background-image: resource("Icons/d_Toolbar Minus.png");
+ background-color: rgba(255, 255, 255, 0);
+}
+
+#RemoveButton:hover {
+ /* GUIState.textColor */
+ background-color: rgb(255, 255, 255);
+}
+
+.Dark #RemoveButton:hover {
+ /* GUIState.textColor */
+ background-color: rgb(128, 128, 128);
+}
+
+
+Button:disabled {
+ opacity: 0.5;
+}
+
+LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow Slider {
+ flex: 1 0;
+ margin-left : 0;
+ margin-top :16px;
+ margin-right : 0;
+ margin-bottom :16px;
+}
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss.meta
new file mode 100644
index 0000000..ec6047d
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 1ccfed20edd16d54da530aa222a54372
+ScriptedImporter:
+ fileIDToRecycleName:
+ 11400000: stylesheet
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml
new file mode 100644
index 0000000..21b6423
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml
@@ -0,0 +1,8 @@
+
+
+
+
+
+
+
+
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml.meta
new file mode 100644
index 0000000..f264f9c
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5d2935f038257c44998f9aeec57d2ae7
+ScriptedImporter:
+ fileIDToRecycleName:
+ 11400000: tree
+ 11400002: inlineStyle
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss
new file mode 100644
index 0000000..bb02255
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss
@@ -0,0 +1,15 @@
+
+SpriteBoneInfluenceWindow
+{
+ height: 200px;
+}
+
+SpriteBoneInfluenceWindowListWidget
+{
+ flex: 1;
+}
+
+SpriteBoneInfluenceWindowTreeViewWidget
+{
+ flex: 1;
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss.meta
new file mode 100644
index 0000000..05bfda0
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 72c98894fc0953a4486e96fa2cff6f8d
+ScriptedImporter:
+ fileIDToRecycleName:
+ 11400000: stylesheet
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteOutline.shader b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteOutline.shader
new file mode 100644
index 0000000..fa391bb
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteOutline.shader
@@ -0,0 +1,119 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "com.unity3d.animation/SpriteOutline"
+{
+ Properties
+ {
+ _MainTex("Sprite Texture", 2D) = "white" {}
+ _OutlineSize("Outline Size", Float) = 1
+ _OutlineColor("Outline Color", Color) = (1,0,1,1)
+ }
+
+ SubShader
+ {
+ Tags
+ {
+ "Queue" = "Transparent"
+ "IgnoreProjector" = "True"
+ "RenderType" = "Transparent"
+ }
+
+ Cull Off
+ Lighting Off
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ CGPROGRAM
+#pragma vertex vert
+#pragma fragment frag
+#include "UnityCG.cginc"
+
+ struct appdata_t
+ {
+ float4 vertex : POSITION;
+ float4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ float2 clipUV : TEXCOORD1;
+ };
+
+ float _Outline;
+ fixed4 _OutlineColor;
+ uniform float4 _MainTex_ST;
+ uniform float4x4 unity_GUIClipTextureMatrix;
+ uniform bool _AdjustLinearForGamma;
+ sampler2D _GUIClipTexture;
+ v2f vert(appdata_t IN)
+ {
+ v2f OUT;
+ OUT.vertex = UnityObjectToClipPos(IN.vertex);
+ OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
+ OUT.color = IN.color;
+ float3 eyePos = UnityObjectToViewPos(IN.vertex);
+ OUT.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
+
+ return OUT;
+ }
+
+ sampler2D _MainTex;
+ sampler2D _AlphaTex;
+ float4 _MainTex_TexelSize;
+ fixed _OutlineSize;
+ fixed4 _ObjectSize;
+
+ fixed4 frag(v2f i) : SV_Target
+ {
+ if (tex2D(_GUIClipTexture, i.clipUV).a == 0)
+ discard;
+
+ float width = _OutlineSize*_MainTex_TexelSize.x;
+ float height = _OutlineSize*_MainTex_TexelSize.y;
+
+ float2 texPos = i.texcoord + float2(-width, -height);
+ half a1 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
+ texPos = i.texcoord + float2(0, -height);
+ half a2 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
+ texPos = i.texcoord + float2(+width, -height);
+ half a3 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
+
+ texPos = i.texcoord + float2(-width, 0);
+ half a4 =texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
+ texPos = i.texcoord + float2(+width, 0);
+ half a6 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
+
+ texPos = i.texcoord + float2(-width, +height);
+ half a7 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
+ texPos = i.texcoord + float2(0, +height);
+ half a8 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
+ texPos = i.texcoord + float2(+width, +height);
+ half a9 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
+
+ half gx = -a1 - a2 - a3 + a7 + a8 + a9;
+ half gy = -a1 - a4 - a7 + a3 + a6 + a9;
+
+ half w = sqrt(gx * gx + gy * gy) * 1.25;
+
+ float4 c = _OutlineColor;
+ if (w >= 1)
+ {
+ if (_AdjustLinearForGamma)
+ c.rgb = LinearToGammaSpace(c.rgb);
+ }
+ else
+ discard;
+
+ return c;
+
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteOutline.shader.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteOutline.shader.meta
new file mode 100644
index 0000000..b8e0621
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/SpriteOutline.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 0a8f4dcd626bcd14bbbfa5a5e116b16e
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/ToolbarStyle.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/ToolbarStyle.uss
new file mode 100644
index 0000000..cb573a8
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/ToolbarStyle.uss
@@ -0,0 +1,81 @@
+/**********************************************************************************************************************/
+/* Toolbar */
+/**********************************************************************************************************************/
+
+.Toolbar {
+ flex:0 0 auto;
+ padding-bottom : 10px;
+}
+
+Button {
+ align-items: center;
+ margin-left: 1px;
+ margin-right: 1px;
+ margin-top: 1px;
+ margin-bottom: 1px;
+ flex-direction : row;
+ border-left-width: 1px;
+ border-right-width: 1px;
+ border-bottom-width: 1px;
+ border-top-width: 1px;
+ border-top-left-radius: 3px;
+ border-top-right-radius: 3px;
+ border-bottom-left-radius: 3px;
+ border-bottom-right-radius: 3px;
+ padding-left:2px;
+ padding-right:2px;
+ padding-bottom:2px;
+ padding-top:2px;
+}
+
+Button > Image {
+ width: 16px;
+ height: 16px;
+}
+
+.Collapse Button {
+ margin-top: -1px;
+ width: 26px;
+ height: 26px;
+}
+
+Button > .unity-label {
+ margin-left: 2px;
+ margin-right: 0;
+ margin-top: 0;
+ margin-bottom: 0;
+ padding-left: 0;
+ padding-right: 0;
+ padding-top: 0;
+ padding-bottom: 0;
+ -unity-text-align : middle-left;
+}
+
+.Collapse Button > Label {
+ display: none;
+}
+
+.unity-button:checked {
+ background-color: #747474;
+}
+
+PopupWindow {
+ border-left-width :2px;
+ border-right-width :2px;
+}
+
+.Dark PopupWindow{
+}
+
+.Collapse PopupWindow
+{
+ color: rgba(255, 255, 255, 0);
+ background-color: rgba(255, 255, 255, 0);
+ border-color: rgba(255, 255, 255, 0);
+ align-items: center;
+}
+
+.Collapse PopupWindow > VisualElement
+{
+ padding-top: 4px;
+}
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/ToolbarStyle.uss.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/ToolbarStyle.uss.meta
new file mode 100644
index 0000000..5b9afa1
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/ToolbarStyle.uss.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 449db082dbe14ec4b97d3e130d5c71b4
+ScriptedImporter:
+ fileIDToRecycleName:
+ 11400000: stylesheet
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/VisibilityTool.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/VisibilityTool.uss
new file mode 100644
index 0000000..27626a1
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/VisibilityTool.uss
@@ -0,0 +1,238 @@
+VisibilityToolWindow {
+ flex:1 0;
+ width : 250px;
+ flex-direction: row-reverse;
+ padding-bottom : 10px;
+}
+
+VisibilityToolWindow > PopupWindow{
+ flex : 1 0;
+}
+
+VisibilityToolWindow > PopupWindow > #unity-content-container{
+ flex : 1 0;
+}
+
+BoneVisibilityToolView{
+ flex:1 0 auto;
+}
+
+SpriteVisibilityToolView{
+ flex:1 0 auto;
+}
+
+MeshVisibilityToolView{
+ flex:1 0 auto;
+}
+
+#VisibilityToolSelection{
+ max-height : 20px;
+ flex-direction : row;
+ flex: 1 0 auto;
+}
+
+#VisibilityToolContainer{
+ padding-bottom : 45px;
+}
+
+#VisibilityToolSelection > Label{
+ flex:1 0 auto;
+}
+
+#HierarchyToolButtonImage{
+ background-image: resource("Icons/HierarchyTool");
+}
+
+#VisibilityToolSelection > Button{
+ margin-top: 0;
+ margin-left: 0;
+ margin-bottom: 0;
+ margin-right: 0;
+ padding-top: 0;
+ padding-left: 0;
+ padding-bottom: 0;
+ padding-right: 0;
+ border-left-width: 0;
+ border-top-width: 0;
+ border-right-width: 0;
+ border-bottom-width: 0;
+ cursor : link;
+}
+
+
+.visibilityToolTab {
+ background-image: none;
+ color: #505050;
+ -unity-slice-left: 6;
+ -unity-slice-top: 4;
+ -unity-slice-right: 6;
+ -unity-slice-bottom: 4;
+ flex :1 0 auto;
+ margin-top: 0;
+ margin-left: 0;
+ margin-bottom: 0;
+ margin-right: 0;
+ padding-top: 0;
+ padding-left: 0;
+ padding-bottom: 0;
+ padding-right: 0;
+ border-left-width: 0;
+ border-top-width: 0;
+ border-right-width: 0;
+ border-bottom-width: 0;
+}
+
+.visibilityToolTabDark{
+ color: #B4B4B4;
+}
+
+.visibilityToolTab:checked{
+ background-image: resource("Builtin Skins/LightSkin/Images/tabbar on f.png");
+ color: #505050;
+ flex :1 0 auto;
+ -unity-slice-left: 6;
+ -unity-slice-top: 4;
+ -unity-slice-right: 6;
+ -unity-slice-bottom: 4;
+ margin-top: 0;
+ margin-left: 0;
+ margin-bottom: 0;
+ margin-right: 0;
+ padding-top: 0;
+ padding-left: 0;
+ padding-bottom: 0;
+ padding-right: 0;
+ border-left-width: 0;
+ border-top-width: 0;
+ border-right-width: 0;
+
+}
+
+.visibilityToolTabDark:checked{
+ background-image: resource("Builtin Skins/DarkSkin/Images/tabbar on f.png");
+ color: #B4B4B4;
+}
+
+.visibilityToolTab:hover:active:checked{
+ background-image: resource("Builtin Skins/LightSkin/Images/tabbar on.png");
+ flex :1 0 auto;
+ -unity-slice-left: 6;
+ -unity-slice-top: 4;
+ -unity-slice-right: 6;
+ -unity-slice-bottom: 4;
+ margin-top: 0;
+ margin-left: 0;
+ margin-bottom: 0;
+ margin-right: 0;
+ padding-top: 0;
+ padding-left: 0;
+ padding-bottom: 0;
+ padding-right: 0;
+ border-left-width: 0;
+ border-top-width: 0;
+ border-right-width: 0;
+ border-bottom-width: 0;
+}
+
+.visibilityToolTabDark:hover:active:checked{
+ background-image: resource("Builtin Skins/DarkSkin/Images/tabbar on.png");
+}
+
+.visibilityToolTab:hover:active{
+ background-image: resource("Builtin Skins/LightSkin/Images/tabbar on.png");
+ color: #505050;
+ flex :1 0 auto;
+ -unity-slice-left: 6;
+ -unity-slice-top: 4;
+ -unity-slice-right: 6;
+ -unity-slice-bottom: 4;
+ margin-top: 0;
+ margin-left: 0;
+ margin-bottom: 0;
+ margin-right: 0;
+ padding-top: 0;
+ padding-left: 0;
+ padding-bottom: 0;
+ padding-right: 0;
+ border-left-width: 0;
+ border-top-width: 0;
+ border-right-width: 0;
+ border-bottom-width: 0;
+}
+
+.visibilityToolTabDark:hover:active{
+ background-image: resource("Builtin Skins/DarkSkin/Images/tabbar on.png");
+}
+
+#OpacitySliderGroup
+{
+ margin-bottom : 5px;
+ flex-direction:row;
+ flex : 1 0 auto;
+ max-height : 16px;
+}
+
+#BoneOpacitySliderGroup
+{
+ flex-direction:row;
+ height : 16px;
+}
+
+#MeshOpacitySliderGroup
+{
+ flex-direction:row;
+ height : 16px;
+}
+
+#MeshOpacitySlider
+{
+ align-self : center;
+ flex : 1 0;
+}
+
+#BoneOpacitySlider
+{
+ align-self : center;
+ flex : 1 0;
+}
+
+
+#BoneOpacitySliderIcon
+{
+ background-image: url("Icons/Light/Bone.png");
+ width : 16px;
+ height : 16px;
+}
+
+#MeshOpacitySliderIcon
+{
+ background-image: url("Icons/Light/Mesh.png");
+ width : 16px;
+ height : 16px;
+}
+
+.Dark #BoneOpacitySliderIcon
+{
+ background-image: url("Icons/Dark/d_Bone.png");
+ width : 16px;
+ height : 16px;
+}
+
+.Dark #MeshOpacitySliderIcon
+{
+ background-image: url("Icons/Dark/d_Mesh.png");
+ width : 16px;
+ height : 16px;
+}
+
+BoneReparentToolView
+{
+ flex : 1 0 auto;
+}
+
+#Resizer
+{
+ cursor : resize-horizontal;
+ min-width: 20px;
+ margin-right: -15px;
+}
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/VisibilityTool.uss.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/VisibilityTool.uss.meta
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/VisibilityToolWindow.uxml b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/VisibilityToolWindow.uxml
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/VisibilityToolbar.uxml b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/VisibilityToolbar.uxml
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/WeightInspectorIMGUIPanelStyle.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/WeightInspectorIMGUIPanelStyle.uss
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+/**********************************************************************************************************************/
+/* WeightInspectorIMGUIPanel */
+/**********************************************************************************************************************/
+
+#WeightInspectorIMGUIPanel {
+ flex-direction: column;
+ height: 120px;
+}
+
+#WeightInspectorIMGUIPanel IMGUIContainer {
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/WeightInspectorIMGUIPanelStyle.uss.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/WeightInspectorIMGUIPanelStyle.uss.meta
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/WeightPainterPanelStyle.uss b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Assets/SkinningModule/WeightPainterPanelStyle.uss
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+/**********************************************************************************************************************/
+/* WeightPainterPanel */
+/**********************************************************************************************************************/
+
+#WeightPainterPanel.BrushMode {
+ height: 165px;
+}
+
+#WeightPainterPanel.SliderMode {
+ height: 230px;
+}
+
+#WeightPainterPanel.BrushMode #Amount.form-row {
+ display: none;
+}
+
+#WeightPainterPanel.SliderMode #Size.form-row,
+#WeightPainterPanel.SliderMode #Hardness.form-row,
+#WeightPainterPanel.SliderMode #Step.form-row {
+ display: none;
+}
+
+#WeightsInspector{
+ flex : 1;
+ margin-left : 4px;
+ margin-right : 4px;
+}
+
+
+.BrushMode #WeightsInspector{
+ display: none;
+ margin-left : 0;
+ margin-right : 0;
+ flex : 0;
+}
+
+
+ #divider{
+ height : 2px;
+ margin-top:5px;
+ margin-bottom:5px;
+ background-color: rgba(127,127,127,0.8);
+ border-color: rgba(35,35,35,0.8);
+}
+
+ .Dark #divider{
+ background-color: rgba(85,85,85,0.8);
+ border-color: rgba(35,35,35,0.8);
+}
+
+.SliderMode #divider{
+ height : 2px;
+}
+
+.BrushMode #divider{
+ display: none;
+ margin-top:0;
+ margin-bottom:0;
+}
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+#AutoGenerateWeightImage {
+ background-image: url("Icons/Light/Generate_Weights.png");
+}
+
+
+#WeightPainterSliderImage {
+ background-image: url("Icons/Light/Weight_Slider.png");
+}
+
+#WeightPainterBrushImage {
+ background-image: url("Icons/Light/Weight_Brush.png");
+}
+
+#BoneInfluenceWidgetImage {
+ background-image: url("Icons/Light/Bone_Influence.png");
+}
+
+.Checked #AutoGenerateWeightImage {
+ background-image: url("Icons/Selected/Generate_Weights.png");
+}
+
+
+.Checked #WeightPainterSliderImage {
+ background-image: url("Icons/Selected/Weight_Slider.png");
+}
+
+.Checked #WeightPainterBrushImage {
+ background-image: url("Icons/Selected/Weight_Brush.png");
+}
+
+.Checked #BoneInfluenceWidgetImage {
+ background-image: url("Icons/Selected/Bone_Influence.png");
+}
+
+.Dark #AutoGenerateWeightImage {
+ background-image: url("Icons/Dark/d_Generate_Weights.png");
+}
+
+
+.Dark #WeightPainterSliderImage {
+ background-image: url("Icons/Dark/d_Weight_Slider.png");
+}
+
+.Dark #WeightPainterBrushImage {
+ background-image: url("Icons/Dark/d_Weight_Brush.png");
+}
+
+.Dark #BoneInfluenceWidgetImage {
+ background-image: url("Icons/Dark/d_Bone_Influence.png");
+}
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ClipperLib/clipper.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ClipperLib/clipper.cs
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+/*******************************************************************************
+* *
+* Author : Angus Johnson *
+* Version : 6.4.2 *
+* Date : 27 February 2017 *
+* Website : http://www.angusj.com *
+* Copyright : Angus Johnson 2010-2017 *
+* *
+* License: *
+* Use, modification & distribution is subject to Boost Software License Ver 1. *
+* http://www.boost.org/LICENSE_1_0.txt *
+* *
+* Attributions: *
+* The code in this library is an extension of Bala Vatti's clipping algorithm: *
+* "A generic solution to polygon clipping" *
+* Communications of the ACM, Vol 35, Issue 7 (July 1992) pp 56-63. *
+* http://portal.acm.org/citation.cfm?id=129906 *
+* *
+* Computer graphics and geometric modeling: implementation and algorithms *
+* By Max K. Agoston *
+* Springer; 1 edition (January 4, 2005) *
+* http://books.google.com/books?q=vatti+clipping+agoston *
+* *
+* See also: *
+* "Polygon Offsetting by Computing Winding Numbers" *
+* Paper no. DETC2005-85513 pp. 565-575 *
+* ASME 2005 International Design Engineering Technical Conferences *
+* and Computers and Information in Engineering Conference (IDETC/CIE2005) *
+* September 24-28, 2005 , Long Beach, California, USA *
+* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
+* *
+*******************************************************************************/
+
+/*******************************************************************************
+* *
+* This is a translation of the Delphi Clipper library and the naming style *
+* used has retained a Delphi flavour. *
+* *
+*******************************************************************************/
+
+//use_int32: When enabled 32bit ints are used instead of 64bit ints. This
+//improve performance but coordinate values are limited to the range +/- 46340
+//#define use_int32
+
+//use_xyz: adds a Z member to IntPoint. Adds a minor cost to performance.
+//#define use_xyz
+
+//use_lines: Enables open path clipping. Adds a very minor cost to performance.
+#define use_lines
+
+
+using System;
+using System.Collections.Generic;
+//using System.Text; //for Int128.AsString() & StringBuilder
+//using System.IO; //debugging with streamReader & StreamWriter
+//using System.Windows.Forms; //debugging to clipboard
+
+namespace UnityEditor.U2D.Animation.ClipperLib
+{
+
+#if use_int32
+ using cInt = Int32;
+#else
+ using cInt = Int64;
+#endif
+
+ using Path = List;
+ using Paths = List>;
+
+ internal struct DoublePoint
+ {
+ public double X;
+ public double Y;
+
+ public DoublePoint(double x = 0, double y = 0)
+ {
+ this.X = x; this.Y = y;
+ }
+ public DoublePoint(DoublePoint dp)
+ {
+ this.X = dp.X; this.Y = dp.Y;
+ }
+ public DoublePoint(IntPoint ip)
+ {
+ this.X = ip.X; this.Y = ip.Y;
+ }
+ };
+
+
+ //------------------------------------------------------------------------------
+ // PolyTree & PolyNode classes
+ //------------------------------------------------------------------------------
+
+ internal class PolyTree : PolyNode
+ {
+ internal List m_AllPolys = new List();
+
+ //The GC probably handles this cleanup more efficiently ...
+ //~PolyTree(){Clear();}
+
+ public void Clear()
+ {
+ for (int i = 0; i < m_AllPolys.Count; i++)
+ m_AllPolys[i] = null;
+ m_AllPolys.Clear();
+ m_Childs.Clear();
+ }
+
+ public PolyNode GetFirst()
+ {
+ if (m_Childs.Count > 0)
+ return m_Childs[0];
+ else
+ return null;
+ }
+
+ public int Total
+ {
+ get
+ {
+ int result = m_AllPolys.Count;
+ //with negative offsets, ignore the hidden outer polygon ...
+ if (result > 0 && m_Childs[0] != m_AllPolys[0]) result--;
+ return result;
+ }
+ }
+
+ }
+
+ internal class PolyNode
+ {
+ internal PolyNode m_Parent;
+ internal Path m_polygon = new Path();
+ internal int m_Index;
+ internal JoinType m_jointype;
+ internal EndType m_endtype;
+ internal List m_Childs = new List();
+
+ private bool IsHoleNode()
+ {
+ bool result = true;
+ PolyNode node = m_Parent;
+ while (node != null)
+ {
+ result = !result;
+ node = node.m_Parent;
+ }
+ return result;
+ }
+
+ public int ChildCount
+ {
+ get { return m_Childs.Count; }
+ }
+
+ public Path Contour
+ {
+ get { return m_polygon; }
+ }
+
+ internal void AddChild(PolyNode Child)
+ {
+ int cnt = m_Childs.Count;
+ m_Childs.Add(Child);
+ Child.m_Parent = this;
+ Child.m_Index = cnt;
+ }
+
+ public PolyNode GetNext()
+ {
+ if (m_Childs.Count > 0)
+ return m_Childs[0];
+ else
+ return GetNextSiblingUp();
+ }
+
+ internal PolyNode GetNextSiblingUp()
+ {
+ if (m_Parent == null)
+ return null;
+ else if (m_Index == m_Parent.m_Childs.Count - 1)
+ return m_Parent.GetNextSiblingUp();
+ else
+ return m_Parent.m_Childs[m_Index + 1];
+ }
+
+ public List Childs
+ {
+ get { return m_Childs; }
+ }
+
+ public PolyNode Parent
+ {
+ get { return m_Parent; }
+ }
+
+ public bool IsHole
+ {
+ get { return IsHoleNode(); }
+ }
+
+ public bool IsOpen { get; set; }
+ }
+
+
+ //------------------------------------------------------------------------------
+ // Int128 struct (enables safe math on signed 64bit integers)
+ // eg Int128 val1((Int64)9223372036854775807); //ie 2^63 -1
+ // Int128 val2((Int64)9223372036854775807);
+ // Int128 val3 = val1 * val2;
+ // val3.ToString => "85070591730234615847396907784232501249" (8.5e+37)
+ //------------------------------------------------------------------------------
+
+ internal struct Int128
+ {
+ private Int64 hi;
+ private UInt64 lo;
+
+ public Int128(Int64 _lo)
+ {
+ lo = (UInt64)_lo;
+ if (_lo < 0) hi = -1;
+ else hi = 0;
+ }
+
+ public Int128(Int64 _hi, UInt64 _lo)
+ {
+ lo = _lo;
+ hi = _hi;
+ }
+
+ public Int128(Int128 val)
+ {
+ hi = val.hi;
+ lo = val.lo;
+ }
+
+ public bool IsNegative()
+ {
+ return hi < 0;
+ }
+
+ public static bool operator ==(Int128 val1, Int128 val2)
+ {
+ if ((object)val1 == (object)val2) return true;
+ else if ((object)val1 == null || (object)val2 == null) return false;
+ return (val1.hi == val2.hi && val1.lo == val2.lo);
+ }
+
+ public static bool operator !=(Int128 val1, Int128 val2)
+ {
+ return !(val1 == val2);
+ }
+
+ public override bool Equals(System.Object obj)
+ {
+ if (obj == null || !(obj is Int128))
+ return false;
+ Int128 i128 = (Int128)obj;
+ return (i128.hi == hi && i128.lo == lo);
+ }
+
+ public override int GetHashCode()
+ {
+ return hi.GetHashCode() ^ lo.GetHashCode();
+ }
+
+ public static bool operator >(Int128 val1, Int128 val2)
+ {
+ if (val1.hi != val2.hi)
+ return val1.hi > val2.hi;
+ else
+ return val1.lo > val2.lo;
+ }
+
+ public static bool operator <(Int128 val1, Int128 val2)
+ {
+ if (val1.hi != val2.hi)
+ return val1.hi < val2.hi;
+ else
+ return val1.lo < val2.lo;
+ }
+
+ public static Int128 operator +(Int128 lhs, Int128 rhs)
+ {
+ lhs.hi += rhs.hi;
+ lhs.lo += rhs.lo;
+ if (lhs.lo < rhs.lo) lhs.hi++;
+ return lhs;
+ }
+
+ public static Int128 operator -(Int128 lhs, Int128 rhs)
+ {
+ return lhs + -rhs;
+ }
+
+ public static Int128 operator -(Int128 val)
+ {
+ if (val.lo == 0)
+ return new Int128(-val.hi, 0);
+ else
+ return new Int128(~val.hi, ~val.lo + 1);
+ }
+
+ public static explicit operator double(Int128 val)
+ {
+ const double shift64 = 18446744073709551616.0; //2^64
+ if (val.hi < 0)
+ {
+ if (val.lo == 0)
+ return (double)val.hi * shift64;
+ else
+ return -(double)(~val.lo + ~val.hi * shift64);
+ }
+ else
+ return (double)(val.lo + val.hi * shift64);
+ }
+
+ //nb: Constructing two new Int128 objects every time we want to multiply longs
+ //is slow. So, although calling the Int128Mul method doesn't look as clean, the
+ //code runs significantly faster than if we'd used the * operator.
+
+ public static Int128 Int128Mul(Int64 lhs, Int64 rhs)
+ {
+ bool negate = (lhs < 0) != (rhs < 0);
+ if (lhs < 0) lhs = -lhs;
+ if (rhs < 0) rhs = -rhs;
+ UInt64 int1Hi = (UInt64)lhs >> 32;
+ UInt64 int1Lo = (UInt64)lhs & 0xFFFFFFFF;
+ UInt64 int2Hi = (UInt64)rhs >> 32;
+ UInt64 int2Lo = (UInt64)rhs & 0xFFFFFFFF;
+
+ //nb: see comments in clipper.pas
+ UInt64 a = int1Hi * int2Hi;
+ UInt64 b = int1Lo * int2Lo;
+ UInt64 c = int1Hi * int2Lo + int1Lo * int2Hi;
+
+ UInt64 lo;
+ Int64 hi;
+ hi = (Int64)(a + (c >> 32));
+
+ unchecked { lo = (c << 32) + b; }
+ if (lo < b) hi++;
+ Int128 result = new Int128(hi, lo);
+ return negate ? -result : result;
+ }
+
+ };
+
+ //------------------------------------------------------------------------------
+ //------------------------------------------------------------------------------
+
+ internal struct IntPoint
+ {
+ public cInt X;
+ public cInt Y;
+#if use_xyz
+ public cInt Z;
+
+ public IntPoint(cInt x, cInt y, cInt z = 0)
+ {
+ this.X = x; this.Y = y; this.Z = z;
+ }
+
+ public IntPoint(double x, double y, double z = 0)
+ {
+ this.X = (cInt)x; this.Y = (cInt)y; this.Z = (cInt)z;
+ }
+
+ public IntPoint(DoublePoint dp)
+ {
+ this.X = (cInt)dp.X; this.Y = (cInt)dp.Y; this.Z = 0;
+ }
+
+ public IntPoint(IntPoint pt)
+ {
+ this.X = pt.X; this.Y = pt.Y; this.Z = pt.Z;
+ }
+#else
+ public IntPoint(cInt X, cInt Y)
+ {
+ this.X = X; this.Y = Y;
+ }
+ public IntPoint(double x, double y)
+ {
+ this.X = (cInt)x; this.Y = (cInt)y;
+ }
+
+ public IntPoint(IntPoint pt)
+ {
+ this.X = pt.X; this.Y = pt.Y;
+ }
+#endif
+
+ public static bool operator ==(IntPoint a, IntPoint b)
+ {
+ return a.X == b.X && a.Y == b.Y;
+ }
+
+ public static bool operator !=(IntPoint a, IntPoint b)
+ {
+ return a.X != b.X || a.Y != b.Y;
+ }
+
+ public override bool Equals(object obj)
+ {
+ if (obj == null) return false;
+ if (obj is IntPoint)
+ {
+ IntPoint a = (IntPoint)obj;
+ return (X == a.X) && (Y == a.Y);
+ }
+ else return false;
+ }
+
+ public override int GetHashCode()
+ {
+ //simply prevents a compiler warning
+ return base.GetHashCode();
+ }
+
+ }// end struct IntPoint
+
+ internal struct IntRect
+ {
+ public cInt left;
+ public cInt top;
+ public cInt right;
+ public cInt bottom;
+
+ public IntRect(cInt l, cInt t, cInt r, cInt b)
+ {
+ this.left = l; this.top = t;
+ this.right = r; this.bottom = b;
+ }
+ public IntRect(IntRect ir)
+ {
+ this.left = ir.left; this.top = ir.top;
+ this.right = ir.right; this.bottom = ir.bottom;
+ }
+ }
+
+ internal enum ClipType { ctIntersection, ctUnion, ctDifference, ctXor };
+ internal enum PolyType { ptSubject, ptClip };
+
+ //By far the most widely used winding rules for polygon filling are
+ //EvenOdd & NonZero (GDI, GDI+, XLib, OpenGL, Cairo, AGG, Quartz, SVG, Gr32)
+ //Others rules include Positive, Negative and ABS_GTR_EQ_TWO (only in OpenGL)
+ //see http://glprogramming.com/red/chapter11.html
+ internal enum PolyFillType { pftEvenOdd, pftNonZero, pftPositive, pftNegative };
+
+ internal enum JoinType { jtSquare, jtRound, jtMiter };
+ internal enum EndType { etClosedPolygon, etClosedLine, etOpenButt, etOpenSquare, etOpenRound };
+
+ internal enum EdgeSide {esLeft, esRight};
+ internal enum Direction {dRightToLeft, dLeftToRight};
+
+ internal class TEdge {
+ internal IntPoint Bot;
+ internal IntPoint Curr; //current (updated for every new scanbeam)
+ internal IntPoint Top;
+ internal IntPoint Delta;
+ internal double Dx;
+ internal PolyType PolyTyp;
+ internal EdgeSide Side; //side only refers to current side of solution poly
+ internal int WindDelta; //1 or -1 depending on winding direction
+ internal int WindCnt;
+ internal int WindCnt2; //winding count of the opposite polytype
+ internal int OutIdx;
+ internal TEdge Next;
+ internal TEdge Prev;
+ internal TEdge NextInLML;
+ internal TEdge NextInAEL;
+ internal TEdge PrevInAEL;
+ internal TEdge NextInSEL;
+ internal TEdge PrevInSEL;
+ };
+
+ internal class IntersectNode
+ {
+ internal TEdge Edge1;
+ internal TEdge Edge2;
+ internal IntPoint Pt;
+ };
+
+ internal class MyIntersectNodeSort : IComparer
+ {
+ public int Compare(IntersectNode node1, IntersectNode node2)
+ {
+ cInt i = node2.Pt.Y - node1.Pt.Y;
+ if (i > 0) return 1;
+ else if (i < 0) return -1;
+ else return 0;
+ }
+ }
+
+ internal class LocalMinima
+ {
+ internal cInt Y;
+ internal TEdge LeftBound;
+ internal TEdge RightBound;
+ internal LocalMinima Next;
+ };
+
+ internal class Scanbeam
+ {
+ internal cInt Y;
+ internal Scanbeam Next;
+ };
+
+ internal class Maxima
+ {
+ internal cInt X;
+ internal Maxima Next;
+ internal Maxima Prev;
+ };
+
+ //OutRec: contains a path in the clipping solution. Edges in the AEL will
+ //carry a pointer to an OutRec when they are part of the clipping solution.
+ internal class OutRec
+ {
+ internal int Idx;
+ internal bool IsHole;
+ internal bool IsOpen;
+ internal OutRec FirstLeft; //see comments in clipper.pas
+ internal OutPt Pts;
+ internal OutPt BottomPt;
+ internal PolyNode PolyNode;
+ };
+
+ internal class OutPt
+ {
+ internal int Idx;
+ internal IntPoint Pt;
+ internal OutPt Next;
+ internal OutPt Prev;
+ };
+
+ internal class Join
+ {
+ internal OutPt OutPt1;
+ internal OutPt OutPt2;
+ internal IntPoint OffPt;
+ };
+
+ internal class ClipperBase
+ {
+ internal const double horizontal = -3.4E+38;
+ internal const int Skip = -2;
+ internal const int Unassigned = -1;
+ internal const double tolerance = 1.0E-20;
+ internal static bool near_zero(double val){return (val > -tolerance) && (val < tolerance);}
+
+#if use_int32
+ public const cInt loRange = 0x7FFF;
+ public const cInt hiRange = 0x7FFF;
+#else
+ public const cInt loRange = 0x3FFFFFFF;
+ public const cInt hiRange = 0x3FFFFFFFFFFFFFFFL;
+#endif
+
+ internal LocalMinima m_MinimaList;
+ internal LocalMinima m_CurrentLM;
+ internal List> m_edges = new List>();
+ internal Scanbeam m_Scanbeam;
+ internal List m_PolyOuts;
+ internal TEdge m_ActiveEdges;
+ internal bool m_UseFullRange;
+ internal bool m_HasOpenPaths;
+
+ //------------------------------------------------------------------------------
+
+ public bool PreserveCollinear
+ {
+ get;
+ set;
+ }
+ //------------------------------------------------------------------------------
+
+ public void Swap(ref cInt val1, ref cInt val2)
+ {
+ cInt tmp = val1;
+ val1 = val2;
+ val2 = tmp;
+ }
+ //------------------------------------------------------------------------------
+
+ internal static bool IsHorizontal(TEdge e)
+ {
+ return e.Delta.Y == 0;
+ }
+ //------------------------------------------------------------------------------
+
+ internal bool PointIsVertex(IntPoint pt, OutPt pp)
+ {
+ OutPt pp2 = pp;
+ do
+ {
+ if (pp2.Pt == pt) return true;
+ pp2 = pp2.Next;
+ }
+ while (pp2 != pp);
+ return false;
+ }
+ //------------------------------------------------------------------------------
+
+ internal bool PointOnLineSegment(IntPoint pt,
+ IntPoint linePt1, IntPoint linePt2, bool UseFullRange)
+ {
+ if (UseFullRange)
+ return ((pt.X == linePt1.X) && (pt.Y == linePt1.Y)) ||
+ ((pt.X == linePt2.X) && (pt.Y == linePt2.Y)) ||
+ (((pt.X > linePt1.X) == (pt.X < linePt2.X)) &&
+ ((pt.Y > linePt1.Y) == (pt.Y < linePt2.Y)) &&
+ ((Int128.Int128Mul((pt.X - linePt1.X), (linePt2.Y - linePt1.Y)) ==
+ Int128.Int128Mul((linePt2.X - linePt1.X), (pt.Y - linePt1.Y)))));
+ else
+ return ((pt.X == linePt1.X) && (pt.Y == linePt1.Y)) ||
+ ((pt.X == linePt2.X) && (pt.Y == linePt2.Y)) ||
+ (((pt.X > linePt1.X) == (pt.X < linePt2.X)) &&
+ ((pt.Y > linePt1.Y) == (pt.Y < linePt2.Y)) &&
+ ((pt.X - linePt1.X) * (linePt2.Y - linePt1.Y) ==
+ (linePt2.X - linePt1.X) * (pt.Y - linePt1.Y)));
+ }
+ //------------------------------------------------------------------------------
+
+ internal bool PointOnPolygon(IntPoint pt, OutPt pp, bool UseFullRange)
+ {
+ OutPt pp2 = pp;
+ while (true)
+ {
+ if (PointOnLineSegment(pt, pp2.Pt, pp2.Next.Pt, UseFullRange))
+ return true;
+ pp2 = pp2.Next;
+ if (pp2 == pp) break;
+ }
+ return false;
+ }
+ //------------------------------------------------------------------------------
+
+ internal static bool SlopesEqual(TEdge e1, TEdge e2, bool UseFullRange)
+ {
+ if (UseFullRange)
+ return Int128.Int128Mul(e1.Delta.Y, e2.Delta.X) ==
+ Int128.Int128Mul(e1.Delta.X, e2.Delta.Y);
+ else return (cInt)(e1.Delta.Y) * (e2.Delta.X) ==
+ (cInt)(e1.Delta.X) * (e2.Delta.Y);
+ }
+ //------------------------------------------------------------------------------
+
+ internal static bool SlopesEqual(IntPoint pt1, IntPoint pt2,
+ IntPoint pt3, bool UseFullRange)
+ {
+ if (UseFullRange)
+ return Int128.Int128Mul(pt1.Y - pt2.Y, pt2.X - pt3.X) ==
+ Int128.Int128Mul(pt1.X - pt2.X, pt2.Y - pt3.Y);
+ else return
+ (cInt)(pt1.Y - pt2.Y) * (pt2.X - pt3.X) - (cInt)(pt1.X - pt2.X) * (pt2.Y - pt3.Y) == 0;
+ }
+ //------------------------------------------------------------------------------
+
+ internal static bool SlopesEqual(IntPoint pt1, IntPoint pt2,
+ IntPoint pt3, IntPoint pt4, bool UseFullRange)
+ {
+ if (UseFullRange)
+ return Int128.Int128Mul(pt1.Y - pt2.Y, pt3.X - pt4.X) ==
+ Int128.Int128Mul(pt1.X - pt2.X, pt3.Y - pt4.Y);
+ else return
+ (cInt)(pt1.Y - pt2.Y) * (pt3.X - pt4.X) - (cInt)(pt1.X - pt2.X) * (pt3.Y - pt4.Y) == 0;
+ }
+ //------------------------------------------------------------------------------
+
+ internal ClipperBase() //constructor (nb: no external instantiation)
+ {
+ m_MinimaList = null;
+ m_CurrentLM = null;
+ m_UseFullRange = false;
+ m_HasOpenPaths = false;
+ }
+ //------------------------------------------------------------------------------
+
+ public virtual void Clear()
+ {
+ DisposeLocalMinimaList();
+ for (int i = 0; i < m_edges.Count; ++i)
+ {
+ for (int j = 0; j < m_edges[i].Count; ++j) m_edges[i][j] = null;
+ m_edges[i].Clear();
+ }
+ m_edges.Clear();
+ m_UseFullRange = false;
+ m_HasOpenPaths = false;
+ }
+ //------------------------------------------------------------------------------
+
+ private void DisposeLocalMinimaList()
+ {
+ while( m_MinimaList != null )
+ {
+ LocalMinima tmpLm = m_MinimaList.Next;
+ m_MinimaList = null;
+ m_MinimaList = tmpLm;
+ }
+ m_CurrentLM = null;
+ }
+ //------------------------------------------------------------------------------
+
+ void RangeTest(IntPoint Pt, ref bool useFullRange)
+ {
+ if (useFullRange)
+ {
+ if (Pt.X > hiRange || Pt.Y > hiRange || -Pt.X > hiRange || -Pt.Y > hiRange)
+ throw new ClipperException("Coordinate outside allowed range");
+ }
+ else if (Pt.X > loRange || Pt.Y > loRange || -Pt.X > loRange || -Pt.Y > loRange)
+ {
+ useFullRange = true;
+ RangeTest(Pt, ref useFullRange);
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private void InitEdge(TEdge e, TEdge eNext,
+ TEdge ePrev, IntPoint pt)
+ {
+ e.Next = eNext;
+ e.Prev = ePrev;
+ e.Curr = pt;
+ e.OutIdx = Unassigned;
+ }
+ //------------------------------------------------------------------------------
+
+ private void InitEdge2(TEdge e, PolyType polyType)
+ {
+ if (e.Curr.Y >= e.Next.Curr.Y)
+ {
+ e.Bot = e.Curr;
+ e.Top = e.Next.Curr;
+ }
+ else
+ {
+ e.Top = e.Curr;
+ e.Bot = e.Next.Curr;
+ }
+ SetDx(e);
+ e.PolyTyp = polyType;
+ }
+ //------------------------------------------------------------------------------
+
+ private TEdge FindNextLocMin(TEdge E)
+ {
+ TEdge E2;
+ for (;;)
+ {
+ while (E.Bot != E.Prev.Bot || E.Curr == E.Top) E = E.Next;
+ if (E.Dx != horizontal && E.Prev.Dx != horizontal) break;
+ while (E.Prev.Dx == horizontal) E = E.Prev;
+ E2 = E;
+ while (E.Dx == horizontal) E = E.Next;
+ if (E.Top.Y == E.Prev.Bot.Y) continue; //ie just an intermediate horz.
+ if (E2.Prev.Bot.X < E.Bot.X) E = E2;
+ break;
+ }
+ return E;
+ }
+ //------------------------------------------------------------------------------
+
+ private TEdge ProcessBound(TEdge E, bool LeftBoundIsForward)
+ {
+ TEdge EStart, Result = E;
+ TEdge Horz;
+
+ if (Result.OutIdx == Skip)
+ {
+ //check if there are edges beyond the skip edge in the bound and if so
+ //create another LocMin and calling ProcessBound once more ...
+ E = Result;
+ if (LeftBoundIsForward)
+ {
+ while (E.Top.Y == E.Next.Bot.Y) E = E.Next;
+ while (E != Result && E.Dx == horizontal) E = E.Prev;
+ }
+ else
+ {
+ while (E.Top.Y == E.Prev.Bot.Y) E = E.Prev;
+ while (E != Result && E.Dx == horizontal) E = E.Next;
+ }
+ if (E == Result)
+ {
+ if (LeftBoundIsForward) Result = E.Next;
+ else Result = E.Prev;
+ }
+ else
+ {
+ //there are more edges in the bound beyond result starting with E
+ if (LeftBoundIsForward)
+ E = Result.Next;
+ else
+ E = Result.Prev;
+ LocalMinima locMin = new LocalMinima();
+ locMin.Next = null;
+ locMin.Y = E.Bot.Y;
+ locMin.LeftBound = null;
+ locMin.RightBound = E;
+ E.WindDelta = 0;
+ Result = ProcessBound(E, LeftBoundIsForward);
+ InsertLocalMinima(locMin);
+ }
+ return Result;
+ }
+
+ if (E.Dx == horizontal)
+ {
+ //We need to be careful with open paths because this may not be a
+ //true local minima (ie E may be following a skip edge).
+ //Also, consecutive horz. edges may start heading left before going right.
+ if (LeftBoundIsForward) EStart = E.Prev;
+ else EStart = E.Next;
+ if (EStart.Dx == horizontal) //ie an adjoining horizontal skip edge
+ {
+ if (EStart.Bot.X != E.Bot.X && EStart.Top.X != E.Bot.X)
+ ReverseHorizontal(E);
+ }
+ else if (EStart.Bot.X != E.Bot.X)
+ ReverseHorizontal(E);
+ }
+
+ EStart = E;
+ if (LeftBoundIsForward)
+ {
+ while (Result.Top.Y == Result.Next.Bot.Y && Result.Next.OutIdx != Skip)
+ Result = Result.Next;
+ if (Result.Dx == horizontal && Result.Next.OutIdx != Skip)
+ {
+ //nb: at the top of a bound, horizontals are added to the bound
+ //only when the preceding edge attaches to the horizontal's left vertex
+ //unless a Skip edge is encountered when that becomes the top divide
+ Horz = Result;
+ while (Horz.Prev.Dx == horizontal) Horz = Horz.Prev;
+ if (Horz.Prev.Top.X > Result.Next.Top.X) Result = Horz.Prev;
+ }
+ while (E != Result)
+ {
+ E.NextInLML = E.Next;
+ if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Prev.Top.X)
+ ReverseHorizontal(E);
+ E = E.Next;
+ }
+ if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Prev.Top.X)
+ ReverseHorizontal(E);
+ Result = Result.Next; //move to the edge just beyond current bound
+ }
+ else
+ {
+ while (Result.Top.Y == Result.Prev.Bot.Y && Result.Prev.OutIdx != Skip)
+ Result = Result.Prev;
+ if (Result.Dx == horizontal && Result.Prev.OutIdx != Skip)
+ {
+ Horz = Result;
+ while (Horz.Next.Dx == horizontal) Horz = Horz.Next;
+ if (Horz.Next.Top.X == Result.Prev.Top.X ||
+ Horz.Next.Top.X > Result.Prev.Top.X) Result = Horz.Next;
+ }
+
+ while (E != Result)
+ {
+ E.NextInLML = E.Prev;
+ if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Next.Top.X)
+ ReverseHorizontal(E);
+ E = E.Prev;
+ }
+ if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Next.Top.X)
+ ReverseHorizontal(E);
+ Result = Result.Prev; //move to the edge just beyond current bound
+ }
+ return Result;
+ }
+ //------------------------------------------------------------------------------
+
+
+ public bool AddPath(Path pg, PolyType polyType, bool Closed)
+ {
+#if use_lines
+ if (!Closed && polyType == PolyType.ptClip)
+ throw new ClipperException("AddPath: Open paths must be subject.");
+#else
+ if (!Closed)
+ throw new ClipperException("AddPath: Open paths have been disabled.");
+#endif
+
+ int highI = (int)pg.Count - 1;
+ if (Closed) while (highI > 0 && (pg[highI] == pg[0])) --highI;
+ while (highI > 0 && (pg[highI] == pg[highI - 1])) --highI;
+ if ((Closed && highI < 2) || (!Closed && highI < 1)) return false;
+
+ //create a new edge array ...
+ List edges = new List(highI+1);
+ for (int i = 0; i <= highI; i++) edges.Add(new TEdge());
+
+ bool IsFlat = true;
+
+ //1. Basic (first) edge initialization ...
+ edges[1].Curr = pg[1];
+ RangeTest(pg[0], ref m_UseFullRange);
+ RangeTest(pg[highI], ref m_UseFullRange);
+ InitEdge(edges[0], edges[1], edges[highI], pg[0]);
+ InitEdge(edges[highI], edges[0], edges[highI - 1], pg[highI]);
+ for (int i = highI - 1; i >= 1; --i)
+ {
+ RangeTest(pg[i], ref m_UseFullRange);
+ InitEdge(edges[i], edges[i + 1], edges[i - 1], pg[i]);
+ }
+ TEdge eStart = edges[0];
+
+ //2. Remove duplicate vertices, and (when closed) collinear edges ...
+ TEdge E = eStart, eLoopStop = eStart;
+ for (;;)
+ {
+ //nb: allows matching start and end points when not Closed ...
+ if (E.Curr == E.Next.Curr && (Closed || E.Next != eStart))
+ {
+ if (E == E.Next) break;
+ if (E == eStart) eStart = E.Next;
+ E = RemoveEdge(E);
+ eLoopStop = E;
+ continue;
+ }
+ if (E.Prev == E.Next)
+ break; //only two vertices
+ else if (Closed &&
+ SlopesEqual(E.Prev.Curr, E.Curr, E.Next.Curr, m_UseFullRange) &&
+ (!PreserveCollinear ||
+ !Pt2IsBetweenPt1AndPt3(E.Prev.Curr, E.Curr, E.Next.Curr)))
+ {
+ //Collinear edges are allowed for open paths but in closed paths
+ //the default is to merge adjacent collinear edges into a single edge.
+ //However, if the PreserveCollinear property is enabled, only overlapping
+ //collinear edges (ie spikes) will be removed from closed paths.
+ if (E == eStart) eStart = E.Next;
+ E = RemoveEdge(E);
+ E = E.Prev;
+ eLoopStop = E;
+ continue;
+ }
+ E = E.Next;
+ if ((E == eLoopStop) || (!Closed && E.Next == eStart)) break;
+ }
+
+ if ((!Closed && (E == E.Next)) || (Closed && (E.Prev == E.Next)))
+ return false;
+
+ if (!Closed)
+ {
+ m_HasOpenPaths = true;
+ eStart.Prev.OutIdx = Skip;
+ }
+
+ //3. Do second stage of edge initialization ...
+ E = eStart;
+ do
+ {
+ InitEdge2(E, polyType);
+ E = E.Next;
+ if (IsFlat && E.Curr.Y != eStart.Curr.Y) IsFlat = false;
+ }
+ while (E != eStart);
+
+ //4. Finally, add edge bounds to LocalMinima list ...
+
+ //Totally flat paths must be handled differently when adding them
+ //to LocalMinima list to avoid endless loops etc ...
+ if (IsFlat)
+ {
+ if (Closed) return false;
+ E.Prev.OutIdx = Skip;
+ LocalMinima locMin = new LocalMinima();
+ locMin.Next = null;
+ locMin.Y = E.Bot.Y;
+ locMin.LeftBound = null;
+ locMin.RightBound = E;
+ locMin.RightBound.Side = EdgeSide.esRight;
+ locMin.RightBound.WindDelta = 0;
+ for ( ; ; )
+ {
+ if (E.Bot.X != E.Prev.Top.X) ReverseHorizontal(E);
+ if (E.Next.OutIdx == Skip) break;
+ E.NextInLML = E.Next;
+ E = E.Next;
+ }
+ InsertLocalMinima(locMin);
+ m_edges.Add(edges);
+ return true;
+ }
+
+ m_edges.Add(edges);
+ bool leftBoundIsForward;
+ TEdge EMin = null;
+
+ //workaround to avoid an endless loop in the while loop below when
+ //open paths have matching start and end points ...
+ if (E.Prev.Bot == E.Prev.Top) E = E.Next;
+
+ for (;;)
+ {
+ E = FindNextLocMin(E);
+ if (E == EMin) break;
+ else if (EMin == null) EMin = E;
+
+ //E and E.Prev now share a local minima (left aligned if horizontal).
+ //Compare their slopes to find which starts which bound ...
+ LocalMinima locMin = new LocalMinima();
+ locMin.Next = null;
+ locMin.Y = E.Bot.Y;
+ if (E.Dx < E.Prev.Dx)
+ {
+ locMin.LeftBound = E.Prev;
+ locMin.RightBound = E;
+ leftBoundIsForward = false; //Q.nextInLML = Q.prev
+ } else
+ {
+ locMin.LeftBound = E;
+ locMin.RightBound = E.Prev;
+ leftBoundIsForward = true; //Q.nextInLML = Q.next
+ }
+ locMin.LeftBound.Side = EdgeSide.esLeft;
+ locMin.RightBound.Side = EdgeSide.esRight;
+
+ if (!Closed) locMin.LeftBound.WindDelta = 0;
+ else if (locMin.LeftBound.Next == locMin.RightBound)
+ locMin.LeftBound.WindDelta = -1;
+ else locMin.LeftBound.WindDelta = 1;
+ locMin.RightBound.WindDelta = -locMin.LeftBound.WindDelta;
+
+ E = ProcessBound(locMin.LeftBound, leftBoundIsForward);
+ if (E.OutIdx == Skip) E = ProcessBound(E, leftBoundIsForward);
+
+ TEdge E2 = ProcessBound(locMin.RightBound, !leftBoundIsForward);
+ if (E2.OutIdx == Skip) E2 = ProcessBound(E2, !leftBoundIsForward);
+
+ if (locMin.LeftBound.OutIdx == Skip)
+ locMin.LeftBound = null;
+ else if (locMin.RightBound.OutIdx == Skip)
+ locMin.RightBound = null;
+ InsertLocalMinima(locMin);
+ if (!leftBoundIsForward) E = E2;
+ }
+ return true;
+
+ }
+ //------------------------------------------------------------------------------
+
+ public bool AddPaths(Paths ppg, PolyType polyType, bool closed)
+ {
+ bool result = false;
+ for (int i = 0; i < ppg.Count; ++i)
+ if (AddPath(ppg[i], polyType, closed)) result = true;
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ internal bool Pt2IsBetweenPt1AndPt3(IntPoint pt1, IntPoint pt2, IntPoint pt3)
+ {
+ if ((pt1 == pt3) || (pt1 == pt2) || (pt3 == pt2)) return false;
+ else if (pt1.X != pt3.X) return (pt2.X > pt1.X) == (pt2.X < pt3.X);
+ else return (pt2.Y > pt1.Y) == (pt2.Y < pt3.Y);
+ }
+ //------------------------------------------------------------------------------
+
+ TEdge RemoveEdge(TEdge e)
+ {
+ //removes e from double_linked_list (but without removing from memory)
+ e.Prev.Next = e.Next;
+ e.Next.Prev = e.Prev;
+ TEdge result = e.Next;
+ e.Prev = null; //flag as removed (see ClipperBase.Clear)
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ private void SetDx(TEdge e)
+ {
+ e.Delta.X = (e.Top.X - e.Bot.X);
+ e.Delta.Y = (e.Top.Y - e.Bot.Y);
+ if (e.Delta.Y == 0) e.Dx = horizontal;
+ else e.Dx = (double)(e.Delta.X) / (e.Delta.Y);
+ }
+ //---------------------------------------------------------------------------
+
+ private void InsertLocalMinima(LocalMinima newLm)
+ {
+ if( m_MinimaList == null )
+ {
+ m_MinimaList = newLm;
+ }
+ else if( newLm.Y >= m_MinimaList.Y )
+ {
+ newLm.Next = m_MinimaList;
+ m_MinimaList = newLm;
+ } else
+ {
+ LocalMinima tmpLm = m_MinimaList;
+ while( tmpLm.Next != null && ( newLm.Y < tmpLm.Next.Y ) )
+ tmpLm = tmpLm.Next;
+ newLm.Next = tmpLm.Next;
+ tmpLm.Next = newLm;
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ internal Boolean PopLocalMinima(cInt Y, out LocalMinima current)
+ {
+ current = m_CurrentLM;
+ if (m_CurrentLM != null && m_CurrentLM.Y == Y)
+ {
+ m_CurrentLM = m_CurrentLM.Next;
+ return true;
+ }
+ return false;
+ }
+ //------------------------------------------------------------------------------
+
+ private void ReverseHorizontal(TEdge e)
+ {
+ //swap horizontal edges' top and bottom x's so they follow the natural
+ //progression of the bounds - ie so their xbots will align with the
+ //adjoining lower edge. [Helpful in the ProcessHorizontal() method.]
+ Swap(ref e.Top.X, ref e.Bot.X);
+#if use_xyz
+ Swap(ref e.Top.Z, ref e.Bot.Z);
+#endif
+ }
+ //------------------------------------------------------------------------------
+
+ internal virtual void Reset()
+ {
+ m_CurrentLM = m_MinimaList;
+ if (m_CurrentLM == null) return; //ie nothing to process
+
+ //reset all edges ...
+ m_Scanbeam = null;
+ LocalMinima lm = m_MinimaList;
+ while (lm != null)
+ {
+ InsertScanbeam(lm.Y);
+ TEdge e = lm.LeftBound;
+ if (e != null)
+ {
+ e.Curr = e.Bot;
+ e.OutIdx = Unassigned;
+ }
+ e = lm.RightBound;
+ if (e != null)
+ {
+ e.Curr = e.Bot;
+ e.OutIdx = Unassigned;
+ }
+ lm = lm.Next;
+ }
+ m_ActiveEdges = null;
+ }
+ //------------------------------------------------------------------------------
+
+ public static IntRect GetBounds(Paths paths)
+ {
+ int i = 0, cnt = paths.Count;
+ while (i < cnt && paths[i].Count == 0) i++;
+ if (i == cnt) return new IntRect(0,0,0,0);
+ IntRect result = new IntRect();
+ result.left = paths[i][0].X;
+ result.right = result.left;
+ result.top = paths[i][0].Y;
+ result.bottom = result.top;
+ for (; i < cnt; i++)
+ for (int j = 0; j < paths[i].Count; j++)
+ {
+ if (paths[i][j].X < result.left) result.left = paths[i][j].X;
+ else if (paths[i][j].X > result.right) result.right = paths[i][j].X;
+ if (paths[i][j].Y < result.top) result.top = paths[i][j].Y;
+ else if (paths[i][j].Y > result.bottom) result.bottom = paths[i][j].Y;
+ }
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ internal void InsertScanbeam(cInt Y)
+ {
+ //single-linked list: sorted descending, ignoring dups.
+ if (m_Scanbeam == null)
+ {
+ m_Scanbeam = new Scanbeam();
+ m_Scanbeam.Next = null;
+ m_Scanbeam.Y = Y;
+ }
+ else if (Y > m_Scanbeam.Y)
+ {
+ Scanbeam newSb = new Scanbeam();
+ newSb.Y = Y;
+ newSb.Next = m_Scanbeam;
+ m_Scanbeam = newSb;
+ }
+ else
+ {
+ Scanbeam sb2 = m_Scanbeam;
+ while (sb2.Next != null && (Y <= sb2.Next.Y)) sb2 = sb2.Next;
+ if (Y == sb2.Y) return; //ie ignores duplicates
+ Scanbeam newSb = new Scanbeam();
+ newSb.Y = Y;
+ newSb.Next = sb2.Next;
+ sb2.Next = newSb;
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ internal Boolean PopScanbeam(out cInt Y)
+ {
+ if (m_Scanbeam == null)
+ {
+ Y = 0;
+ return false;
+ }
+ Y = m_Scanbeam.Y;
+ m_Scanbeam = m_Scanbeam.Next;
+ return true;
+ }
+ //------------------------------------------------------------------------------
+
+ internal Boolean LocalMinimaPending()
+ {
+ return (m_CurrentLM != null);
+ }
+ //------------------------------------------------------------------------------
+
+ internal OutRec CreateOutRec()
+ {
+ OutRec result = new OutRec();
+ result.Idx = Unassigned;
+ result.IsHole = false;
+ result.IsOpen = false;
+ result.FirstLeft = null;
+ result.Pts = null;
+ result.BottomPt = null;
+ result.PolyNode = null;
+ m_PolyOuts.Add(result);
+ result.Idx = m_PolyOuts.Count - 1;
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ internal void DisposeOutRec(int index)
+ {
+ OutRec outRec = m_PolyOuts[index];
+ outRec.Pts = null;
+ outRec = null;
+ m_PolyOuts[index] = null;
+ }
+ //------------------------------------------------------------------------------
+
+ internal void UpdateEdgeIntoAEL(ref TEdge e)
+ {
+ if (e.NextInLML == null)
+ throw new ClipperException("UpdateEdgeIntoAEL: invalid call");
+ TEdge AelPrev = e.PrevInAEL;
+ TEdge AelNext = e.NextInAEL;
+ e.NextInLML.OutIdx = e.OutIdx;
+ if (AelPrev != null)
+ AelPrev.NextInAEL = e.NextInLML;
+ else m_ActiveEdges = e.NextInLML;
+ if (AelNext != null)
+ AelNext.PrevInAEL = e.NextInLML;
+ e.NextInLML.Side = e.Side;
+ e.NextInLML.WindDelta = e.WindDelta;
+ e.NextInLML.WindCnt = e.WindCnt;
+ e.NextInLML.WindCnt2 = e.WindCnt2;
+ e = e.NextInLML;
+ e.Curr = e.Bot;
+ e.PrevInAEL = AelPrev;
+ e.NextInAEL = AelNext;
+ if (!IsHorizontal(e)) InsertScanbeam(e.Top.Y);
+ }
+ //------------------------------------------------------------------------------
+
+ internal void SwapPositionsInAEL(TEdge edge1, TEdge edge2)
+ {
+ //check that one or other edge hasn't already been removed from AEL ...
+ if (edge1.NextInAEL == edge1.PrevInAEL ||
+ edge2.NextInAEL == edge2.PrevInAEL) return;
+
+ if (edge1.NextInAEL == edge2)
+ {
+ TEdge next = edge2.NextInAEL;
+ if (next != null)
+ next.PrevInAEL = edge1;
+ TEdge prev = edge1.PrevInAEL;
+ if (prev != null)
+ prev.NextInAEL = edge2;
+ edge2.PrevInAEL = prev;
+ edge2.NextInAEL = edge1;
+ edge1.PrevInAEL = edge2;
+ edge1.NextInAEL = next;
+ }
+ else if (edge2.NextInAEL == edge1)
+ {
+ TEdge next = edge1.NextInAEL;
+ if (next != null)
+ next.PrevInAEL = edge2;
+ TEdge prev = edge2.PrevInAEL;
+ if (prev != null)
+ prev.NextInAEL = edge1;
+ edge1.PrevInAEL = prev;
+ edge1.NextInAEL = edge2;
+ edge2.PrevInAEL = edge1;
+ edge2.NextInAEL = next;
+ }
+ else
+ {
+ TEdge next = edge1.NextInAEL;
+ TEdge prev = edge1.PrevInAEL;
+ edge1.NextInAEL = edge2.NextInAEL;
+ if (edge1.NextInAEL != null)
+ edge1.NextInAEL.PrevInAEL = edge1;
+ edge1.PrevInAEL = edge2.PrevInAEL;
+ if (edge1.PrevInAEL != null)
+ edge1.PrevInAEL.NextInAEL = edge1;
+ edge2.NextInAEL = next;
+ if (edge2.NextInAEL != null)
+ edge2.NextInAEL.PrevInAEL = edge2;
+ edge2.PrevInAEL = prev;
+ if (edge2.PrevInAEL != null)
+ edge2.PrevInAEL.NextInAEL = edge2;
+ }
+
+ if (edge1.PrevInAEL == null)
+ m_ActiveEdges = edge1;
+ else if (edge2.PrevInAEL == null)
+ m_ActiveEdges = edge2;
+ }
+ //------------------------------------------------------------------------------
+
+ internal void DeleteFromAEL(TEdge e)
+ {
+ TEdge AelPrev = e.PrevInAEL;
+ TEdge AelNext = e.NextInAEL;
+ if (AelPrev == null && AelNext == null && (e != m_ActiveEdges))
+ return; //already deleted
+ if (AelPrev != null)
+ AelPrev.NextInAEL = AelNext;
+ else m_ActiveEdges = AelNext;
+ if (AelNext != null)
+ AelNext.PrevInAEL = AelPrev;
+ e.NextInAEL = null;
+ e.PrevInAEL = null;
+ }
+ //------------------------------------------------------------------------------
+
+ } //end ClipperBase
+
+ internal class Clipper : ClipperBase
+ {
+ //InitOptions that can be passed to the constructor ...
+ public const int ioReverseSolution = 1;
+ public const int ioStrictlySimple = 2;
+ public const int ioPreserveCollinear = 4;
+
+ private ClipType m_ClipType;
+ private Maxima m_Maxima;
+ private TEdge m_SortedEdges;
+ private List m_IntersectList;
+ IComparer m_IntersectNodeComparer;
+ private bool m_ExecuteLocked;
+ private PolyFillType m_ClipFillType;
+ private PolyFillType m_SubjFillType;
+ private List m_Joins;
+ private List m_GhostJoins;
+ private bool m_UsingPolyTree;
+#if use_xyz
+ public delegate void ZFillCallback(IntPoint bot1, IntPoint top1,
+ IntPoint bot2, IntPoint top2, ref IntPoint pt);
+ public ZFillCallback ZFillFunction { get; set; }
+#endif
+ public Clipper(int InitOptions = 0): base() //constructor
+ {
+ m_Scanbeam = null;
+ m_Maxima = null;
+ m_ActiveEdges = null;
+ m_SortedEdges = null;
+ m_IntersectList = new List();
+ m_IntersectNodeComparer = new MyIntersectNodeSort();
+ m_ExecuteLocked = false;
+ m_UsingPolyTree = false;
+ m_PolyOuts = new List();
+ m_Joins = new List();
+ m_GhostJoins = new List();
+ ReverseSolution = (ioReverseSolution & InitOptions) != 0;
+ StrictlySimple = (ioStrictlySimple & InitOptions) != 0;
+ PreserveCollinear = (ioPreserveCollinear & InitOptions) != 0;
+#if use_xyz
+ ZFillFunction = null;
+#endif
+ }
+ //------------------------------------------------------------------------------
+
+ private void InsertMaxima(cInt X)
+ {
+ //double-linked list: sorted ascending, ignoring dups.
+ Maxima newMax = new Maxima();
+ newMax.X = X;
+ if (m_Maxima == null)
+ {
+ m_Maxima = newMax;
+ m_Maxima.Next = null;
+ m_Maxima.Prev = null;
+ }
+ else if (X < m_Maxima.X)
+ {
+ newMax.Next = m_Maxima;
+ newMax.Prev = null;
+ m_Maxima = newMax;
+ }
+ else
+ {
+ Maxima m = m_Maxima;
+ while (m.Next != null && (X >= m.Next.X)) m = m.Next;
+ if (X == m.X) return; //ie ignores duplicates (& CG to clean up newMax)
+ //insert newMax between m and m.Next ...
+ newMax.Next = m.Next;
+ newMax.Prev = m;
+ if (m.Next != null) m.Next.Prev = newMax;
+ m.Next = newMax;
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ public bool ReverseSolution
+ {
+ get;
+ set;
+ }
+ //------------------------------------------------------------------------------
+
+ public bool StrictlySimple
+ {
+ get;
+ set;
+ }
+ //------------------------------------------------------------------------------
+
+ public bool Execute(ClipType clipType, Paths solution,
+ PolyFillType FillType = PolyFillType.pftEvenOdd)
+ {
+ return Execute(clipType, solution, FillType, FillType);
+ }
+ //------------------------------------------------------------------------------
+
+ public bool Execute(ClipType clipType, PolyTree polytree,
+ PolyFillType FillType = PolyFillType.pftEvenOdd)
+ {
+ return Execute(clipType, polytree, FillType, FillType);
+ }
+ //------------------------------------------------------------------------------
+
+ public bool Execute(ClipType clipType, Paths solution,
+ PolyFillType subjFillType, PolyFillType clipFillType)
+ {
+ if (m_ExecuteLocked) return false;
+ if (m_HasOpenPaths) throw
+ new ClipperException("Error: PolyTree struct is needed for open path clipping.");
+
+ m_ExecuteLocked = true;
+ solution.Clear();
+ m_SubjFillType = subjFillType;
+ m_ClipFillType = clipFillType;
+ m_ClipType = clipType;
+ m_UsingPolyTree = false;
+ bool succeeded;
+ try
+ {
+ succeeded = ExecuteInternal();
+ //build the return polygons ...
+ if (succeeded) BuildResult(solution);
+ }
+ finally
+ {
+ DisposeAllPolyPts();
+ m_ExecuteLocked = false;
+ }
+ return succeeded;
+ }
+ //------------------------------------------------------------------------------
+
+ public bool Execute(ClipType clipType, PolyTree polytree,
+ PolyFillType subjFillType, PolyFillType clipFillType)
+ {
+ if (m_ExecuteLocked) return false;
+ m_ExecuteLocked = true;
+ m_SubjFillType = subjFillType;
+ m_ClipFillType = clipFillType;
+ m_ClipType = clipType;
+ m_UsingPolyTree = true;
+ bool succeeded;
+ try
+ {
+ succeeded = ExecuteInternal();
+ //build the return polygons ...
+ if (succeeded) BuildResult2(polytree);
+ }
+ finally
+ {
+ DisposeAllPolyPts();
+ m_ExecuteLocked = false;
+ }
+ return succeeded;
+ }
+ //------------------------------------------------------------------------------
+
+ internal void FixHoleLinkage(OutRec outRec)
+ {
+ //skip if an outermost polygon or
+ //already already points to the correct FirstLeft ...
+ if (outRec.FirstLeft == null ||
+ (outRec.IsHole != outRec.FirstLeft.IsHole &&
+ outRec.FirstLeft.Pts != null)) return;
+
+ OutRec orfl = outRec.FirstLeft;
+ while (orfl != null && ((orfl.IsHole == outRec.IsHole) || orfl.Pts == null))
+ orfl = orfl.FirstLeft;
+ outRec.FirstLeft = orfl;
+ }
+ //------------------------------------------------------------------------------
+
+ private bool ExecuteInternal()
+ {
+ try
+ {
+ Reset();
+ m_SortedEdges = null;
+ m_Maxima = null;
+
+ cInt botY, topY;
+ if (!PopScanbeam(out botY)) return false;
+ InsertLocalMinimaIntoAEL(botY);
+ while (PopScanbeam(out topY) || LocalMinimaPending())
+ {
+ ProcessHorizontals();
+ m_GhostJoins.Clear();
+ if (!ProcessIntersections(topY)) return false;
+ ProcessEdgesAtTopOfScanbeam(topY);
+ botY = topY;
+ InsertLocalMinimaIntoAEL(botY);
+ }
+
+ //fix orientations ...
+ foreach (OutRec outRec in m_PolyOuts)
+ {
+ if (outRec.Pts == null || outRec.IsOpen) continue;
+ if ((outRec.IsHole ^ ReverseSolution) == (Area(outRec) > 0))
+ ReversePolyPtLinks(outRec.Pts);
+ }
+
+ JoinCommonEdges();
+
+ foreach (OutRec outRec in m_PolyOuts)
+ {
+ if (outRec.Pts == null)
+ continue;
+ else if (outRec.IsOpen)
+ FixupOutPolyline(outRec);
+ else
+ FixupOutPolygon(outRec);
+ }
+
+ if (StrictlySimple) DoSimplePolygons();
+ return true;
+ }
+ //catch { return false; }
+ finally
+ {
+ m_Joins.Clear();
+ m_GhostJoins.Clear();
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private void DisposeAllPolyPts(){
+ for (int i = 0; i < m_PolyOuts.Count; ++i) DisposeOutRec(i);
+ m_PolyOuts.Clear();
+ }
+ //------------------------------------------------------------------------------
+
+ private void AddJoin(OutPt Op1, OutPt Op2, IntPoint OffPt)
+ {
+ Join j = new Join();
+ j.OutPt1 = Op1;
+ j.OutPt2 = Op2;
+ j.OffPt = OffPt;
+ m_Joins.Add(j);
+ }
+ //------------------------------------------------------------------------------
+
+ private void AddGhostJoin(OutPt Op, IntPoint OffPt)
+ {
+ Join j = new Join();
+ j.OutPt1 = Op;
+ j.OffPt = OffPt;
+ m_GhostJoins.Add(j);
+ }
+ //------------------------------------------------------------------------------
+
+#if use_xyz
+ internal void SetZ(ref IntPoint pt, TEdge e1, TEdge e2)
+ {
+ if (pt.Z != 0 || ZFillFunction == null) return;
+ else if (pt == e1.Bot) pt.Z = e1.Bot.Z;
+ else if (pt == e1.Top) pt.Z = e1.Top.Z;
+ else if (pt == e2.Bot) pt.Z = e2.Bot.Z;
+ else if (pt == e2.Top) pt.Z = e2.Top.Z;
+ else ZFillFunction(e1.Bot, e1.Top, e2.Bot, e2.Top, ref pt);
+ }
+ //------------------------------------------------------------------------------
+#endif
+
+ private void InsertLocalMinimaIntoAEL(cInt botY)
+ {
+ LocalMinima lm;
+ while (PopLocalMinima(botY, out lm))
+ {
+ TEdge lb = lm.LeftBound;
+ TEdge rb = lm.RightBound;
+
+ OutPt Op1 = null;
+ if (lb == null)
+ {
+ InsertEdgeIntoAEL(rb, null);
+ SetWindingCount(rb);
+ if (IsContributing(rb))
+ Op1 = AddOutPt(rb, rb.Bot);
+ }
+ else if (rb == null)
+ {
+ InsertEdgeIntoAEL(lb, null);
+ SetWindingCount(lb);
+ if (IsContributing(lb))
+ Op1 = AddOutPt(lb, lb.Bot);
+ InsertScanbeam(lb.Top.Y);
+ }
+ else
+ {
+ InsertEdgeIntoAEL(lb, null);
+ InsertEdgeIntoAEL(rb, lb);
+ SetWindingCount(lb);
+ rb.WindCnt = lb.WindCnt;
+ rb.WindCnt2 = lb.WindCnt2;
+ if (IsContributing(lb))
+ Op1 = AddLocalMinPoly(lb, rb, lb.Bot);
+ InsertScanbeam(lb.Top.Y);
+ }
+
+ if (rb != null)
+ {
+ if (IsHorizontal(rb))
+ {
+ if (rb.NextInLML != null)
+ InsertScanbeam(rb.NextInLML.Top.Y);
+ AddEdgeToSEL(rb);
+ }
+ else
+ InsertScanbeam(rb.Top.Y);
+ }
+
+ if (lb == null || rb == null) continue;
+
+ //if output polygons share an Edge with a horizontal rb, they'll need joining later ...
+ if (Op1 != null && IsHorizontal(rb) &&
+ m_GhostJoins.Count > 0 && rb.WindDelta != 0)
+ {
+ for (int i = 0; i < m_GhostJoins.Count; i++)
+ {
+ //if the horizontal Rb and a 'ghost' horizontal overlap, then convert
+ //the 'ghost' join to a real join ready for later ...
+ Join j = m_GhostJoins[i];
+ if (HorzSegmentsOverlap(j.OutPt1.Pt.X, j.OffPt.X, rb.Bot.X, rb.Top.X))
+ AddJoin(j.OutPt1, Op1, j.OffPt);
+ }
+ }
+
+ if (lb.OutIdx >= 0 && lb.PrevInAEL != null &&
+ lb.PrevInAEL.Curr.X == lb.Bot.X &&
+ lb.PrevInAEL.OutIdx >= 0 &&
+ SlopesEqual(lb.PrevInAEL.Curr, lb.PrevInAEL.Top, lb.Curr, lb.Top, m_UseFullRange) &&
+ lb.WindDelta != 0 && lb.PrevInAEL.WindDelta != 0)
+ {
+ OutPt Op2 = AddOutPt(lb.PrevInAEL, lb.Bot);
+ AddJoin(Op1, Op2, lb.Top);
+ }
+
+ if( lb.NextInAEL != rb )
+ {
+
+ if (rb.OutIdx >= 0 && rb.PrevInAEL.OutIdx >= 0 &&
+ SlopesEqual(rb.PrevInAEL.Curr, rb.PrevInAEL.Top, rb.Curr, rb.Top, m_UseFullRange) &&
+ rb.WindDelta != 0 && rb.PrevInAEL.WindDelta != 0)
+ {
+ OutPt Op2 = AddOutPt(rb.PrevInAEL, rb.Bot);
+ AddJoin(Op1, Op2, rb.Top);
+ }
+
+ TEdge e = lb.NextInAEL;
+ if (e != null)
+ while (e != rb)
+ {
+ //nb: For calculating winding counts etc, IntersectEdges() assumes
+ //that param1 will be to the right of param2 ABOVE the intersection ...
+ IntersectEdges(rb, e, lb.Curr); //order important here
+ e = e.NextInAEL;
+ }
+ }
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private void InsertEdgeIntoAEL(TEdge edge, TEdge startEdge)
+ {
+ if (m_ActiveEdges == null)
+ {
+ edge.PrevInAEL = null;
+ edge.NextInAEL = null;
+ m_ActiveEdges = edge;
+ }
+ else if (startEdge == null && E2InsertsBeforeE1(m_ActiveEdges, edge))
+ {
+ edge.PrevInAEL = null;
+ edge.NextInAEL = m_ActiveEdges;
+ m_ActiveEdges.PrevInAEL = edge;
+ m_ActiveEdges = edge;
+ }
+ else
+ {
+ if (startEdge == null) startEdge = m_ActiveEdges;
+ while (startEdge.NextInAEL != null &&
+ !E2InsertsBeforeE1(startEdge.NextInAEL, edge))
+ startEdge = startEdge.NextInAEL;
+ edge.NextInAEL = startEdge.NextInAEL;
+ if (startEdge.NextInAEL != null) startEdge.NextInAEL.PrevInAEL = edge;
+ edge.PrevInAEL = startEdge;
+ startEdge.NextInAEL = edge;
+ }
+ }
+ //----------------------------------------------------------------------
+
+ private bool E2InsertsBeforeE1(TEdge e1, TEdge e2)
+ {
+ if (e2.Curr.X == e1.Curr.X)
+ {
+ if (e2.Top.Y > e1.Top.Y)
+ return e2.Top.X < TopX(e1, e2.Top.Y);
+ else return e1.Top.X > TopX(e2, e1.Top.Y);
+ }
+ else return e2.Curr.X < e1.Curr.X;
+ }
+ //------------------------------------------------------------------------------
+
+ private bool IsEvenOddFillType(TEdge edge)
+ {
+ if (edge.PolyTyp == PolyType.ptSubject)
+ return m_SubjFillType == PolyFillType.pftEvenOdd;
+ else
+ return m_ClipFillType == PolyFillType.pftEvenOdd;
+ }
+ //------------------------------------------------------------------------------
+
+ private bool IsEvenOddAltFillType(TEdge edge)
+ {
+ if (edge.PolyTyp == PolyType.ptSubject)
+ return m_ClipFillType == PolyFillType.pftEvenOdd;
+ else
+ return m_SubjFillType == PolyFillType.pftEvenOdd;
+ }
+ //------------------------------------------------------------------------------
+
+ private bool IsContributing(TEdge edge)
+ {
+ PolyFillType pft, pft2;
+ if (edge.PolyTyp == PolyType.ptSubject)
+ {
+ pft = m_SubjFillType;
+ pft2 = m_ClipFillType;
+ }
+ else
+ {
+ pft = m_ClipFillType;
+ pft2 = m_SubjFillType;
+ }
+
+ switch (pft)
+ {
+ case PolyFillType.pftEvenOdd:
+ //return false if a subj line has been flagged as inside a subj polygon
+ if (edge.WindDelta == 0 && edge.WindCnt != 1) return false;
+ break;
+ case PolyFillType.pftNonZero:
+ if (Math.Abs(edge.WindCnt) != 1) return false;
+ break;
+ case PolyFillType.pftPositive:
+ if (edge.WindCnt != 1) return false;
+ break;
+ default: //PolyFillType.pftNegative
+ if (edge.WindCnt != -1) return false;
+ break;
+ }
+
+ switch (m_ClipType)
+ {
+ case ClipType.ctIntersection:
+ switch (pft2)
+ {
+ case PolyFillType.pftEvenOdd:
+ case PolyFillType.pftNonZero:
+ return (edge.WindCnt2 != 0);
+ case PolyFillType.pftPositive:
+ return (edge.WindCnt2 > 0);
+ default:
+ return (edge.WindCnt2 < 0);
+ }
+ case ClipType.ctUnion:
+ switch (pft2)
+ {
+ case PolyFillType.pftEvenOdd:
+ case PolyFillType.pftNonZero:
+ return (edge.WindCnt2 == 0);
+ case PolyFillType.pftPositive:
+ return (edge.WindCnt2 <= 0);
+ default:
+ return (edge.WindCnt2 >= 0);
+ }
+ case ClipType.ctDifference:
+ if (edge.PolyTyp == PolyType.ptSubject)
+ switch (pft2)
+ {
+ case PolyFillType.pftEvenOdd:
+ case PolyFillType.pftNonZero:
+ return (edge.WindCnt2 == 0);
+ case PolyFillType.pftPositive:
+ return (edge.WindCnt2 <= 0);
+ default:
+ return (edge.WindCnt2 >= 0);
+ }
+ else
+ switch (pft2)
+ {
+ case PolyFillType.pftEvenOdd:
+ case PolyFillType.pftNonZero:
+ return (edge.WindCnt2 != 0);
+ case PolyFillType.pftPositive:
+ return (edge.WindCnt2 > 0);
+ default:
+ return (edge.WindCnt2 < 0);
+ }
+ case ClipType.ctXor:
+ if (edge.WindDelta == 0) //XOr always contributing unless open
+ switch (pft2)
+ {
+ case PolyFillType.pftEvenOdd:
+ case PolyFillType.pftNonZero:
+ return (edge.WindCnt2 == 0);
+ case PolyFillType.pftPositive:
+ return (edge.WindCnt2 <= 0);
+ default:
+ return (edge.WindCnt2 >= 0);
+ }
+ else
+ return true;
+ }
+ return true;
+ }
+ //------------------------------------------------------------------------------
+
+ private void SetWindingCount(TEdge edge)
+ {
+ TEdge e = edge.PrevInAEL;
+ //find the edge of the same polytype that immediately preceeds 'edge' in AEL
+ while (e != null && ((e.PolyTyp != edge.PolyTyp) || (e.WindDelta == 0))) e = e.PrevInAEL;
+ if (e == null)
+ {
+ PolyFillType pft;
+ pft = (edge.PolyTyp == PolyType.ptSubject ? m_SubjFillType : m_ClipFillType);
+ if (edge.WindDelta == 0) edge.WindCnt = (pft == PolyFillType.pftNegative ? -1 : 1);
+ else edge.WindCnt = edge.WindDelta;
+ edge.WindCnt2 = 0;
+ e = m_ActiveEdges; //ie get ready to calc WindCnt2
+ }
+ else if (edge.WindDelta == 0 && m_ClipType != ClipType.ctUnion)
+ {
+ edge.WindCnt = 1;
+ edge.WindCnt2 = e.WindCnt2;
+ e = e.NextInAEL; //ie get ready to calc WindCnt2
+ }
+ else if (IsEvenOddFillType(edge))
+ {
+ //EvenOdd filling ...
+ if (edge.WindDelta == 0)
+ {
+ //are we inside a subj polygon ...
+ bool Inside = true;
+ TEdge e2 = e.PrevInAEL;
+ while (e2 != null)
+ {
+ if (e2.PolyTyp == e.PolyTyp && e2.WindDelta != 0)
+ Inside = !Inside;
+ e2 = e2.PrevInAEL;
+ }
+ edge.WindCnt = (Inside ? 0 : 1);
+ }
+ else
+ {
+ edge.WindCnt = edge.WindDelta;
+ }
+ edge.WindCnt2 = e.WindCnt2;
+ e = e.NextInAEL; //ie get ready to calc WindCnt2
+ }
+ else
+ {
+ //nonZero, Positive or Negative filling ...
+ if (e.WindCnt * e.WindDelta < 0)
+ {
+ //prev edge is 'decreasing' WindCount (WC) toward zero
+ //so we're outside the previous polygon ...
+ if (Math.Abs(e.WindCnt) > 1)
+ {
+ //outside prev poly but still inside another.
+ //when reversing direction of prev poly use the same WC
+ if (e.WindDelta * edge.WindDelta < 0) edge.WindCnt = e.WindCnt;
+ //otherwise continue to 'decrease' WC ...
+ else edge.WindCnt = e.WindCnt + edge.WindDelta;
+ }
+ else
+ //now outside all polys of same polytype so set own WC ...
+ edge.WindCnt = (edge.WindDelta == 0 ? 1 : edge.WindDelta);
+ }
+ else
+ {
+ //prev edge is 'increasing' WindCount (WC) away from zero
+ //so we're inside the previous polygon ...
+ if (edge.WindDelta == 0)
+ edge.WindCnt = (e.WindCnt < 0 ? e.WindCnt - 1 : e.WindCnt + 1);
+ //if wind direction is reversing prev then use same WC
+ else if (e.WindDelta * edge.WindDelta < 0)
+ edge.WindCnt = e.WindCnt;
+ //otherwise add to WC ...
+ else edge.WindCnt = e.WindCnt + edge.WindDelta;
+ }
+ edge.WindCnt2 = e.WindCnt2;
+ e = e.NextInAEL; //ie get ready to calc WindCnt2
+ }
+
+ //update WindCnt2 ...
+ if (IsEvenOddAltFillType(edge))
+ {
+ //EvenOdd filling ...
+ while (e != edge)
+ {
+ if (e.WindDelta != 0)
+ edge.WindCnt2 = (edge.WindCnt2 == 0 ? 1 : 0);
+ e = e.NextInAEL;
+ }
+ }
+ else
+ {
+ //nonZero, Positive or Negative filling ...
+ while (e != edge)
+ {
+ edge.WindCnt2 += e.WindDelta;
+ e = e.NextInAEL;
+ }
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private void AddEdgeToSEL(TEdge edge)
+ {
+ //SEL pointers in PEdge are use to build transient lists of horizontal edges.
+ //However, since we don't need to worry about processing order, all additions
+ //are made to the front of the list ...
+ if (m_SortedEdges == null)
+ {
+ m_SortedEdges = edge;
+ edge.PrevInSEL = null;
+ edge.NextInSEL = null;
+ }
+ else
+ {
+ edge.NextInSEL = m_SortedEdges;
+ edge.PrevInSEL = null;
+ m_SortedEdges.PrevInSEL = edge;
+ m_SortedEdges = edge;
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ internal Boolean PopEdgeFromSEL(out TEdge e)
+ {
+ //Pop edge from front of SEL (ie SEL is a FILO list)
+ e = m_SortedEdges;
+ if (e == null) return false;
+ TEdge oldE = e;
+ m_SortedEdges = e.NextInSEL;
+ if (m_SortedEdges != null) m_SortedEdges.PrevInSEL = null;
+ oldE.NextInSEL = null;
+ oldE.PrevInSEL = null;
+ return true;
+ }
+ //------------------------------------------------------------------------------
+
+ private void CopyAELToSEL()
+ {
+ TEdge e = m_ActiveEdges;
+ m_SortedEdges = e;
+ while (e != null)
+ {
+ e.PrevInSEL = e.PrevInAEL;
+ e.NextInSEL = e.NextInAEL;
+ e = e.NextInAEL;
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private void SwapPositionsInSEL(TEdge edge1, TEdge edge2)
+ {
+ if (edge1.NextInSEL == null && edge1.PrevInSEL == null)
+ return;
+ if (edge2.NextInSEL == null && edge2.PrevInSEL == null)
+ return;
+
+ if (edge1.NextInSEL == edge2)
+ {
+ TEdge next = edge2.NextInSEL;
+ if (next != null)
+ next.PrevInSEL = edge1;
+ TEdge prev = edge1.PrevInSEL;
+ if (prev != null)
+ prev.NextInSEL = edge2;
+ edge2.PrevInSEL = prev;
+ edge2.NextInSEL = edge1;
+ edge1.PrevInSEL = edge2;
+ edge1.NextInSEL = next;
+ }
+ else if (edge2.NextInSEL == edge1)
+ {
+ TEdge next = edge1.NextInSEL;
+ if (next != null)
+ next.PrevInSEL = edge2;
+ TEdge prev = edge2.PrevInSEL;
+ if (prev != null)
+ prev.NextInSEL = edge1;
+ edge1.PrevInSEL = prev;
+ edge1.NextInSEL = edge2;
+ edge2.PrevInSEL = edge1;
+ edge2.NextInSEL = next;
+ }
+ else
+ {
+ TEdge next = edge1.NextInSEL;
+ TEdge prev = edge1.PrevInSEL;
+ edge1.NextInSEL = edge2.NextInSEL;
+ if (edge1.NextInSEL != null)
+ edge1.NextInSEL.PrevInSEL = edge1;
+ edge1.PrevInSEL = edge2.PrevInSEL;
+ if (edge1.PrevInSEL != null)
+ edge1.PrevInSEL.NextInSEL = edge1;
+ edge2.NextInSEL = next;
+ if (edge2.NextInSEL != null)
+ edge2.NextInSEL.PrevInSEL = edge2;
+ edge2.PrevInSEL = prev;
+ if (edge2.PrevInSEL != null)
+ edge2.PrevInSEL.NextInSEL = edge2;
+ }
+
+ if (edge1.PrevInSEL == null)
+ m_SortedEdges = edge1;
+ else if (edge2.PrevInSEL == null)
+ m_SortedEdges = edge2;
+ }
+ //------------------------------------------------------------------------------
+
+
+ private void AddLocalMaxPoly(TEdge e1, TEdge e2, IntPoint pt)
+ {
+ AddOutPt(e1, pt);
+ if (e2.WindDelta == 0) AddOutPt(e2, pt);
+ if (e1.OutIdx == e2.OutIdx)
+ {
+ e1.OutIdx = Unassigned;
+ e2.OutIdx = Unassigned;
+ }
+ else if (e1.OutIdx < e2.OutIdx)
+ AppendPolygon(e1, e2);
+ else
+ AppendPolygon(e2, e1);
+ }
+ //------------------------------------------------------------------------------
+
+ private OutPt AddLocalMinPoly(TEdge e1, TEdge e2, IntPoint pt)
+ {
+ OutPt result;
+ TEdge e, prevE;
+ if (IsHorizontal(e2) || (e1.Dx > e2.Dx))
+ {
+ result = AddOutPt(e1, pt);
+ e2.OutIdx = e1.OutIdx;
+ e1.Side = EdgeSide.esLeft;
+ e2.Side = EdgeSide.esRight;
+ e = e1;
+ if (e.PrevInAEL == e2)
+ prevE = e2.PrevInAEL;
+ else
+ prevE = e.PrevInAEL;
+ }
+ else
+ {
+ result = AddOutPt(e2, pt);
+ e1.OutIdx = e2.OutIdx;
+ e1.Side = EdgeSide.esRight;
+ e2.Side = EdgeSide.esLeft;
+ e = e2;
+ if (e.PrevInAEL == e1)
+ prevE = e1.PrevInAEL;
+ else
+ prevE = e.PrevInAEL;
+ }
+
+ if (prevE != null && prevE.OutIdx >= 0 && prevE.Top.Y < pt.Y && e.Top.Y < pt.Y)
+ {
+ cInt xPrev = TopX(prevE, pt.Y);
+ cInt xE = TopX(e, pt.Y);
+ if ((xPrev == xE) && (e.WindDelta != 0) && (prevE.WindDelta != 0) &&
+ SlopesEqual(new IntPoint(xPrev, pt.Y), prevE.Top, new IntPoint(xE, pt.Y), e.Top, m_UseFullRange))
+ {
+ OutPt outPt = AddOutPt(prevE, pt);
+ AddJoin(result, outPt, e.Top);
+ }
+ }
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ private OutPt AddOutPt(TEdge e, IntPoint pt)
+ {
+ if (e.OutIdx < 0)
+ {
+ OutRec outRec = CreateOutRec();
+ outRec.IsOpen = (e.WindDelta == 0);
+ OutPt newOp = new OutPt();
+ outRec.Pts = newOp;
+ newOp.Idx = outRec.Idx;
+ newOp.Pt = pt;
+ newOp.Next = newOp;
+ newOp.Prev = newOp;
+ if (!outRec.IsOpen)
+ SetHoleState(e, outRec);
+ e.OutIdx = outRec.Idx; //nb: do this after SetZ !
+ return newOp;
+ }
+ else
+ {
+ OutRec outRec = m_PolyOuts[e.OutIdx];
+ //OutRec.Pts is the 'Left-most' point & OutRec.Pts.Prev is the 'Right-most'
+ OutPt op = outRec.Pts;
+ bool ToFront = (e.Side == EdgeSide.esLeft);
+ if (ToFront && pt == op.Pt) return op;
+ else if (!ToFront && pt == op.Prev.Pt) return op.Prev;
+
+ OutPt newOp = new OutPt();
+ newOp.Idx = outRec.Idx;
+ newOp.Pt = pt;
+ newOp.Next = op;
+ newOp.Prev = op.Prev;
+ newOp.Prev.Next = newOp;
+ op.Prev = newOp;
+ if (ToFront) outRec.Pts = newOp;
+ return newOp;
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private OutPt GetLastOutPt(TEdge e)
+ {
+ OutRec outRec = m_PolyOuts[e.OutIdx];
+ if (e.Side == EdgeSide.esLeft)
+ return outRec.Pts;
+ else
+ return outRec.Pts.Prev;
+ }
+ //------------------------------------------------------------------------------
+
+ internal void SwapPoints(ref IntPoint pt1, ref IntPoint pt2)
+ {
+ IntPoint tmp = new IntPoint(pt1);
+ pt1 = pt2;
+ pt2 = tmp;
+ }
+ //------------------------------------------------------------------------------
+
+ private bool HorzSegmentsOverlap(cInt seg1a, cInt seg1b, cInt seg2a, cInt seg2b)
+ {
+ if (seg1a > seg1b) Swap(ref seg1a, ref seg1b);
+ if (seg2a > seg2b) Swap(ref seg2a, ref seg2b);
+ return (seg1a < seg2b) && (seg2a < seg1b);
+ }
+ //------------------------------------------------------------------------------
+
+ private void SetHoleState(TEdge e, OutRec outRec)
+ {
+ TEdge e2 = e.PrevInAEL;
+ TEdge eTmp = null;
+ while (e2 != null)
+ {
+ if (e2.OutIdx >= 0 && e2.WindDelta != 0)
+ {
+ if (eTmp == null)
+ eTmp = e2;
+ else if (eTmp.OutIdx == e2.OutIdx)
+ eTmp = null; //paired
+ }
+ e2 = e2.PrevInAEL;
+ }
+
+ if (eTmp == null)
+ {
+ outRec.FirstLeft = null;
+ outRec.IsHole = false;
+ }
+ else
+ {
+ outRec.FirstLeft = m_PolyOuts[eTmp.OutIdx];
+ outRec.IsHole = !outRec.FirstLeft.IsHole;
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private double GetDx(IntPoint pt1, IntPoint pt2)
+ {
+ if (pt1.Y == pt2.Y) return horizontal;
+ else return (double)(pt2.X - pt1.X) / (pt2.Y - pt1.Y);
+ }
+ //---------------------------------------------------------------------------
+
+ private bool FirstIsBottomPt(OutPt btmPt1, OutPt btmPt2)
+ {
+ OutPt p = btmPt1.Prev;
+ while ((p.Pt == btmPt1.Pt) && (p != btmPt1)) p = p.Prev;
+ double dx1p = Math.Abs(GetDx(btmPt1.Pt, p.Pt));
+ p = btmPt1.Next;
+ while ((p.Pt == btmPt1.Pt) && (p != btmPt1)) p = p.Next;
+ double dx1n = Math.Abs(GetDx(btmPt1.Pt, p.Pt));
+
+ p = btmPt2.Prev;
+ while ((p.Pt == btmPt2.Pt) && (p != btmPt2)) p = p.Prev;
+ double dx2p = Math.Abs(GetDx(btmPt2.Pt, p.Pt));
+ p = btmPt2.Next;
+ while ((p.Pt == btmPt2.Pt) && (p != btmPt2)) p = p.Next;
+ double dx2n = Math.Abs(GetDx(btmPt2.Pt, p.Pt));
+
+ if (Math.Max(dx1p, dx1n) == Math.Max(dx2p, dx2n) &&
+ Math.Min(dx1p, dx1n) == Math.Min(dx2p, dx2n))
+ return Area(btmPt1) > 0; //if otherwise identical use orientation
+ else
+ return (dx1p >= dx2p && dx1p >= dx2n) || (dx1n >= dx2p && dx1n >= dx2n);
+ }
+ //------------------------------------------------------------------------------
+
+ private OutPt GetBottomPt(OutPt pp)
+ {
+ OutPt dups = null;
+ OutPt p = pp.Next;
+ while (p != pp)
+ {
+ if (p.Pt.Y > pp.Pt.Y)
+ {
+ pp = p;
+ dups = null;
+ }
+ else if (p.Pt.Y == pp.Pt.Y && p.Pt.X <= pp.Pt.X)
+ {
+ if (p.Pt.X < pp.Pt.X)
+ {
+ dups = null;
+ pp = p;
+ } else
+ {
+ if (p.Next != pp && p.Prev != pp) dups = p;
+ }
+ }
+ p = p.Next;
+ }
+ if (dups != null)
+ {
+ //there appears to be at least 2 vertices at bottomPt so ...
+ while (dups != p)
+ {
+ if (!FirstIsBottomPt(p, dups)) pp = dups;
+ dups = dups.Next;
+ while (dups.Pt != pp.Pt) dups = dups.Next;
+ }
+ }
+ return pp;
+ }
+ //------------------------------------------------------------------------------
+
+ private OutRec GetLowermostRec(OutRec outRec1, OutRec outRec2)
+ {
+ //work out which polygon fragment has the correct hole state ...
+ if (outRec1.BottomPt == null)
+ outRec1.BottomPt = GetBottomPt(outRec1.Pts);
+ if (outRec2.BottomPt == null)
+ outRec2.BottomPt = GetBottomPt(outRec2.Pts);
+ OutPt bPt1 = outRec1.BottomPt;
+ OutPt bPt2 = outRec2.BottomPt;
+ if (bPt1.Pt.Y > bPt2.Pt.Y) return outRec1;
+ else if (bPt1.Pt.Y < bPt2.Pt.Y) return outRec2;
+ else if (bPt1.Pt.X < bPt2.Pt.X) return outRec1;
+ else if (bPt1.Pt.X > bPt2.Pt.X) return outRec2;
+ else if (bPt1.Next == bPt1) return outRec2;
+ else if (bPt2.Next == bPt2) return outRec1;
+ else if (FirstIsBottomPt(bPt1, bPt2)) return outRec1;
+ else return outRec2;
+ }
+ //------------------------------------------------------------------------------
+
+ bool OutRec1RightOfOutRec2(OutRec outRec1, OutRec outRec2)
+ {
+ do
+ {
+ outRec1 = outRec1.FirstLeft;
+ if (outRec1 == outRec2) return true;
+ } while (outRec1 != null);
+ return false;
+ }
+ //------------------------------------------------------------------------------
+
+ private OutRec GetOutRec(int idx)
+ {
+ OutRec outrec = m_PolyOuts[idx];
+ while (outrec != m_PolyOuts[outrec.Idx])
+ outrec = m_PolyOuts[outrec.Idx];
+ return outrec;
+ }
+ //------------------------------------------------------------------------------
+
+ private void AppendPolygon(TEdge e1, TEdge e2)
+ {
+ OutRec outRec1 = m_PolyOuts[e1.OutIdx];
+ OutRec outRec2 = m_PolyOuts[e2.OutIdx];
+
+ OutRec holeStateRec;
+ if (OutRec1RightOfOutRec2(outRec1, outRec2))
+ holeStateRec = outRec2;
+ else if (OutRec1RightOfOutRec2(outRec2, outRec1))
+ holeStateRec = outRec1;
+ else
+ holeStateRec = GetLowermostRec(outRec1, outRec2);
+
+ //get the start and ends of both output polygons and
+ //join E2 poly onto E1 poly and delete pointers to E2 ...
+ OutPt p1_lft = outRec1.Pts;
+ OutPt p1_rt = p1_lft.Prev;
+ OutPt p2_lft = outRec2.Pts;
+ OutPt p2_rt = p2_lft.Prev;
+
+ //join e2 poly onto e1 poly and delete pointers to e2 ...
+ if( e1.Side == EdgeSide.esLeft )
+ {
+ if (e2.Side == EdgeSide.esLeft)
+ {
+ //z y x a b c
+ ReversePolyPtLinks(p2_lft);
+ p2_lft.Next = p1_lft;
+ p1_lft.Prev = p2_lft;
+ p1_rt.Next = p2_rt;
+ p2_rt.Prev = p1_rt;
+ outRec1.Pts = p2_rt;
+ } else
+ {
+ //x y z a b c
+ p2_rt.Next = p1_lft;
+ p1_lft.Prev = p2_rt;
+ p2_lft.Prev = p1_rt;
+ p1_rt.Next = p2_lft;
+ outRec1.Pts = p2_lft;
+ }
+ } else
+ {
+ if (e2.Side == EdgeSide.esRight)
+ {
+ //a b c z y x
+ ReversePolyPtLinks( p2_lft );
+ p1_rt.Next = p2_rt;
+ p2_rt.Prev = p1_rt;
+ p2_lft.Next = p1_lft;
+ p1_lft.Prev = p2_lft;
+ } else
+ {
+ //a b c x y z
+ p1_rt.Next = p2_lft;
+ p2_lft.Prev = p1_rt;
+ p1_lft.Prev = p2_rt;
+ p2_rt.Next = p1_lft;
+ }
+ }
+
+ outRec1.BottomPt = null;
+ if (holeStateRec == outRec2)
+ {
+ if (outRec2.FirstLeft != outRec1)
+ outRec1.FirstLeft = outRec2.FirstLeft;
+ outRec1.IsHole = outRec2.IsHole;
+ }
+ outRec2.Pts = null;
+ outRec2.BottomPt = null;
+
+ outRec2.FirstLeft = outRec1;
+
+ int OKIdx = e1.OutIdx;
+ int ObsoleteIdx = e2.OutIdx;
+
+ e1.OutIdx = Unassigned; //nb: safe because we only get here via AddLocalMaxPoly
+ e2.OutIdx = Unassigned;
+
+ TEdge e = m_ActiveEdges;
+ while( e != null )
+ {
+ if( e.OutIdx == ObsoleteIdx )
+ {
+ e.OutIdx = OKIdx;
+ e.Side = e1.Side;
+ break;
+ }
+ e = e.NextInAEL;
+ }
+ outRec2.Idx = outRec1.Idx;
+ }
+ //------------------------------------------------------------------------------
+
+ private void ReversePolyPtLinks(OutPt pp)
+ {
+ if (pp == null) return;
+ OutPt pp1;
+ OutPt pp2;
+ pp1 = pp;
+ do
+ {
+ pp2 = pp1.Next;
+ pp1.Next = pp1.Prev;
+ pp1.Prev = pp2;
+ pp1 = pp2;
+ } while (pp1 != pp);
+ }
+ //------------------------------------------------------------------------------
+
+ private static void SwapSides(TEdge edge1, TEdge edge2)
+ {
+ EdgeSide side = edge1.Side;
+ edge1.Side = edge2.Side;
+ edge2.Side = side;
+ }
+ //------------------------------------------------------------------------------
+
+ private static void SwapPolyIndexes(TEdge edge1, TEdge edge2)
+ {
+ int outIdx = edge1.OutIdx;
+ edge1.OutIdx = edge2.OutIdx;
+ edge2.OutIdx = outIdx;
+ }
+ //------------------------------------------------------------------------------
+
+ private void IntersectEdges(TEdge e1, TEdge e2, IntPoint pt)
+ {
+ //e1 will be to the left of e2 BELOW the intersection. Therefore e1 is before
+ //e2 in AEL except when e1 is being inserted at the intersection point ...
+
+ bool e1Contributing = (e1.OutIdx >= 0);
+ bool e2Contributing = (e2.OutIdx >= 0);
+
+#if use_xyz
+ SetZ(ref pt, e1, e2);
+#endif
+
+#if use_lines
+ //if either edge is on an OPEN path ...
+ if (e1.WindDelta == 0 || e2.WindDelta == 0)
+ {
+ //ignore subject-subject open path intersections UNLESS they
+ //are both open paths, AND they are both 'contributing maximas' ...
+ if (e1.WindDelta == 0 && e2.WindDelta == 0) return;
+ //if intersecting a subj line with a subj poly ...
+ else if (e1.PolyTyp == e2.PolyTyp &&
+ e1.WindDelta != e2.WindDelta && m_ClipType == ClipType.ctUnion)
+ {
+ if (e1.WindDelta == 0)
+ {
+ if (e2Contributing)
+ {
+ AddOutPt(e1, pt);
+ if (e1Contributing) e1.OutIdx = Unassigned;
+ }
+ }
+ else
+ {
+ if (e1Contributing)
+ {
+ AddOutPt(e2, pt);
+ if (e2Contributing) e2.OutIdx = Unassigned;
+ }
+ }
+ }
+ else if (e1.PolyTyp != e2.PolyTyp)
+ {
+ if ((e1.WindDelta == 0) && Math.Abs(e2.WindCnt) == 1 &&
+ (m_ClipType != ClipType.ctUnion || e2.WindCnt2 == 0))
+ {
+ AddOutPt(e1, pt);
+ if (e1Contributing) e1.OutIdx = Unassigned;
+ }
+ else if ((e2.WindDelta == 0) && (Math.Abs(e1.WindCnt) == 1) &&
+ (m_ClipType != ClipType.ctUnion || e1.WindCnt2 == 0))
+ {
+ AddOutPt(e2, pt);
+ if (e2Contributing) e2.OutIdx = Unassigned;
+ }
+ }
+ return;
+ }
+#endif
+
+ //update winding counts...
+ //assumes that e1 will be to the Right of e2 ABOVE the intersection
+ if (e1.PolyTyp == e2.PolyTyp)
+ {
+ if (IsEvenOddFillType(e1))
+ {
+ int oldE1WindCnt = e1.WindCnt;
+ e1.WindCnt = e2.WindCnt;
+ e2.WindCnt = oldE1WindCnt;
+ }
+ else
+ {
+ if (e1.WindCnt + e2.WindDelta == 0) e1.WindCnt = -e1.WindCnt;
+ else e1.WindCnt += e2.WindDelta;
+ if (e2.WindCnt - e1.WindDelta == 0) e2.WindCnt = -e2.WindCnt;
+ else e2.WindCnt -= e1.WindDelta;
+ }
+ }
+ else
+ {
+ if (!IsEvenOddFillType(e2)) e1.WindCnt2 += e2.WindDelta;
+ else e1.WindCnt2 = (e1.WindCnt2 == 0) ? 1 : 0;
+ if (!IsEvenOddFillType(e1)) e2.WindCnt2 -= e1.WindDelta;
+ else e2.WindCnt2 = (e2.WindCnt2 == 0) ? 1 : 0;
+ }
+
+ PolyFillType e1FillType, e2FillType, e1FillType2, e2FillType2;
+ if (e1.PolyTyp == PolyType.ptSubject)
+ {
+ e1FillType = m_SubjFillType;
+ e1FillType2 = m_ClipFillType;
+ }
+ else
+ {
+ e1FillType = m_ClipFillType;
+ e1FillType2 = m_SubjFillType;
+ }
+ if (e2.PolyTyp == PolyType.ptSubject)
+ {
+ e2FillType = m_SubjFillType;
+ e2FillType2 = m_ClipFillType;
+ }
+ else
+ {
+ e2FillType = m_ClipFillType;
+ e2FillType2 = m_SubjFillType;
+ }
+
+ int e1Wc, e2Wc;
+ switch (e1FillType)
+ {
+ case PolyFillType.pftPositive: e1Wc = e1.WindCnt; break;
+ case PolyFillType.pftNegative: e1Wc = -e1.WindCnt; break;
+ default: e1Wc = Math.Abs(e1.WindCnt); break;
+ }
+ switch (e2FillType)
+ {
+ case PolyFillType.pftPositive: e2Wc = e2.WindCnt; break;
+ case PolyFillType.pftNegative: e2Wc = -e2.WindCnt; break;
+ default: e2Wc = Math.Abs(e2.WindCnt); break;
+ }
+
+ if (e1Contributing && e2Contributing)
+ {
+ if ((e1Wc != 0 && e1Wc != 1) || (e2Wc != 0 && e2Wc != 1) ||
+ (e1.PolyTyp != e2.PolyTyp && m_ClipType != ClipType.ctXor))
+ {
+ AddLocalMaxPoly(e1, e2, pt);
+ }
+ else
+ {
+ AddOutPt(e1, pt);
+ AddOutPt(e2, pt);
+ SwapSides(e1, e2);
+ SwapPolyIndexes(e1, e2);
+ }
+ }
+ else if (e1Contributing)
+ {
+ if (e2Wc == 0 || e2Wc == 1)
+ {
+ AddOutPt(e1, pt);
+ SwapSides(e1, e2);
+ SwapPolyIndexes(e1, e2);
+ }
+
+ }
+ else if (e2Contributing)
+ {
+ if (e1Wc == 0 || e1Wc == 1)
+ {
+ AddOutPt(e2, pt);
+ SwapSides(e1, e2);
+ SwapPolyIndexes(e1, e2);
+ }
+ }
+ else if ( (e1Wc == 0 || e1Wc == 1) && (e2Wc == 0 || e2Wc == 1))
+ {
+ //neither edge is currently contributing ...
+ cInt e1Wc2, e2Wc2;
+ switch (e1FillType2)
+ {
+ case PolyFillType.pftPositive: e1Wc2 = e1.WindCnt2; break;
+ case PolyFillType.pftNegative: e1Wc2 = -e1.WindCnt2; break;
+ default: e1Wc2 = Math.Abs(e1.WindCnt2); break;
+ }
+ switch (e2FillType2)
+ {
+ case PolyFillType.pftPositive: e2Wc2 = e2.WindCnt2; break;
+ case PolyFillType.pftNegative: e2Wc2 = -e2.WindCnt2; break;
+ default: e2Wc2 = Math.Abs(e2.WindCnt2); break;
+ }
+
+ if (e1.PolyTyp != e2.PolyTyp)
+ {
+ AddLocalMinPoly(e1, e2, pt);
+ }
+ else if (e1Wc == 1 && e2Wc == 1)
+ switch (m_ClipType)
+ {
+ case ClipType.ctIntersection:
+ if (e1Wc2 > 0 && e2Wc2 > 0)
+ AddLocalMinPoly(e1, e2, pt);
+ break;
+ case ClipType.ctUnion:
+ if (e1Wc2 <= 0 && e2Wc2 <= 0)
+ AddLocalMinPoly(e1, e2, pt);
+ break;
+ case ClipType.ctDifference:
+ if (((e1.PolyTyp == PolyType.ptClip) && (e1Wc2 > 0) && (e2Wc2 > 0)) ||
+ ((e1.PolyTyp == PolyType.ptSubject) && (e1Wc2 <= 0) && (e2Wc2 <= 0)))
+ AddLocalMinPoly(e1, e2, pt);
+ break;
+ case ClipType.ctXor:
+ AddLocalMinPoly(e1, e2, pt);
+ break;
+ }
+ else
+ SwapSides(e1, e2);
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private void DeleteFromSEL(TEdge e)
+ {
+ TEdge SelPrev = e.PrevInSEL;
+ TEdge SelNext = e.NextInSEL;
+ if (SelPrev == null && SelNext == null && (e != m_SortedEdges))
+ return; //already deleted
+ if (SelPrev != null)
+ SelPrev.NextInSEL = SelNext;
+ else m_SortedEdges = SelNext;
+ if (SelNext != null)
+ SelNext.PrevInSEL = SelPrev;
+ e.NextInSEL = null;
+ e.PrevInSEL = null;
+ }
+ //------------------------------------------------------------------------------
+
+ private void ProcessHorizontals()
+ {
+ TEdge horzEdge; //m_SortedEdges;
+ while (PopEdgeFromSEL(out horzEdge))
+ ProcessHorizontal(horzEdge);
+ }
+ //------------------------------------------------------------------------------
+
+ void GetHorzDirection(TEdge HorzEdge, out Direction Dir, out cInt Left, out cInt Right)
+ {
+ if (HorzEdge.Bot.X < HorzEdge.Top.X)
+ {
+ Left = HorzEdge.Bot.X;
+ Right = HorzEdge.Top.X;
+ Dir = Direction.dLeftToRight;
+ } else
+ {
+ Left = HorzEdge.Top.X;
+ Right = HorzEdge.Bot.X;
+ Dir = Direction.dRightToLeft;
+ }
+ }
+ //------------------------------------------------------------------------
+
+ private void ProcessHorizontal(TEdge horzEdge)
+ {
+ Direction dir;
+ cInt horzLeft, horzRight;
+ bool IsOpen = horzEdge.WindDelta == 0;
+
+ GetHorzDirection(horzEdge, out dir, out horzLeft, out horzRight);
+
+ TEdge eLastHorz = horzEdge, eMaxPair = null;
+ while (eLastHorz.NextInLML != null && IsHorizontal(eLastHorz.NextInLML))
+ eLastHorz = eLastHorz.NextInLML;
+ if (eLastHorz.NextInLML == null)
+ eMaxPair = GetMaximaPair(eLastHorz);
+
+ Maxima currMax = m_Maxima;
+ if (currMax != null)
+ {
+ //get the first maxima in range (X) ...
+ if (dir == Direction.dLeftToRight)
+ {
+ while (currMax != null && currMax.X <= horzEdge.Bot.X)
+ currMax = currMax.Next;
+ if (currMax != null && currMax.X >= eLastHorz.Top.X)
+ currMax = null;
+ }
+ else
+ {
+ while (currMax.Next != null && currMax.Next.X < horzEdge.Bot.X)
+ currMax = currMax.Next;
+ if (currMax.X <= eLastHorz.Top.X) currMax = null;
+ }
+ }
+
+ OutPt op1 = null;
+ for (;;) //loop through consec. horizontal edges
+ {
+ bool IsLastHorz = (horzEdge == eLastHorz);
+ TEdge e = GetNextInAEL(horzEdge, dir);
+ while(e != null)
+ {
+
+ //this code block inserts extra coords into horizontal edges (in output
+ //polygons) whereever maxima touch these horizontal edges. This helps
+ //'simplifying' polygons (ie if the Simplify property is set).
+ if (currMax != null)
+ {
+ if (dir == Direction.dLeftToRight)
+ {
+ while (currMax != null && currMax.X < e.Curr.X)
+ {
+ if (horzEdge.OutIdx >= 0 && !IsOpen)
+ AddOutPt(horzEdge, new IntPoint(currMax.X, horzEdge.Bot.Y));
+ currMax = currMax.Next;
+ }
+ }
+ else
+ {
+ while (currMax != null && currMax.X > e.Curr.X)
+ {
+ if (horzEdge.OutIdx >= 0 && !IsOpen)
+ AddOutPt(horzEdge, new IntPoint(currMax.X, horzEdge.Bot.Y));
+ currMax = currMax.Prev;
+ }
+ }
+ };
+
+ if ((dir == Direction.dLeftToRight && e.Curr.X > horzRight) ||
+ (dir == Direction.dRightToLeft && e.Curr.X < horzLeft)) break;
+
+ //Also break if we've got to the end of an intermediate horizontal edge ...
+ //nb: Smaller Dx's are to the right of larger Dx's ABOVE the horizontal.
+ if (e.Curr.X == horzEdge.Top.X && horzEdge.NextInLML != null &&
+ e.Dx < horzEdge.NextInLML.Dx) break;
+
+ if (horzEdge.OutIdx >= 0 && !IsOpen) //note: may be done multiple times
+ {
+#if use_xyz
+ if (dir == Direction.dLeftToRight) SetZ(ref e.Curr, horzEdge, e);
+ else SetZ(ref e.Curr, e, horzEdge);
+#endif
+
+ op1 = AddOutPt(horzEdge, e.Curr);
+ TEdge eNextHorz = m_SortedEdges;
+ while (eNextHorz != null)
+ {
+ if (eNextHorz.OutIdx >= 0 &&
+ HorzSegmentsOverlap(horzEdge.Bot.X,
+ horzEdge.Top.X, eNextHorz.Bot.X, eNextHorz.Top.X))
+ {
+ OutPt op2 = GetLastOutPt(eNextHorz);
+ AddJoin(op2, op1, eNextHorz.Top);
+ }
+ eNextHorz = eNextHorz.NextInSEL;
+ }
+ AddGhostJoin(op1, horzEdge.Bot);
+ }
+
+ //OK, so far we're still in range of the horizontal Edge but make sure
+ //we're at the last of consec. horizontals when matching with eMaxPair
+ if(e == eMaxPair && IsLastHorz)
+ {
+ if (horzEdge.OutIdx >= 0)
+ AddLocalMaxPoly(horzEdge, eMaxPair, horzEdge.Top);
+ DeleteFromAEL(horzEdge);
+ DeleteFromAEL(eMaxPair);
+ return;
+ }
+
+ if(dir == Direction.dLeftToRight)
+ {
+ IntPoint Pt = new IntPoint(e.Curr.X, horzEdge.Curr.Y);
+ IntersectEdges(horzEdge, e, Pt);
+ }
+ else
+ {
+ IntPoint Pt = new IntPoint(e.Curr.X, horzEdge.Curr.Y);
+ IntersectEdges(e, horzEdge, Pt);
+ }
+ TEdge eNext = GetNextInAEL(e, dir);
+ SwapPositionsInAEL(horzEdge, e);
+ e = eNext;
+ } //end while(e != null)
+
+ //Break out of loop if HorzEdge.NextInLML is not also horizontal ...
+ if (horzEdge.NextInLML == null || !IsHorizontal(horzEdge.NextInLML)) break;
+
+ UpdateEdgeIntoAEL(ref horzEdge);
+ if (horzEdge.OutIdx >= 0) AddOutPt(horzEdge, horzEdge.Bot);
+ GetHorzDirection(horzEdge, out dir, out horzLeft, out horzRight);
+
+ } //end for (;;)
+
+ if (horzEdge.OutIdx >= 0 && op1 == null)
+ {
+ op1 = GetLastOutPt(horzEdge);
+ TEdge eNextHorz = m_SortedEdges;
+ while (eNextHorz != null)
+ {
+ if (eNextHorz.OutIdx >= 0 &&
+ HorzSegmentsOverlap(horzEdge.Bot.X,
+ horzEdge.Top.X, eNextHorz.Bot.X, eNextHorz.Top.X))
+ {
+ OutPt op2 = GetLastOutPt(eNextHorz);
+ AddJoin(op2, op1, eNextHorz.Top);
+ }
+ eNextHorz = eNextHorz.NextInSEL;
+ }
+ AddGhostJoin(op1, horzEdge.Top);
+ }
+
+ if (horzEdge.NextInLML != null)
+ {
+ if(horzEdge.OutIdx >= 0)
+ {
+ op1 = AddOutPt( horzEdge, horzEdge.Top);
+
+ UpdateEdgeIntoAEL(ref horzEdge);
+ if (horzEdge.WindDelta == 0) return;
+ //nb: HorzEdge is no longer horizontal here
+ TEdge ePrev = horzEdge.PrevInAEL;
+ TEdge eNext = horzEdge.NextInAEL;
+ if (ePrev != null && ePrev.Curr.X == horzEdge.Bot.X &&
+ ePrev.Curr.Y == horzEdge.Bot.Y && ePrev.WindDelta != 0 &&
+ (ePrev.OutIdx >= 0 && ePrev.Curr.Y > ePrev.Top.Y &&
+ SlopesEqual(horzEdge, ePrev, m_UseFullRange)))
+ {
+ OutPt op2 = AddOutPt(ePrev, horzEdge.Bot);
+ AddJoin(op1, op2, horzEdge.Top);
+ }
+ else if (eNext != null && eNext.Curr.X == horzEdge.Bot.X &&
+ eNext.Curr.Y == horzEdge.Bot.Y && eNext.WindDelta != 0 &&
+ eNext.OutIdx >= 0 && eNext.Curr.Y > eNext.Top.Y &&
+ SlopesEqual(horzEdge, eNext, m_UseFullRange))
+ {
+ OutPt op2 = AddOutPt(eNext, horzEdge.Bot);
+ AddJoin(op1, op2, horzEdge.Top);
+ }
+ }
+ else
+ UpdateEdgeIntoAEL(ref horzEdge);
+ }
+ else
+ {
+ if (horzEdge.OutIdx >= 0) AddOutPt(horzEdge, horzEdge.Top);
+ DeleteFromAEL(horzEdge);
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private TEdge GetNextInAEL(TEdge e, Direction Direction)
+ {
+ return Direction == Direction.dLeftToRight ? e.NextInAEL: e.PrevInAEL;
+ }
+ //------------------------------------------------------------------------------
+
+ private bool IsMinima(TEdge e)
+ {
+ return e != null && (e.Prev.NextInLML != e) && (e.Next.NextInLML != e);
+ }
+ //------------------------------------------------------------------------------
+
+ private bool IsMaxima(TEdge e, double Y)
+ {
+ return (e != null && e.Top.Y == Y && e.NextInLML == null);
+ }
+ //------------------------------------------------------------------------------
+
+ private bool IsIntermediate(TEdge e, double Y)
+ {
+ return (e.Top.Y == Y && e.NextInLML != null);
+ }
+ //------------------------------------------------------------------------------
+
+ internal TEdge GetMaximaPair(TEdge e)
+ {
+ if ((e.Next.Top == e.Top) && e.Next.NextInLML == null)
+ return e.Next;
+ else if ((e.Prev.Top == e.Top) && e.Prev.NextInLML == null)
+ return e.Prev;
+ else
+ return null;
+ }
+ //------------------------------------------------------------------------------
+
+ internal TEdge GetMaximaPairEx(TEdge e)
+ {
+ //as above but returns null if MaxPair isn't in AEL (unless it's horizontal)
+ TEdge result = GetMaximaPair(e);
+ if (result == null || result.OutIdx == Skip ||
+ ((result.NextInAEL == result.PrevInAEL) && !IsHorizontal(result))) return null;
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ private bool ProcessIntersections(cInt topY)
+ {
+ if( m_ActiveEdges == null ) return true;
+ try {
+ BuildIntersectList(topY);
+ if ( m_IntersectList.Count == 0) return true;
+ if (m_IntersectList.Count == 1 || FixupIntersectionOrder())
+ ProcessIntersectList();
+ else
+ return false;
+ }
+ catch {
+ m_SortedEdges = null;
+ m_IntersectList.Clear();
+ throw new ClipperException("ProcessIntersections error");
+ }
+ m_SortedEdges = null;
+ return true;
+ }
+ //------------------------------------------------------------------------------
+
+ private void BuildIntersectList(cInt topY)
+ {
+ if ( m_ActiveEdges == null ) return;
+
+ //prepare for sorting ...
+ TEdge e = m_ActiveEdges;
+ m_SortedEdges = e;
+ while( e != null )
+ {
+ e.PrevInSEL = e.PrevInAEL;
+ e.NextInSEL = e.NextInAEL;
+ e.Curr.X = TopX( e, topY );
+ e = e.NextInAEL;
+ }
+
+ //bubblesort ...
+ bool isModified = true;
+ while( isModified && m_SortedEdges != null )
+ {
+ isModified = false;
+ e = m_SortedEdges;
+ while( e.NextInSEL != null )
+ {
+ TEdge eNext = e.NextInSEL;
+ IntPoint pt;
+ if (e.Curr.X > eNext.Curr.X)
+ {
+ IntersectPoint(e, eNext, out pt);
+ if (pt.Y < topY)
+ pt = new IntPoint(TopX(e, topY), topY);
+ IntersectNode newNode = new IntersectNode();
+ newNode.Edge1 = e;
+ newNode.Edge2 = eNext;
+ newNode.Pt = pt;
+ m_IntersectList.Add(newNode);
+
+ SwapPositionsInSEL(e, eNext);
+ isModified = true;
+ }
+ else
+ e = eNext;
+ }
+ if( e.PrevInSEL != null ) e.PrevInSEL.NextInSEL = null;
+ else break;
+ }
+ m_SortedEdges = null;
+ }
+ //------------------------------------------------------------------------------
+
+ private bool EdgesAdjacent(IntersectNode inode)
+ {
+ return (inode.Edge1.NextInSEL == inode.Edge2) ||
+ (inode.Edge1.PrevInSEL == inode.Edge2);
+ }
+ //------------------------------------------------------------------------------
+
+ private static int IntersectNodeSort(IntersectNode node1, IntersectNode node2)
+ {
+ //the following typecast is safe because the differences in Pt.Y will
+ //be limited to the height of the scanbeam.
+ return (int)(node2.Pt.Y - node1.Pt.Y);
+ }
+ //------------------------------------------------------------------------------
+
+ private bool FixupIntersectionOrder()
+ {
+ //pre-condition: intersections are sorted bottom-most first.
+ //Now it's crucial that intersections are made only between adjacent edges,
+ //so to ensure this the order of intersections may need adjusting ...
+ m_IntersectList.Sort(m_IntersectNodeComparer);
+
+ CopyAELToSEL();
+ int cnt = m_IntersectList.Count;
+ for (int i = 0; i < cnt; i++)
+ {
+ if (!EdgesAdjacent(m_IntersectList[i]))
+ {
+ int j = i + 1;
+ while (j < cnt && !EdgesAdjacent(m_IntersectList[j])) j++;
+ if (j == cnt) return false;
+
+ IntersectNode tmp = m_IntersectList[i];
+ m_IntersectList[i] = m_IntersectList[j];
+ m_IntersectList[j] = tmp;
+
+ }
+ SwapPositionsInSEL(m_IntersectList[i].Edge1, m_IntersectList[i].Edge2);
+ }
+ return true;
+ }
+ //------------------------------------------------------------------------------
+
+ private void ProcessIntersectList()
+ {
+ for (int i = 0; i < m_IntersectList.Count; i++)
+ {
+ IntersectNode iNode = m_IntersectList[i];
+ {
+ IntersectEdges(iNode.Edge1, iNode.Edge2, iNode.Pt);
+ SwapPositionsInAEL(iNode.Edge1, iNode.Edge2);
+ }
+ }
+ m_IntersectList.Clear();
+ }
+ //------------------------------------------------------------------------------
+
+ internal static cInt Round(double value)
+ {
+ return value < 0 ? (cInt)(value - 0.5) : (cInt)(value + 0.5);
+ }
+ //------------------------------------------------------------------------------
+
+ private static cInt TopX(TEdge edge, cInt currentY)
+ {
+ if (currentY == edge.Top.Y)
+ return edge.Top.X;
+ return edge.Bot.X + Round(edge.Dx *(currentY - edge.Bot.Y));
+ }
+ //------------------------------------------------------------------------------
+
+ private void IntersectPoint(TEdge edge1, TEdge edge2, out IntPoint ip)
+ {
+ ip = new IntPoint();
+ double b1, b2;
+ //nb: with very large coordinate values, it's possible for SlopesEqual() to
+ //return false but for the edge.Dx value be equal due to double precision rounding.
+ if (edge1.Dx == edge2.Dx)
+ {
+ ip.Y = edge1.Curr.Y;
+ ip.X = TopX(edge1, ip.Y);
+ return;
+ }
+
+ if (edge1.Delta.X == 0)
+ {
+ ip.X = edge1.Bot.X;
+ if (IsHorizontal(edge2))
+ {
+ ip.Y = edge2.Bot.Y;
+ }
+ else
+ {
+ b2 = edge2.Bot.Y - (edge2.Bot.X / edge2.Dx);
+ ip.Y = Round(ip.X / edge2.Dx + b2);
+ }
+ }
+ else if (edge2.Delta.X == 0)
+ {
+ ip.X = edge2.Bot.X;
+ if (IsHorizontal(edge1))
+ {
+ ip.Y = edge1.Bot.Y;
+ }
+ else
+ {
+ b1 = edge1.Bot.Y - (edge1.Bot.X / edge1.Dx);
+ ip.Y = Round(ip.X / edge1.Dx + b1);
+ }
+ }
+ else
+ {
+ b1 = edge1.Bot.X - edge1.Bot.Y * edge1.Dx;
+ b2 = edge2.Bot.X - edge2.Bot.Y * edge2.Dx;
+ double q = (b2 - b1) / (edge1.Dx - edge2.Dx);
+ ip.Y = Round(q);
+ if (Math.Abs(edge1.Dx) < Math.Abs(edge2.Dx))
+ ip.X = Round(edge1.Dx * q + b1);
+ else
+ ip.X = Round(edge2.Dx * q + b2);
+ }
+
+ if (ip.Y < edge1.Top.Y || ip.Y < edge2.Top.Y)
+ {
+ if (edge1.Top.Y > edge2.Top.Y)
+ ip.Y = edge1.Top.Y;
+ else
+ ip.Y = edge2.Top.Y;
+ if (Math.Abs(edge1.Dx) < Math.Abs(edge2.Dx))
+ ip.X = TopX(edge1, ip.Y);
+ else
+ ip.X = TopX(edge2, ip.Y);
+ }
+ //finally, don't allow 'ip' to be BELOW curr.Y (ie bottom of scanbeam) ...
+ if (ip.Y > edge1.Curr.Y)
+ {
+ ip.Y = edge1.Curr.Y;
+ //better to use the more vertical edge to derive X ...
+ if (Math.Abs(edge1.Dx) > Math.Abs(edge2.Dx))
+ ip.X = TopX(edge2, ip.Y);
+ else
+ ip.X = TopX(edge1, ip.Y);
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private void ProcessEdgesAtTopOfScanbeam(cInt topY)
+ {
+ TEdge e = m_ActiveEdges;
+ while(e != null)
+ {
+ //1. process maxima, treating them as if they're 'bent' horizontal edges,
+ // but exclude maxima with horizontal edges. nb: e can't be a horizontal.
+ bool IsMaximaEdge = IsMaxima(e, topY);
+
+ if(IsMaximaEdge)
+ {
+ TEdge eMaxPair = GetMaximaPairEx(e);
+ IsMaximaEdge = (eMaxPair == null || !IsHorizontal(eMaxPair));
+ }
+
+ if(IsMaximaEdge)
+ {
+ if (StrictlySimple) InsertMaxima(e.Top.X);
+ TEdge ePrev = e.PrevInAEL;
+ DoMaxima(e);
+ if( ePrev == null) e = m_ActiveEdges;
+ else e = ePrev.NextInAEL;
+ }
+ else
+ {
+ //2. promote horizontal edges, otherwise update Curr.X and Curr.Y ...
+ if (IsIntermediate(e, topY) && IsHorizontal(e.NextInLML))
+ {
+ UpdateEdgeIntoAEL(ref e);
+ if (e.OutIdx >= 0)
+ AddOutPt(e, e.Bot);
+ AddEdgeToSEL(e);
+ }
+ else
+ {
+ e.Curr.X = TopX( e, topY );
+ e.Curr.Y = topY;
+#if use_xyz
+ if (e.Top.Y == topY) e.Curr.Z = e.Top.Z;
+ else if (e.Bot.Y == topY) e.Curr.Z = e.Bot.Z;
+ else e.Curr.Z = 0;
+#endif
+ }
+ //When StrictlySimple and 'e' is being touched by another edge, then
+ //make sure both edges have a vertex here ...
+ if (StrictlySimple)
+ {
+ TEdge ePrev = e.PrevInAEL;
+ if ((e.OutIdx >= 0) && (e.WindDelta != 0) && ePrev != null &&
+ (ePrev.OutIdx >= 0) && (ePrev.Curr.X == e.Curr.X) &&
+ (ePrev.WindDelta != 0))
+ {
+ IntPoint ip = new IntPoint(e.Curr);
+#if use_xyz
+ SetZ(ref ip, ePrev, e);
+#endif
+ OutPt op = AddOutPt(ePrev, ip);
+ OutPt op2 = AddOutPt(e, ip);
+ AddJoin(op, op2, ip); //StrictlySimple (type-3) join
+ }
+ }
+
+ e = e.NextInAEL;
+ }
+ }
+
+ //3. Process horizontals at the Top of the scanbeam ...
+ ProcessHorizontals();
+ m_Maxima = null;
+
+ //4. Promote intermediate vertices ...
+ e = m_ActiveEdges;
+ while (e != null)
+ {
+ if(IsIntermediate(e, topY))
+ {
+ OutPt op = null;
+ if( e.OutIdx >= 0 )
+ op = AddOutPt(e, e.Top);
+ UpdateEdgeIntoAEL(ref e);
+
+ //if output polygons share an edge, they'll need joining later ...
+ TEdge ePrev = e.PrevInAEL;
+ TEdge eNext = e.NextInAEL;
+ if (ePrev != null && ePrev.Curr.X == e.Bot.X &&
+ ePrev.Curr.Y == e.Bot.Y && op != null &&
+ ePrev.OutIdx >= 0 && ePrev.Curr.Y > ePrev.Top.Y &&
+ SlopesEqual(e.Curr, e.Top, ePrev.Curr, ePrev.Top, m_UseFullRange) &&
+ (e.WindDelta != 0) && (ePrev.WindDelta != 0))
+ {
+ OutPt op2 = AddOutPt(ePrev, e.Bot);
+ AddJoin(op, op2, e.Top);
+ }
+ else if (eNext != null && eNext.Curr.X == e.Bot.X &&
+ eNext.Curr.Y == e.Bot.Y && op != null &&
+ eNext.OutIdx >= 0 && eNext.Curr.Y > eNext.Top.Y &&
+ SlopesEqual(e.Curr, e.Top, eNext.Curr, eNext.Top, m_UseFullRange) &&
+ (e.WindDelta != 0) && (eNext.WindDelta != 0))
+ {
+ OutPt op2 = AddOutPt(eNext, e.Bot);
+ AddJoin(op, op2, e.Top);
+ }
+ }
+ e = e.NextInAEL;
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private void DoMaxima(TEdge e)
+ {
+ TEdge eMaxPair = GetMaximaPairEx(e);
+ if (eMaxPair == null)
+ {
+ if (e.OutIdx >= 0)
+ AddOutPt(e, e.Top);
+ DeleteFromAEL(e);
+ return;
+ }
+
+ TEdge eNext = e.NextInAEL;
+ while(eNext != null && eNext != eMaxPair)
+ {
+ IntersectEdges(e, eNext, e.Top);
+ SwapPositionsInAEL(e, eNext);
+ eNext = e.NextInAEL;
+ }
+
+ if(e.OutIdx == Unassigned && eMaxPair.OutIdx == Unassigned)
+ {
+ DeleteFromAEL(e);
+ DeleteFromAEL(eMaxPair);
+ }
+ else if( e.OutIdx >= 0 && eMaxPair.OutIdx >= 0 )
+ {
+ if (e.OutIdx >= 0) AddLocalMaxPoly(e, eMaxPair, e.Top);
+ DeleteFromAEL(e);
+ DeleteFromAEL(eMaxPair);
+ }
+#if use_lines
+ else if (e.WindDelta == 0)
+ {
+ if (e.OutIdx >= 0)
+ {
+ AddOutPt(e, e.Top);
+ e.OutIdx = Unassigned;
+ }
+ DeleteFromAEL(e);
+
+ if (eMaxPair.OutIdx >= 0)
+ {
+ AddOutPt(eMaxPair, e.Top);
+ eMaxPair.OutIdx = Unassigned;
+ }
+ DeleteFromAEL(eMaxPair);
+ }
+#endif
+ else throw new ClipperException("DoMaxima error");
+ }
+ //------------------------------------------------------------------------------
+
+ public static void ReversePaths(Paths polys)
+ {
+ foreach (var poly in polys) { poly.Reverse(); }
+ }
+ //------------------------------------------------------------------------------
+
+ public static bool Orientation(Path poly)
+ {
+ return Area(poly) >= 0;
+ }
+ //------------------------------------------------------------------------------
+
+ private int PointCount(OutPt pts)
+ {
+ if (pts == null) return 0;
+ int result = 0;
+ OutPt p = pts;
+ do
+ {
+ result++;
+ p = p.Next;
+ }
+ while (p != pts);
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ private void BuildResult(Paths polyg)
+ {
+ polyg.Clear();
+ polyg.Capacity = m_PolyOuts.Count;
+ for (int i = 0; i < m_PolyOuts.Count; i++)
+ {
+ OutRec outRec = m_PolyOuts[i];
+ if (outRec.Pts == null) continue;
+ OutPt p = outRec.Pts.Prev;
+ int cnt = PointCount(p);
+ if (cnt < 2) continue;
+ Path pg = new Path(cnt);
+ for (int j = 0; j < cnt; j++)
+ {
+ pg.Add(p.Pt);
+ p = p.Prev;
+ }
+ polyg.Add(pg);
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private void BuildResult2(PolyTree polytree)
+ {
+ polytree.Clear();
+
+ //add each output polygon/contour to polytree ...
+ polytree.m_AllPolys.Capacity = m_PolyOuts.Count;
+ for (int i = 0; i < m_PolyOuts.Count; i++)
+ {
+ OutRec outRec = m_PolyOuts[i];
+ int cnt = PointCount(outRec.Pts);
+ if ((outRec.IsOpen && cnt < 2) ||
+ (!outRec.IsOpen && cnt < 3)) continue;
+ FixHoleLinkage(outRec);
+ PolyNode pn = new PolyNode();
+ polytree.m_AllPolys.Add(pn);
+ outRec.PolyNode = pn;
+ pn.m_polygon.Capacity = cnt;
+ OutPt op = outRec.Pts.Prev;
+ for (int j = 0; j < cnt; j++)
+ {
+ pn.m_polygon.Add(op.Pt);
+ op = op.Prev;
+ }
+ }
+
+ //fixup PolyNode links etc ...
+ polytree.m_Childs.Capacity = m_PolyOuts.Count;
+ for (int i = 0; i < m_PolyOuts.Count; i++)
+ {
+ OutRec outRec = m_PolyOuts[i];
+ if (outRec.PolyNode == null) continue;
+ else if (outRec.IsOpen)
+ {
+ outRec.PolyNode.IsOpen = true;
+ polytree.AddChild(outRec.PolyNode);
+ }
+ else if (outRec.FirstLeft != null &&
+ outRec.FirstLeft.PolyNode != null)
+ outRec.FirstLeft.PolyNode.AddChild(outRec.PolyNode);
+ else
+ polytree.AddChild(outRec.PolyNode);
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private void FixupOutPolyline(OutRec outrec)
+ {
+ OutPt pp = outrec.Pts;
+ OutPt lastPP = pp.Prev;
+ while (pp != lastPP)
+ {
+ pp = pp.Next;
+ if (pp.Pt == pp.Prev.Pt)
+ {
+ if (pp == lastPP) lastPP = pp.Prev;
+ OutPt tmpPP = pp.Prev;
+ tmpPP.Next = pp.Next;
+ pp.Next.Prev = tmpPP;
+ pp = tmpPP;
+ }
+ }
+ if (pp == pp.Prev) outrec.Pts = null;
+ }
+ //------------------------------------------------------------------------------
+
+ private void FixupOutPolygon(OutRec outRec)
+ {
+ //FixupOutPolygon() - removes duplicate points and simplifies consecutive
+ //parallel edges by removing the middle vertex.
+ OutPt lastOK = null;
+ outRec.BottomPt = null;
+ OutPt pp = outRec.Pts;
+ bool preserveCol = PreserveCollinear || StrictlySimple;
+ for (;;)
+ {
+ if (pp.Prev == pp || pp.Prev == pp.Next)
+ {
+ outRec.Pts = null;
+ return;
+ }
+ //test for duplicate points and collinear edges ...
+ if ((pp.Pt == pp.Next.Pt) || (pp.Pt == pp.Prev.Pt) ||
+ (SlopesEqual(pp.Prev.Pt, pp.Pt, pp.Next.Pt, m_UseFullRange) &&
+ (!preserveCol || !Pt2IsBetweenPt1AndPt3(pp.Prev.Pt, pp.Pt, pp.Next.Pt))))
+ {
+ lastOK = null;
+ pp.Prev.Next = pp.Next;
+ pp.Next.Prev = pp.Prev;
+ pp = pp.Prev;
+ }
+ else if (pp == lastOK) break;
+ else
+ {
+ if (lastOK == null) lastOK = pp;
+ pp = pp.Next;
+ }
+ }
+ outRec.Pts = pp;
+ }
+ //------------------------------------------------------------------------------
+
+ OutPt DupOutPt(OutPt outPt, bool InsertAfter)
+ {
+ OutPt result = new OutPt();
+ result.Pt = outPt.Pt;
+ result.Idx = outPt.Idx;
+ if (InsertAfter)
+ {
+ result.Next = outPt.Next;
+ result.Prev = outPt;
+ outPt.Next.Prev = result;
+ outPt.Next = result;
+ }
+ else
+ {
+ result.Prev = outPt.Prev;
+ result.Next = outPt;
+ outPt.Prev.Next = result;
+ outPt.Prev = result;
+ }
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ bool GetOverlap(cInt a1, cInt a2, cInt b1, cInt b2, out cInt Left, out cInt Right)
+ {
+ if (a1 < a2)
+ {
+ if (b1 < b2) {Left = Math.Max(a1,b1); Right = Math.Min(a2,b2);}
+ else {Left = Math.Max(a1,b2); Right = Math.Min(a2,b1);}
+ }
+ else
+ {
+ if (b1 < b2) {Left = Math.Max(a2,b1); Right = Math.Min(a1,b2);}
+ else { Left = Math.Max(a2, b2); Right = Math.Min(a1, b1); }
+ }
+ return Left < Right;
+ }
+ //------------------------------------------------------------------------------
+
+ bool JoinHorz(OutPt op1, OutPt op1b, OutPt op2, OutPt op2b,
+ IntPoint Pt, bool DiscardLeft)
+ {
+ Direction Dir1 = (op1.Pt.X > op1b.Pt.X ?
+ Direction.dRightToLeft : Direction.dLeftToRight);
+ Direction Dir2 = (op2.Pt.X > op2b.Pt.X ?
+ Direction.dRightToLeft : Direction.dLeftToRight);
+ if (Dir1 == Dir2) return false;
+
+ //When DiscardLeft, we want Op1b to be on the Left of Op1, otherwise we
+ //want Op1b to be on the Right. (And likewise with Op2 and Op2b.)
+ //So, to facilitate this while inserting Op1b and Op2b ...
+ //when DiscardLeft, make sure we're AT or RIGHT of Pt before adding Op1b,
+ //otherwise make sure we're AT or LEFT of Pt. (Likewise with Op2b.)
+ if (Dir1 == Direction.dLeftToRight)
+ {
+ while (op1.Next.Pt.X <= Pt.X &&
+ op1.Next.Pt.X >= op1.Pt.X && op1.Next.Pt.Y == Pt.Y)
+ op1 = op1.Next;
+ if (DiscardLeft && (op1.Pt.X != Pt.X)) op1 = op1.Next;
+ op1b = DupOutPt(op1, !DiscardLeft);
+ if (op1b.Pt != Pt)
+ {
+ op1 = op1b;
+ op1.Pt = Pt;
+ op1b = DupOutPt(op1, !DiscardLeft);
+ }
+ }
+ else
+ {
+ while (op1.Next.Pt.X >= Pt.X &&
+ op1.Next.Pt.X <= op1.Pt.X && op1.Next.Pt.Y == Pt.Y)
+ op1 = op1.Next;
+ if (!DiscardLeft && (op1.Pt.X != Pt.X)) op1 = op1.Next;
+ op1b = DupOutPt(op1, DiscardLeft);
+ if (op1b.Pt != Pt)
+ {
+ op1 = op1b;
+ op1.Pt = Pt;
+ op1b = DupOutPt(op1, DiscardLeft);
+ }
+ }
+
+ if (Dir2 == Direction.dLeftToRight)
+ {
+ while (op2.Next.Pt.X <= Pt.X &&
+ op2.Next.Pt.X >= op2.Pt.X && op2.Next.Pt.Y == Pt.Y)
+ op2 = op2.Next;
+ if (DiscardLeft && (op2.Pt.X != Pt.X)) op2 = op2.Next;
+ op2b = DupOutPt(op2, !DiscardLeft);
+ if (op2b.Pt != Pt)
+ {
+ op2 = op2b;
+ op2.Pt = Pt;
+ op2b = DupOutPt(op2, !DiscardLeft);
+ };
+ } else
+ {
+ while (op2.Next.Pt.X >= Pt.X &&
+ op2.Next.Pt.X <= op2.Pt.X && op2.Next.Pt.Y == Pt.Y)
+ op2 = op2.Next;
+ if (!DiscardLeft && (op2.Pt.X != Pt.X)) op2 = op2.Next;
+ op2b = DupOutPt(op2, DiscardLeft);
+ if (op2b.Pt != Pt)
+ {
+ op2 = op2b;
+ op2.Pt = Pt;
+ op2b = DupOutPt(op2, DiscardLeft);
+ };
+ };
+
+ if ((Dir1 == Direction.dLeftToRight) == DiscardLeft)
+ {
+ op1.Prev = op2;
+ op2.Next = op1;
+ op1b.Next = op2b;
+ op2b.Prev = op1b;
+ }
+ else
+ {
+ op1.Next = op2;
+ op2.Prev = op1;
+ op1b.Prev = op2b;
+ op2b.Next = op1b;
+ }
+ return true;
+ }
+ //------------------------------------------------------------------------------
+
+ private bool JoinPoints(Join j, OutRec outRec1, OutRec outRec2)
+ {
+ OutPt op1 = j.OutPt1, op1b;
+ OutPt op2 = j.OutPt2, op2b;
+
+ //There are 3 kinds of joins for output polygons ...
+ //1. Horizontal joins where Join.OutPt1 & Join.OutPt2 are vertices anywhere
+ //along (horizontal) collinear edges (& Join.OffPt is on the same horizontal).
+ //2. Non-horizontal joins where Join.OutPt1 & Join.OutPt2 are at the same
+ //location at the Bottom of the overlapping segment (& Join.OffPt is above).
+ //3. StrictlySimple joins where edges touch but are not collinear and where
+ //Join.OutPt1, Join.OutPt2 & Join.OffPt all share the same point.
+ bool isHorizontal = (j.OutPt1.Pt.Y == j.OffPt.Y);
+
+ if (isHorizontal && (j.OffPt == j.OutPt1.Pt) && (j.OffPt == j.OutPt2.Pt))
+ {
+ //Strictly Simple join ...
+ if (outRec1 != outRec2) return false;
+ op1b = j.OutPt1.Next;
+ while (op1b != op1 && (op1b.Pt == j.OffPt))
+ op1b = op1b.Next;
+ bool reverse1 = (op1b.Pt.Y > j.OffPt.Y);
+ op2b = j.OutPt2.Next;
+ while (op2b != op2 && (op2b.Pt == j.OffPt))
+ op2b = op2b.Next;
+ bool reverse2 = (op2b.Pt.Y > j.OffPt.Y);
+ if (reverse1 == reverse2) return false;
+ if (reverse1)
+ {
+ op1b = DupOutPt(op1, false);
+ op2b = DupOutPt(op2, true);
+ op1.Prev = op2;
+ op2.Next = op1;
+ op1b.Next = op2b;
+ op2b.Prev = op1b;
+ j.OutPt1 = op1;
+ j.OutPt2 = op1b;
+ return true;
+ } else
+ {
+ op1b = DupOutPt(op1, true);
+ op2b = DupOutPt(op2, false);
+ op1.Next = op2;
+ op2.Prev = op1;
+ op1b.Prev = op2b;
+ op2b.Next = op1b;
+ j.OutPt1 = op1;
+ j.OutPt2 = op1b;
+ return true;
+ }
+ }
+ else if (isHorizontal)
+ {
+ //treat horizontal joins differently to non-horizontal joins since with
+ //them we're not yet sure where the overlapping is. OutPt1.Pt & OutPt2.Pt
+ //may be anywhere along the horizontal edge.
+ op1b = op1;
+ while (op1.Prev.Pt.Y == op1.Pt.Y && op1.Prev != op1b && op1.Prev != op2)
+ op1 = op1.Prev;
+ while (op1b.Next.Pt.Y == op1b.Pt.Y && op1b.Next != op1 && op1b.Next != op2)
+ op1b = op1b.Next;
+ if (op1b.Next == op1 || op1b.Next == op2) return false; //a flat 'polygon'
+
+ op2b = op2;
+ while (op2.Prev.Pt.Y == op2.Pt.Y && op2.Prev != op2b && op2.Prev != op1b)
+ op2 = op2.Prev;
+ while (op2b.Next.Pt.Y == op2b.Pt.Y && op2b.Next != op2 && op2b.Next != op1)
+ op2b = op2b.Next;
+ if (op2b.Next == op2 || op2b.Next == op1) return false; //a flat 'polygon'
+
+ cInt Left, Right;
+ //Op1 -. Op1b & Op2 -. Op2b are the extremites of the horizontal edges
+ if (!GetOverlap(op1.Pt.X, op1b.Pt.X, op2.Pt.X, op2b.Pt.X, out Left, out Right))
+ return false;
+
+ //DiscardLeftSide: when overlapping edges are joined, a spike will created
+ //which needs to be cleaned up. However, we don't want Op1 or Op2 caught up
+ //on the discard Side as either may still be needed for other joins ...
+ IntPoint Pt;
+ bool DiscardLeftSide;
+ if (op1.Pt.X >= Left && op1.Pt.X <= Right)
+ {
+ Pt = op1.Pt; DiscardLeftSide = (op1.Pt.X > op1b.Pt.X);
+ }
+ else if (op2.Pt.X >= Left&& op2.Pt.X <= Right)
+ {
+ Pt = op2.Pt; DiscardLeftSide = (op2.Pt.X > op2b.Pt.X);
+ }
+ else if (op1b.Pt.X >= Left && op1b.Pt.X <= Right)
+ {
+ Pt = op1b.Pt; DiscardLeftSide = op1b.Pt.X > op1.Pt.X;
+ }
+ else
+ {
+ Pt = op2b.Pt; DiscardLeftSide = (op2b.Pt.X > op2.Pt.X);
+ }
+ j.OutPt1 = op1;
+ j.OutPt2 = op2;
+ return JoinHorz(op1, op1b, op2, op2b, Pt, DiscardLeftSide);
+ } else
+ {
+ //nb: For non-horizontal joins ...
+ // 1. Jr.OutPt1.Pt.Y == Jr.OutPt2.Pt.Y
+ // 2. Jr.OutPt1.Pt > Jr.OffPt.Y
+
+ //make sure the polygons are correctly oriented ...
+ op1b = op1.Next;
+ while ((op1b.Pt == op1.Pt) && (op1b != op1)) op1b = op1b.Next;
+ bool Reverse1 = ((op1b.Pt.Y > op1.Pt.Y) ||
+ !SlopesEqual(op1.Pt, op1b.Pt, j.OffPt, m_UseFullRange));
+ if (Reverse1)
+ {
+ op1b = op1.Prev;
+ while ((op1b.Pt == op1.Pt) && (op1b != op1)) op1b = op1b.Prev;
+ if ((op1b.Pt.Y > op1.Pt.Y) ||
+ !SlopesEqual(op1.Pt, op1b.Pt, j.OffPt, m_UseFullRange)) return false;
+ };
+ op2b = op2.Next;
+ while ((op2b.Pt == op2.Pt) && (op2b != op2)) op2b = op2b.Next;
+ bool Reverse2 = ((op2b.Pt.Y > op2.Pt.Y) ||
+ !SlopesEqual(op2.Pt, op2b.Pt, j.OffPt, m_UseFullRange));
+ if (Reverse2)
+ {
+ op2b = op2.Prev;
+ while ((op2b.Pt == op2.Pt) && (op2b != op2)) op2b = op2b.Prev;
+ if ((op2b.Pt.Y > op2.Pt.Y) ||
+ !SlopesEqual(op2.Pt, op2b.Pt, j.OffPt, m_UseFullRange)) return false;
+ }
+
+ if ((op1b == op1) || (op2b == op2) || (op1b == op2b) ||
+ ((outRec1 == outRec2) && (Reverse1 == Reverse2))) return false;
+
+ if (Reverse1)
+ {
+ op1b = DupOutPt(op1, false);
+ op2b = DupOutPt(op2, true);
+ op1.Prev = op2;
+ op2.Next = op1;
+ op1b.Next = op2b;
+ op2b.Prev = op1b;
+ j.OutPt1 = op1;
+ j.OutPt2 = op1b;
+ return true;
+ } else
+ {
+ op1b = DupOutPt(op1, true);
+ op2b = DupOutPt(op2, false);
+ op1.Next = op2;
+ op2.Prev = op1;
+ op1b.Prev = op2b;
+ op2b.Next = op1b;
+ j.OutPt1 = op1;
+ j.OutPt2 = op1b;
+ return true;
+ }
+ }
+ }
+ //----------------------------------------------------------------------
+
+ public static int PointInPolygon(IntPoint pt, Path path)
+ {
+ //returns 0 if false, +1 if true, -1 if pt ON polygon boundary
+ //See "The Point in Polygon Problem for Arbitrary Polygons" by Hormann & Agathos
+ //http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.5498&rep=rep1&type=pdf
+ int result = 0, cnt = path.Count;
+ if (cnt < 3) return 0;
+ IntPoint ip = path[0];
+ for (int i = 1; i <= cnt; ++i)
+ {
+ IntPoint ipNext = (i == cnt ? path[0] : path[i]);
+ if (ipNext.Y == pt.Y)
+ {
+ if ((ipNext.X == pt.X) || (ip.Y == pt.Y &&
+ ((ipNext.X > pt.X) == (ip.X < pt.X)))) return -1;
+ }
+ if ((ip.Y < pt.Y) != (ipNext.Y < pt.Y))
+ {
+ if (ip.X >= pt.X)
+ {
+ if (ipNext.X > pt.X) result = 1 - result;
+ else
+ {
+ double d = (double)(ip.X - pt.X) * (ipNext.Y - pt.Y) -
+ (double)(ipNext.X - pt.X) * (ip.Y - pt.Y);
+ if (d == 0) return -1;
+ else if ((d > 0) == (ipNext.Y > ip.Y)) result = 1 - result;
+ }
+ }
+ else
+ {
+ if (ipNext.X > pt.X)
+ {
+ double d = (double)(ip.X - pt.X) * (ipNext.Y - pt.Y) -
+ (double)(ipNext.X - pt.X) * (ip.Y - pt.Y);
+ if (d == 0) return -1;
+ else if ((d > 0) == (ipNext.Y > ip.Y)) result = 1 - result;
+ }
+ }
+ }
+ ip = ipNext;
+ }
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ //See "The Point in Polygon Problem for Arbitrary Polygons" by Hormann & Agathos
+ //http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.5498&rep=rep1&type=pdf
+ private static int PointInPolygon(IntPoint pt, OutPt op)
+ {
+ //returns 0 if false, +1 if true, -1 if pt ON polygon boundary
+ int result = 0;
+ OutPt startOp = op;
+ cInt ptx = pt.X, pty = pt.Y;
+ cInt poly0x = op.Pt.X, poly0y = op.Pt.Y;
+ do
+ {
+ op = op.Next;
+ cInt poly1x = op.Pt.X, poly1y = op.Pt.Y;
+
+ if (poly1y == pty)
+ {
+ if ((poly1x == ptx) || (poly0y == pty &&
+ ((poly1x > ptx) == (poly0x < ptx)))) return -1;
+ }
+ if ((poly0y < pty) != (poly1y < pty))
+ {
+ if (poly0x >= ptx)
+ {
+ if (poly1x > ptx) result = 1 - result;
+ else
+ {
+ double d = (double)(poly0x - ptx) * (poly1y - pty) -
+ (double)(poly1x - ptx) * (poly0y - pty);
+ if (d == 0) return -1;
+ if ((d > 0) == (poly1y > poly0y)) result = 1 - result;
+ }
+ }
+ else
+ {
+ if (poly1x > ptx)
+ {
+ double d = (double)(poly0x - ptx) * (poly1y - pty) -
+ (double)(poly1x - ptx) * (poly0y - pty);
+ if (d == 0) return -1;
+ if ((d > 0) == (poly1y > poly0y)) result = 1 - result;
+ }
+ }
+ }
+ poly0x = poly1x; poly0y = poly1y;
+ } while (startOp != op);
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ private static bool Poly2ContainsPoly1(OutPt outPt1, OutPt outPt2)
+ {
+ OutPt op = outPt1;
+ do
+ {
+ //nb: PointInPolygon returns 0 if false, +1 if true, -1 if pt on polygon
+ int res = PointInPolygon(op.Pt, outPt2);
+ if (res >= 0) return res > 0;
+ op = op.Next;
+ }
+ while (op != outPt1);
+ return true;
+ }
+ //----------------------------------------------------------------------
+
+ private void FixupFirstLefts1(OutRec OldOutRec, OutRec NewOutRec)
+ {
+ foreach (OutRec outRec in m_PolyOuts)
+ {
+ OutRec firstLeft = ParseFirstLeft(outRec.FirstLeft);
+ if (outRec.Pts != null && firstLeft == OldOutRec)
+ {
+ if (Poly2ContainsPoly1(outRec.Pts, NewOutRec.Pts))
+ outRec.FirstLeft = NewOutRec;
+ }
+ }
+ }
+ //----------------------------------------------------------------------
+
+ private void FixupFirstLefts2(OutRec innerOutRec, OutRec outerOutRec)
+ {
+ //A polygon has split into two such that one is now the inner of the other.
+ //It's possible that these polygons now wrap around other polygons, so check
+ //every polygon that's also contained by OuterOutRec's FirstLeft container
+ //(including nil) to see if they've become inner to the new inner polygon ...
+ OutRec orfl = outerOutRec.FirstLeft;
+ foreach (OutRec outRec in m_PolyOuts)
+ {
+ if (outRec.Pts == null || outRec == outerOutRec || outRec == innerOutRec)
+ continue;
+ OutRec firstLeft = ParseFirstLeft(outRec.FirstLeft);
+ if (firstLeft != orfl && firstLeft != innerOutRec && firstLeft != outerOutRec)
+ continue;
+ if (Poly2ContainsPoly1(outRec.Pts, innerOutRec.Pts))
+ outRec.FirstLeft = innerOutRec;
+ else if (Poly2ContainsPoly1(outRec.Pts, outerOutRec.Pts))
+ outRec.FirstLeft = outerOutRec;
+ else if (outRec.FirstLeft == innerOutRec || outRec.FirstLeft == outerOutRec)
+ outRec.FirstLeft = orfl;
+ }
+ }
+ //----------------------------------------------------------------------
+
+ private void FixupFirstLefts3(OutRec OldOutRec, OutRec NewOutRec)
+ {
+ //same as FixupFirstLefts1 but doesn't call Poly2ContainsPoly1()
+ foreach (OutRec outRec in m_PolyOuts)
+ {
+ OutRec firstLeft = ParseFirstLeft(outRec.FirstLeft);
+ if (outRec.Pts != null && firstLeft == OldOutRec)
+ outRec.FirstLeft = NewOutRec;
+ }
+ }
+ //----------------------------------------------------------------------
+
+ private static OutRec ParseFirstLeft(OutRec FirstLeft)
+ {
+ while (FirstLeft != null && FirstLeft.Pts == null)
+ FirstLeft = FirstLeft.FirstLeft;
+ return FirstLeft;
+ }
+ //------------------------------------------------------------------------------
+
+ private void JoinCommonEdges()
+ {
+ for (int i = 0; i < m_Joins.Count; i++)
+ {
+ Join join = m_Joins[i];
+
+ OutRec outRec1 = GetOutRec(join.OutPt1.Idx);
+ OutRec outRec2 = GetOutRec(join.OutPt2.Idx);
+
+ if (outRec1.Pts == null || outRec2.Pts == null) continue;
+ if (outRec1.IsOpen || outRec2.IsOpen) continue;
+
+ //get the polygon fragment with the correct hole state (FirstLeft)
+ //before calling JoinPoints() ...
+ OutRec holeStateRec;
+ if (outRec1 == outRec2) holeStateRec = outRec1;
+ else if (OutRec1RightOfOutRec2(outRec1, outRec2)) holeStateRec = outRec2;
+ else if (OutRec1RightOfOutRec2(outRec2, outRec1)) holeStateRec = outRec1;
+ else holeStateRec = GetLowermostRec(outRec1, outRec2);
+
+ if (!JoinPoints(join, outRec1, outRec2)) continue;
+
+ if (outRec1 == outRec2)
+ {
+ //instead of joining two polygons, we've just created a new one by
+ //splitting one polygon into two.
+ outRec1.Pts = join.OutPt1;
+ outRec1.BottomPt = null;
+ outRec2 = CreateOutRec();
+ outRec2.Pts = join.OutPt2;
+
+ //update all OutRec2.Pts Idx's ...
+ UpdateOutPtIdxs(outRec2);
+
+ if (Poly2ContainsPoly1(outRec2.Pts, outRec1.Pts))
+ {
+ //outRec1 contains outRec2 ...
+ outRec2.IsHole = !outRec1.IsHole;
+ outRec2.FirstLeft = outRec1;
+
+ if (m_UsingPolyTree) FixupFirstLefts2(outRec2, outRec1);
+
+ if ((outRec2.IsHole ^ ReverseSolution) == (Area(outRec2) > 0))
+ ReversePolyPtLinks(outRec2.Pts);
+
+ }
+ else if (Poly2ContainsPoly1(outRec1.Pts, outRec2.Pts))
+ {
+ //outRec2 contains outRec1 ...
+ outRec2.IsHole = outRec1.IsHole;
+ outRec1.IsHole = !outRec2.IsHole;
+ outRec2.FirstLeft = outRec1.FirstLeft;
+ outRec1.FirstLeft = outRec2;
+
+ if (m_UsingPolyTree) FixupFirstLefts2(outRec1, outRec2);
+
+ if ((outRec1.IsHole ^ ReverseSolution) == (Area(outRec1) > 0))
+ ReversePolyPtLinks(outRec1.Pts);
+ }
+ else
+ {
+ //the 2 polygons are completely separate ...
+ outRec2.IsHole = outRec1.IsHole;
+ outRec2.FirstLeft = outRec1.FirstLeft;
+
+ //fixup FirstLeft pointers that may need reassigning to OutRec2
+ if (m_UsingPolyTree) FixupFirstLefts1(outRec1, outRec2);
+ }
+
+ } else
+ {
+ //joined 2 polygons together ...
+
+ outRec2.Pts = null;
+ outRec2.BottomPt = null;
+ outRec2.Idx = outRec1.Idx;
+
+ outRec1.IsHole = holeStateRec.IsHole;
+ if (holeStateRec == outRec2)
+ outRec1.FirstLeft = outRec2.FirstLeft;
+ outRec2.FirstLeft = outRec1;
+
+ //fixup FirstLeft pointers that may need reassigning to OutRec1
+ if (m_UsingPolyTree) FixupFirstLefts3(outRec2, outRec1);
+ }
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private void UpdateOutPtIdxs(OutRec outrec)
+ {
+ OutPt op = outrec.Pts;
+ do
+ {
+ op.Idx = outrec.Idx;
+ op = op.Prev;
+ }
+ while(op != outrec.Pts);
+ }
+ //------------------------------------------------------------------------------
+
+ private void DoSimplePolygons()
+ {
+ int i = 0;
+ while (i < m_PolyOuts.Count)
+ {
+ OutRec outrec = m_PolyOuts[i++];
+ OutPt op = outrec.Pts;
+ if (op == null || outrec.IsOpen) continue;
+ do //for each Pt in Polygon until duplicate found do ...
+ {
+ OutPt op2 = op.Next;
+ while (op2 != outrec.Pts)
+ {
+ if ((op.Pt == op2.Pt) && op2.Next != op && op2.Prev != op)
+ {
+ //split the polygon into two ...
+ OutPt op3 = op.Prev;
+ OutPt op4 = op2.Prev;
+ op.Prev = op4;
+ op4.Next = op;
+ op2.Prev = op3;
+ op3.Next = op2;
+
+ outrec.Pts = op;
+ OutRec outrec2 = CreateOutRec();
+ outrec2.Pts = op2;
+ UpdateOutPtIdxs(outrec2);
+ if (Poly2ContainsPoly1(outrec2.Pts, outrec.Pts))
+ {
+ //OutRec2 is contained by OutRec1 ...
+ outrec2.IsHole = !outrec.IsHole;
+ outrec2.FirstLeft = outrec;
+ if (m_UsingPolyTree) FixupFirstLefts2(outrec2, outrec);
+ }
+ else
+ if (Poly2ContainsPoly1(outrec.Pts, outrec2.Pts))
+ {
+ //OutRec1 is contained by OutRec2 ...
+ outrec2.IsHole = outrec.IsHole;
+ outrec.IsHole = !outrec2.IsHole;
+ outrec2.FirstLeft = outrec.FirstLeft;
+ outrec.FirstLeft = outrec2;
+ if (m_UsingPolyTree) FixupFirstLefts2(outrec, outrec2);
+ }
+ else
+ {
+ //the 2 polygons are separate ...
+ outrec2.IsHole = outrec.IsHole;
+ outrec2.FirstLeft = outrec.FirstLeft;
+ if (m_UsingPolyTree) FixupFirstLefts1(outrec, outrec2);
+ }
+ op2 = op; //ie get ready for the next iteration
+ }
+ op2 = op2.Next;
+ }
+ op = op.Next;
+ }
+ while (op != outrec.Pts);
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ public static double Area(Path poly)
+ {
+ int cnt = (int)poly.Count;
+ if (cnt < 3) return 0;
+ double a = 0;
+ for (int i = 0, j = cnt - 1; i < cnt; ++i)
+ {
+ a += ((double)poly[j].X + poly[i].X) * ((double)poly[j].Y - poly[i].Y);
+ j = i;
+ }
+ return -a * 0.5;
+ }
+ //------------------------------------------------------------------------------
+
+ internal double Area(OutRec outRec)
+ {
+ return Area(outRec.Pts);
+ }
+ //------------------------------------------------------------------------------
+
+ internal double Area(OutPt op)
+ {
+ OutPt opFirst = op;
+ if (op == null) return 0;
+ double a = 0;
+ do {
+ a = a + (double)(op.Prev.Pt.X + op.Pt.X) * (double)(op.Prev.Pt.Y - op.Pt.Y);
+ op = op.Next;
+ } while (op != opFirst);
+ return a * 0.5;
+ }
+
+ //------------------------------------------------------------------------------
+ // SimplifyPolygon functions ...
+ // Convert self-intersecting polygons into simple polygons
+ //------------------------------------------------------------------------------
+
+ public static Paths SimplifyPolygon(Path poly,
+ PolyFillType fillType = PolyFillType.pftEvenOdd)
+ {
+ Paths result = new Paths();
+ Clipper c = new Clipper();
+ c.StrictlySimple = true;
+ c.AddPath(poly, PolyType.ptSubject, true);
+ c.Execute(ClipType.ctUnion, result, fillType, fillType);
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ public static Paths SimplifyPolygons(Paths polys,
+ PolyFillType fillType = PolyFillType.pftEvenOdd)
+ {
+ Paths result = new Paths();
+ Clipper c = new Clipper();
+ c.StrictlySimple = true;
+ c.AddPaths(polys, PolyType.ptSubject, true);
+ c.Execute(ClipType.ctUnion, result, fillType, fillType);
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ private static double DistanceSqrd(IntPoint pt1, IntPoint pt2)
+ {
+ double dx = ((double)pt1.X - pt2.X);
+ double dy = ((double)pt1.Y - pt2.Y);
+ return (dx*dx + dy*dy);
+ }
+ //------------------------------------------------------------------------------
+
+ private static double DistanceFromLineSqrd(IntPoint pt, IntPoint ln1, IntPoint ln2)
+ {
+ //The equation of a line in general form (Ax + By + C = 0)
+ //given 2 points (x¹,y¹) & (x²,y²) is ...
+ //(y¹ - y²)x + (x² - x¹)y + (y² - y¹)x¹ - (x² - x¹)y¹ = 0
+ //A = (y¹ - y²); B = (x² - x¹); C = (y² - y¹)x¹ - (x² - x¹)y¹
+ //perpendicular distance of point (x³,y³) = (Ax³ + By³ + C)/Sqrt(A² + B²)
+ //see http://en.wikipedia.org/wiki/Perpendicular_distance
+ double A = ln1.Y - ln2.Y;
+ double B = ln2.X - ln1.X;
+ double C = A * ln1.X + B * ln1.Y;
+ C = A * pt.X + B * pt.Y - C;
+ return (C * C) / (A * A + B * B);
+ }
+ //---------------------------------------------------------------------------
+
+ private static bool SlopesNearCollinear(IntPoint pt1,
+ IntPoint pt2, IntPoint pt3, double distSqrd)
+ {
+ //this function is more accurate when the point that's GEOMETRICALLY
+ //between the other 2 points is the one that's tested for distance.
+ //nb: with 'spikes', either pt1 or pt3 is geometrically between the other pts
+ if (Math.Abs(pt1.X - pt2.X) > Math.Abs(pt1.Y - pt2.Y))
+ {
+ if ((pt1.X > pt2.X) == (pt1.X < pt3.X))
+ return DistanceFromLineSqrd(pt1, pt2, pt3) < distSqrd;
+ else if ((pt2.X > pt1.X) == (pt2.X < pt3.X))
+ return DistanceFromLineSqrd(pt2, pt1, pt3) < distSqrd;
+ else
+ return DistanceFromLineSqrd(pt3, pt1, pt2) < distSqrd;
+ }
+ else
+ {
+ if ((pt1.Y > pt2.Y) == (pt1.Y < pt3.Y))
+ return DistanceFromLineSqrd(pt1, pt2, pt3) < distSqrd;
+ else if ((pt2.Y > pt1.Y) == (pt2.Y < pt3.Y))
+ return DistanceFromLineSqrd(pt2, pt1, pt3) < distSqrd;
+ else
+ return DistanceFromLineSqrd(pt3, pt1, pt2) < distSqrd;
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ private static bool PointsAreClose(IntPoint pt1, IntPoint pt2, double distSqrd)
+ {
+ double dx = (double)pt1.X - pt2.X;
+ double dy = (double)pt1.Y - pt2.Y;
+ return ((dx * dx) + (dy * dy) <= distSqrd);
+ }
+ //------------------------------------------------------------------------------
+
+ private static OutPt ExcludeOp(OutPt op)
+ {
+ OutPt result = op.Prev;
+ result.Next = op.Next;
+ op.Next.Prev = result;
+ result.Idx = 0;
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ public static Path CleanPolygon(Path path, double distance = 1.415)
+ {
+ //distance = proximity in units/pixels below which vertices will be stripped.
+ //Default ~= sqrt(2) so when adjacent vertices or semi-adjacent vertices have
+ //both x & y coords within 1 unit, then the second vertex will be stripped.
+
+ int cnt = path.Count;
+
+ if (cnt == 0) return new Path();
+
+ OutPt [] outPts = new OutPt[cnt];
+ for (int i = 0; i < cnt; ++i) outPts[i] = new OutPt();
+
+ for (int i = 0; i < cnt; ++i)
+ {
+ outPts[i].Pt = path[i];
+ outPts[i].Next = outPts[(i + 1) % cnt];
+ outPts[i].Next.Prev = outPts[i];
+ outPts[i].Idx = 0;
+ }
+
+ double distSqrd = distance * distance;
+ OutPt op = outPts[0];
+ while (op.Idx == 0 && op.Next != op.Prev)
+ {
+ if (PointsAreClose(op.Pt, op.Prev.Pt, distSqrd))
+ {
+ op = ExcludeOp(op);
+ cnt--;
+ }
+ else if (PointsAreClose(op.Prev.Pt, op.Next.Pt, distSqrd))
+ {
+ ExcludeOp(op.Next);
+ op = ExcludeOp(op);
+ cnt -= 2;
+ }
+ else if (SlopesNearCollinear(op.Prev.Pt, op.Pt, op.Next.Pt, distSqrd))
+ {
+ op = ExcludeOp(op);
+ cnt--;
+ }
+ else
+ {
+ op.Idx = 1;
+ op = op.Next;
+ }
+ }
+
+ if (cnt < 3) cnt = 0;
+ Path result = new Path(cnt);
+ for (int i = 0; i < cnt; ++i)
+ {
+ result.Add(op.Pt);
+ op = op.Next;
+ }
+ outPts = null;
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ public static Paths CleanPolygons(Paths polys,
+ double distance = 1.415)
+ {
+ Paths result = new Paths(polys.Count);
+ for (int i = 0; i < polys.Count; i++)
+ result.Add(CleanPolygon(polys[i], distance));
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ internal static Paths Minkowski(Path pattern, Path path, bool IsSum, bool IsClosed)
+ {
+ int delta = (IsClosed ? 1 : 0);
+ int polyCnt = pattern.Count;
+ int pathCnt = path.Count;
+ Paths result = new Paths(pathCnt);
+ if (IsSum)
+ for (int i = 0; i < pathCnt; i++)
+ {
+ Path p = new Path(polyCnt);
+ foreach (IntPoint ip in pattern)
+ p.Add(new IntPoint(path[i].X + ip.X, path[i].Y + ip.Y));
+ result.Add(p);
+ }
+ else
+ for (int i = 0; i < pathCnt; i++)
+ {
+ Path p = new Path(polyCnt);
+ foreach (IntPoint ip in pattern)
+ p.Add(new IntPoint(path[i].X - ip.X, path[i].Y - ip.Y));
+ result.Add(p);
+ }
+
+ Paths quads = new Paths((pathCnt + delta) * (polyCnt + 1));
+ for (int i = 0; i < pathCnt - 1 + delta; i++)
+ for (int j = 0; j < polyCnt; j++)
+ {
+ Path quad = new Path(4);
+ quad.Add(result[i % pathCnt][j % polyCnt]);
+ quad.Add(result[(i + 1) % pathCnt][j % polyCnt]);
+ quad.Add(result[(i + 1) % pathCnt][(j + 1) % polyCnt]);
+ quad.Add(result[i % pathCnt][(j + 1) % polyCnt]);
+ if (!Orientation(quad)) quad.Reverse();
+ quads.Add(quad);
+ }
+ return quads;
+ }
+ //------------------------------------------------------------------------------
+
+ public static Paths MinkowskiSum(Path pattern, Path path, bool pathIsClosed)
+ {
+ Paths paths = Minkowski(pattern, path, true, pathIsClosed);
+ Clipper c = new Clipper();
+ c.AddPaths(paths, PolyType.ptSubject, true);
+ c.Execute(ClipType.ctUnion, paths, PolyFillType.pftNonZero, PolyFillType.pftNonZero);
+ return paths;
+ }
+ //------------------------------------------------------------------------------
+
+ private static Path TranslatePath(Path path, IntPoint delta)
+ {
+ Path outPath = new Path(path.Count);
+ for (int i = 0; i < path.Count; i++)
+ outPath.Add(new IntPoint(path[i].X + delta.X, path[i].Y + delta.Y));
+ return outPath;
+ }
+ //------------------------------------------------------------------------------
+
+ public static Paths MinkowskiSum(Path pattern, Paths paths, bool pathIsClosed)
+ {
+ Paths solution = new Paths();
+ Clipper c = new Clipper();
+ for (int i = 0; i < paths.Count; ++i)
+ {
+ Paths tmp = Minkowski(pattern, paths[i], true, pathIsClosed);
+ c.AddPaths(tmp, PolyType.ptSubject, true);
+ if (pathIsClosed)
+ {
+ Path path = TranslatePath(paths[i], pattern[0]);
+ c.AddPath(path, PolyType.ptClip, true);
+ }
+ }
+ c.Execute(ClipType.ctUnion, solution,
+ PolyFillType.pftNonZero, PolyFillType.pftNonZero);
+ return solution;
+ }
+ //------------------------------------------------------------------------------
+
+ public static Paths MinkowskiDiff(Path poly1, Path poly2)
+ {
+ Paths paths = Minkowski(poly1, poly2, false, true);
+ Clipper c = new Clipper();
+ c.AddPaths(paths, PolyType.ptSubject, true);
+ c.Execute(ClipType.ctUnion, paths, PolyFillType.pftNonZero, PolyFillType.pftNonZero);
+ return paths;
+ }
+ //------------------------------------------------------------------------------
+
+ internal enum NodeType { ntAny, ntOpen, ntClosed };
+
+ public static Paths PolyTreeToPaths(PolyTree polytree)
+ {
+
+ Paths result = new Paths();
+ result.Capacity = polytree.Total;
+ AddPolyNodeToPaths(polytree, NodeType.ntAny, result);
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ internal static void AddPolyNodeToPaths(PolyNode polynode, NodeType nt, Paths paths)
+ {
+ bool match = true;
+ switch (nt)
+ {
+ case NodeType.ntOpen: return;
+ case NodeType.ntClosed: match = !polynode.IsOpen; break;
+ default: break;
+ }
+
+ if (polynode.m_polygon.Count > 0 && match)
+ paths.Add(polynode.m_polygon);
+ foreach (PolyNode pn in polynode.Childs)
+ AddPolyNodeToPaths(pn, nt, paths);
+ }
+ //------------------------------------------------------------------------------
+
+ public static Paths OpenPathsFromPolyTree(PolyTree polytree)
+ {
+ Paths result = new Paths();
+ result.Capacity = polytree.ChildCount;
+ for (int i = 0; i < polytree.ChildCount; i++)
+ if (polytree.Childs[i].IsOpen)
+ result.Add(polytree.Childs[i].m_polygon);
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ public static Paths ClosedPathsFromPolyTree(PolyTree polytree)
+ {
+ Paths result = new Paths();
+ result.Capacity = polytree.Total;
+ AddPolyNodeToPaths(polytree, NodeType.ntClosed, result);
+ return result;
+ }
+ //------------------------------------------------------------------------------
+
+ } //end Clipper
+
+ internal class ClipperOffset
+ {
+ private Paths m_destPolys;
+ private Path m_srcPoly;
+ private Path m_destPoly;
+ private List m_normals = new List();
+ private double m_delta, m_sinA, m_sin, m_cos;
+ private double m_miterLim, m_StepsPerRad;
+
+ private IntPoint m_lowest;
+ private PolyNode m_polyNodes = new PolyNode();
+
+ public double ArcTolerance { get; set; }
+ public double MiterLimit { get; set; }
+
+ private const double two_pi = Math.PI * 2;
+ private const double def_arc_tolerance = 0.25;
+
+ public ClipperOffset(
+ double miterLimit = 2.0, double arcTolerance = def_arc_tolerance)
+ {
+ MiterLimit = miterLimit;
+ ArcTolerance = arcTolerance;
+ m_lowest.X = -1;
+ }
+ //------------------------------------------------------------------------------
+
+ public void Clear()
+ {
+ m_polyNodes.Childs.Clear();
+ m_lowest.X = -1;
+ }
+ //------------------------------------------------------------------------------
+
+ internal static cInt Round(double value)
+ {
+ return value < 0 ? (cInt)(value - 0.5) : (cInt)(value + 0.5);
+ }
+ //------------------------------------------------------------------------------
+
+ public void AddPath(Path path, JoinType joinType, EndType endType)
+ {
+ int highI = path.Count - 1;
+ if (highI < 0) return;
+ PolyNode newNode = new PolyNode();
+ newNode.m_jointype = joinType;
+ newNode.m_endtype = endType;
+
+ //strip duplicate points from path and also get index to the lowest point ...
+ if (endType == EndType.etClosedLine || endType == EndType.etClosedPolygon)
+ while (highI > 0 && path[0] == path[highI]) highI--;
+ newNode.m_polygon.Capacity = highI + 1;
+ newNode.m_polygon.Add(path[0]);
+ int j = 0, k = 0;
+ for (int i = 1; i <= highI; i++)
+ if (newNode.m_polygon[j] != path[i])
+ {
+ j++;
+ newNode.m_polygon.Add(path[i]);
+ if (path[i].Y > newNode.m_polygon[k].Y ||
+ (path[i].Y == newNode.m_polygon[k].Y &&
+ path[i].X < newNode.m_polygon[k].X)) k = j;
+ }
+ if (endType == EndType.etClosedPolygon && j < 2) return;
+
+ m_polyNodes.AddChild(newNode);
+
+ //if this path's lowest pt is lower than all the others then update m_lowest
+ if (endType != EndType.etClosedPolygon) return;
+ if (m_lowest.X < 0)
+ m_lowest = new IntPoint(m_polyNodes.ChildCount - 1, k);
+ else
+ {
+ IntPoint ip = m_polyNodes.Childs[(int)m_lowest.X].m_polygon[(int)m_lowest.Y];
+ if (newNode.m_polygon[k].Y > ip.Y ||
+ (newNode.m_polygon[k].Y == ip.Y &&
+ newNode.m_polygon[k].X < ip.X))
+ m_lowest = new IntPoint(m_polyNodes.ChildCount - 1, k);
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ public void AddPaths(Paths paths, JoinType joinType, EndType endType)
+ {
+ foreach (Path p in paths)
+ AddPath(p, joinType, endType);
+ }
+ //------------------------------------------------------------------------------
+
+ private void FixOrientations()
+ {
+ //fixup orientations of all closed paths if the orientation of the
+ //closed path with the lowermost vertex is wrong ...
+ if (m_lowest.X >= 0 &&
+ !Clipper.Orientation(m_polyNodes.Childs[(int)m_lowest.X].m_polygon))
+ {
+ for (int i = 0; i < m_polyNodes.ChildCount; i++)
+ {
+ PolyNode node = m_polyNodes.Childs[i];
+ if (node.m_endtype == EndType.etClosedPolygon ||
+ (node.m_endtype == EndType.etClosedLine &&
+ Clipper.Orientation(node.m_polygon)))
+ node.m_polygon.Reverse();
+ }
+ }
+ else
+ {
+ for (int i = 0; i < m_polyNodes.ChildCount; i++)
+ {
+ PolyNode node = m_polyNodes.Childs[i];
+ if (node.m_endtype == EndType.etClosedLine &&
+ !Clipper.Orientation(node.m_polygon))
+ node.m_polygon.Reverse();
+ }
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ internal static DoublePoint GetUnitNormal(IntPoint pt1, IntPoint pt2)
+ {
+ double dx = (pt2.X - pt1.X);
+ double dy = (pt2.Y - pt1.Y);
+ if ((dx == 0) && (dy == 0)) return new DoublePoint();
+
+ double f = 1 * 1.0 / Math.Sqrt(dx * dx + dy * dy);
+ dx *= f;
+ dy *= f;
+
+ return new DoublePoint(dy, -dx);
+ }
+ //------------------------------------------------------------------------------
+
+ private void DoOffset(double delta)
+ {
+ m_destPolys = new Paths();
+ m_delta = delta;
+
+ //if Zero offset, just copy any CLOSED polygons to m_p and return ...
+ if (ClipperBase.near_zero(delta))
+ {
+ m_destPolys.Capacity = m_polyNodes.ChildCount;
+ for (int i = 0; i < m_polyNodes.ChildCount; i++)
+ {
+ PolyNode node = m_polyNodes.Childs[i];
+ if (node.m_endtype == EndType.etClosedPolygon)
+ m_destPolys.Add(node.m_polygon);
+ }
+ return;
+ }
+
+ //see offset_triginometry3.svg in the documentation folder ...
+ if (MiterLimit > 2) m_miterLim = 2 / (MiterLimit * MiterLimit);
+ else m_miterLim = 0.5;
+
+ double y;
+ if (ArcTolerance <= 0.0)
+ y = def_arc_tolerance;
+ else if (ArcTolerance > Math.Abs(delta) * def_arc_tolerance)
+ y = Math.Abs(delta) * def_arc_tolerance;
+ else
+ y = ArcTolerance;
+ //see offset_triginometry2.svg in the documentation folder ...
+ double steps = Math.PI / Math.Acos(1 - y / Math.Abs(delta));
+ m_sin = Math.Sin(two_pi / steps);
+ m_cos = Math.Cos(two_pi / steps);
+ m_StepsPerRad = steps / two_pi;
+ if (delta < 0.0) m_sin = -m_sin;
+
+ m_destPolys.Capacity = m_polyNodes.ChildCount * 2;
+ for (int i = 0; i < m_polyNodes.ChildCount; i++)
+ {
+ PolyNode node = m_polyNodes.Childs[i];
+ m_srcPoly = node.m_polygon;
+
+ int len = m_srcPoly.Count;
+
+ if (len == 0 || (delta <= 0 && (len < 3 ||
+ node.m_endtype != EndType.etClosedPolygon)))
+ continue;
+
+ m_destPoly = new Path();
+
+ if (len == 1)
+ {
+ if (node.m_jointype == JoinType.jtRound)
+ {
+ double X = 1.0, Y = 0.0;
+ for (int j = 1; j <= steps; j++)
+ {
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[0].X + X * delta),
+ Round(m_srcPoly[0].Y + Y * delta)));
+ double X2 = X;
+ X = X * m_cos - m_sin * Y;
+ Y = X2 * m_sin + Y * m_cos;
+ }
+ }
+ else
+ {
+ double X = -1.0, Y = -1.0;
+ for (int j = 0; j < 4; ++j)
+ {
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[0].X + X * delta),
+ Round(m_srcPoly[0].Y + Y * delta)));
+ if (X < 0) X = 1;
+ else if (Y < 0) Y = 1;
+ else X = -1;
+ }
+ }
+ m_destPolys.Add(m_destPoly);
+ continue;
+ }
+
+ //build m_normals ...
+ m_normals.Clear();
+ m_normals.Capacity = len;
+ for (int j = 0; j < len - 1; j++)
+ m_normals.Add(GetUnitNormal(m_srcPoly[j], m_srcPoly[j + 1]));
+ if (node.m_endtype == EndType.etClosedLine ||
+ node.m_endtype == EndType.etClosedPolygon)
+ m_normals.Add(GetUnitNormal(m_srcPoly[len - 1], m_srcPoly[0]));
+ else
+ m_normals.Add(new DoublePoint(m_normals[len - 2]));
+
+ if (node.m_endtype == EndType.etClosedPolygon)
+ {
+ int k = len - 1;
+ for (int j = 0; j < len; j++)
+ OffsetPoint(j, ref k, node.m_jointype);
+ m_destPolys.Add(m_destPoly);
+ }
+ else if (node.m_endtype == EndType.etClosedLine)
+ {
+ int k = len - 1;
+ for (int j = 0; j < len; j++)
+ OffsetPoint(j, ref k, node.m_jointype);
+ m_destPolys.Add(m_destPoly);
+ m_destPoly = new Path();
+ //re-build m_normals ...
+ DoublePoint n = m_normals[len - 1];
+ for (int j = len - 1; j > 0; j--)
+ m_normals[j] = new DoublePoint(-m_normals[j - 1].X, -m_normals[j - 1].Y);
+ m_normals[0] = new DoublePoint(-n.X, -n.Y);
+ k = 0;
+ for (int j = len - 1; j >= 0; j--)
+ OffsetPoint(j, ref k, node.m_jointype);
+ m_destPolys.Add(m_destPoly);
+ }
+ else
+ {
+ int k = 0;
+ for (int j = 1; j < len - 1; ++j)
+ OffsetPoint(j, ref k, node.m_jointype);
+
+ IntPoint pt1;
+ if (node.m_endtype == EndType.etOpenButt)
+ {
+ int j = len - 1;
+ pt1 = new IntPoint((cInt)Round(m_srcPoly[j].X + m_normals[j].X *
+ delta), (cInt)Round(m_srcPoly[j].Y + m_normals[j].Y * delta));
+ m_destPoly.Add(pt1);
+ pt1 = new IntPoint((cInt)Round(m_srcPoly[j].X - m_normals[j].X *
+ delta), (cInt)Round(m_srcPoly[j].Y - m_normals[j].Y * delta));
+ m_destPoly.Add(pt1);
+ }
+ else
+ {
+ int j = len - 1;
+ k = len - 2;
+ m_sinA = 0;
+ m_normals[j] = new DoublePoint(-m_normals[j].X, -m_normals[j].Y);
+ if (node.m_endtype == EndType.etOpenSquare)
+ DoSquare(j, k);
+ else
+ DoRound(j, k);
+ }
+
+ //re-build m_normals ...
+ for (int j = len - 1; j > 0; j--)
+ m_normals[j] = new DoublePoint(-m_normals[j - 1].X, -m_normals[j - 1].Y);
+
+ m_normals[0] = new DoublePoint(-m_normals[1].X, -m_normals[1].Y);
+
+ k = len - 1;
+ for (int j = k - 1; j > 0; --j)
+ OffsetPoint(j, ref k, node.m_jointype);
+
+ if (node.m_endtype == EndType.etOpenButt)
+ {
+ pt1 = new IntPoint((cInt)Round(m_srcPoly[0].X - m_normals[0].X * delta),
+ (cInt)Round(m_srcPoly[0].Y - m_normals[0].Y * delta));
+ m_destPoly.Add(pt1);
+ pt1 = new IntPoint((cInt)Round(m_srcPoly[0].X + m_normals[0].X * delta),
+ (cInt)Round(m_srcPoly[0].Y + m_normals[0].Y * delta));
+ m_destPoly.Add(pt1);
+ }
+ else
+ {
+ k = 1;
+ m_sinA = 0;
+ if (node.m_endtype == EndType.etOpenSquare)
+ DoSquare(0, 1);
+ else
+ DoRound(0, 1);
+ }
+ m_destPolys.Add(m_destPoly);
+ }
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ public void Execute(ref Paths solution, double delta)
+ {
+ solution.Clear();
+ FixOrientations();
+ DoOffset(delta);
+ //now clean up 'corners' ...
+ Clipper clpr = new Clipper();
+ clpr.AddPaths(m_destPolys, PolyType.ptSubject, true);
+ if (delta > 0)
+ {
+ clpr.Execute(ClipType.ctUnion, solution,
+ PolyFillType.pftPositive, PolyFillType.pftPositive);
+ }
+ else
+ {
+ IntRect r = Clipper.GetBounds(m_destPolys);
+ Path outer = new Path(4);
+
+ outer.Add(new IntPoint(r.left - 10, r.bottom + 10));
+ outer.Add(new IntPoint(r.right + 10, r.bottom + 10));
+ outer.Add(new IntPoint(r.right + 10, r.top - 10));
+ outer.Add(new IntPoint(r.left - 10, r.top - 10));
+
+ clpr.AddPath(outer, PolyType.ptSubject, true);
+ clpr.ReverseSolution = true;
+ clpr.Execute(ClipType.ctUnion, solution, PolyFillType.pftNegative, PolyFillType.pftNegative);
+ if (solution.Count > 0) solution.RemoveAt(0);
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ public void Execute(ref PolyTree solution, double delta)
+ {
+ solution.Clear();
+ FixOrientations();
+ DoOffset(delta);
+
+ //now clean up 'corners' ...
+ Clipper clpr = new Clipper();
+ clpr.AddPaths(m_destPolys, PolyType.ptSubject, true);
+ if (delta > 0)
+ {
+ clpr.Execute(ClipType.ctUnion, solution,
+ PolyFillType.pftPositive, PolyFillType.pftPositive);
+ }
+ else
+ {
+ IntRect r = Clipper.GetBounds(m_destPolys);
+ Path outer = new Path(4);
+
+ outer.Add(new IntPoint(r.left - 10, r.bottom + 10));
+ outer.Add(new IntPoint(r.right + 10, r.bottom + 10));
+ outer.Add(new IntPoint(r.right + 10, r.top - 10));
+ outer.Add(new IntPoint(r.left - 10, r.top - 10));
+
+ clpr.AddPath(outer, PolyType.ptSubject, true);
+ clpr.ReverseSolution = true;
+ clpr.Execute(ClipType.ctUnion, solution, PolyFillType.pftNegative, PolyFillType.pftNegative);
+ //remove the outer PolyNode rectangle ...
+ if (solution.ChildCount == 1 && solution.Childs[0].ChildCount > 0)
+ {
+ PolyNode outerNode = solution.Childs[0];
+ solution.Childs.Capacity = outerNode.ChildCount;
+ solution.Childs[0] = outerNode.Childs[0];
+ solution.Childs[0].m_Parent = solution;
+ for (int i = 1; i < outerNode.ChildCount; i++)
+ solution.AddChild(outerNode.Childs[i]);
+ }
+ else
+ solution.Clear();
+ }
+ }
+ //------------------------------------------------------------------------------
+
+ void OffsetPoint(int j, ref int k, JoinType jointype)
+ {
+ //cross product ...
+ m_sinA = (m_normals[k].X * m_normals[j].Y - m_normals[j].X * m_normals[k].Y);
+
+ if (Math.Abs(m_sinA * m_delta) < 1.0)
+ {
+ //dot product ...
+ double cosA = (m_normals[k].X * m_normals[j].X + m_normals[j].Y * m_normals[k].Y);
+ if (cosA > 0) // angle ==> 0 degrees
+ {
+ m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + m_normals[k].X * m_delta),
+ Round(m_srcPoly[j].Y + m_normals[k].Y * m_delta)));
+ return;
+ }
+ //else angle ==> 180 degrees
+ }
+ else if (m_sinA > 1.0) m_sinA = 1.0;
+ else if (m_sinA < -1.0) m_sinA = -1.0;
+
+ if (m_sinA * m_delta < 0)
+ {
+ m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + m_normals[k].X * m_delta),
+ Round(m_srcPoly[j].Y + m_normals[k].Y * m_delta)));
+ m_destPoly.Add(m_srcPoly[j]);
+ m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + m_normals[j].X * m_delta),
+ Round(m_srcPoly[j].Y + m_normals[j].Y * m_delta)));
+ }
+ else
+ switch (jointype)
+ {
+ case JoinType.jtMiter:
+ {
+ double r = 1 + (m_normals[j].X * m_normals[k].X +
+ m_normals[j].Y * m_normals[k].Y);
+ if (r >= m_miterLim) DoMiter(j, k, r); else DoSquare(j, k);
+ break;
+ }
+ case JoinType.jtSquare: DoSquare(j, k); break;
+ case JoinType.jtRound: DoRound(j, k); break;
+ }
+ k = j;
+ }
+ //------------------------------------------------------------------------------
+
+ internal void DoSquare(int j, int k)
+ {
+ double dx = Math.Tan(Math.Atan2(m_sinA,
+ m_normals[k].X * m_normals[j].X + m_normals[k].Y * m_normals[j].Y) / 4);
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[j].X + m_delta * (m_normals[k].X - m_normals[k].Y * dx)),
+ Round(m_srcPoly[j].Y + m_delta * (m_normals[k].Y + m_normals[k].X * dx))));
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[j].X + m_delta * (m_normals[j].X + m_normals[j].Y * dx)),
+ Round(m_srcPoly[j].Y + m_delta * (m_normals[j].Y - m_normals[j].X * dx))));
+ }
+ //------------------------------------------------------------------------------
+
+ internal void DoMiter(int j, int k, double r)
+ {
+ double q = m_delta / r;
+ m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + (m_normals[k].X + m_normals[j].X) * q),
+ Round(m_srcPoly[j].Y + (m_normals[k].Y + m_normals[j].Y) * q)));
+ }
+ //------------------------------------------------------------------------------
+
+ internal void DoRound(int j, int k)
+ {
+ double a = Math.Atan2(m_sinA,
+ m_normals[k].X * m_normals[j].X + m_normals[k].Y * m_normals[j].Y);
+ int steps = Math.Max((int)Round(m_StepsPerRad * Math.Abs(a)),1);
+
+ double X = m_normals[k].X, Y = m_normals[k].Y, X2;
+ for (int i = 0; i < steps; ++i)
+ {
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[j].X + X * m_delta),
+ Round(m_srcPoly[j].Y + Y * m_delta)));
+ X2 = X;
+ X = X * m_cos - m_sin * Y;
+ Y = X2 * m_sin + Y * m_cos;
+ }
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[j].X + m_normals[j].X * m_delta),
+ Round(m_srcPoly[j].Y + m_normals[j].Y * m_delta)));
+ }
+ //------------------------------------------------------------------------------
+ }
+
+ class ClipperException : Exception
+ {
+ public ClipperException(string description) : base(description){}
+ }
+ //------------------------------------------------------------------------------
+
+} //end ClipperLib namespace
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ClipperLib/clipper.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ClipperLib/clipper.cs.meta
new file mode 100644
index 0000000..fff10e7
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ICharacterDataProvider.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ICharacterDataProvider.cs
new file mode 100644
index 0000000..2919924
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ICharacterDataProvider.cs
@@ -0,0 +1,120 @@
+using System;
+using UnityEngine;
+
+using UnityEngine.Scripting.APIUpdating;
+
+namespace UnityEditor.U2D.Animation
+{
+ /// An interface that allows Sprite Editor Modules to edit Character data for user custom importer.
+ /// Implement this interface for [[ScriptedImporter]] to leverage on Sprite Editor Modules to edit Character data.
+ [MovedFrom("UnityEditor.U2D.Experimental.Animation")]
+ public interface ICharacterDataProvider
+ {
+ ///
+ /// Returns the CharacterData structure that represents the Character composition.
+ ///
+ /// CharacterData data
+ CharacterData GetCharacterData();
+ ///
+ /// Sets the CharacterData structure that represents to the data provider
+ ///
+ /// CharacterData to set
+ void SetCharacterData(CharacterData characterData);
+ }
+
+ ///
+ /// Data structure that represents a character setup
+ ///
+ [Serializable]
+ [MovedFrom("UnityEditor.U2D.Experimental.Animation")]
+ public struct CharacterData
+ {
+ ///
+ /// SpriteBones influencing the Character
+ ///
+ public UnityEngine.U2D.SpriteBone[] bones;
+ ///
+ /// Parts of the character
+ ///
+ public CharacterPart[] parts;
+ ///
+ /// The dimension of the character required
+ ///
+ public Vector2Int dimension;
+ ///
+ /// Character grouping information
+ ///
+ public CharacterGroup[] characterGroups;
+ }
+
+ internal interface ICharacterOrder
+ {
+ int order { get; set;}
+ }
+
+ ///
+ /// Data structure representing CharacterPart grouping
+ ///
+ [Serializable]
+ [MovedFrom("UnityEditor.U2D.Experimental.Animation")]
+ public struct CharacterGroup : ICharacterOrder
+ {
+ ///
+ /// Name of the CharacterGroup
+ ///
+ public string name;
+ ///
+ /// The parent group index it belongs to. Set to -1 if does not have a parent.
+ ///
+ public int parentGroup;
+
+ [SerializeField]
+ int m_Order;
+
+ ///
+ /// The order of the group in the list
+ ///
+ public int order
+ {
+ get => m_Order;
+ set => m_Order = value;
+ }
+ }
+
+ ///
+ /// Data structure representing a character part
+ ///
+ [Serializable]
+ [MovedFrom("UnityEditor.U2D.Experimental.Animation")]
+ public struct CharacterPart : ICharacterOrder
+ {
+ ///
+ /// Position for the Sprite in the character
+ ///
+ public RectInt spritePosition;
+ ///
+ /// Sprite ID
+ ///
+ public string spriteId;
+ ///
+ /// Bones influencing the Sprite
+ ///
+ public int[] bones;
+ ///
+ /// CharacterGroup that the part belongs to
+ ///
+ public int parentGroup;
+
+ [SerializeField]
+ int m_Order;
+
+ ///
+ /// The order of the part in the list
+ ///
+ public int order
+ {
+ get => m_Order;
+ set => m_Order = value;
+ }
+ }
+}
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new file mode 100644
index 0000000..c4d02fe
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Icons/Selected/Sprite Resolver.png b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/Icons/Selected/Sprite Resolver.png
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay.meta
new file mode 100644
index 0000000..4583d1c
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/DropdownMenu.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/DropdownMenu.cs
new file mode 100644
index 0000000..92e038c
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/DropdownMenu.cs
@@ -0,0 +1,57 @@
+using UnityEngine;
+using UnityEngine.UIElements;
+
+namespace UnityEditor.U2D.Layout
+{
+ internal class DropdownMenu : VisualElement
+ {
+ public class DropdownMenuFactory : UxmlFactory {}
+ public class DropdownMenuUxmlTraits : UxmlTraits {}
+
+ /*
+ private ButtonGroup m_ButtonGroup;
+
+ public DropdownMenu()
+ {
+ RegisterCallback(OnFocusOut, Capture.NoCapture);
+ RegisterCallback(OnMouseLeaveEvent);
+ }
+
+ public void InitialiseWithButtonGroup(ButtonGroup buttonGroup)
+ {
+ if (m_ButtonGroup == buttonGroup)
+ return;
+
+ m_ButtonGroup = buttonGroup;
+ var buttonGroupLocalPosition = parent.WorldToLocal(new Vector2(buttonGroup.worldBound.x, buttonGroup.worldBound.y));
+ style.positionType = PositionType.Absolute;
+ style.positionLeft = buttonGroupLocalPosition.x;
+ style.positionTop = buttonGroupLocalPosition.y;
+ style.flexDirection = buttonGroup.isHorizontal ? FlexDirection.Row : FlexDirection.Column;
+ foreach (var element in buttonGroup.elements)
+ Add(element);
+ }
+
+ private void OnMouseLeaveEvent(MouseLeaveEvent evt)
+ {
+ Close();
+ }
+
+ private void OnFocusOut(FocusOutEvent evt)
+ {
+ Close();
+ }
+
+ private void Close()
+ {
+ foreach (var element in contentContainer.Children())
+ m_ButtonGroup.elements.Add(element);
+ this.contentContainer.Clear();
+
+ style.width = 0;
+ style.height = 0;
+ m_ButtonGroup = null;
+ }
+ */
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/DropdownMenu.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/DropdownMenu.cs.meta
new file mode 100644
index 0000000..53e673c
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/DropdownMenu.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b245eff55d115544b9cc52444a1b8ca5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlay.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlay.cs
new file mode 100644
index 0000000..fca6eae
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlay.cs
@@ -0,0 +1,97 @@
+using UnityEditor.U2D.Animation;
+using UnityEngine.UIElements;
+
+namespace UnityEditor.U2D.Layout
+{
+ internal class LayoutOverlay : VisualElement
+ {
+ public class LayoutOverlayFactory : UxmlFactory {}
+ public class LayoutOverlayUxmlTraits : UxmlTraits {}
+
+ private ScrollableToolbar m_HorizontalToolbar;
+ private ScrollableToolbar m_VerticalToolbar;
+ private VisualElement m_HorizontalHolder;
+ private VisualElement m_LeftOverlay;
+ private VisualElement m_RightOverlay;
+ private DropdownMenu m_DropdownOverlay;
+
+ public ScrollableToolbar horizontalToolbar
+ {
+ get
+ {
+ if (m_HorizontalToolbar == null)
+ m_HorizontalToolbar = this.Q("HorizontalToolbar");
+ return m_HorizontalToolbar;
+ }
+ }
+
+ public ScrollableToolbar verticalToolbar
+ {
+ get
+ {
+ if (m_VerticalToolbar == null)
+ m_VerticalToolbar = this.Q("VerticalToolbar");
+ return m_VerticalToolbar;
+ }
+ }
+
+ public VisualElement horizontalHolder
+ {
+ get
+ {
+ if (m_HorizontalHolder == null)
+ m_HorizontalHolder = this.Q("HorizontalHolder");
+ return m_HorizontalHolder;
+ }
+ }
+
+ public VisualElement leftOverlay
+ {
+ get
+ {
+ if (m_LeftOverlay == null)
+ m_LeftOverlay = this.Q("LeftOverlay");
+ return m_LeftOverlay;
+ }
+ }
+
+ public VisualElement rightOverlay
+ {
+ get
+ {
+ if (m_RightOverlay == null)
+ m_RightOverlay = this.Q("RightOverlay");
+ return m_RightOverlay;
+ }
+ }
+
+ public DropdownMenu dropdownOverlay
+ {
+ get
+ {
+ if (m_DropdownOverlay == null)
+ m_DropdownOverlay = this.Q("DropdownOverlay");
+ return m_DropdownOverlay;
+ }
+ }
+
+ public bool hasScrollbar
+ {
+ get { return this.ClassListContains("HasScrollbar"); }
+ set
+ {
+ if (value)
+ this.AddToClassList("HasScrollbar");
+ else
+ this.RemoveFromClassList("HasScrollbar");
+ }
+ }
+
+ public LayoutOverlay()
+ {
+ this.StretchToParentSize();
+ styleSheets.Add(ResourceLoader.Load("LayoutOverlay/LayoutOverlayStyle.uss"));
+ }
+ }
+}
+
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlay.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlay.cs.meta
new file mode 100644
index 0000000..d6947b2
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlay.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f95db4a471e2cb94badcf4b1271cfee1
+MonoImporter:
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlayUtility.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlayUtility.cs
new file mode 100644
index 0000000..3c13644
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlayUtility.cs
@@ -0,0 +1,35 @@
+using System;
+using UnityEditor.U2D.Animation;
+using UnityEngine;
+using UnityEngine.UIElements;
+
+namespace UnityEditor.U2D.Layout
+{
+ internal static class LayoutOverlayUtility
+ {
+ public static Button CreateButton(string name, Action clickEvent, string tooltip = null, string text = null, string imageResourcePath = null, string stylesheetPath = null)
+ {
+ Button button = new Button(clickEvent);
+ button.name = name;
+ button.tooltip = tooltip;
+
+ if (!String.IsNullOrEmpty(text))
+ button.text = text;
+ if (!String.IsNullOrEmpty(imageResourcePath))
+ {
+ var texture = ResourceLoader.Load(imageResourcePath);
+ if (texture != null)
+ {
+ Image image = new Image();
+ image.image = texture;
+ button.Add(image);
+ }
+ }
+ if (!String.IsNullOrEmpty(stylesheetPath))
+ button.styleSheets.Add(ResourceLoader.Load(stylesheetPath));
+
+ return button;
+ }
+ }
+
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlayUtility.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlayUtility.cs.meta
new file mode 100644
index 0000000..1dd306e
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/LayoutOverlayUtility.cs.meta
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/Manipulators.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/Manipulators.meta
new file mode 100644
index 0000000..a0f7db4
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+ userData:
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/Manipulators/Draggable.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/Manipulators/Draggable.cs
new file mode 100644
index 0000000..b4e9241
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/Manipulators/Draggable.cs
@@ -0,0 +1,146 @@
+using UnityEngine;
+using UnityEngine.UIElements;
+
+namespace UnityEditor.U2D.Layout
+{
+ internal interface IDraggable
+ {
+ bool IsMovableNow();
+ void UpdatePresenterPosition();
+ }
+
+ internal class Draggable : MouseManipulator
+ {
+ private Vector2 m_Start;
+ protected bool m_Active;
+
+ public Vector2 panSpeed { get; set; }
+ public bool clampToParentEdges { get; set; }
+
+ public Draggable(bool clampToParentEdges = false)
+ {
+ activators.Add(new ManipulatorActivationFilter {button = MouseButton.LeftMouse});
+ panSpeed = Vector2.one;
+ this.clampToParentEdges = clampToParentEdges;
+ m_Active = false;
+ }
+
+ protected Rect CalculatePosition(float x, float y, float width, float height)
+ {
+ var rect = new Rect(x, y, width, height);
+
+ if (clampToParentEdges)
+ {
+ if (rect.x < 0f)
+ rect.x = 0f;
+ else if (rect.xMax > target.parent.layout.width)
+ rect.x = target.parent.layout.width - rect.width;
+
+ if (rect.y < 0f)
+ rect.y = 0f;
+ else if (rect.yMax > target.parent.layout.height)
+ rect.y = target.parent.layout.height - rect.height;
+
+ // Reset size, we never intended to change them in the first place
+ rect.width = width;
+ rect.height = height;
+ }
+
+ return rect;
+ }
+
+ protected override void RegisterCallbacksOnTarget()
+ {
+ target.RegisterCallback(OnMouseDown);
+ target.RegisterCallback(OnMouseMove);
+ target.RegisterCallback(OnMouseUp);
+ }
+
+ protected override void UnregisterCallbacksFromTarget()
+ {
+ target.UnregisterCallback(OnMouseDown);
+ target.UnregisterCallback(OnMouseMove);
+ target.UnregisterCallback(OnMouseUp);
+ }
+
+ protected void OnMouseDown(MouseDownEvent e)
+ {
+ if (m_Active)
+ {
+ e.StopImmediatePropagation();
+ return;
+ }
+
+ /*
+ IDraggable ce = e.target as IDraggable;
+ if (ce == null || !ce.IsMovableNow())
+ {
+ return;
+ }
+ */
+
+ if (CanStartManipulation(e))
+ {
+ m_Start = e.localMousePosition;
+
+ m_Active = true;
+ target.CaptureMouse();
+ e.StopPropagation();
+ }
+ }
+
+ protected void OnMouseMove(MouseMoveEvent e)
+ {
+ /*
+ IDraggable ce = e.target as IDraggable;
+ if (ce == null || !ce.IsMovableNow())
+ {
+ return;
+ }
+ */
+
+ if (m_Active)
+ {
+ Vector2 diff = e.localMousePosition - m_Start;
+ Rect rect = CalculatePosition(target.layout.x + diff.x, target.layout.y + diff.y, target.layout.width, target.layout.height);
+
+ if (target.style.position == Position.Relative)
+ {
+ target.style.left = rect.xMin;
+ target.style.top = rect.yMin;
+ target.style.right = rect.xMax;
+ target.style.bottom = rect.yMax;
+ }
+ else if (target.style.position == Position.Absolute)
+ {
+ target.style.left = rect.x;
+ target.style.top = rect.y;
+ }
+
+ e.StopPropagation();
+ }
+ }
+
+ protected void OnMouseUp(MouseUpEvent e)
+ {
+ /*
+ IDraggable ce = e.target as IDraggable;
+ if (ce == null || !ce.IsMovableNow())
+ {
+ return;
+ }
+ */
+
+ if (m_Active)
+ {
+ if (CanStopManipulation(e))
+ {
+ //ce.UpdatePresenterPosition();
+ m_Active = false;
+ target.ReleaseMouse();
+ e.StopPropagation();
+ }
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/Manipulators/Draggable.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/Manipulators/Draggable.cs.meta
new file mode 100644
index 0000000..2f2f22a
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/Manipulators/Draggable.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1d814cba40e37284b8e04f5f06b68300
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/ScrollableToolbar.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/ScrollableToolbar.cs
new file mode 100644
index 0000000..ca827fb
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/ScrollableToolbar.cs
@@ -0,0 +1,134 @@
+using System.Collections.Generic;
+using UnityEditor.U2D.Animation;
+using UnityEngine;
+using UnityEngine.UIElements;
+
+namespace UnityEditor.U2D.Layout
+{
+ internal class ScrollableToolbar : VisualElement
+ {
+ public class ScrollableToolbarFactory : UxmlFactory {}
+ public class ScrollableToolbarUxmlTraits : UxmlTraits
+ {
+ UxmlBoolAttributeDescription m_IsHorizontal;
+
+ public ScrollableToolbarUxmlTraits()
+ {
+ m_IsHorizontal = new UxmlBoolAttributeDescription { name = "isHorizontal" };
+ }
+
+ public override IEnumerable uxmlChildElementsDescription
+ {
+ get { yield break; }
+ }
+
+ public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
+ {
+ base.Init(ve, bag, cc);
+
+ ScrollableToolbar toolbar = ((ScrollableToolbar)ve);
+ toolbar.isHorizontal = m_IsHorizontal.GetValueFromBag(bag, cc);
+ }
+ }
+
+ private ScrollView m_ScrollView;
+ private bool m_IsHorizontal;
+
+ public bool isHorizontal
+ {
+ get { return m_IsHorizontal; }
+ set
+ {
+ if (m_IsHorizontal != value)
+ {
+ m_IsHorizontal = value;
+ SetupScrolling();
+ }
+ }
+ }
+
+ public ScrollableToolbar() : this(false)
+ {
+ }
+
+ public ScrollableToolbar(bool isHorizontal)
+ {
+ m_ScrollView = new ScrollView() {name = "ScrollView"};;
+ m_ScrollView.StretchToParentSize();
+ hierarchy.Add(m_ScrollView);
+
+ m_IsHorizontal = isHorizontal;
+ SetupScrolling();
+
+ styleSheets.Add(ResourceLoader.Load("LayoutOverlay/ScrollableToolbar.uss"));
+
+ // TODO: Add onto current ScrollView internal WheelEvent
+ m_ScrollView.RegisterCallback(OnScrollWheel);
+
+ pickingMode = PickingMode.Ignore;
+ m_ScrollView.pickingMode = PickingMode.Ignore;
+ m_ScrollView.contentViewport.pickingMode = PickingMode.Ignore;
+ m_ScrollView.contentContainer.pickingMode = PickingMode.Ignore;
+ }
+
+ public void AddToContainer(VisualElement element)
+ {
+ m_ScrollView.contentContainer.Add(element);
+ }
+
+ public void Collapse(bool collapse)
+ {
+ if (collapse)
+ AddToClassList("Collapse");
+ else
+ RemoveFromClassList("Collapse");
+ }
+
+ private void SetupScrolling()
+ {
+ if (isHorizontal)
+ {
+ m_ScrollView.style.flexDirection = FlexDirection.Row;
+ m_ScrollView.contentViewport.style.marginLeft = 10;
+ m_ScrollView.contentViewport.style.marginRight = 10;
+ m_ScrollView.contentViewport.style.marginTop = 0;
+ m_ScrollView.contentViewport.style.marginBottom = 0;
+ m_ScrollView.contentContainer.style.flexDirection = FlexDirection.Row;
+ m_ScrollView.contentContainer.style.flexGrow = 1f;
+ }
+ else
+ {
+ m_ScrollView.style.flexDirection = FlexDirection.Column;
+ m_ScrollView.contentViewport.style.marginLeft = 0;
+ m_ScrollView.contentViewport.style.marginRight = 0;
+ m_ScrollView.contentViewport.style.marginTop = 10;
+ m_ScrollView.contentViewport.style.marginBottom = 10;
+ m_ScrollView.contentContainer.style.flexDirection = FlexDirection.Column;
+ m_ScrollView.contentContainer.style.flexGrow = 1f;
+ }
+ }
+
+ void OnScrollWheel(WheelEvent evt)
+ {
+ /*
+ // Handled by ScrollView
+ if (!isHorizontal && m_ScrollView.contentContainer.layout.height - layout.height > 0)
+ {
+ if (evt.delta.y < 0)
+ m_ScrollView.verticalScroller.ScrollPageUp();
+ else if (evt.delta.y > 0)
+ m_ScrollView.verticalScroller.ScrollPageDown();
+ }
+ */
+ if (isHorizontal && m_ScrollView.contentContainer.layout.width - layout.width > 0)
+ {
+ // TODO: Does not provide delta.x for sidescrolling mouse wheel. Use delta.y for now.
+ if (evt.delta.y < 0)
+ m_ScrollView.horizontalScroller.ScrollPageUp();
+ else if (evt.delta.y > 0)
+ m_ScrollView.horizontalScroller.ScrollPageDown();
+ }
+ evt.StopPropagation();
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/ScrollableToolbar.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/ScrollableToolbar.cs.meta
new file mode 100644
index 0000000..e6cf330
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/LayoutOverlay/ScrollableToolbar.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 14eab3f75d7d9eb479d8880e6ad90557
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ResourceLoader.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ResourceLoader.cs
new file mode 100644
index 0000000..98ebe7c
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ResourceLoader.cs
@@ -0,0 +1,18 @@
+using System.IO;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal static class ResourceLoader
+ {
+ const string k_ResourcePath = "Packages/com.unity.2d.animation/Editor/Assets";
+
+ internal static T Load(string path) where T : Object
+ {
+ var assetPath = Path.Combine(k_ResourcePath, path);
+ var asset = AssetDatabase.LoadAssetAtPath(assetPath);
+ return asset;
+ }
+ }
+}
+
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ResourceLoader.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ResourceLoader.cs.meta
new file mode 100644
index 0000000..e311b5e
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/ResourceLoader.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1d7148ed526519c48bda43a8a5a9dceb
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule.meta
new file mode 100644
index 0000000..fcc9346
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 0c5c95ab5cf49784c86dc247663d026e
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/AssociateBonesScope.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/AssociateBonesScope.cs
new file mode 100644
index 0000000..284636b
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/AssociateBonesScope.cs
@@ -0,0 +1,34 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class AssociateBonesScope : IDisposable
+ {
+ private bool m_Disposed;
+ private bool m_AssociateBones;
+ private SpriteCache m_Sprite;
+
+ public AssociateBonesScope(SpriteCache sprite)
+ {
+ m_Sprite = sprite;
+ m_AssociateBones = m_Sprite.AssociatePossibleBones();
+ }
+
+ ~AssociateBonesScope()
+ {
+ if (!m_Disposed)
+ Debug.LogError("Scope was not disposed! You should use the 'using' keyword or manually call Dispose.");
+ }
+
+ public void Dispose()
+ {
+ if (m_Disposed)
+ return;
+
+ m_Disposed = true;
+ if (m_AssociateBones)
+ m_Sprite.DeassociateUnusedBones();
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/AssociateBonesScope.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/AssociateBonesScope.cs.meta
new file mode 100644
index 0000000..16d77b8
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/AssociateBonesScope.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5379fb539445eb24ea7ac709f8df31b9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BaseTool.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BaseTool.cs
new file mode 100644
index 0000000..59286f2
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BaseTool.cs
@@ -0,0 +1,68 @@
+using System;
+using UnityEditor.U2D.Layout;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal interface ITool {}
+
+ internal abstract class BaseTool : SkinningObject, ITool
+ {
+ [SerializeField]
+ private LayoutOverlay m_LayoutOverlay;
+
+ internal LayoutOverlay layoutOverlay
+ {
+ get
+ {
+ return m_LayoutOverlay;
+ }
+ }
+
+ [SerializeField]
+ private bool m_IsActive = false;
+ public bool isActive
+ {
+ get { return m_IsActive; }
+ private set { m_IsActive = value; }
+ }
+
+ public virtual int defaultControlID { get { return 0; } }
+
+ public virtual IMeshPreviewBehaviour previewBehaviour
+ {
+ get { return null; }
+ }
+
+ internal override void OnDestroy()
+ {
+ Deactivate();
+ }
+
+ public void Activate()
+ {
+ isActive = true;
+ OnActivate();
+ }
+
+ public void Deactivate()
+ {
+ isActive = false;
+ OnDeactivate();
+ }
+
+ public void DoGUI()
+ {
+ if (isActive)
+ OnGUI();
+ }
+
+ public virtual void Initialize(LayoutOverlay layout)
+ {
+ m_LayoutOverlay = layout;
+ }
+ protected virtual void OnActivate() {}
+ protected virtual void OnDeactivate() {}
+ protected virtual void OnGUI() {}
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BaseTool.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BaseTool.cs.meta
new file mode 100644
index 0000000..503664f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BaseTool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: cc0c24ed6655ecc449dcbe4a8f3bd744
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BoneDrawingUtility.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BoneDrawingUtility.cs
new file mode 100644
index 0000000..f3ae2fc
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BoneDrawingUtility.cs
@@ -0,0 +1,84 @@
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal static class BoneDrawingUtility
+ {
+ public static float GetBoneRadius(Vector3 position, float scale = 1.0f)
+ {
+ if (Camera.current != null)
+ {
+ return 0.15f * scale * HandleUtility.GetHandleSize(position);
+ }
+
+ return 10f * scale / Handles.matrix.GetColumn(0).magnitude;
+ }
+
+ public static void DrawBoneNode(Vector3 position, Vector3 forward, Color color, float scale = 1.0f)
+ {
+ Color c = Handles.color;
+ Handles.color = color;
+
+ Handles.DrawSolidDisc(position, -forward, GetBoneRadius(position, scale) * 0.3f);
+
+ Handles.color = c;
+ }
+
+ public static void DrawBone(Vector3 position, Vector3 endPosition, Vector3 forward, Color color, float scale = 1.0f)
+ {
+ Color c = Handles.color;
+ Handles.color = color;
+
+ var right = Vector3.right;
+ var v = endPosition - position;
+
+ if (v.sqrMagnitude != 0)
+ right = v.normalized;
+
+ var up = Vector3.Cross(right, forward).normalized;
+ var radius = GetBoneRadius(position, scale) * 0.5f;
+ var numSamples = 12;
+
+ if (v.sqrMagnitude <= radius * radius)
+ DrawingUtility.DrawSolidArc(position, -forward, up, 360f, radius, numSamples * 2);
+ else
+ {
+ DrawingUtility.DrawSolidArc(position, -forward, up, 180f, radius, numSamples);
+ DrawingUtility.DrawLine(position, endPosition, forward, radius * 2f, 0f);
+ }
+
+ Handles.color = c;
+ }
+
+ public static void DrawBoneOutline(Vector3 position, Vector3 endPosition, Vector3 forward, Color color, float outlineScale = 1.35f, float scale = 1.0f)
+ {
+ outlineScale = Mathf.Max(1f, outlineScale);
+
+ Color c = Handles.color;
+ Handles.color = color;
+
+ var right = Vector3.right;
+ var v = endPosition - position;
+
+ if (v.sqrMagnitude != 0)
+ right = v.normalized;
+
+ var up = Vector3.Cross(right, forward).normalized;
+ var radius = GetBoneRadius(position, scale) * 0.5f;
+ var outlineWidth = radius * (outlineScale - 1f);
+ var numSamples = 12;
+
+ if (v.sqrMagnitude <= radius * radius)
+ DrawingUtility.DrawSolidArc(position, -forward, up, 360f, radius, outlineScale, numSamples * 2);
+ else
+ {
+ DrawingUtility.DrawSolidArc(position, -forward, up, 180f, radius, outlineScale, numSamples);
+ DrawingUtility.DrawSolidArc(endPosition, -forward, -up, 180f, outlineWidth, 0f, numSamples);
+ DrawingUtility.DrawLine(position + up * (radius + outlineWidth * 0.5f), endPosition + up * outlineWidth * 0.5f, forward, outlineWidth, outlineWidth);
+ DrawingUtility.DrawLine(position - up * (radius + outlineWidth * 0.5f), endPosition - up * outlineWidth * 0.5f, forward, outlineWidth, outlineWidth);
+ }
+
+ Handles.color = c;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BoneDrawingUtility.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BoneDrawingUtility.cs.meta
new file mode 100644
index 0000000..31796a8
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/BoneDrawingUtility.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4e0025ed472de854692946726304a452
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache.meta
new file mode 100644
index 0000000..6155577
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d59ac20961f9b95419fd53d6c9663903
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/BaseObject.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/BaseObject.cs
new file mode 100644
index 0000000..9cf75cf
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/BaseObject.cs
@@ -0,0 +1,106 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+#if CODE_COVERAGE
+ internal class BaseObject
+ {
+ public static T CreateInstance()
+ {
+ return Activator.CreateInstance();
+ }
+
+ public static void DestroyImmediate(object o)
+ {
+ if (o is BaseObject)
+ {
+ var obj = o as BaseObject;
+ obj.OnDestroy();
+ s_Objects.Remove(obj.GetInstanceID());
+ }
+ else if (o is UnityEngine.Object)
+ {
+ var obj = o as UnityEngine.Object;
+ Undo.ClearUndo(obj);
+ UnityEngine.Object.DestroyImmediate(obj);
+ }
+ }
+
+ public static BaseObject InstanceIDToObject(int instanceID)
+ {
+ var obj = default(BaseObject);
+ s_Objects.TryGetValue(instanceID, out obj);
+ return obj;
+ }
+
+ private static Dictionary s_Objects = new Dictionary();
+ private static int s_InstanceID = 0;
+ private int m_InstanceID;
+
+ public string name { get; set; }
+ public HideFlags hideFlags = HideFlags.None;
+
+ public BaseObject()
+ {
+ m_InstanceID = ++s_InstanceID;
+ s_Objects.Add(m_InstanceID, this);
+ }
+
+ internal virtual void OnEnable() {}
+ internal virtual void OnDestroy() {}
+
+ public int GetInstanceID()
+ {
+ return m_InstanceID;
+ }
+
+ public override bool Equals(object other)
+ {
+ if ((other == null))
+ return false;
+
+ return object.ReferenceEquals(this, other);
+ }
+
+ public override int GetHashCode()
+ {
+ return m_InstanceID.GetHashCode();
+ }
+
+ public static bool operator==(BaseObject t1, BaseObject t2)
+ {
+ if (object.ReferenceEquals(t1, null))
+ return object.ReferenceEquals(t2, null);
+
+ return object.ReferenceEquals(t1, t2);
+ }
+
+ public static bool operator!=(BaseObject t1, BaseObject t2)
+ {
+ return !(t1 == t2);
+ }
+ }
+#else
+ internal class BaseObject : ScriptableObject
+ {
+ public static void DestroyImmediate(object o)
+ {
+ if (o is UnityEngine.Object)
+ {
+ var obj = o as UnityEngine.Object;
+ Undo.ClearUndo(obj);
+ UnityEngine.Object.DestroyImmediate(obj);
+ }
+ }
+
+ public static BaseObject InstanceIDToObject(int instanceID)
+ {
+ return EditorUtility.InstanceIDToObject(instanceID) as BaseObject;
+ }
+
+ internal virtual void OnEnable() {}
+ internal virtual void OnDestroy() {}
+ }
+#endif
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/BaseObject.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/BaseObject.cs.meta
new file mode 100644
index 0000000..cd03794
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/BaseObject.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9ceaf8ef48b796342bb695b046536af8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/Cache.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/Cache.cs
new file mode 100644
index 0000000..d1f000e
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/Cache.cs
@@ -0,0 +1,141 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class Cache : BaseObject, ICacheUndo
+ {
+ public static T Create() where T : Cache
+ {
+ var cache = CreateInstance();
+ cache.hideFlags = HideFlags.DontSave;
+ return cache;
+ }
+
+ public static void Destroy(Cache cache)
+ {
+ cache.Destroy();
+ DestroyImmediate(cache);
+ }
+
+ [SerializeField]
+ private List m_CacheObjects = new List();
+ [SerializeField]
+ private List m_RemovedCacheObjects = new List();
+ private string m_UndoOperationName = null;
+ private IUndo m_DefaultUndo = new UnityEngineUndo();
+ private IUndo m_UndoOverride = null;
+
+ protected IUndo undo
+ {
+ get
+ {
+ if (undoOverride != null)
+ return undoOverride;
+
+ return m_DefaultUndo;
+ }
+ }
+
+ public IUndo undoOverride
+ {
+ get { return m_UndoOverride; }
+ set { m_UndoOverride = value; }
+ }
+
+ public bool isUndoOperationSet
+ {
+ get { return string.IsNullOrEmpty(m_UndoOperationName) == false; }
+ }
+
+ public void IncrementCurrentGroup()
+ {
+ undo.IncrementCurrentGroup();
+ }
+
+ public virtual void BeginUndoOperation(string operationName)
+ {
+ if (isUndoOperationSet == false)
+ {
+ Debug.Assert(!m_CacheObjects.Contains(null));
+
+ m_UndoOperationName = operationName;
+ undo.RegisterCompleteObjectUndo(this, m_UndoOperationName);
+ undo.RegisterCompleteObjectUndo(m_CacheObjects.ToArray(), m_UndoOperationName);
+ undo.RegisterCompleteObjectUndo(m_RemovedCacheObjects.ToArray(), m_UndoOperationName);
+ }
+ }
+
+ public void EndUndoOperation()
+ {
+ m_UndoOperationName = null;
+ }
+
+ public bool IsRemoved(CacheObject cacheObject)
+ {
+ return m_RemovedCacheObjects.Contains(cacheObject);
+ }
+
+ public T CreateCache() where T : CacheObject
+ {
+ var cacheObject = FindRemovedCacheObject();
+
+ if (cacheObject != null)
+ {
+ m_RemovedCacheObjects.Remove(cacheObject);
+ cacheObject.OnEnable();
+ }
+ else
+ {
+ cacheObject = CacheObject.Create(this);
+ }
+
+ m_CacheObjects.Add(cacheObject);
+
+ cacheObject.OnCreate();
+
+ return cacheObject;
+ }
+
+ private T FindRemovedCacheObject() where T : CacheObject
+ {
+ return m_RemovedCacheObjects.FirstOrDefault((o) => o.GetType().Equals(typeof(T))) as T;
+ }
+
+ public void Destroy(CacheObject cacheObject)
+ {
+ Debug.Assert(cacheObject != null);
+ Debug.Assert(cacheObject.owner == this);
+ Debug.Assert(m_CacheObjects.Contains(cacheObject));
+
+ m_CacheObjects.Remove(cacheObject);
+ m_RemovedCacheObjects.Add(cacheObject);
+
+ cacheObject.OnDestroy();
+ }
+
+ public void Destroy()
+ {
+ Debug.Assert(!m_CacheObjects.Contains(null));
+
+ EndUndoOperation();
+
+ undo.ClearUndo(this);
+
+ var cacheObjects = m_CacheObjects.ToArray();
+
+ foreach (var cacheObject in cacheObjects)
+ DestroyImmediate(cacheObject);
+
+ cacheObjects = m_RemovedCacheObjects.ToArray();
+
+ foreach (var cacheObject in cacheObjects)
+ DestroyImmediate(cacheObject);
+
+ m_CacheObjects.Clear();
+ m_RemovedCacheObjects.Clear();
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/Cache.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/Cache.cs.meta
new file mode 100644
index 0000000..505187f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/Cache.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 455f18c8a1cd7574f84ff7236cfaadea
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/CacheObject.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/CacheObject.cs
new file mode 100644
index 0000000..5c004a2
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/CacheObject.cs
@@ -0,0 +1,39 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class CacheObject : BaseObject, ISerializationCallbackReceiver
+ {
+ public static T Create(Cache owner) where T : CacheObject
+ {
+ var cacheObject = CreateInstance();
+ cacheObject.hideFlags = HideFlags.HideAndDontSave;
+ cacheObject.owner = owner;
+ return cacheObject;
+ }
+
+ [SerializeField]
+ private Cache m_Owner;
+
+ public Cache owner
+ {
+ get { return m_Owner; }
+ set { m_Owner = value; }
+ }
+
+ void ISerializationCallbackReceiver.OnAfterDeserialize()
+ {
+ OnAfterDeserialize();
+ }
+
+ void ISerializationCallbackReceiver.OnBeforeSerialize()
+ {
+ OnBeforeSerialize();
+ }
+
+ internal virtual void OnCreate() {}
+ protected virtual void OnAfterDeserialize() {}
+ protected virtual void OnBeforeSerialize() {}
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/CacheObject.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/CacheObject.cs.meta
new file mode 100644
index 0000000..70c2fba
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Cache/CacheObject.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ea21de3798988c84dbc83021a3e6ecee
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CharacterModeTool.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CharacterModeTool.meta
new file mode 100644
index 0000000..f61b4d9
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CharacterModeTool.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 6735c3e859fb15b4191b28f225534760
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs
new file mode 100644
index 0000000..80889c7
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs
@@ -0,0 +1,25 @@
+using System;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class SwitchModeTool : BaseTool
+ {
+ protected override void OnActivate()
+ {
+ if (skinningCache.mode != SkinningMode.SpriteSheet)
+ {
+ skinningCache.mode = SkinningMode.SpriteSheet;
+ skinningCache.events.skinningModeChanged.Invoke(SkinningMode.SpriteSheet);
+ }
+ }
+
+ protected override void OnDeactivate()
+ {
+ if (skinningCache.mode != SkinningMode.Character)
+ {
+ skinningCache.mode = SkinningMode.Character;
+ skinningCache.events.skinningModeChanged.Invoke(SkinningMode.Character);
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs.meta
new file mode 100644
index 0000000..9e8d787
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: daabb48969fe3724f80d2c96d89d710e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ColorExtensions.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ColorExtensions.cs
new file mode 100644
index 0000000..8b15667
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ColorExtensions.cs
@@ -0,0 +1,13 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal static class ColorExtensions
+ {
+ public static Color AlphaMultiplied(this Color c, float multiplier)
+ {
+ return new Color(c.r, c.g, c.b, c.a * multiplier);
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ColorExtensions.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ColorExtensions.cs.meta
new file mode 100644
index 0000000..0f11b6e
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ColorExtensions.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 10889aecec5b6ee41a2a1626c4cfc07c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CopyTool.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CopyTool.cs
new file mode 100644
index 0000000..8e19875
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CopyTool.cs
@@ -0,0 +1,661 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine;
+
+using UnityEditor.U2D.Layout;
+using UnityEngine.U2D;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal interface ICopyToolStringStore
+ {
+ string stringStore
+ {
+ get;
+ set;
+ }
+ }
+
+ internal class SystemCopyBufferStringStore : ICopyToolStringStore
+ {
+ public string stringStore
+ {
+ get { return EditorGUIUtility.systemCopyBuffer; }
+ set { EditorGUIUtility.systemCopyBuffer = value; }
+ }
+ }
+
+ internal class CopyTool : MeshToolWrapper
+ {
+ public class NewBonesStore
+ {
+ public BoneCache[] newBones;
+ public Dictionary newBoneNameDict;
+ public NewBonesStore()
+ {
+ newBones = null;
+ newBoneNameDict = new Dictionary();
+ }
+
+ public void MapAllExistingBones()
+ {
+ foreach (var bone in newBones)
+ newBoneNameDict.Add(bone.name, bone.name);
+ }
+ }
+
+ private ICopyToolStringStore m_CopyToolStringStore;
+ private CopyToolView m_CopyToolView;
+
+ public float pixelsPerUnit
+ {
+ private get;
+ set;
+ }
+
+ public ICopyToolStringStore copyToolStringStore
+ {
+ set { m_CopyToolStringStore = value; }
+ }
+
+ internal override void OnCreate()
+ {
+ m_CopyToolView = new CopyToolView();
+ m_CopyToolView.onPasteActivated += OnPasteActivated;
+ m_CopyToolStringStore = new SystemCopyBufferStringStore();
+ disableMeshEditor = true;
+ }
+
+ public override void Initialize(LayoutOverlay layout)
+ {
+ m_CopyToolView.Initialize(layout);
+ }
+
+ protected override void OnActivate()
+ {
+ base.OnActivate();
+ m_CopyToolView.Show();
+ }
+
+ protected override void OnDeactivate()
+ {
+ base.OnDeactivate();
+ m_CopyToolView.Hide();
+ }
+
+ private void CopyMeshFromSpriteCache(SpriteCache sprite, SkinningCopySpriteData skinningSpriteData)
+ {
+ if (meshTool == null)
+ return;
+
+ meshTool.SetupSprite(sprite);
+ skinningSpriteData.vertices = meshTool.mesh.vertices;
+ skinningSpriteData.indices = meshTool.mesh.indices;
+ skinningSpriteData.edges = meshTool.mesh.edges;
+ skinningSpriteData.boneWeightNames = new List();
+ foreach (var bone in meshTool.mesh.bones)
+ {
+ skinningSpriteData.boneWeightNames.Add(bone.name);
+ }
+ }
+
+ public void OnCopyActivated()
+ {
+ SkinningCopyData skinningCopyData;
+ var selectedSprite = skinningCache.selectedSprite;
+ if (selectedSprite == null)
+ {
+ skinningCopyData = CopyAll();
+ }
+ else
+ {
+ skinningCopyData = CopySingle(selectedSprite);
+ }
+
+ if (skinningCopyData != null)
+ m_CopyToolStringStore.stringStore = SkinningCopyUtility.SerializeSkinningCopyDataToString(skinningCopyData);
+ skinningCache.events.copy.Invoke();
+ }
+
+ public SkinningCopyData CopyAll()
+ {
+ var skinningCopyData = new SkinningCopyData();
+ skinningCopyData.pixelsPerUnit = pixelsPerUnit;
+
+ var sprites = skinningCache.GetSprites();
+ foreach (var sprite in sprites)
+ {
+ var skinningSpriteData = new SkinningCopySpriteData();
+ skinningSpriteData.spriteName = sprite.name;
+
+ var skeleton = skinningCache.GetEffectiveSkeleton(sprite);
+ if (skeleton != null && skeleton.BoneCount > 0)
+ {
+ if (skinningCache.hasCharacter)
+ {
+ // Order doesn't matter for character bones
+ skinningSpriteData.spriteBones = skeleton.bones.ToSpriteBone(Matrix4x4.identity).Select(x => new SpriteBoneCopyData()
+ {
+ spriteBone = x,
+ order = -1
+ }).ToList();
+ }
+
+ else
+ {
+ skinningSpriteData.spriteBones = new List();
+ var bones = skeleton.bones.FindRoots();
+ foreach (var bone in bones)
+ GetSpriteBoneDataRecursively(skinningSpriteData.spriteBones, bone, skeleton.bones.ToList());
+ }
+ }
+ if (meshTool != null)
+ {
+ CopyMeshFromSpriteCache(sprite, skinningSpriteData);
+ }
+ skinningCopyData.copyData.Add(skinningSpriteData);
+ }
+
+ if (meshTool != null)
+ {
+ meshTool.SetupSprite(null);
+ }
+
+ return skinningCopyData;
+ }
+
+ public SkinningCopyData CopySingle(SpriteCache sprite)
+ {
+ var skinningCopyData = new SkinningCopyData();
+ skinningCopyData.pixelsPerUnit = pixelsPerUnit;
+
+ // Mesh
+ var skinningSpriteData = new SkinningCopySpriteData();
+ skinningCopyData.copyData.Add(skinningSpriteData);
+
+ CopyMeshFromSpriteCache(sprite, skinningSpriteData);
+
+ // Bones
+ var rootBones = new List();
+ BoneCache[] boneCache = null;
+ if (skinningCache.hasCharacter)
+ {
+ var characterPart = skinningCache.GetCharacterPart(sprite);
+ if (characterPart != null && characterPart.bones != null)
+ {
+ boneCache = characterPart.bones;
+ var bones = characterPart.bones.FindRoots();
+ foreach (var bone in bones)
+ rootBones.Add(bone);
+ }
+ }
+ else
+ {
+ var skeleton = skinningCache.GetEffectiveSkeleton(sprite);
+ if (skeleton != null && skeleton.BoneCount > 0)
+ {
+ boneCache = skeleton.bones;
+ var bones = boneCache.FindRoots();
+ foreach (var bone in bones)
+ rootBones.Add(bone);
+ }
+ }
+
+ if (rootBones.Count > 0)
+ {
+ skinningSpriteData.spriteBones = new List();
+ foreach (var rootBone in rootBones)
+ {
+ var rootBoneIndex = skinningSpriteData.spriteBones.Count;
+ GetSpriteBoneDataRecursively(skinningSpriteData.spriteBones, rootBone, boneCache.ToList());
+ if (skinningCache.hasCharacter)
+ {
+ // Offset the bones based on the currently selected Sprite in Character mode
+ var characterPart = sprite.GetCharacterPart();
+ if (characterPart != null)
+ {
+ var offset = characterPart.position;
+ var rootSpriteBone = skinningSpriteData.spriteBones[rootBoneIndex];
+ rootSpriteBone.spriteBone.position = rootSpriteBone.spriteBone.position - offset;
+ skinningSpriteData.spriteBones[rootBoneIndex] = rootSpriteBone;
+ }
+ }
+ }
+ }
+
+ return skinningCopyData;
+ }
+
+ private void GetSpriteBoneDataRecursively(List bones, BoneCache rootBone, List boneCache)
+ {
+ AppendSpriteBoneDataRecursively(bones, rootBone, -1, boneCache);
+ }
+
+ private void AppendSpriteBoneDataRecursively(List spriteBones, BoneCache bone, int parentIndex, List boneCache)
+ {
+ int currentParentIndex = spriteBones.Count;
+
+ var boneCopyData = new SpriteBoneCopyData()
+ {
+ spriteBone = new SpriteBone()
+ {
+ name = bone.name,
+ parentId = parentIndex
+ },
+ order = boneCache.FindIndex(x => x == bone)
+ };
+ if (boneCopyData.order < 0)
+ {
+ boneCopyData.order = boneCache.Count;
+ boneCache.Add(bone);
+ }
+
+ if (parentIndex == -1 && bone.parentBone != null)
+ {
+ boneCopyData.spriteBone.position = bone.position;
+ boneCopyData.spriteBone.rotation = bone.rotation;
+ }
+ else
+ {
+ boneCopyData.spriteBone.position = bone.localPosition;
+ boneCopyData.spriteBone.rotation = bone.localRotation;
+ }
+ boneCopyData.spriteBone.position = new Vector3(boneCopyData.spriteBone.position.x, boneCopyData.spriteBone.position.y, bone.depth);
+
+ boneCopyData.spriteBone.length = bone.localLength;
+ spriteBones.Add(boneCopyData);
+ foreach (var child in bone)
+ {
+ var childBone = child as BoneCache;
+ if (childBone != null)
+ AppendSpriteBoneDataRecursively(spriteBones, childBone, currentParentIndex, boneCache);
+ }
+ }
+
+ public void OnPasteActivated(bool bone, bool mesh, bool flipX, bool flipY)
+ {
+ var copyBuffer = m_CopyToolStringStore.stringStore;
+ if (!SkinningCopyUtility.CanDeserializeStringToSkinningCopyData(copyBuffer))
+ {
+ Debug.LogError(TextContent.copyError1);
+ return;
+ }
+
+ var skinningCopyData = SkinningCopyUtility.DeserializeStringToSkinningCopyData(copyBuffer);
+ if (skinningCopyData == null || skinningCopyData.copyData.Count == 0)
+ {
+ Debug.LogError(TextContent.copyError2);
+ return;
+ }
+
+ var scale = 1f;
+ if (skinningCopyData.pixelsPerUnit > 0f)
+ scale = pixelsPerUnit / skinningCopyData.pixelsPerUnit;
+
+ var sprites = skinningCache.GetSprites();
+ var copyMultiple = skinningCopyData.copyData.Count > 1;
+ if (copyMultiple && skinningCopyData.copyData.Count != sprites.Length && mesh)
+ {
+ Debug.LogError(String.Format(TextContent.copyError3, sprites.Length, skinningCopyData.copyData.Count));
+ return;
+ }
+
+ using (skinningCache.UndoScope(TextContent.pasteData))
+ {
+ NewBonesStore newBonesStore = null;
+ if (bone && copyMultiple && skinningCache.hasCharacter)
+ {
+ newBonesStore = new NewBonesStore();
+ var skinningSpriteData = skinningCopyData.copyData[0];
+ newBonesStore.newBones = skinningCache.CreateBoneCacheFromSpriteBones(skinningSpriteData.spriteBones.Select(y => y.spriteBone).ToArray(), scale);
+ if (flipX || flipY)
+ {
+ var characterRect = new Rect(Vector2.zero, skinningCache.character.dimension);
+ var newPositions = new Vector3[newBonesStore.newBones.Length];
+ var newRotations = new Quaternion[newBonesStore.newBones.Length];
+ for (var i = 0; i < newBonesStore.newBones.Length; ++i)
+ {
+ newPositions[i] = GetFlippedBonePosition(newBonesStore.newBones[i], Vector2.zero, characterRect, flipX, flipY);
+ newRotations[i] = GetFlippedBoneRotation(newBonesStore.newBones[i], flipX, flipY);
+ }
+ for (var i = 0; i < newBonesStore.newBones.Length; ++i)
+ {
+ newBonesStore.newBones[i].position = newPositions[i];
+ newBonesStore.newBones[i].rotation = newRotations[i];
+ }
+ }
+ newBonesStore.MapAllExistingBones();
+ var skeleton = skinningCache.character.skeleton;
+ skeleton.SetBones(newBonesStore.newBones);
+ skinningCache.events.skeletonTopologyChanged.Invoke(skeleton);
+ }
+
+ foreach (var skinningSpriteData in skinningCopyData.copyData)
+ {
+ SpriteCache sprite = null;
+ if (!String.IsNullOrEmpty(skinningSpriteData.spriteName))
+ {
+ sprite = sprites.FirstOrDefault(x => x.name == skinningSpriteData.spriteName);
+ }
+ if (sprite == null && (skinningCopyData.copyData.Count == 1 || String.IsNullOrEmpty(skinningSpriteData.spriteName)))
+ {
+ sprite = skinningCache.selectedSprite;
+ }
+ if (sprite == null)
+ continue;
+
+ if (bone && (!skinningCache.hasCharacter || !copyMultiple))
+ {
+ var spriteBones = new SpriteBone[skinningSpriteData.spriteBones.Count];
+ for (int i = 0; i < skinningSpriteData.spriteBones.Count; ++i)
+ {
+ var order = skinningSpriteData.spriteBones[i].order;
+ spriteBones[order] = skinningSpriteData.spriteBones[i].spriteBone;
+ var parentId = spriteBones[order].parentId;
+ if (parentId >= 0)
+ {
+ spriteBones[order].parentId = skinningSpriteData.spriteBones[parentId].order;
+ }
+ }
+ newBonesStore = PasteSkeletonBones(sprite, spriteBones.ToList(), flipX, flipY, scale);
+ }
+
+ if (mesh && meshTool != null)
+ {
+ PasteMesh(sprite, skinningSpriteData, flipX, flipY, scale, newBonesStore);
+ }
+ }
+
+ if (newBonesStore != null && newBonesStore.newBones != null)
+ {
+ skinningCache.skeletonSelection.elements = newBonesStore.newBones;
+ skinningCache.events.boneSelectionChanged.Invoke();
+ }
+ }
+ skinningCache.events.paste.Invoke(bone, mesh, flipX, flipY);
+ }
+
+ private Vector3 GetFlippedBonePosition(BoneCache bone, Vector2 startPosition, Rect spriteRect
+ , bool flipX, bool flipY)
+ {
+ Vector3 position = startPosition;
+ if (flipX)
+ {
+ position.x += spriteRect.width - bone.position.x;
+ }
+ else
+ {
+ position.x += bone.position.x;
+ }
+
+ if (flipY)
+ {
+ position.y += spriteRect.height - bone.position.y;
+ }
+ else
+ {
+ position.y += bone.position.y;
+ }
+
+ position.z = bone.position.z;
+ return position;
+ }
+
+ private Quaternion GetFlippedBoneRotation(BoneCache bone, bool flipX, bool flipY)
+ {
+ var euler = bone.rotation.eulerAngles;
+ if (flipX)
+ {
+ if (euler.z <= 180)
+ {
+ euler.z = 180 - euler.z;
+ }
+ else
+ {
+ euler.z = 540 - euler.z;
+ }
+ }
+ if (flipY)
+ {
+ euler.z = 360 - euler.z;
+ }
+ return Quaternion.Euler(euler);
+ }
+
+ void SetBonePositionAndRotation(BoneCache[] boneCache, TransformCache bone, Vector3[] position, Quaternion[] rotation)
+ {
+ var index = Array.FindIndex(boneCache, x => x == bone);
+ if (index >= 0)
+ {
+ bone.position = position[index];
+ bone.rotation = rotation[index];
+ }
+ foreach (var child in bone.children)
+ {
+ SetBonePositionAndRotation(boneCache, child, position, rotation);
+ }
+ }
+
+ public NewBonesStore PasteSkeletonBones(SpriteCache sprite, List spriteBones, bool flipX, bool flipY, float scale = 1.0f)
+ {
+ NewBonesStore newBonesStore = new NewBonesStore();
+ newBonesStore.newBones = skinningCache.CreateBoneCacheFromSpriteBones(spriteBones.ToArray(), scale);
+ if (newBonesStore.newBones.Length == 0)
+ return null;
+
+ if (sprite == null || (skinningCache.mode == SkinningMode.SpriteSheet && skinningCache.hasCharacter))
+ return null;
+
+ var spriteRect = sprite.textureRect;
+ var skeleton = skinningCache.GetEffectiveSkeleton(sprite);
+
+ var rectPosition = spriteRect.position;
+ if (skinningCache.mode == SkinningMode.Character)
+ {
+ var characterPart = sprite.GetCharacterPart();
+ if (characterPart == null)
+ return null;
+ rectPosition = characterPart.position;
+ }
+
+ var newPositions = new Vector3[newBonesStore.newBones.Length];
+ var newRotations = new Quaternion[newBonesStore.newBones.Length];
+ for (var i = 0; i < newBonesStore.newBones.Length; ++i)
+ {
+ newPositions[i] = GetFlippedBonePosition(newBonesStore.newBones[i], rectPosition, spriteRect, flipX, flipY);
+ newRotations[i] = GetFlippedBoneRotation(newBonesStore.newBones[i], flipX, flipY);
+ }
+ for (var i = 0; i < newBonesStore.newBones.Length; ++i)
+ {
+ if(newBonesStore.newBones[i].parent == null)
+ SetBonePositionAndRotation(newBonesStore.newBones, newBonesStore.newBones[i], newPositions, newRotations);
+ }
+
+ if (skinningCache.mode == SkinningMode.SpriteSheet)
+ {
+ newBonesStore.MapAllExistingBones();
+ skeleton.SetBones(newBonesStore.newBones);
+ }
+ else
+ {
+ var existingBoneNames = skeleton.bones.Select(x => x.name).ToList();
+
+ skeleton.AddBones(newBonesStore.newBones);
+
+ var bones = skeleton.bones;
+
+ // Update names of all newly pasted bones
+ foreach (var bone in newBonesStore.newBones)
+ {
+ if (existingBoneNames.Contains(bone.name))
+ {
+ var oldBoneName = bone.name;
+ bone.name = SkeletonController.AutoBoneName(bone.parentBone, bones);
+ existingBoneNames.Add(bone.name);
+ newBonesStore.newBoneNameDict.Add(oldBoneName, bone.name);
+ }
+ else
+ {
+ newBonesStore.newBoneNameDict.Add(bone.name, bone.name);
+ }
+ }
+
+ skeleton.SetDefaultPose();
+ }
+
+ skinningCache.events.skeletonTopologyChanged.Invoke(skeleton);
+ return newBonesStore;
+ }
+
+ public void PasteMesh(SpriteCache sprite, SkinningCopySpriteData skinningSpriteData, bool flipX, bool flipY, float scale, NewBonesStore newBonesStore)
+ {
+ if (sprite == null)
+ return;
+
+ meshTool.SetupSprite(sprite);
+ meshTool.mesh.vertices = skinningSpriteData.vertices;
+ if (!Mathf.Approximately(scale, 1f) || flipX || flipY)
+ {
+ var spriteRect = sprite.textureRect;
+ foreach (var vertex in meshTool.mesh.vertices)
+ {
+ var position = vertex.position;
+ if (!Mathf.Approximately(scale, 1f))
+ position = position * scale;
+ if (flipX)
+ position.x = spriteRect.width - vertex.position.x;
+ if (flipY)
+ position.y = spriteRect.height - vertex.position.y;
+ vertex.position = position;
+ }
+ }
+ meshTool.mesh.indices = skinningSpriteData.indices;
+ meshTool.mesh.edges = skinningSpriteData.edges;
+
+ int[] copyBoneToNewBones = new int[skinningSpriteData.boneWeightNames.Count];
+ BoneCache[] setBones = null;
+
+ if (newBonesStore != null && newBonesStore.newBones != null)
+ {
+ // Update bone weights with new bone indices
+ var setBonesList = new List();
+ copyBoneToNewBones = new int[skinningSpriteData.boneWeightNames.Count];
+ int index = 0;
+ for (int i = 0; i < skinningSpriteData.boneWeightNames.Count; ++i)
+ {
+ string oldBoneName = skinningSpriteData.boneWeightNames[i];
+ string newBoneName;
+ newBonesStore.newBoneNameDict.TryGetValue(oldBoneName, out newBoneName);
+ var newBone = newBonesStore.newBones.FirstOrDefault(bone => bone.name == newBoneName);
+ copyBoneToNewBones[i] = -1;
+ if (newBone == null)
+ continue;
+
+ for (int j = 0; j < skinningSpriteData.spriteBones.Count; ++j)
+ {
+ if (skinningSpriteData.spriteBones[j].spriteBone.name == oldBoneName)
+ {
+ copyBoneToNewBones[i] = index++;
+ setBonesList.Add(newBone);
+ break;
+ }
+ }
+ }
+ setBones = setBonesList.ToArray();
+ }
+ else
+ {
+ // Attempt to link weights based on existing bone names
+ var skeleton = skinningCache.GetEffectiveSkeleton(sprite);
+ var characterBones = new List();
+ for (int i = 0; i < skinningSpriteData.boneWeightNames.Count; ++i)
+ {
+ copyBoneToNewBones[i] = -1;
+ var boneName = skinningSpriteData.boneWeightNames[i];
+ for (int j = 0; j < skeleton.bones.Length; ++j)
+ {
+ if (skeleton.bones[j].name == boneName)
+ {
+ copyBoneToNewBones[i] = characterBones.Count;
+ characterBones.Add(skeleton.bones[j]);
+ break;
+ }
+ }
+ }
+ setBones = characterBones.ToArray();
+ }
+
+ // Remap new bone indexes from copied bone indexes
+ foreach (var vertex in meshTool.mesh.vertices)
+ {
+ var editableBoneWeight = vertex.editableBoneWeight;
+
+ for (var i = 0; i < editableBoneWeight.Count; ++i)
+ {
+ if (!editableBoneWeight[i].enabled)
+ continue;
+
+ if (copyBoneToNewBones.Length > editableBoneWeight[i].boneIndex)
+ {
+ var boneIndex = copyBoneToNewBones[editableBoneWeight[i].boneIndex];
+ if (boneIndex != -1)
+ editableBoneWeight[i].boneIndex = boneIndex;
+ }
+ }
+ }
+
+ // Update associated bones for mesh
+ meshTool.mesh.SetCompatibleBoneSet(setBones);
+ meshTool.mesh.bones = setBones; // Fixes weights for bones that do not exist
+
+ // Update associated bones for character
+ if (skinningCache.hasCharacter)
+ {
+ var characterPart = sprite.GetCharacterPart();
+ if (characterPart != null)
+ {
+ characterPart.bones = setBones;
+ skinningCache.events.characterPartChanged.Invoke(characterPart);
+ }
+ }
+
+ meshTool.UpdateMesh();
+ }
+ }
+
+ internal class CopyToolView
+ {
+ private PastePanel m_PastePanel;
+
+ public event Action onPasteActivated = (bone, mesh, flipX, flipY) => {};
+
+ public void Show()
+ {
+ m_PastePanel.SetHiddenFromLayout(false);
+ }
+
+ public void Hide()
+ {
+ m_PastePanel.SetHiddenFromLayout(true);
+ }
+
+ public void Initialize(LayoutOverlay layoutOverlay)
+ {
+ m_PastePanel = PastePanel.GenerateFromUXML();
+ BindElements();
+ layoutOverlay.rightOverlay.Add(m_PastePanel);
+ m_PastePanel.SetHiddenFromLayout(true);
+ }
+
+ void BindElements()
+ {
+ m_PastePanel.onPasteActivated += OnPasteActivated;
+ }
+
+ void OnPasteActivated(bool bone, bool mesh, bool flipX, bool flipY)
+ {
+ onPasteActivated(bone, mesh, flipX, flipY);
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CopyTool.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CopyTool.cs.meta
new file mode 100644
index 0000000..21b0e6d
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/CopyTool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 311e00422db8e4949bf926b0d039e05e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DefaultPoseScope.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DefaultPoseScope.cs
new file mode 100644
index 0000000..a3df706
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DefaultPoseScope.cs
@@ -0,0 +1,55 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class DefaultPoseScope : IDisposable
+ {
+ private bool m_Disposed;
+ private SkeletonCache m_Skeleton;
+ private BonePose[] m_Pose;
+ private bool m_DoRestorePose = false;
+ private bool m_UseLocalPose;
+
+ public DefaultPoseScope(SkeletonCache skeleton, bool useLocalPose = true)
+ {
+ Debug.Assert(skeleton != null);
+
+ m_Skeleton = skeleton;
+ m_UseLocalPose = useLocalPose;
+
+ if (m_Skeleton.isPosePreview)
+ {
+ m_DoRestorePose = true;
+
+ if(useLocalPose)
+ m_Pose = m_Skeleton.GetLocalPose();
+ else
+ m_Pose = m_Skeleton.GetWorldPose();
+
+ m_Skeleton.RestoreDefaultPose();
+ }
+ }
+
+ ~DefaultPoseScope()
+ {
+ if (!m_Disposed)
+ Debug.LogError("Scope was not disposed! You should use the 'using' keyword or manually call Dispose.");
+ }
+
+ public void Dispose()
+ {
+ if (m_Disposed)
+ return;
+
+ m_Disposed = true;
+ if (m_Skeleton != null && m_DoRestorePose)
+ {
+ if(m_UseLocalPose)
+ m_Skeleton.SetLocalPose(m_Pose);
+ else
+ m_Skeleton.SetWorldPose(m_Pose);
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DefaultPoseScope.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DefaultPoseScope.cs.meta
new file mode 100644
index 0000000..3ca164b
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DefaultPoseScope.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bee8f4b5ba5b4ee46a3b10bad91b8c97
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DrawingUtility.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DrawingUtility.cs
new file mode 100644
index 0000000..9a363fc
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DrawingUtility.cs
@@ -0,0 +1,261 @@
+using UnityEditor.U2D.Common;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class DrawingUtility
+ {
+ public static readonly Color kSpriteBorderColor = new Color(0.25f, 0.5f, 1f, 0.75f);
+
+ public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float width)
+ {
+ DrawLine(p1, p2, normal, width, width);
+ }
+
+ public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2)
+ {
+ DrawLine(p1, p2, normal, widthP1, widthP2, Handles.color);
+ }
+
+ public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2, Color color)
+ {
+ if (Event.current.type != EventType.Repaint)
+ return;
+
+ Vector3 up = Vector3.Cross(normal, p2 - p1).normalized;
+
+ Shader.SetGlobalFloat("_HandleSize", 1);
+
+ InternalEditorBridge.ApplyWireMaterial();
+ GL.PushMatrix();
+ GL.MultMatrix(Handles.matrix);
+ GL.Begin(4);
+ GL.Color(color);
+ GL.Vertex(p1 + up * widthP1 * 0.5f);
+ GL.Vertex(p1 - up * widthP1 * 0.5f);
+ GL.Vertex(p2 - up * widthP2 * 0.5f);
+ GL.Vertex(p1 + up * widthP1 * 0.5f);
+ GL.Vertex(p2 - up * widthP2 * 0.5f);
+ GL.Vertex(p2 + up * widthP2 * 0.5f);
+ GL.End();
+ GL.PopMatrix();
+ }
+
+ public static void BeginLines(Color color)
+ {
+ InternalEditorBridge.ApplyWireMaterial();
+ GL.PushMatrix();
+ GL.MultMatrix(Handles.matrix);
+ GL.Begin(GL.LINES);
+ GL.Color(color);
+ }
+
+ public static void BeginSolidLines()
+ {
+ InternalEditorBridge.ApplyWireMaterial();
+ GL.PushMatrix();
+ GL.MultMatrix(Handles.matrix);
+ GL.Begin(GL.TRIANGLES);
+ }
+
+ public static void EndLines()
+ {
+ GL.End();
+ GL.PopMatrix();
+ }
+
+ public static void DrawLine(Vector3 p1, Vector3 p2)
+ {
+ GL.Vertex(p1);
+ GL.Vertex(p2);
+ }
+
+ public static void DrawSolidLine(float width, Vector3 p1, Vector3 p2)
+ {
+ DrawSolidLine(p1, p2, Vector3.forward, width, width);
+ }
+
+ public static void DrawSolidLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2)
+ {
+ GL.Color(Handles.color);
+
+ Vector3 right = Vector3.Cross(normal, p2 - p1).normalized;
+
+ GL.Vertex(p1 + right * widthP1 * 0.5f);
+ GL.Vertex(p1 - right * widthP1 * 0.5f);
+ GL.Vertex(p2 - right * widthP2 * 0.5f);
+ GL.Vertex(p1 + right * widthP1 * 0.5f);
+ GL.Vertex(p2 - right * widthP2 * 0.5f);
+ GL.Vertex(p2 + right * widthP2 * 0.5f);
+ }
+
+ public static void DrawBox(Rect position)
+ {
+ Vector3[] points = new Vector3[5];
+ int i = 0;
+ points[i++] = new Vector3(position.xMin, position.yMin, 0f);
+ points[i++] = new Vector3(position.xMax, position.yMin, 0f);
+ points[i++] = new Vector3(position.xMax, position.yMax, 0f);
+ points[i++] = new Vector3(position.xMin, position.yMax, 0f);
+
+ DrawLine(points[0], points[1]);
+ DrawLine(points[1], points[2]);
+ DrawLine(points[2], points[3]);
+ DrawLine(points[3], points[0]);
+ }
+
+ public static void DrawMesh(Mesh mesh, Material material, Matrix4x4 matrix)
+ {
+ Debug.Assert(mesh != null);
+ Debug.Assert(material != null);
+
+ if (Event.current.type != EventType.Repaint)
+ return;
+
+ material.SetFloat("_AdjustLinearForGamma", PlayerSettings.colorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
+ material.SetPass(0);
+ Graphics.DrawMeshNow(mesh, Handles.matrix * matrix);
+ }
+
+ public static void DrawGUIStyleCap(int controlID, Vector3 position, Quaternion rotation, float size, GUIStyle guiStyle)
+ {
+ if (Event.current.type != EventType.Repaint)
+ return;
+
+ if (Camera.current && Vector3.Dot(position - Camera.current.transform.position, Camera.current.transform.forward) < 0f)
+ return;
+
+ Handles.BeginGUI();
+ guiStyle.Draw(GetGUIStyleRect(guiStyle, position), GUIContent.none, controlID);
+ Handles.EndGUI();
+ }
+
+ private static Rect GetGUIStyleRect(GUIStyle style, Vector3 position)
+ {
+ Vector2 vector = HandleUtility.WorldToGUIPoint(position);
+
+ float fixedWidth = style.fixedWidth;
+ float fixedHeight = style.fixedHeight;
+
+ return new Rect(vector.x - fixedWidth / 2f, vector.y - fixedHeight / 2f, fixedWidth, fixedHeight);
+ }
+
+ public static void DrawRect(Rect rect, Vector3 position, Quaternion rotation, Color color, float rectAlpha, float outlineAlpha)
+ {
+ if (Event.current.type != EventType.Repaint)
+ return;
+
+ Vector3[] corners = new Vector3[4];
+ for (int i = 0; i < 4; i++)
+ {
+ Vector3 point = GetLocalRectPoint(rect, i);
+ corners[i] = rotation * point + position;
+ }
+
+ Vector3[] points = new Vector3[]
+ {
+ corners[0],
+ corners[1],
+ corners[2],
+ corners[3],
+ corners[0]
+ };
+
+ Color l_color = Handles.color;
+ Handles.color = color;
+
+ Vector2 offset = new Vector2(1f, 1f);
+
+ if (!Camera.current)
+ {
+ offset.y *= -1;
+ }
+
+ Handles.DrawSolidRectangleWithOutline(points, new Color(1f, 1f, 1f, rectAlpha), new Color(1f, 1f, 1f, outlineAlpha));
+
+ Handles.color = l_color;
+ }
+
+ private static Vector2 GetLocalRectPoint(Rect rect, int index)
+ {
+ switch (index)
+ {
+ case (0): return new Vector2(rect.xMin, rect.yMax);
+ case (1): return new Vector2(rect.xMax, rect.yMax);
+ case (2): return new Vector2(rect.xMax, rect.yMin);
+ case (3): return new Vector2(rect.xMin, rect.yMin);
+ }
+ return Vector3.zero;
+ }
+
+ private static void SetDiscSectionPoints(Vector3[] dest, int count, Vector3 normal, Vector3 from, float angle)
+ {
+ from.Normalize();
+ Quaternion rotation = Quaternion.AngleAxis(angle / (float)(count - 1), normal);
+ Vector3 vector = from;
+ for (int i = 0; i < count; i++)
+ {
+ dest[i] = vector;
+ vector = rotation * vector;
+ }
+ }
+
+ static Vector3[] s_array;
+ public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius, int numSamples = 60)
+ {
+ if (Event.current.type != EventType.Repaint)
+ return;
+
+ numSamples = Mathf.Clamp(numSamples, 3, 60);
+
+ if (s_array == null)
+ s_array = new Vector3[60];
+
+ Color color = Handles.color;
+ SetDiscSectionPoints(s_array, numSamples, normal, from, angle);
+ InternalEditorBridge.ApplyWireMaterial();
+ GL.PushMatrix();
+ GL.MultMatrix(Handles.matrix);
+ GL.Begin(GL.TRIANGLES);
+ for (int i = 1; i < numSamples; i++)
+ {
+ GL.Color(color);
+ GL.Vertex(center);
+ GL.Vertex(center + s_array[i - 1] * radius);
+ GL.Vertex(center + s_array[i] * radius);
+ }
+ GL.End();
+ GL.PopMatrix();
+ }
+
+ public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius, float outlineScale, int numSamples = 60)
+ {
+ if (Event.current.type != EventType.Repaint)
+ return;
+
+ numSamples = Mathf.Clamp(numSamples, 3, 60);
+
+ if(s_array == null)
+ s_array = new Vector3[60];
+
+ Color color = Handles.color;
+ SetDiscSectionPoints(s_array, numSamples, normal, from, angle);
+ InternalEditorBridge.ApplyWireMaterial();
+ GL.PushMatrix();
+ GL.MultMatrix(Handles.matrix);
+ GL.Begin(4);
+ for (int i = 1; i < numSamples; i++)
+ {
+ GL.Color(color);
+ GL.Vertex(center + s_array[i - 1] * radius * outlineScale);
+ GL.Vertex(center + s_array[i - 1] * radius);
+ GL.Vertex(center + s_array[i] * radius);
+ GL.Vertex(center + s_array[i - 1] * radius * outlineScale);
+ GL.Vertex(center + s_array[i] * radius);
+ GL.Vertex(center + s_array[i] * radius * outlineScale);
+ }
+ GL.End();
+ GL.PopMatrix();
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DrawingUtility.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DrawingUtility.cs.meta
new file mode 100644
index 0000000..0243f06
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/DrawingUtility.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9b3f77b5965944b8ba5c1beefa1eb533
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateGeometryTool.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateGeometryTool.cs
new file mode 100644
index 0000000..1093e9c
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateGeometryTool.cs
@@ -0,0 +1,215 @@
+using System;
+using UnityEditor.U2D.Layout;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class GenerateGeometryTool : MeshToolWrapper
+ {
+ private const float kWeightTolerance = 0.1f;
+ private SpriteMeshDataController m_SpriteMeshDataController = new SpriteMeshDataController();
+ private ITriangulator m_Triangulator;
+ private IOutlineGenerator m_OutlineGenerator;
+ private IWeightsGenerator m_WeightGenerator;
+ private GenerateGeometryPanel m_GenerateGeometryPanel;
+
+ internal override void OnCreate()
+ {
+ m_Triangulator = new Triangulator();
+ m_OutlineGenerator = new OutlineGenerator();
+ m_WeightGenerator = new BoundedBiharmonicWeightsGenerator();
+ }
+
+ public override void Initialize(LayoutOverlay layout)
+ {
+ base.Initialize(layout);
+
+ m_GenerateGeometryPanel = GenerateGeometryPanel.GenerateFromUXML();
+ m_GenerateGeometryPanel.skinningCache = skinningCache;
+
+ layout.rightOverlay.Add(m_GenerateGeometryPanel);
+
+ BindElements();
+ Hide();
+ }
+
+ private void BindElements()
+ {
+ Debug.Assert(m_GenerateGeometryPanel != null);
+
+ m_GenerateGeometryPanel.onAutoGenerateGeometry += (float d, byte a, float s) =>
+ {
+ var selectedSprite = skinningCache.selectedSprite;
+
+ if (selectedSprite != null)
+ {
+ EditorUtility.DisplayProgressBar(TextContent.generatingGeometry, selectedSprite.name, 0f);
+
+ using (skinningCache.UndoScope(TextContent.generateGeometry))
+ {
+ GenerateGeometry(selectedSprite, d / 100f, a, s);
+
+ if (m_GenerateGeometryPanel.generateWeights)
+ {
+ EditorUtility.DisplayProgressBar(TextContent.generatingWeights, selectedSprite.name, 1f);
+ GenerateWeights(selectedSprite);
+ }
+
+ skinningCache.vertexSelection.Clear();
+ skinningCache.events.meshChanged.Invoke(selectedSprite.GetMesh());
+ }
+
+ EditorUtility.ClearProgressBar();
+ }
+ };
+
+ m_GenerateGeometryPanel.onAutoGenerateGeometryAll += (float d, byte a, float s) =>
+ {
+ var sprites = skinningCache.GetSprites();
+
+ using (skinningCache.UndoScope(TextContent.generateGeometry))
+ {
+ for (var i = 0; i < sprites.Length; ++i)
+ {
+ var sprite = sprites[i];
+
+ if (!sprite.IsVisible())
+ continue;
+
+ EditorUtility.DisplayProgressBar(TextContent.generateGeometry, sprite.name, i * 2f / (sprites.Length * 2f));
+
+ GenerateGeometry(sprite, d / 100f, a, s);
+
+ if (m_GenerateGeometryPanel.generateWeights)
+ {
+ EditorUtility.DisplayProgressBar(TextContent.generatingWeights, sprite.name, (i * 2f + 1) / (sprites.Length * 2f));
+ GenerateWeights(sprite);
+ }
+ }
+
+ foreach(var sprite in sprites)
+ skinningCache.events.meshChanged.Invoke(sprite.GetMesh());
+
+ EditorUtility.ClearProgressBar();
+ }
+ };
+ }
+
+ protected override void OnActivate()
+ {
+ base.OnActivate();
+ UpdateButton();
+ Show();
+ skinningCache.events.selectedSpriteChanged.AddListener(OnSelectedSpriteChanged);
+ }
+
+ protected override void OnDeactivate()
+ {
+ base.OnDeactivate();
+ Hide();
+ skinningCache.events.selectedSpriteChanged.RemoveListener(OnSelectedSpriteChanged);
+ }
+
+ private void Show()
+ {
+ m_GenerateGeometryPanel.SetHiddenFromLayout(false);
+ }
+
+ private void Hide()
+ {
+ m_GenerateGeometryPanel.SetHiddenFromLayout(true);
+ }
+
+ private void UpdateButton()
+ {
+ var selectedSprite = skinningCache.selectedSprite;
+
+ if (selectedSprite == null)
+ m_GenerateGeometryPanel.SetMode(GenerateGeometryPanel.GenerateMode.Multiple);
+ else
+ m_GenerateGeometryPanel.SetMode(GenerateGeometryPanel.GenerateMode.Single);
+ }
+
+ private void OnSelectedSpriteChanged(SpriteCache sprite)
+ {
+ UpdateButton();
+ }
+
+ private void GenerateGeometry(SpriteCache sprite, float outlineDetail, byte alphaTolerance, float subdivide)
+ {
+ Debug.Assert(sprite != null);
+
+ var mesh = sprite.GetMesh();
+
+ Debug.Assert(mesh != null);
+
+ m_SpriteMeshDataController.spriteMeshData = mesh;
+ m_SpriteMeshDataController.OutlineFromAlpha(m_OutlineGenerator, mesh.textureDataProvider, outlineDetail, alphaTolerance);
+ m_SpriteMeshDataController.Triangulate(m_Triangulator);
+
+ if (subdivide > 0f)
+ {
+ var largestAreaFactor = Mathf.Lerp(0.5f, 0.05f, Math.Min(subdivide, 100f) / 100f);
+ m_SpriteMeshDataController.Subdivide(m_Triangulator, largestAreaFactor);
+ }
+
+ foreach (var vertex in mesh.vertices)
+ vertex.position -= sprite.textureRect.position;
+ }
+
+ private void GenerateWeights(SpriteCache sprite)
+ {
+ Debug.Assert(sprite != null);
+
+ var mesh = sprite.GetMesh();
+
+ Debug.Assert(mesh != null);
+
+ using (new DefaultPoseScope(skinningCache.GetEffectiveSkeleton(sprite)))
+ {
+ if (NeedsAssociateBones(sprite.GetCharacterPart()))
+ {
+ using (new AssociateBonesScope(sprite))
+ {
+ GenerateWeights(mesh);
+ }
+ }
+ else
+ GenerateWeights(mesh);
+ }
+ }
+
+ private bool NeedsAssociateBones(CharacterPartCache characterPart)
+ {
+ if (characterPart == null)
+ return false;
+
+ var skeleton = characterPart.skinningCache.character.skeleton;
+
+ return characterPart.BoneCount == 0 ||
+ (characterPart.BoneCount == 1 && characterPart.GetBone(0) == skeleton.GetBone(0));
+ }
+
+ private void GenerateWeights(MeshCache mesh)
+ {
+ Debug.Assert(mesh != null);
+
+ m_SpriteMeshDataController.spriteMeshData = mesh;
+ m_SpriteMeshDataController.CalculateWeights(m_WeightGenerator, null, kWeightTolerance);
+ m_SpriteMeshDataController.SortTrianglesByDepth();
+ }
+
+ protected override void OnGUI()
+ {
+ m_MeshPreviewBehaviour.showWeightMap = m_GenerateGeometryPanel.generateWeights;
+ m_MeshPreviewBehaviour.overlaySelected = m_GenerateGeometryPanel.generateWeights;
+
+ skeletonTool.skeletonStyle = SkeletonStyles.Default;
+
+ if (m_GenerateGeometryPanel.generateWeights)
+ skeletonTool.skeletonStyle = SkeletonStyles.WeightMap;
+
+ DoSkeletonGUI();
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateGeometryTool.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateGeometryTool.cs.meta
new file mode 100644
index 0000000..53eec37
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateGeometryTool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 237f0a0a8eeab0d46873db954d4abded
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateWeightsTool.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateWeightsTool.cs
new file mode 100644
index 0000000..0bd2bb5
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateWeightsTool.cs
@@ -0,0 +1,147 @@
+using System;
+using UnityEditor.U2D.Layout;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class GenerateWeightsTool : MeshToolWrapper
+ {
+ private const float kWeightTolerance = 0.01f;
+ private SpriteMeshDataController m_SpriteMeshDataController = new SpriteMeshDataController();
+ private IWeightsGenerator m_WeightGenerator;
+ private GenerateWeightsPanel m_GenerateWeightsPanel;
+
+ internal override void OnCreate()
+ {
+ m_WeightGenerator = new BoundedBiharmonicWeightsGenerator();
+ }
+
+ public override void Initialize(LayoutOverlay layout)
+ {
+ base.Initialize(layout);
+
+ m_GenerateWeightsPanel = GenerateWeightsPanel.GenerateFromUXML();
+
+ layout.rightOverlay.Add(m_GenerateWeightsPanel);
+
+ BindElements();
+ m_GenerateWeightsPanel.SetHiddenFromLayout(true);
+ }
+
+ private void BindElements()
+ {
+ Debug.Assert(m_GenerateWeightsPanel != null);
+
+ m_GenerateWeightsPanel.onGenerateWeights += () =>
+ {
+ HandleWeights(GenerateWeights, TextContent.generateWeights);
+ };
+
+ m_GenerateWeightsPanel.onNormalizeWeights += () =>
+ {
+ HandleWeights(NormalizeWeights, TextContent.normalizeWeights);
+ };
+
+ m_GenerateWeightsPanel.onClearWeights += () =>
+ {
+ HandleWeights(ClearWeights, TextContent.clearWeights);
+ };
+ }
+
+ protected override void OnActivate()
+ {
+ base.OnActivate();
+ m_GenerateWeightsPanel.SetHiddenFromLayout(false);
+ skinningCache.events.skinningModeChanged.AddListener(OnModeChanged);
+ skinningCache.events.selectedSpriteChanged.AddListener(OnSpriteSelectionChanged);
+ m_GenerateWeightsPanel.Update(skinningCache.mode == SkinningMode.Character);
+ OnSpriteSelectionChanged(skinningCache.selectedSprite);
+ }
+
+ protected override void OnDeactivate()
+ {
+ base.OnDeactivate();
+ skinningCache.events.skinningModeChanged.RemoveListener(OnModeChanged);
+ skinningCache.events.selectedSpriteChanged.RemoveListener(OnSpriteSelectionChanged);
+ m_GenerateWeightsPanel.SetHiddenFromLayout(true);
+ }
+
+ void OnModeChanged(SkinningMode mode)
+ {
+ m_GenerateWeightsPanel.Update(mode == SkinningMode.Character);
+ }
+
+ void OnSpriteSelectionChanged(SpriteCache sprite)
+ {
+ m_GenerateWeightsPanel.generateButtonText = sprite != null ? TextContent.generate : TextContent.generateAll;
+ }
+
+ private void HandleWeights(Action action, string undoName)
+ {
+ using (skinningCache.UndoScope(undoName))
+ {
+ var selectedSprite = skinningCache.selectedSprite;
+ if (selectedSprite != null)
+ HandleWeightsForSprite(selectedSprite, action);
+ else
+ {
+ var sprites = skinningCache.GetSprites();
+
+ foreach (var sprite in sprites)
+ {
+ if (sprite.IsVisible())
+ HandleWeightsForSprite(sprite, action);
+ }
+ }
+ }
+ }
+
+ private void HandleWeightsForSprite(SpriteCache sprite, Action action)
+ {
+ Debug.Assert(sprite != null);
+
+ using (new DefaultPoseScope(skinningCache.GetEffectiveSkeleton(sprite)))
+ {
+ action(sprite);
+ }
+
+ skinningCache.events.meshChanged.Invoke(sprite.GetMesh());
+ }
+
+ private void GenerateWeights(SpriteCache sprite)
+ {
+ using (m_GenerateWeightsPanel.associateBones ? new AssociateBonesScope(sprite) : null)
+ {
+ m_SpriteMeshDataController.spriteMeshData = sprite.GetMesh();
+ m_SpriteMeshDataController.CalculateWeights(m_WeightGenerator, skinningCache.vertexSelection, kWeightTolerance);
+ m_SpriteMeshDataController.SortTrianglesByDepth();
+ }
+ }
+
+ private void NormalizeWeights(SpriteCache sprite)
+ {
+ m_SpriteMeshDataController.spriteMeshData = sprite.GetMesh();
+ m_SpriteMeshDataController.NormalizeWeights(skinningCache.vertexSelection);
+ m_SpriteMeshDataController.SortTrianglesByDepth();
+ }
+
+ private void ClearWeights(SpriteCache sprite)
+ {
+ m_SpriteMeshDataController.spriteMeshData = sprite.GetMesh();
+ m_SpriteMeshDataController.ClearWeights(skinningCache.vertexSelection);
+ }
+
+ protected override void OnGUI()
+ {
+ m_MeshPreviewBehaviour.showWeightMap = true;
+ m_MeshPreviewBehaviour.overlaySelected = true;
+ skeletonMode = SkeletonMode.EditPose;
+ meshMode = SpriteMeshViewMode.EditGeometry;
+ disableMeshEditor = true;
+ skeletonTool.skeletonStyle = SkeletonStyles.WeightMap;
+
+ DoSkeletonGUI();
+ DoMeshGUI();
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateWeightsTool.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateWeightsTool.cs.meta
new file mode 100644
index 0000000..158c516
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/GenerateWeightsTool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 497003cbd9cf35349bb7a01db4d94b26
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/HorizontalToggleTools.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/HorizontalToggleTools.cs
new file mode 100644
index 0000000..cad4a6f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/HorizontalToggleTools.cs
@@ -0,0 +1,166 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class HorizontalToggleTools
+ {
+ private static class Styles
+ {
+ public static GUIContent visibilityCollapseIcon = new GUIContent(IconUtility.LoadIconResource("Visibility_Tool", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.visibilityIconTooltip));
+ public static GUIContent visibilityIcon = new GUIContent(L10n.Tr(TextContent.visibilityIconText), IconUtility.LoadIconResource("Visibility_Tool", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.visibilityIconTooltip));
+ public static GUIContent characterCollapseIcon = new GUIContent(IconUtility.LoadIconResource("character_Mode", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.restorePose));
+ public static GUIContent characterIcon = new GUIContent(L10n.Tr(TextContent.characterIconText), IconUtility.LoadIconResource("character_Mode", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.restorePose));
+ public static GUIContent spriteSheetIcon = new GUIContent(L10n.Tr(TextContent.spriteSheetIconText), IconUtility.LoadIconResource("Sprite_Mode", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.spriteSheetIconTooltip));
+ public static GUIContent spriteSheetCollapseIcon = new GUIContent(IconUtility.LoadIconResource("Sprite_Mode", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.spriteSheetIconTooltip));
+ public static GUIContent copyIcon = new GUIContent(L10n.Tr(TextContent.copyText), IconUtility.LoadIconResource("Copy", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.copyTooltip));
+ public static GUIContent copyCollapseIcon = new GUIContent(IconUtility.LoadIconResource("Copy", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.copyTooltip));
+ public static GUIContent pasteIcon = new GUIContent(L10n.Tr(TextContent.pasteText), IconUtility.LoadIconResource("Paste", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.pasteTooltip));
+ public static GUIContent pasteCollapseIcon = new GUIContent(IconUtility.LoadIconResource("Paste", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.pasteTooltip));
+ }
+
+ private SkinningCache skinningCache { get; set; }
+
+ private CopyTool copyTool
+ {
+ get { return skinningCache.GetTool(Tools.CopyPaste) as CopyTool; }
+ }
+
+ private VisibilityTool visibilityTool
+ {
+ get { return skinningCache.GetTool(Tools.Visibility) as VisibilityTool; }
+ }
+
+ private SwitchModeTool switchmodeTool
+ {
+ get { return skinningCache.GetTool(Tools.SwitchMode) as SwitchModeTool; }
+ }
+
+ private GUIContent spriteSheetIcon
+ {
+ get { return collapseToolbar ? Styles.spriteSheetCollapseIcon : Styles.spriteSheetIcon; }
+ }
+
+ private GUIContent copyIcon
+ {
+ get { return collapseToolbar ? Styles.copyCollapseIcon : Styles.copyIcon; }
+ }
+ private GUIContent pasteIcon
+ {
+ get { return collapseToolbar ? Styles.pasteCollapseIcon : Styles.pasteIcon; }
+ }
+
+ internal Action onActivateTool = (b) => {};
+ private BaseTool m_PreviousTool;
+
+ public bool collapseToolbar { get; set; }
+
+ internal HorizontalToggleTools(SkinningCache s)
+ {
+ skinningCache = s;
+ }
+
+ internal void DoGUI(Rect drawArea, BaseTool currentTool, bool isDisabled)
+ {
+ using (new EditorGUI.DisabledScope(isDisabled))
+ {
+ GUILayout.BeginArea(drawArea);
+ EditorGUILayout.BeginHorizontal();
+
+ DoPreviewToggle();
+ DoModeToggle();
+ DoCopyToggle(currentTool);
+ GUILayout.FlexibleSpace();
+ DoVisibilityToggle(currentTool);
+
+ EditorGUILayout.EndHorizontal();
+ GUILayout.EndArea();
+ }
+ }
+
+ private void StorePreviousTool(BaseTool currentTool)
+ {
+ if(currentTool != copyTool && currentTool != visibilityTool)
+ m_PreviousTool = currentTool;
+ }
+
+ private void DoModeToggle()
+ {
+ if (skinningCache.hasCharacter)
+ {
+ EditorGUI.BeginChangeCheck();
+ var isActive = GUILayout.Toggle(switchmodeTool.isActive , spriteSheetIcon, EditorStyles.toolbarButton);
+ if (EditorGUI.EndChangeCheck())
+ {
+ using (skinningCache.UndoScope(TextContent.setMode))
+ {
+ if (isActive)
+ switchmodeTool.Activate();
+ else
+ switchmodeTool.Deactivate();
+ }
+ }
+ }
+ }
+
+ private void DoCopyToggle(BaseTool currentTool)
+ {
+ if (GUILayout.Button(copyIcon, EditorStyles.toolbarButton))
+ {
+ copyTool.OnCopyActivated();
+ }
+ EditorGUI.BeginChangeCheck();
+ GUILayout.Toggle(copyTool.isActive, pasteIcon, EditorStyles.toolbarButton);
+ if (EditorGUI.EndChangeCheck())
+ TogglePasteTool(currentTool);
+ }
+
+ internal void TogglePasteTool(BaseTool currentTool)
+ {
+ if (!copyTool.isActive)
+ {
+ onActivateTool(copyTool);
+ StorePreviousTool(currentTool);
+ }
+ else if (m_PreviousTool != null)
+ {
+ onActivateTool(m_PreviousTool);
+ }
+ }
+
+ void DoVisibilityToggle(BaseTool currentTool)
+ {
+ EditorGUI.BeginChangeCheck();
+ GUILayout.Toggle(visibilityTool.isActive, visbilityIcon, EditorStyles.toolbarButton);
+ if (EditorGUI.EndChangeCheck())
+ ToggleVisibilityTool(currentTool);
+ }
+
+ GUIContent visbilityIcon { get { return collapseToolbar ? Styles.visibilityCollapseIcon : Styles.visibilityIcon; } }
+
+ internal void ToggleVisibilityTool(BaseTool currentTool)
+ {
+ onActivateTool(visibilityTool);
+ }
+
+ private void DoPreviewToggle()
+ {
+ var skeleton = skinningCache.GetEffectiveSkeleton(skinningCache.selectedSprite);
+
+ EditorGUI.BeginDisabledGroup(skeleton == null || skeleton.isPosePreview == false);
+ EditorGUI.BeginChangeCheck();
+ GUILayout.Button(characterIcon, EditorStyles.toolbarButton);
+ if (EditorGUI.EndChangeCheck())
+ {
+ using (skinningCache.UndoScope("Restore Pose"))
+ {
+ skinningCache.RestoreBindPose();
+ skinningCache.events.restoreBindPose.Invoke();
+ }
+ }
+ EditorGUI.EndDisabledGroup();
+ }
+
+ GUIContent characterIcon { get { return collapseToolbar ? Styles.characterCollapseIcon : Styles.characterIcon; } }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/HorizontalToggleTools.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/HorizontalToggleTools.cs.meta
new file mode 100644
index 0000000..3a9e275
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/HorizontalToggleTools.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 28c640dd2a903f0498148ed21c25a97f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI.meta
new file mode 100644
index 0000000..f8d3aab
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 9b92febd89128554b8579633a112c844
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Brush.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Brush.cs
new file mode 100644
index 0000000..d371aa7
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Brush.cs
@@ -0,0 +1,127 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class Brush
+ {
+ private static readonly float kWheelSizeSpeed = 1f;
+ private static readonly int kBrushHashCode = "Brush".GetHashCode();
+ private IGUIWrapper m_GUIWrapper;
+ private float m_DeltaAcc = 0f;
+ private int m_ControlID = -1;
+ private SliderData m_SliderData = SliderData.zero;
+
+ public event Action onMove = (b) => {};
+ public event Action onSize = (b) => {};
+ public event Action onRepaint = (b) => {};
+ public event Action onStrokeBegin = (b) => {};
+ public event Action onStrokeDelta = (b) => {};
+ public event Action onStrokeStep = (b) => {};
+ public event Action onStrokeEnd = (b) => {};
+
+ public bool isHot
+ {
+ get { return m_GUIWrapper.IsControlHot(m_ControlID); }
+ }
+ public bool isActivable
+ {
+ get { return m_GUIWrapper.IsControlHot(0) && m_GUIWrapper.IsControlNearest(m_ControlID); }
+ }
+
+ public int controlID
+ {
+ get { return m_ControlID; }
+ }
+
+ public float hardness { get; set; }
+ public float step { get; set; }
+ public float size { get; set; }
+ public Vector3 position
+ {
+ get { return m_SliderData.position; }
+ }
+
+ public Brush(IGUIWrapper guiWrapper)
+ {
+ m_GUIWrapper = guiWrapper;
+ size = 25f;
+ step = 20f;
+ }
+
+ public void OnGUI()
+ {
+ m_ControlID = m_GUIWrapper.GetControlID(kBrushHashCode, FocusType.Passive);
+
+ var eventType = m_GUIWrapper.eventType;
+
+ if (!m_GUIWrapper.isAltDown)
+ m_GUIWrapper.LayoutControl(controlID, 0f);
+
+ if (isActivable)
+ {
+ m_SliderData.position = m_GUIWrapper.GUIToWorld(m_GUIWrapper.mousePosition);
+
+ if (m_GUIWrapper.IsMouseDown(0))
+ {
+ m_DeltaAcc = 0f;
+ onStrokeBegin(this);
+ onStrokeStep(this);
+ m_GUIWrapper.SetGuiChanged(true);
+ }
+
+ if (eventType == EventType.MouseMove)
+ {
+ onMove(this);
+ m_GUIWrapper.UseCurrentEvent();
+ }
+
+ if (m_GUIWrapper.isShiftDown && eventType == EventType.ScrollWheel)
+ {
+ var sizeDelta = HandleUtility.niceMouseDeltaZoom * kWheelSizeSpeed;
+ size = Mathf.Max(1f, size + sizeDelta);
+ onSize(this);
+ m_GUIWrapper.UseCurrentEvent();
+ }
+ }
+
+ if (isHot && m_GUIWrapper.IsMouseUp(0))
+ onStrokeEnd(this);
+
+ if (m_GUIWrapper.IsRepainting() && (isHot || isActivable))
+ onRepaint(this);
+
+ Vector3 position;
+ if (m_GUIWrapper.DoSlider(m_ControlID, m_SliderData, out position))
+ {
+ step = Mathf.Max(step, 1f);
+
+ var delta = position - m_SliderData.position;
+ var direction = delta.normalized;
+ var magnitude = delta.magnitude;
+
+ m_SliderData.position -= direction * m_DeltaAcc;
+
+ m_DeltaAcc += magnitude;
+
+ if (m_DeltaAcc >= step)
+ {
+ var stepVector = direction * step;
+
+ while (m_DeltaAcc >= step)
+ {
+ m_SliderData.position += stepVector;
+
+ onMove(this);
+ onStrokeStep(this);
+
+ m_DeltaAcc -= step;
+ }
+ }
+
+ m_SliderData.position = position;
+ onStrokeDelta(this);
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Brush.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Brush.cs.meta
new file mode 100644
index 0000000..b80f5a6
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Brush.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 06c115e22e25aad4e9a720594b10fa29
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/GUIWrapper.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/GUIWrapper.cs
new file mode 100644
index 0000000..7d998ec
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/GUIWrapper.cs
@@ -0,0 +1,230 @@
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal struct SliderData
+ {
+ public Vector3 position;
+ public Vector3 forward;
+ public Vector3 up;
+ public Vector3 right;
+
+ public static readonly SliderData zero = new SliderData() { position = Vector3.zero, forward = Vector3.forward, up = Vector3.up, right = Vector3.right };
+ }
+
+ internal interface IGUIWrapper
+ {
+ Vector2 mousePosition { get; }
+ int mouseButton { get; }
+ int clickCount { get; }
+ bool isShiftDown { get; }
+ bool isAltDown { get; }
+ bool isActionKeyDown { get; }
+ EventType eventType { get; }
+ string commandName { get; }
+ bool IsMouseDown(int button);
+ bool IsMouseUp(int button);
+ bool IsKeyDown(KeyCode keyCode);
+ int GetControlID(int hint, FocusType focusType);
+ void LayoutControl(int controlID, float distance);
+ bool IsControlNearest(int controlID);
+ bool IsControlHot(int controlID);
+ bool IsMultiStepControlHot(int controlID);
+ void SetControlHot(int controlID);
+ void SetMultiStepControlHot(int controlID);
+ bool DoSlider(int id, SliderData sliderData, out Vector3 newPosition);
+ void UseCurrentEvent();
+ float DistanceToSegment(Vector3 p1, Vector3 p2);
+ float DistanceToSegmentClamp(Vector3 p1, Vector3 p2);
+ float DistanceToCircle(Vector3 center, float radius);
+ Vector3 GUIToWorld(Vector2 guiPosition);
+ Vector3 GUIToWorld(Vector2 guiPosition, Vector3 planeNormal, Vector3 planePosition);
+ void Repaint();
+ bool IsRepainting();
+ bool IsEventOutsideWindow();
+ void SetGuiChanged(bool changed);
+ float GetHandleSize(Vector3 position);
+ bool IsViewToolActive();
+ bool HasCurrentCamera();
+ }
+
+ internal class GUIWrapper : IGUIWrapper
+ {
+ private Handles.CapFunction nullCap = (int c, Vector3 p , Quaternion r, float s, EventType ev) => {};
+ private int m_MultiStepHotControl = 0;
+
+ public Vector2 mousePosition
+ {
+ get { return Event.current.mousePosition; }
+ }
+
+ public int mouseButton
+ {
+ get { return Event.current.button; }
+ }
+
+ public int clickCount
+ {
+ get { return Event.current.clickCount; }
+ }
+
+ public bool isShiftDown
+ {
+ get { return Event.current.shift; }
+ }
+
+ public bool isAltDown
+ {
+ get { return Event.current.alt; }
+ }
+
+ public bool isActionKeyDown
+ {
+ get { return EditorGUI.actionKey; }
+ }
+
+ public EventType eventType
+ {
+ get { return Event.current.type; }
+ }
+
+ public string commandName
+ {
+ get { return Event.current.commandName; }
+ }
+
+ public bool IsMouseDown(int button)
+ {
+ return Event.current.type == EventType.MouseDown && Event.current.button == button;
+ }
+
+ public bool IsMouseUp(int button)
+ {
+ return Event.current.type == EventType.MouseUp && Event.current.button == button;
+ }
+
+ public bool IsKeyDown(KeyCode keyCode)
+ {
+ return Event.current.type == EventType.KeyDown && Event.current.keyCode == keyCode;
+ }
+
+ public int GetControlID(int hint, FocusType focusType)
+ {
+ return GUIUtility.GetControlID(hint, focusType);
+ }
+
+ public void LayoutControl(int controlID, float distance)
+ {
+ if (Event.current.type == EventType.Layout)
+ HandleUtility.AddControl(controlID, distance);
+ }
+
+ public bool IsControlNearest(int controlID)
+ {
+ return HandleUtility.nearestControl == controlID;
+ }
+
+ public bool IsControlHot(int controlID)
+ {
+ return GUIUtility.hotControl == controlID;
+ }
+
+ public bool IsMultiStepControlHot(int controlID)
+ {
+ return m_MultiStepHotControl == controlID;
+ }
+
+ public void SetControlHot(int controlID)
+ {
+ GUIUtility.hotControl = controlID;
+ }
+
+ public void SetMultiStepControlHot(int controlID)
+ {
+ m_MultiStepHotControl = controlID;
+ }
+
+ public bool DoSlider(int id, SliderData sliderData, out Vector3 newPosition)
+ {
+ EditorGUI.BeginChangeCheck();
+
+ if (HasCurrentCamera())
+ newPosition = Handles.Slider2D(id, sliderData.position, sliderData.forward, sliderData.right, sliderData.up, 1f, nullCap, Vector2.zero);
+ else
+ newPosition = Slider2D.Do(id, sliderData.position, null);
+
+ return EditorGUI.EndChangeCheck();
+ }
+
+ public void UseCurrentEvent()
+ {
+ Event.current.Use();
+ }
+
+ public float DistanceToSegment(Vector3 p1, Vector3 p2)
+ {
+ p1 = HandleUtility.WorldToGUIPoint(p1);
+ p2 = HandleUtility.WorldToGUIPoint(p2);
+
+ return HandleUtility.DistancePointToLineSegment(mousePosition, p1, p2);
+ }
+
+ public float DistanceToSegmentClamp(Vector3 p1, Vector3 p2)
+ {
+ p1 = HandleUtility.WorldToGUIPoint(p1);
+ p2 = HandleUtility.WorldToGUIPoint(p2);
+
+ return MathUtility.DistanceToSegmentClamp(mousePosition, p1, p2);
+ }
+
+ public float DistanceToCircle(Vector3 center, float radius)
+ {
+ return HandleUtility.DistanceToCircle(center, radius);
+ }
+
+ public Vector3 GUIToWorld(Vector2 guiPosition)
+ {
+ return ModuleUtility.GUIToWorld(guiPosition);
+ }
+
+ public Vector3 GUIToWorld(Vector2 guiPosition, Vector3 planeNormal, Vector3 planePosition)
+ {
+ return ModuleUtility.GUIToWorld(guiPosition, planeNormal, planePosition);
+ }
+
+ public void Repaint()
+ {
+ HandleUtility.Repaint();
+ }
+
+ public bool IsRepainting()
+ {
+ return eventType == EventType.Repaint;
+ }
+
+ public void SetGuiChanged(bool changed)
+ {
+ GUI.changed = true;
+ }
+
+ public bool IsEventOutsideWindow()
+ {
+ return Event.current.type == EventType.Ignore;
+ }
+
+ public float GetHandleSize(Vector3 position)
+ {
+ return HandleUtility.GetHandleSize(position);
+ }
+
+ public bool IsViewToolActive()
+ {
+ return UnityEditor.Tools.current == Tool.View || isAltDown || mouseButton == 1 || mouseButton == 2;
+ }
+
+ public bool HasCurrentCamera()
+ {
+ return Camera.current != null;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/GUIWrapper.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/GUIWrapper.cs.meta
new file mode 100644
index 0000000..fc0bb3a
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/GUIWrapper.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 71855e9e46fcdd7408882b24732e4808
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISkeletonView.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISkeletonView.cs
new file mode 100644
index 0000000..1c4096b
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISkeletonView.cs
@@ -0,0 +1,67 @@
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal enum SkeletonAction
+ {
+ None = 0,
+ Select = 1 << 0,
+ RotateBone = 1 << 2,
+ MoveBone = 1 << 3,
+ FreeMoveBone = 1 << 4,
+ MoveEndPosition = 1 << 5,
+ MoveJoint = 1 << 6,
+ ChangeLength = 1 << 7,
+ CreateBone = 1 << 8,
+ SplitBone = 1 << 9,
+ Remove = 1 << 10,
+ }
+
+ internal enum SkeletonMode
+ {
+ Disabled = SkeletonAction.None,
+ Selection = SkeletonAction.Select,
+ EditPose = Selection | SkeletonAction.RotateBone | SkeletonAction.MoveBone,
+ EditJoints = Selection | SkeletonAction.FreeMoveBone | SkeletonAction.MoveEndPosition | SkeletonAction.MoveJoint | SkeletonAction.Remove,
+ CreateBone = Selection | SkeletonAction.MoveJoint | SkeletonAction.Remove | SkeletonAction.CreateBone,
+ SplitBone = Selection | SkeletonAction.MoveEndPosition | SkeletonAction.MoveJoint | SkeletonAction.Remove | SkeletonAction.SplitBone,
+ }
+
+ internal interface ISkeletonView
+ {
+ int InvalidID { get; set; }
+ SkeletonMode mode { get; set; }
+ int defaultControlID { get; set; }
+ int hoveredBoneID { get; }
+ int hoveredJointID { get; }
+ int hoveredBodyID { get; }
+ int hoveredTailID { get; }
+ int hotBoneID { get; }
+ void BeginLayout();
+ void EndLayout();
+ bool CanLayout();
+ Vector3 GetMouseWorldPosition(Vector3 planeNormal, Vector3 planePosition);
+ void LayoutBone(int id, Vector3 position, Vector3 endPosition, Vector3 forward, Vector3 up, Vector3 right, bool isChainEnd);
+ bool DoSelectBone(out int id, out bool additive);
+ bool DoRotateBone(Vector3 pivot, Vector3 normal, out float deltaAngle);
+ bool DoMoveBone(out Vector3 deltaPosition);
+ bool DoFreeMoveBone(out Vector3 deltaPosition);
+ bool DoMoveJoint(out Vector3 deltaPosition);
+ bool DoMoveEndPosition(out Vector3 endPosition);
+ bool DoChangeLength(out Vector3 endPosition);
+ bool DoCreateBoneStart(out Vector3 position);
+ bool DoCreateBone(out Vector3 position);
+ bool DoSplitBone(out int id, out Vector3 position);
+ bool DoRemoveBone();
+ bool DoCancelMultistepAction(bool force);
+ bool IsActionActive(SkeletonAction action);
+ bool IsActionHot(SkeletonAction action);
+ bool IsActionTriggering(SkeletonAction action);
+ bool IsActionFinishing(SkeletonAction action);
+ bool IsRepainting();
+ void DrawBone(Vector3 position, Vector3 right, Vector3 forward, float length, Color color, bool isChained, bool isSelected, bool isJointHovered, bool isTailHovered, bool isHot);
+ void DrawBoneParentLink(Vector3 parentPosition, Vector3 position, Vector3 forward, Color color);
+ void DrawBoneOutline(Vector3 position, Vector3 right, Vector3 forward, float length, Color color, float outlineScale);
+ void DrawCursors(bool canBeActive);
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISkeletonView.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISkeletonView.cs.meta
new file mode 100644
index 0000000..febdb8b
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISkeletonView.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 87771fd0f1d988d478a8f45923440eb8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs
new file mode 100644
index 0000000..27775b4
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs
@@ -0,0 +1,66 @@
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal enum SpriteMeshViewMode
+ {
+ EditGeometry,
+ CreateVertex,
+ CreateEdge,
+ SplitEdge
+ }
+
+ internal enum MeshEditorAction
+ {
+ None,
+ CreateVertex,
+ MoveVertex,
+ CreateEdge,
+ SplitEdge,
+ MoveEdge,
+ SelectVertex,
+ SelectEdge,
+ Remove
+ }
+
+ internal interface ISpriteMeshView
+ {
+ SpriteMeshViewMode mode { get; set; }
+ ISelection selection { get; set; }
+ int defaultControlID { get; set; }
+ Rect frame { get; set; }
+ Vector2 mouseWorldPosition { get; }
+ int hoveredVertex { get; }
+ int hoveredEdge { get; }
+ int closestEdge { get; }
+
+ void CancelMode();
+ void BeginLayout();
+ void EndLayout();
+ void LayoutVertex(Vector2 position, int index);
+ void LayoutEdge(Vector2 startPosition, Vector2 endPosition, int index);
+ bool DoCreateVertex();
+ bool DoSelectVertex(out bool additive);
+ bool DoMoveVertex(out Vector2 delta);
+ bool DoMoveEdge(out Vector2 delta);
+ bool DoCreateEdge();
+ bool DoSplitEdge();
+ bool DoSelectEdge(out bool additive);
+ bool DoRemove();
+ void DrawVertex(Vector2 position);
+ void DrawVertexHovered(Vector2 position);
+ void DrawVertexSelected(Vector2 position);
+ void BeginDrawEdges();
+ void EndDrawEdges();
+ void DrawEdge(Vector2 startPosition, Vector2 endPosition);
+ void DrawEdgeHovered(Vector2 startPosition, Vector2 endPosition);
+ void DrawEdgeSelected(Vector2 startPosition, Vector2 endPosition);
+ bool IsActionTriggered(MeshEditorAction action);
+ bool IsActionActive(MeshEditorAction action);
+ bool IsActionHot(MeshEditorAction action);
+ Vector2 WorldToScreen(Vector2 position);
+ void DoRepaint();
+ bool CanRepaint();
+ bool CanLayout();
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs.meta
new file mode 100644
index 0000000..89f4952
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 015d7144666ec57449ae83559d3e26c6
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSelectionTool.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSelectionTool.cs
new file mode 100644
index 0000000..bbe88c8
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSelectionTool.cs
@@ -0,0 +1,70 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class RectSelectionTool
+ {
+ private int m_HashCode = "RectSelectionTool".GetHashCode();
+ private int m_ControlID = -1;
+ private bool m_Moved = false;
+ private RectSlider m_RectSlider = new RectSlider();
+ public int controlID { get { return m_ControlID; } }
+ public IRectSelector rectSelector { get; set; }
+ public ICacheUndo cacheUndo { get; set; }
+ public Action onSelectionStart = () => {};
+ public Action onSelectionUpdate = () => {};
+ public Action onSelectionEnd = () => {};
+
+ public void OnGUI()
+ {
+ Debug.Assert(rectSelector != null);
+ Debug.Assert(cacheUndo != null);
+
+ m_ControlID = GUIUtility.GetControlID(m_HashCode, FocusType.Passive);
+
+ Event ev = Event.current;
+ EventType eventType = ev.GetTypeForControl(m_ControlID);
+
+ if (GUIUtility.hotControl == 0 && HandleUtility.nearestControl == m_ControlID &&
+ rectSelector.selection.Count > 0 && eventType == EventType.MouseDown && ev.button == 0 && !ev.alt)
+ {
+ m_Moved = false;
+ onSelectionStart();
+ }
+
+ if (m_Moved && GUIUtility.hotControl == m_ControlID && eventType == EventType.MouseUp && ev.button == 0)
+ {
+ cacheUndo.BeginUndoOperation(TextContent.selection);
+ rectSelector.selection.EndSelection(true);
+ onSelectionEnd();
+ }
+
+ EditorGUI.BeginChangeCheck();
+
+ rectSelector.rect = m_RectSlider.Do(m_ControlID);
+
+ if (EditorGUI.EndChangeCheck())
+ {
+ if(!m_Moved)
+ {
+ cacheUndo.BeginUndoOperation(TextContent.selection);
+
+ if(!ev.shift)
+ rectSelector.selection.Clear();
+
+ m_Moved = true;
+ }
+
+ rectSelector.selection.BeginSelection();
+ rectSelector.Select();
+ onSelectionUpdate();
+ }
+
+ if (eventType == EventType.Repaint && GUIUtility.hotControl == m_ControlID)
+ {
+ DrawingUtility.DrawRect(rectSelector.rect, Vector3.zero, Quaternion.identity, new Color(0f, 1f, 1f, 1f), 0.05f, 0.8f);
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSelectionTool.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSelectionTool.cs.meta
new file mode 100644
index 0000000..2f8fc9a
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSelectionTool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7b6edb0347e814797aa9c181f8e5918f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSlider.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSlider.cs
new file mode 100644
index 0000000..1982906
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSlider.cs
@@ -0,0 +1,38 @@
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class RectSlider
+ {
+ private static readonly int kRectSliderHashCode = "RectSlider".GetHashCode();
+ private Vector2 m_StartPosition = Vector2.zero;
+ private Vector2 m_Position = Vector2.zero;
+
+ internal Rect Do()
+ {
+ return Do(GUIUtility.GetControlID(kRectSliderHashCode, FocusType.Passive));
+ }
+
+ internal Rect Do(int controlID)
+ {
+ var eventType = Event.current.GetTypeForControl(controlID);
+
+ if (eventType == EventType.MouseDown)
+ {
+ m_StartPosition = ModuleUtility.GUIToWorld(Event.current.mousePosition);
+ m_Position = m_StartPosition;
+ }
+
+ if (eventType == EventType.Layout)
+ HandleUtility.AddDefaultControl(controlID);
+
+ m_Position = Slider2D.Do(controlID, m_Position);
+
+ var rect = new Rect();
+ rect.min = m_StartPosition;
+ rect.max = m_Position;
+
+ return rect;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSlider.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSlider.cs.meta
new file mode 100644
index 0000000..eda39e5
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/RectSlider.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ea09cf179b192498284b7d89afdbff8a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonController.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonController.cs
new file mode 100644
index 0000000..53b9752
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonController.cs
@@ -0,0 +1,644 @@
+using System;
+using System.Collections.Generic;
+using System.Text.RegularExpressions;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ [Serializable]
+ internal class SkeletonController
+ {
+ private static readonly string k_DefaultRootName = "root";
+ private static readonly string k_DefaultBoneName = "bone";
+ private static Regex s_Regex = new Regex(@"\w+_\d+$", RegexOptions.IgnoreCase);
+
+ private SkeletonCache m_Skeleton;
+ [SerializeField]
+ private Vector3 m_CreateBoneStartPosition;
+ [SerializeField]
+ private BoneCache m_PrevCreatedBone;
+ private bool m_Moved = false;
+ private ISkeletonStyle style
+ {
+ get
+ {
+ if (styleOverride != null)
+ return styleOverride;
+
+ return SkeletonStyles.Default;
+ }
+ }
+ private SkinningCache skinningCache
+ {
+ get { return m_Skeleton.skinningCache; }
+ }
+ private BoneCache selectedBone
+ {
+ get { return selection.activeElement.ToSpriteSheetIfNeeded(); }
+ set { selection.activeElement = value.ToCharacterIfNeeded(); }
+ }
+ private BoneCache[] selectedBones
+ {
+ get { return selection.elements.ToSpriteSheetIfNeeded(); }
+ set { selection.elements = value.ToCharacterIfNeeded(); }
+ }
+ private BoneCache rootBone
+ {
+ get { return selection.root.ToSpriteSheetIfNeeded(); }
+ }
+ private BoneCache[] rootBones
+ {
+ get { return selection.roots.ToSpriteSheetIfNeeded(); }
+ }
+
+ public ISkeletonView view { get; set; }
+ public ISkeletonStyle styleOverride { get; set; }
+ public IBoneSelection selection { get; set; }
+ public bool editBindPose { get; set; }
+ public SkeletonCache skeleton
+ {
+ get { return m_Skeleton; }
+ set { SetSkeleton(value); }
+ }
+ public BoneCache hoveredBone
+ {
+ get { return GetBone(view.hoveredBoneID); }
+ }
+ public BoneCache hoveredTail
+ {
+ get { return GetBone(view.hoveredTailID); }
+ }
+ public BoneCache hoveredBody
+ {
+ get { return GetBone(view.hoveredBodyID); }
+ }
+ public BoneCache hoveredJoint
+ {
+ get { return GetBone(view.hoveredJointID); }
+ }
+ public BoneCache hotBone
+ {
+ get { return GetBone(view.hotBoneID); }
+ }
+
+ private BoneCache GetBone(int instanceID)
+ {
+ return BaseObject.InstanceIDToObject(instanceID) as BoneCache;
+ }
+
+ private void SetSkeleton(SkeletonCache newSkeleton)
+ {
+ if (skeleton != newSkeleton)
+ {
+ m_Skeleton = newSkeleton;
+ Reset();
+ }
+ }
+
+ public void Reset()
+ {
+ view.DoCancelMultistepAction(true);
+ }
+
+ public void OnGUI()
+ {
+ if (skeleton == null)
+ return;
+
+ view.BeginLayout();
+
+ if (view.CanLayout())
+ LayoutBones();
+
+ view.EndLayout();
+
+ HandleSelectBone();
+ HandleRotateBone();
+ HandleMoveBone();
+ HandleFreeMoveBone();
+ HandleMoveJoint();
+ HandleMoveEndPosition();
+ HandleChangeLength();
+ HandleCreateBone();
+ HandleSplitBone();
+ HandleRemoveBone();
+ HandleCancelMultiStepAction();
+ DrawSkeleton();
+ DrawSplitBonePreview();
+ DrawCreateBonePreview();
+ DrawCursors();
+ }
+
+ private void LayoutBones()
+ {
+ for (var i = 0; i < skeleton.BoneCount; ++i)
+ {
+ var bone = skeleton.GetBone(i);
+
+ if (bone.isVisible && bone != hotBone)
+ view.LayoutBone(bone.GetInstanceID(), bone.position, bone.endPosition, bone.forward, bone.up, bone.right, bone.chainedChild == null);
+ }
+ }
+
+ private void HandleSelectBone()
+ {
+ int instanceID;
+ bool additive;
+ if (view.DoSelectBone(out instanceID, out additive))
+ {
+ var bone = GetBone(instanceID).ToCharacterIfNeeded();
+
+ using (skinningCache.UndoScope(TextContent.boneSelection, true))
+ {
+ if (!additive)
+ {
+ if (!selection.Contains(bone))
+ selectedBone = bone;
+ }
+ else
+ selection.Select(bone, !selection.Contains(bone));
+
+ skinningCache.events.boneSelectionChanged.Invoke();
+ }
+ }
+ }
+
+ private void HandleRotateBone()
+ {
+ if (view.IsActionTriggering(SkeletonAction.RotateBone))
+ m_Moved = false;
+
+ var pivot = hoveredBone;
+
+ if (view.IsActionHot(SkeletonAction.RotateBone))
+ pivot = hotBone;
+
+ if (pivot == null)
+ return;
+
+ var rootBones = selection.roots.ToSpriteSheetIfNeeded();
+ pivot = pivot.FindRoot(rootBones);
+
+ if (pivot == null)
+ return;
+
+ float deltaAngle;
+ if (view.DoRotateBone(pivot.position, pivot.forward, out deltaAngle))
+ {
+ if (!m_Moved)
+ {
+ skinningCache.BeginUndoOperation(TextContent.rotateBone);
+ m_Moved = true;
+ }
+
+ m_Skeleton.RotateBones(selectedBones, deltaAngle);
+ InvokePoseChanged();
+ }
+ }
+
+ private void HandleMoveBone()
+ {
+ if (view.IsActionTriggering(SkeletonAction.MoveBone))
+ m_Moved = false;
+
+ Vector3 deltaPosition;
+ if (view.DoMoveBone(out deltaPosition))
+ {
+ if (!m_Moved)
+ {
+ skinningCache.BeginUndoOperation(TextContent.moveBone);
+ m_Moved = true;
+ }
+
+ m_Skeleton.MoveBones(rootBones, deltaPosition);
+ InvokePoseChanged();
+ }
+ }
+
+ private void HandleFreeMoveBone()
+ {
+ if (view.IsActionTriggering(SkeletonAction.FreeMoveBone))
+ m_Moved = false;
+
+ Vector3 deltaPosition;
+ if (view.DoFreeMoveBone(out deltaPosition))
+ {
+ if (!m_Moved)
+ {
+ skinningCache.BeginUndoOperation(TextContent.freeMoveBone);
+ m_Moved = true;
+ }
+
+ m_Skeleton.FreeMoveBones(selectedBones, deltaPosition);
+ InvokePoseChanged();
+ }
+ }
+
+ private void HandleMoveJoint()
+ {
+ if (view.IsActionTriggering(SkeletonAction.MoveJoint))
+ m_Moved = false;
+
+ if (view.IsActionFinishing(SkeletonAction.MoveJoint))
+ {
+ if (hoveredTail != null && hoveredTail.chainedChild == null && hotBone.parent == hoveredTail)
+ hoveredTail.chainedChild = hotBone;
+ }
+
+ Vector3 deltaPosition;
+ if (view.DoMoveJoint(out deltaPosition))
+ {
+ if (!m_Moved)
+ {
+ skinningCache.BeginUndoOperation(TextContent.moveJoint);
+ m_Moved = true;
+ }
+
+ //Snap to parent endPosition
+ if (hoveredTail != null && hoveredTail.chainedChild == null && hotBone.parent == hoveredTail)
+ deltaPosition = hoveredTail.endPosition - hotBone.position;
+
+ m_Skeleton.MoveJoints(selectedBones, deltaPosition);
+ InvokePoseChanged();
+ }
+ }
+
+ private void HandleMoveEndPosition()
+ {
+ if (view.IsActionTriggering(SkeletonAction.MoveEndPosition))
+ m_Moved = false;
+
+ if (view.IsActionFinishing(SkeletonAction.MoveEndPosition))
+ {
+ if (hoveredJoint != null && hoveredJoint.parent == hotBone)
+ hotBone.chainedChild = hoveredJoint;
+ }
+
+ Vector3 endPosition;
+ if (view.DoMoveEndPosition(out endPosition))
+ {
+ if (!m_Moved)
+ {
+ skinningCache.BeginUndoOperation(TextContent.moveEndPoint);
+ m_Moved = true;
+ }
+
+ Debug.Assert(hotBone != null);
+ Debug.Assert(hotBone.chainedChild == null);
+
+ if (hoveredJoint != null && hoveredJoint.parent == hotBone)
+ endPosition = hoveredJoint.position;
+
+ m_Skeleton.SetEndPosition(hotBone, endPosition);
+ InvokePoseChanged();
+ }
+ }
+
+ private void HandleChangeLength()
+ {
+ if (view.IsActionTriggering(SkeletonAction.ChangeLength))
+ m_Moved = false;
+
+ Vector3 endPosition;
+ if (view.DoChangeLength(out endPosition))
+ {
+ if (!m_Moved)
+ {
+ skinningCache.BeginUndoOperation(TextContent.boneLength);
+ m_Moved = true;
+ }
+
+ Debug.Assert(hotBone != null);
+
+ var direction = (Vector3)endPosition - hotBone.position;
+ hotBone.length = Vector3.Dot(direction, hotBone.right);
+
+ InvokePoseChanged();
+ }
+ }
+
+ private void HandleCreateBone()
+ {
+ Vector3 position;
+ if (view.DoCreateBoneStart(out position))
+ {
+ m_PrevCreatedBone = null;
+
+ if (hoveredTail != null)
+ {
+ m_PrevCreatedBone = hoveredTail;
+ m_CreateBoneStartPosition = hoveredTail.endPosition;
+ }
+ else
+ {
+ m_CreateBoneStartPosition = position;
+ }
+ }
+
+ if (view.DoCreateBone(out position))
+ {
+ using (skinningCache.UndoScope(TextContent.createBone))
+ {
+ var isChained = m_PrevCreatedBone != null;
+ var parentBone = isChained ? m_PrevCreatedBone : rootBone;
+
+ if (isChained)
+ m_CreateBoneStartPosition = m_PrevCreatedBone.endPosition;
+
+ var name = AutoBoneName(parentBone, skeleton.bones);
+ var bone = m_Skeleton.CreateBone(parentBone, m_CreateBoneStartPosition, position, isChained, name);
+
+ m_PrevCreatedBone = bone;
+ m_CreateBoneStartPosition = bone.endPosition;
+
+ InvokeTopologyChanged();
+ InvokePoseChanged();
+ }
+ }
+ }
+
+ private void HandleSplitBone()
+ {
+ int instanceID;
+ Vector3 position;
+ if (view.DoSplitBone(out instanceID, out position))
+ {
+ using (skinningCache.UndoScope(TextContent.splitBone))
+ {
+ var boneToSplit = GetBone(instanceID);
+
+ Debug.Assert(boneToSplit != null);
+
+ var splitLength = Vector3.Dot(hoveredBone.right, position - boneToSplit.position);
+ var name = AutoBoneName(boneToSplit, skeleton.bones);
+
+ m_Skeleton.SplitBone(boneToSplit, splitLength, name);
+
+ InvokeTopologyChanged();
+ InvokePoseChanged();
+ }
+ }
+ }
+
+ private void HandleRemoveBone()
+ {
+ if (view.DoRemoveBone())
+ {
+ using (skinningCache.UndoScope(TextContent.removeBone))
+ {
+ m_Skeleton.DestroyBones(selectedBones);
+
+ selection.Clear();
+ skinningCache.events.boneSelectionChanged.Invoke();
+ InvokeTopologyChanged();
+ InvokePoseChanged();
+ }
+ }
+ }
+
+ private void HandleCancelMultiStepAction()
+ {
+ if (view.DoCancelMultistepAction(false))
+ m_PrevCreatedBone = null;
+ }
+
+ private void DrawSkeleton()
+ {
+ if (!view.IsRepainting())
+ return;
+
+ bool isNotOnVisualElement = !skinningCache.IsOnVisualElement();
+
+ if (view.IsActionActive(SkeletonAction.CreateBone) || view.IsActionHot(SkeletonAction.CreateBone))
+ {
+ if (isNotOnVisualElement)
+ {
+ var endPoint = view.GetMouseWorldPosition(Vector3.forward, Vector3.zero);
+
+ if (view.IsActionHot(SkeletonAction.CreateBone))
+ endPoint = m_CreateBoneStartPosition;
+
+ if (m_PrevCreatedBone == null && hoveredTail == null)
+ {
+ var root = rootBone;
+ if (root != null)
+ view.DrawBoneParentLink(root.position, endPoint, Vector3.forward, style.GetParentLinkPreviewColor(skeleton.BoneCount));
+ }
+ }
+ }
+
+ for (var i = 0; i < skeleton.BoneCount; ++i)
+ {
+ var bone = skeleton.GetBone(i);
+
+ if (bone.isVisible == false || bone.parentBone == null || bone.parentBone.chainedChild == bone)
+ continue;
+
+ view.DrawBoneParentLink(bone.parent.position, bone.position, Vector3.forward, style.GetParentLinkColor(bone));
+ }
+
+ for (var i = 0; i < skeleton.BoneCount; ++i)
+ {
+ var bone = skeleton.GetBone(i);
+
+ if ((view.IsActionActive(SkeletonAction.SplitBone) && hoveredBone == bone && isNotOnVisualElement) || bone.isVisible == false)
+ continue;
+
+ var isSelected = selection.Contains(bone.ToCharacterIfNeeded());
+ var isHovered = hoveredBody == bone && view.IsActionHot(SkeletonAction.None) && isNotOnVisualElement;
+
+ DrawBoneOutline(bone, style.GetOutlineColor(bone, isSelected, isHovered), style.GetOutlineScale(isSelected));
+ }
+
+ for (var i = 0; i < skeleton.BoneCount; ++i)
+ {
+ var bone = skeleton.GetBone(i);
+
+ if ((view.IsActionActive(SkeletonAction.SplitBone) && hoveredBone == bone && isNotOnVisualElement) || bone.isVisible == false)
+ continue;
+
+ DrawBone(bone, style.GetColor(bone));
+ }
+ }
+
+ private void DrawBone(BoneCache bone, Color color)
+ {
+ var isSelected = selection.Contains(bone.ToCharacterIfNeeded());
+ var isNotOnVisualElement = !skinningCache.IsOnVisualElement();
+ var isJointHovered = view.IsActionHot(SkeletonAction.None) && hoveredJoint == bone && isNotOnVisualElement;
+ var isTailHovered = view.IsActionHot(SkeletonAction.None) && hoveredTail == bone && isNotOnVisualElement;
+
+ view.DrawBone(bone.position, bone.right, Vector3.forward, bone.length, color, bone.chainedChild != null, isSelected, isJointHovered, isTailHovered, bone == hotBone);
+ }
+
+ private void DrawBoneOutline(BoneCache bone, Color color, float outlineScale)
+ {
+ view.DrawBoneOutline(bone.position, bone.right, Vector3.forward, bone.length, color, outlineScale);
+ }
+
+ private void DrawSplitBonePreview()
+ {
+ if (!view.IsRepainting())
+ return;
+
+ if (skinningCache.IsOnVisualElement())
+ return;
+
+ if (view.IsActionActive(SkeletonAction.SplitBone) && hoveredBone != null)
+ {
+ var splitLength = Vector3.Dot(hoveredBone.right, view.GetMouseWorldPosition(hoveredBone.forward, hoveredBody.position) - hoveredBone.position);
+ var position = hoveredBone.position + hoveredBone.right * splitLength;
+ var length = hoveredBone.length - splitLength;
+ var isSelected = selection.Contains(hoveredBone.ToCharacterIfNeeded());
+
+ {
+ var color = style.GetOutlineColor(hoveredBone, false, false);
+ if (color.a > 0f)
+ view.DrawBoneOutline(hoveredBone.position, hoveredBone.right, Vector3.forward, splitLength, style.GetOutlineColor(hoveredBone, isSelected, true), style.GetOutlineScale(false));
+
+ }
+ {
+ var color = style.GetPreviewOutlineColor(skeleton.BoneCount);
+ if (color.a > 0f)
+ view.DrawBoneOutline(position, hoveredBone.right, Vector3.forward, length, style.GetPreviewOutlineColor(skeleton.BoneCount), style.GetOutlineScale(false));
+
+ }
+
+ view.DrawBone(hoveredBone.position,
+ hoveredBone.right,
+ Vector3.forward,
+ splitLength,
+ style.GetColor(hoveredBone),
+ hoveredBone.chainedChild != null,
+ false, false, false, false);
+ view.DrawBone(position,
+ hoveredBone.right,
+ Vector3.forward,
+ length,
+ style.GetPreviewColor(skeleton.BoneCount),
+ hoveredBone.chainedChild != null,
+ false, false, false, false);
+ }
+ }
+
+ private void DrawCreateBonePreview()
+ {
+ if (!view.IsRepainting())
+ return;
+
+ if (skinningCache.IsOnVisualElement())
+ return;
+
+ var color = style.GetPreviewColor(skeleton.BoneCount);
+ var outlineColor = style.GetPreviewOutlineColor(skeleton.BoneCount);
+
+ var startPosition = m_CreateBoneStartPosition;
+ var mousePosition = view.GetMouseWorldPosition(Vector3.forward, Vector3.zero);
+
+ if (view.IsActionActive(SkeletonAction.CreateBone))
+ {
+ startPosition = mousePosition;
+
+ if (hoveredTail != null)
+ startPosition = hoveredTail.endPosition;
+
+ if (outlineColor.a > 0f)
+ view.DrawBoneOutline(startPosition, Vector3.right, Vector3.forward, 0f, outlineColor, style.GetOutlineScale(false));
+
+ view.DrawBone(startPosition, Vector3.right, Vector3.forward, 0f, color, false, false, false, false, false);
+ }
+
+ if (view.IsActionHot(SkeletonAction.CreateBone))
+ {
+ var direction = (mousePosition - startPosition);
+
+ if (outlineColor.a > 0f)
+ view.DrawBoneOutline(startPosition, direction.normalized, Vector3.forward, direction.magnitude, outlineColor, style.GetOutlineScale(false));
+
+ view.DrawBone(startPosition, direction.normalized, Vector3.forward, direction.magnitude, color, false, false, false, false, false);
+ }
+ }
+
+ private void DrawCursors()
+ {
+ if (!view.IsRepainting())
+ return;
+
+ view.DrawCursors(!skinningCache.IsOnVisualElement());
+ }
+
+ public static string AutoBoneName(BoneCache parent, IEnumerable bones)
+ {
+ string parentName = "root";
+ string inheritedName;
+ int counter;
+
+ if (parent != null)
+ parentName = parent.name;
+
+ DissectBoneName(parentName, out inheritedName, out counter);
+ int nameCounter = FindBiggestNameCounter(bones);
+
+ if (inheritedName == k_DefaultRootName)
+ inheritedName = k_DefaultBoneName;
+
+ return String.Format("{0}_{1}", inheritedName, ++nameCounter);
+ }
+
+ private static int FindBiggestNameCounter(IEnumerable bones)
+ {
+ int autoNameCounter = 0;
+ string inheritedName;
+ int counter;
+ foreach (var bone in bones)
+ {
+ DissectBoneName(bone.name, out inheritedName, out counter);
+ if (counter > autoNameCounter)
+ autoNameCounter = counter;
+ }
+ return autoNameCounter;
+ }
+
+ private static void DissectBoneName(string boneName, out string inheritedName, out int counter)
+ {
+ if (IsBoneNameMatchAutoFormat(boneName))
+ {
+ var tokens = boneName.Split('_');
+ var lastTokenIndex = tokens.Length - 1;
+
+ var tokensWithoutLast = new string[lastTokenIndex];
+ Array.Copy(tokens, tokensWithoutLast, lastTokenIndex);
+ inheritedName = string.Join("_", tokensWithoutLast);
+ counter = int.Parse(tokens[lastTokenIndex]);
+ }
+ else
+ {
+ inheritedName = boneName;
+ counter = -1;
+ }
+ }
+
+ private static bool IsBoneNameMatchAutoFormat(string boneName)
+ {
+ return s_Regex.IsMatch(boneName);
+ }
+
+ private void InvokeTopologyChanged()
+ {
+ skinningCache.events.skeletonTopologyChanged.Invoke(skeleton);
+ }
+
+ private void InvokePoseChanged()
+ {
+ skeleton.SetPosePreview();
+
+ if (editBindPose)
+ {
+ skeleton.SetDefaultPose();
+ skinningCache.events.skeletonBindPoseChanged.Invoke(skeleton);
+ }
+ else
+ skinningCache.events.skeletonPreviewPoseChanged.Invoke(skeleton);
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonController.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonController.cs.meta
new file mode 100644
index 0000000..e16c89f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonController.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ea4cc92a263807f4985d77508d2bb536
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonView.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonView.cs
new file mode 100644
index 0000000..3ff65ee
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonView.cs
@@ -0,0 +1,598 @@
+using UnityEngine;
+using System;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class SkeletonView : ISkeletonView
+ {
+ private const float kPickingRadius = 5f;
+ internal const string kDeleteCommandName = "Delete";
+ internal const string kSoftDeleteCommandName = "SoftDelete";
+ private static readonly int kBodyHashCode = "Body".GetHashCode();
+ private static readonly int kJointHashCode = "Joint".GetHashCode();
+ private static readonly int kTailHashCode = "Tail".GetHashCode();
+ private static readonly int kCreateBoneHashCode = "CreateBone".GetHashCode();
+
+ public int InvalidID { get; set; }
+ public SkeletonMode mode { get; set; }
+ public int defaultControlID { get; set; }
+ public int hoveredBoneID { get { return m_HoveredBoneID; } }
+ public int hoveredJointID { get { return m_HoveredJointID; } }
+ public int hoveredBodyID { get { return m_HoveredBodyID; } }
+ public int hoveredTailID { get { return m_HoveredTailID; } }
+ public int hotBoneID { get { return m_HotBoneID; } }
+
+ private IGUIWrapper m_GUIWrapper;
+ private int m_RotateControlID = -1;
+ private int m_MoveControlID = -1;
+ private int m_FreeMoveControlID = -1;
+ private int m_MoveJointControlID = -1;
+ private int m_MoveEndPositionControlID = -1;
+ private int m_ChangeLengthControlID = -1;
+ private int m_CreateBoneControlID = -1;
+ private int m_HoveredBoneID = 0;
+ private int m_PrevHoveredBoneID = 0;
+ private int m_HoveredBodyID = 0;
+ private int m_HoveredJointID = 0;
+ private int m_HoveredTailID = 0;
+ private int m_HotBoneID = 0;
+ private int m_HoveredBodyControlID = -1;
+ private int m_HoveredJointControlID = -1;
+ private int m_HoveredTailControlID = -1;
+ private float m_NearestDistance;
+ private float m_NearestBodyDistance;
+ private float m_NearestJointDistance;
+ private float m_NearestTailDistance;
+ private int m_NearestBodyId = 0;
+ private int m_NearestJointId = 0;
+ private int m_NearestTailId = 0;
+ private SliderData m_HoveredSliderData = SliderData.zero;
+ private SliderData m_HotSliderData = SliderData.zero;
+
+ public SkeletonView(IGUIWrapper gw)
+ {
+ m_GUIWrapper = gw;
+ }
+
+ public void BeginLayout()
+ {
+ m_HoveredBodyControlID = m_GUIWrapper.GetControlID(kBodyHashCode, FocusType.Passive);
+ m_HoveredJointControlID = m_GUIWrapper.GetControlID(kJointHashCode, FocusType.Passive);
+ m_HoveredTailControlID = m_GUIWrapper.GetControlID(kTailHashCode, FocusType.Passive);
+ m_CreateBoneControlID = m_GUIWrapper.GetControlID(kCreateBoneHashCode, FocusType.Passive);
+
+ if (m_GUIWrapper.eventType == EventType.Layout)
+ {
+ m_PrevHoveredBoneID = m_HoveredBoneID;
+ m_NearestDistance = float.MaxValue;
+ m_NearestBodyDistance = float.MaxValue;
+ m_NearestJointDistance = float.MaxValue;
+ m_NearestTailDistance = float.MaxValue;
+ m_NearestBodyId = InvalidID;
+ m_NearestJointId = InvalidID;
+ m_NearestTailId = InvalidID;
+ m_HoveredBoneID = InvalidID;
+ m_HoveredBodyID = InvalidID;
+ m_HoveredJointID = InvalidID;
+ m_HoveredTailID = InvalidID;
+ m_HoveredSliderData = SliderData.zero;
+
+ if (m_GUIWrapper.IsControlHot(0))
+ {
+ m_RotateControlID = -1;
+ m_MoveControlID = -1;
+ m_FreeMoveControlID = -1;
+ m_MoveJointControlID = -1;
+ m_MoveEndPositionControlID = -1;
+ m_ChangeLengthControlID = -1;
+ m_HotBoneID = InvalidID;
+ }
+ }
+ }
+
+ public void EndLayout()
+ {
+ m_GUIWrapper.LayoutControl(m_HoveredBodyControlID, m_NearestBodyDistance * 0.25f);
+ m_GUIWrapper.LayoutControl(m_HoveredJointControlID, m_NearestJointDistance);
+ m_GUIWrapper.LayoutControl(m_HoveredTailControlID, m_NearestTailDistance);
+
+ if (m_GUIWrapper.IsControlNearest(m_HoveredBodyControlID))
+ {
+ m_HoveredBoneID = m_NearestBodyId;
+ m_HoveredBodyID = m_NearestBodyId;
+ }
+
+ if (m_GUIWrapper.IsControlNearest(m_HoveredJointControlID))
+ {
+ m_HoveredBoneID = m_NearestJointId;
+ m_HoveredJointID = m_NearestJointId;
+ }
+
+ if (m_GUIWrapper.IsControlNearest(m_HoveredTailControlID))
+ {
+ m_HoveredBoneID = m_NearestTailId;
+ m_HoveredTailID = m_NearestTailId;
+ }
+
+ if ((m_GUIWrapper.eventType == EventType.Layout && m_PrevHoveredBoneID != m_HoveredBoneID) || m_GUIWrapper.eventType == EventType.MouseMove)
+ m_GUIWrapper.Repaint();
+ }
+
+ public bool CanLayout()
+ {
+ return m_GUIWrapper.eventType == EventType.Layout;
+ }
+
+ public void LayoutBone(int id, Vector3 position, Vector3 endPosition, Vector3 forward, Vector3 up, Vector3 right, bool isChainEnd)
+ {
+ if (mode == SkeletonMode.Disabled)
+ return;
+
+ var sliderData = new SliderData()
+ {
+ position = GetMouseWorldPosition(forward, position),
+ forward = forward,
+ up = up,
+ right = right
+ };
+
+ {
+ var distance = m_GUIWrapper.DistanceToSegmentClamp(position, endPosition);
+
+ if (distance <= m_NearestDistance)
+ {
+ m_NearestDistance = distance;
+ m_NearestBodyDistance = distance;
+ m_NearestBodyId = id;
+ m_HoveredSliderData = sliderData;
+ }
+ }
+
+ {
+ var distance = m_GUIWrapper.DistanceToCircle(position, GetBoneRadiusForPicking(position) * 2f);
+
+ if (distance <= m_NearestDistance)
+ {
+ m_NearestDistance = distance;
+ m_NearestJointDistance = distance;
+ m_NearestJointId = id;
+ m_HoveredSliderData = sliderData;
+ }
+ }
+
+ if (isChainEnd &&
+ (IsCapable(SkeletonAction.ChangeLength) ||
+ IsCapable(SkeletonAction.MoveEndPosition) ||
+ IsCapable(SkeletonAction.CreateBone)))
+ {
+ var distance = m_GUIWrapper.DistanceToCircle(endPosition, GetBoneRadiusForPicking(endPosition));
+
+ if (distance <= m_NearestDistance)
+ {
+ m_NearestDistance = distance;
+ m_NearestTailDistance = distance;
+ m_NearestTailId = id;
+ m_HoveredSliderData = sliderData;
+ }
+ }
+ }
+
+ public Vector3 GetMouseWorldPosition(Vector3 planeNormal, Vector3 planePosition)
+ {
+ return m_GUIWrapper.GUIToWorld(m_GUIWrapper.mousePosition, planeNormal, planePosition);
+ }
+
+ private float GetBoneRadiusForPicking(Vector3 position)
+ {
+ if (m_GUIWrapper.HasCurrentCamera())
+ return 0.1f * m_GUIWrapper.GetHandleSize(position);
+
+ return kPickingRadius;
+ }
+
+ public bool DoSelectBone(out int id, out bool additive)
+ {
+ id = 0;
+ additive = false;
+
+ if (IsActionTriggering(SkeletonAction.Select))
+ {
+ id = m_HoveredBoneID;
+ additive = m_GUIWrapper.isActionKeyDown;
+
+ if (mode == SkeletonMode.Selection)
+ {
+ m_GUIWrapper.UseCurrentEvent();
+ m_GUIWrapper.SetGuiChanged(true);
+ }
+
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoRotateBone(Vector3 pivot, Vector3 normal, out float deltaAngle)
+ {
+ deltaAngle = 0f;
+
+ Vector3 oldPosition = m_HotSliderData.position;
+ Vector3 newPosition;
+ if (DoSliderAction(SkeletonAction.RotateBone, m_HoveredBodyControlID, ref m_RotateControlID, out newPosition))
+ {
+ deltaAngle = Vector3.SignedAngle(oldPosition - pivot, (Vector3)newPosition - pivot, normal);
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoMoveBone(out Vector3 deltaPosition)
+ {
+ deltaPosition = Vector3.zero;
+
+ Vector3 oldPosition = m_HotSliderData.position;
+ Vector3 newPosition;
+ if (DoSliderAction(SkeletonAction.MoveBone, m_HoveredJointControlID, ref m_MoveControlID, out newPosition))
+ {
+ deltaPosition = newPosition - oldPosition;
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoFreeMoveBone(out Vector3 deltaPosition)
+ {
+ deltaPosition = Vector3.zero;
+
+ Vector3 oldPosition = m_HotSliderData.position;
+ Vector3 newPosition;
+ if (DoSliderAction(SkeletonAction.FreeMoveBone, m_HoveredBodyControlID, ref m_FreeMoveControlID, out newPosition))
+ {
+ deltaPosition = newPosition - oldPosition;
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoMoveJoint(out Vector3 deltaPosition)
+ {
+ deltaPosition = Vector3.zero;
+
+ Vector3 oldPosition = m_HotSliderData.position;
+ Vector3 newPosition;
+ if (DoSliderAction(SkeletonAction.MoveJoint, m_HoveredJointControlID, ref m_MoveJointControlID, out newPosition))
+ {
+ deltaPosition = newPosition - oldPosition;
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoMoveEndPosition(out Vector3 endPosition)
+ {
+ return DoSliderAction(SkeletonAction.MoveEndPosition, m_HoveredTailControlID, ref m_MoveEndPositionControlID, out endPosition);
+ }
+
+ public bool DoChangeLength(out Vector3 endPosition)
+ {
+ return DoSliderAction(SkeletonAction.ChangeLength, m_HoveredTailControlID, ref m_ChangeLengthControlID, out endPosition);
+ }
+
+ private bool DoSliderAction(SkeletonAction action, int controlID, ref int actionControlID, out Vector3 newPosition)
+ {
+ newPosition = m_HoveredSliderData.position;
+
+ if (IsActionTriggering(action))
+ {
+ actionControlID = controlID;
+ m_HotSliderData = m_HoveredSliderData;
+ m_HotBoneID = hoveredBoneID;
+ }
+
+ if (m_GUIWrapper.DoSlider(actionControlID, m_HotSliderData, out newPosition))
+ {
+ m_HotSliderData.position = newPosition;
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoCreateBoneStart(out Vector3 position)
+ {
+ position = GetMouseWorldPosition(m_HoveredSliderData.forward, m_HoveredSliderData.position);
+
+ if (CanCreateBone())
+ m_GUIWrapper.LayoutControl(m_CreateBoneControlID, 0f);
+
+ if (IsActionActive(SkeletonAction.CreateBone))
+ ConsumeMouseMoveEvents();
+
+ if (IsActionTriggering(SkeletonAction.CreateBone))
+ {
+ m_HotBoneID = hoveredBoneID;
+ m_GUIWrapper.SetMultiStepControlHot(m_CreateBoneControlID);
+ m_GUIWrapper.UseCurrentEvent();
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool CanCreateBone()
+ {
+ return mode == SkeletonMode.CreateBone && (m_GUIWrapper.IsControlNearest(defaultControlID) || m_GUIWrapper.IsControlNearest(m_HoveredTailControlID));
+ }
+
+ public bool DoCreateBone(out Vector3 position)
+ {
+ position = GetMouseWorldPosition(m_HoveredSliderData.forward, m_HoveredSliderData.position);
+
+ if (IsActionHot(SkeletonAction.CreateBone))
+ ConsumeMouseMoveEvents();
+
+ if (IsActionFinishing(SkeletonAction.CreateBone))
+ {
+ m_GUIWrapper.UseCurrentEvent();
+ m_GUIWrapper.SetGuiChanged(true);
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoSplitBone(out int id, out Vector3 position)
+ {
+ id = m_HoveredBodyID;
+ position = GetMouseWorldPosition(m_HoveredSliderData.forward, m_HoveredSliderData.position);
+
+ if (IsActionActive(SkeletonAction.SplitBone))
+ ConsumeMouseMoveEvents();
+
+ if (IsActionTriggering(SkeletonAction.SplitBone))
+ {
+ m_GUIWrapper.UseCurrentEvent();
+ m_GUIWrapper.SetGuiChanged(true);
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoRemoveBone()
+ {
+ if (IsActionTriggering(SkeletonAction.Remove))
+ {
+ m_GUIWrapper.UseCurrentEvent();
+ m_GUIWrapper.SetGuiChanged(true);
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoCancelMultistepAction(bool force)
+ {
+ if (force)
+ {
+ m_GUIWrapper.SetMultiStepControlHot(0);
+ return true;
+ }
+
+ if ((!m_GUIWrapper.IsMultiStepControlHot(0) && (m_GUIWrapper.IsMouseDown(1) || m_GUIWrapper.IsKeyDown(KeyCode.Escape))))
+ {
+ m_GUIWrapper.SetMultiStepControlHot(0);
+ m_GUIWrapper.UseCurrentEvent();
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool IsActionActive(SkeletonAction action)
+ {
+ if (m_GUIWrapper.isAltDown || !m_GUIWrapper.IsControlHot(0) || !m_GUIWrapper.IsMultiStepControlHot(0))
+ return false;
+
+ if (action == SkeletonAction.None)
+ return m_GUIWrapper.IsControlNearest(defaultControlID);
+
+ if (!IsCapable(action))
+ return false;
+
+ if (action == SkeletonAction.RotateBone)
+ return m_GUIWrapper.IsControlNearest(m_HoveredBodyControlID);
+
+ if (action == SkeletonAction.ChangeLength)
+ return m_GUIWrapper.IsControlNearest(m_HoveredTailControlID) && !m_GUIWrapper.isShiftDown;
+
+ if (action == SkeletonAction.MoveJoint)
+ return m_GUIWrapper.IsControlNearest(m_HoveredJointControlID);
+
+ if (action == SkeletonAction.MoveEndPosition)
+ return m_GUIWrapper.IsControlNearest(m_HoveredTailControlID) && !m_GUIWrapper.isShiftDown;
+
+ if (action == SkeletonAction.FreeMoveBone)
+ return m_GUIWrapper.IsControlNearest(m_HoveredBodyControlID);
+
+ if (action == SkeletonAction.MoveBone)
+ return m_GUIWrapper.IsControlNearest(m_HoveredJointControlID);
+
+ bool canCreateBone = IsCapable(SkeletonAction.CreateBone) && m_GUIWrapper.IsControlNearest(m_CreateBoneControlID);
+ bool canSplitBone = IsCapable(SkeletonAction.SplitBone) && m_GUIWrapper.IsControlNearest(m_HoveredBodyControlID);
+
+ if (action == SkeletonAction.CreateBone)
+ return canCreateBone;
+
+ if (action == SkeletonAction.SplitBone)
+ return canSplitBone;
+
+ if (action == SkeletonAction.Select)
+ return (m_GUIWrapper.IsControlNearest(m_HoveredBodyControlID) && !canSplitBone) ||
+ m_GUIWrapper.IsControlNearest(m_HoveredJointControlID) ||
+ (m_GUIWrapper.IsControlNearest(m_HoveredTailControlID) && !canCreateBone);
+
+ if (action == SkeletonAction.Remove)
+ return true;
+
+ return false;
+ }
+
+ public bool IsActionHot(SkeletonAction action)
+ {
+ if (action == SkeletonAction.None)
+ return m_GUIWrapper.IsControlHot(0) && m_GUIWrapper.IsMultiStepControlHot(0);
+
+ if (action == SkeletonAction.RotateBone)
+ return m_GUIWrapper.IsControlHot(m_RotateControlID);
+
+ if (action == SkeletonAction.MoveBone)
+ return m_GUIWrapper.IsControlHot(m_MoveControlID);
+
+ if (action == SkeletonAction.FreeMoveBone)
+ return m_GUIWrapper.IsControlHot(m_FreeMoveControlID);
+
+ if (action == SkeletonAction.MoveJoint)
+ return m_GUIWrapper.IsControlHot(m_MoveJointControlID);
+
+ if (action == SkeletonAction.MoveEndPosition)
+ return m_GUIWrapper.IsControlHot(m_MoveEndPositionControlID);
+
+ if (action == SkeletonAction.ChangeLength)
+ return m_GUIWrapper.IsControlHot(m_ChangeLengthControlID);
+
+ if (action == SkeletonAction.CreateBone)
+ return m_GUIWrapper.IsMultiStepControlHot(m_CreateBoneControlID) && !m_GUIWrapper.isAltDown;
+
+ return false;
+ }
+
+ public bool IsActionTriggering(SkeletonAction action)
+ {
+ if (!IsActionActive(action))
+ return false;
+
+ if (action == SkeletonAction.Remove)
+ {
+ if ((m_GUIWrapper.eventType == EventType.ValidateCommand || m_GUIWrapper.eventType == EventType.ExecuteCommand)
+ && (m_GUIWrapper.commandName == kSoftDeleteCommandName || m_GUIWrapper.commandName == kDeleteCommandName))
+ {
+ if (m_GUIWrapper.eventType == EventType.ExecuteCommand)
+ return true;
+
+ m_GUIWrapper.UseCurrentEvent();
+ }
+
+ return false;
+ }
+
+ return m_GUIWrapper.IsMouseDown(0);
+ }
+
+ public bool IsActionFinishing(SkeletonAction action)
+ {
+ if (!IsActionHot(action) || !IsCapable(action))
+ return false;
+
+ if (m_GUIWrapper.IsEventOutsideWindow())
+ return true;
+
+ if (action == SkeletonAction.CreateBone)
+ return m_GUIWrapper.IsMouseDown(0);
+
+ return m_GUIWrapper.IsMouseUp(0);
+ }
+
+ public bool IsRepainting()
+ {
+ return m_GUIWrapper.IsRepainting();
+ }
+
+ public void DrawBone(Vector3 position, Vector3 right, Vector3 forward, float length, Color color, bool isChained, bool isSelected, bool isJointHovered, bool isTailHovered, bool isHot)
+ {
+ var endPosition = position + right * length;
+ var rotation = Quaternion.LookRotation(forward, Vector3.Cross(right, forward));
+ var boneBodyColor = color;
+ var boneJointColor = new Color(0f, 0f, 0f, 0.75f * color.a);
+ var tailColor = new Color(0f, 0f, 0f, 0.75f * color.a);
+ var hoveredColor = Handles.preselectionColor;
+ var selectedColor = Handles.selectedColor;
+ var drawRectCap = false;
+
+ if (isJointHovered)
+ boneJointColor = hoveredColor;
+ if (isHot && (IsActionHot(SkeletonAction.MoveBone) || IsActionHot(SkeletonAction.MoveJoint)))
+ boneJointColor = selectedColor;
+
+ if (mode == SkeletonMode.EditPose || mode == SkeletonMode.CreateBone)
+ {
+ if (isJointHovered || isSelected)
+ drawRectCap = true;
+ }
+ else if (mode == SkeletonMode.EditJoints || mode == SkeletonMode.SplitBone)
+ {
+ rotation = Quaternion.identity;
+ drawRectCap = true;
+ }
+
+ if (drawRectCap)
+ Handles.RectangleHandleCap(0, position, rotation, BoneDrawingUtility.GetBoneRadius(position), EventType.Repaint);
+
+ BoneDrawingUtility.DrawBone(position, endPosition, forward, boneBodyColor);
+ BoneDrawingUtility.DrawBoneNode(position, forward, boneJointColor);
+
+ if (!isChained &&
+ (IsCapable(SkeletonAction.ChangeLength) ||
+ IsCapable(SkeletonAction.MoveEndPosition)))
+ {
+ if (isTailHovered)
+ tailColor = hoveredColor;
+
+ if (isHot && (IsActionHot(SkeletonAction.ChangeLength) || IsActionHot(SkeletonAction.MoveEndPosition)))
+ tailColor = selectedColor;
+
+ BoneDrawingUtility.DrawBoneNode(endPosition, forward, tailColor);
+ }
+ }
+
+ public void DrawBoneParentLink(Vector3 parentPosition, Vector3 position, Vector3 forward, Color color)
+ {
+ BoneDrawingUtility.DrawBone(position, parentPosition, forward, color);
+ }
+
+ public void DrawBoneOutline(Vector3 position, Vector3 right, Vector3 forward, float length, Color color, float outlineScale)
+ {
+ BoneDrawingUtility.DrawBoneOutline(position, position + right * length, forward, color, outlineScale);
+ }
+
+ public void DrawCursors(bool canBeActive)
+ {
+ var mouseScreenRect = new Rect(m_GUIWrapper.mousePosition.x - 100f, m_GUIWrapper.mousePosition.y - 100f, 200f, 200f);
+
+ var isRotateHot = IsActionHot(SkeletonAction.RotateBone);
+ if ((canBeActive && IsActionActive(SkeletonAction.RotateBone)) || isRotateHot)
+ EditorGUIUtility.AddCursorRect(mouseScreenRect, MouseCursor.RotateArrow);
+
+ if ((canBeActive && IsActionActive(SkeletonAction.MoveBone)) || IsActionHot(SkeletonAction.MoveBone) ||
+ (canBeActive && IsActionActive(SkeletonAction.FreeMoveBone)) || IsActionHot(SkeletonAction.FreeMoveBone) ||
+ (canBeActive && IsActionActive(SkeletonAction.MoveJoint)) || IsActionHot(SkeletonAction.MoveJoint) ||
+ (canBeActive && IsActionActive(SkeletonAction.MoveEndPosition)) || IsActionHot(SkeletonAction.MoveEndPosition))
+ EditorGUIUtility.AddCursorRect(mouseScreenRect, MouseCursor.MoveArrow);
+ }
+
+ private void ConsumeMouseMoveEvents()
+ {
+ if (m_GUIWrapper.eventType == EventType.MouseMove || (m_GUIWrapper.eventType == EventType.MouseDrag && m_GUIWrapper.mouseButton == 0))
+ m_GUIWrapper.UseCurrentEvent();
+ }
+
+ private bool IsCapable(SkeletonAction action)
+ {
+ return ((int)mode & (int)action) != 0;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonView.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonView.cs.meta
new file mode 100644
index 0000000..7c2b227
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SkeletonView.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 32b6c1f19cdc32d45aff3ce5c06f3ac3
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Slider2D.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Slider2D.cs
new file mode 100644
index 0000000..2d7032f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Slider2D.cs
@@ -0,0 +1,78 @@
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class Slider2D
+ {
+ private static Vector2 s_CurrentMousePosition;
+ private static Vector2 s_DragStartScreenPosition;
+ private static Vector2 s_DragScreenOffset;
+ private static double s_Time;
+
+ public static Vector2 Do(int controlID, Vector2 position, Handles.CapFunction drawCapFunction = null)
+ {
+ EventType type = Event.current.GetTypeForControl(controlID);
+
+ switch (type)
+ {
+ case EventType.MouseDown:
+ if (Event.current.button == 0 && HandleUtility.nearestControl == controlID && !Event.current.alt)
+ {
+ s_Time = EditorApplication.timeSinceStartup;
+
+ GUIUtility.keyboardControl = controlID;
+ GUIUtility.hotControl = controlID;
+ s_CurrentMousePosition = Event.current.mousePosition;
+ s_DragStartScreenPosition = Event.current.mousePosition;
+ Vector2 b = HandleUtility.WorldToGUIPoint(position);
+ s_DragScreenOffset = s_CurrentMousePosition - b;
+
+ Event.current.Use();
+ }
+ break;
+ case EventType.MouseUp:
+ if (GUIUtility.hotControl == controlID && (Event.current.button == 0 || Event.current.button == 2))
+ {
+ GUIUtility.hotControl = 0;
+ Event.current.Use();
+ }
+ break;
+ case EventType.MouseDrag:
+ if (GUIUtility.hotControl == controlID)
+ {
+ s_CurrentMousePosition = Event.current.mousePosition;
+ float screenDisplacement = (s_CurrentMousePosition - s_DragStartScreenPosition).magnitude;
+ Vector2 center = position;
+ Vector2 screenPosition = s_CurrentMousePosition - s_DragScreenOffset;
+ position = Handles.inverseMatrix.MultiplyPoint(screenPosition);
+ float displacement = (center - position).magnitude;
+
+ if (!Mathf.Approximately(displacement, 0f) && (EditorApplication.timeSinceStartup - s_Time > 0.15 || screenDisplacement >= 10f))
+ GUI.changed = true;
+
+ Event.current.Use();
+ }
+ break;
+ case EventType.KeyDown:
+ if (GUIUtility.hotControl == controlID && Event.current.keyCode == KeyCode.Escape)
+ {
+ position = Handles.inverseMatrix.MultiplyPoint(s_DragStartScreenPosition - s_DragScreenOffset);
+ GUIUtility.hotControl = 0;
+ GUI.changed = true;
+ Event.current.Use();
+ }
+ break;
+ case EventType.Layout:
+ if (drawCapFunction != null)
+ drawCapFunction(controlID, position, Quaternion.identity, 1f, EventType.Layout);
+ break;
+ case EventType.Repaint:
+ if (drawCapFunction != null)
+ drawCapFunction(controlID, position, Quaternion.identity, 1f, EventType.Repaint);
+ break;
+ }
+
+ return position;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Slider2D.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Slider2D.cs.meta
new file mode 100644
index 0000000..70b6097
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/Slider2D.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: aaae1a0ac32489e4db7ca7c10f984ade
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshController.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshController.cs
new file mode 100644
index 0000000..fc310bb
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshController.cs
@@ -0,0 +1,696 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class SpriteMeshController
+ {
+ private const float kSnapDistance = 10f;
+
+ private struct EdgeIntersectionResult
+ {
+ public int startVertexIndex;
+ public int endVertexIndex;
+ public int intersectEdgeIndex;
+ public Vector2 endPosition;
+ }
+
+ private SpriteMeshDataController m_SpriteMeshDataController = new SpriteMeshDataController();
+ private EdgeIntersectionResult m_EdgeIntersectionResult;
+
+ public ISpriteMeshView spriteMeshView { get; set; }
+ public ISpriteMeshData spriteMeshData
+ {
+ get { return m_SpriteMeshData; }
+ set { m_SpriteMeshData = value; }
+ }
+
+ public ISelection selection { get; set; }
+ public ICacheUndo cacheUndo { get; set; }
+ public ITriangulator triangulator { get; set; }
+ public bool disable { get; set; }
+ public Rect frame { get; set; }
+ private ISpriteMeshData m_SpriteMeshData;
+ private bool m_Moved = false;
+
+ public void OnGUI()
+ {
+ m_SpriteMeshDataController.spriteMeshData = m_SpriteMeshData;
+
+ Debug.Assert(spriteMeshView != null);
+ Debug.Assert(m_SpriteMeshData != null);
+ Debug.Assert(selection != null);
+ Debug.Assert(cacheUndo != null);
+
+ spriteMeshView.selection = selection;
+ spriteMeshView.frame = frame;
+
+ EditorGUI.BeginDisabledGroup(disable);
+
+ spriteMeshView.BeginLayout();
+
+ if(spriteMeshView.CanLayout())
+ {
+ LayoutVertices();
+ LayoutEdges();
+ }
+
+ spriteMeshView.EndLayout();
+
+ if(spriteMeshView.CanRepaint())
+ {
+ DrawEdges();
+
+ if(GUI.enabled)
+ {
+ PreviewCreateVertex();
+ PreviewCreateEdge();
+ PreviewSplitEdge();
+ }
+
+ DrawVertices();
+ }
+
+
+ HandleSplitEdge();
+ HandleCreateEdge();
+ HandleCreateVertex();
+
+ EditorGUI.EndDisabledGroup();
+
+ HandleSelectVertex();
+
+ EditorGUI.BeginDisabledGroup(disable);
+
+ HandleMoveVertex();
+
+ EditorGUI.EndDisabledGroup();
+
+ HandleSelectEdge();
+
+ EditorGUI.BeginDisabledGroup(disable);
+
+ HandleMoveEdge();
+ HandleRemoveEdge();
+ HandleRemoveVertices();
+
+ spriteMeshView.DoRepaint();
+
+ EditorGUI.EndDisabledGroup();
+ }
+
+ private void LayoutVertices()
+ {
+ for (int i = 0; i < m_SpriteMeshData.vertexCount; i++)
+ {
+ Vector2 position = m_SpriteMeshData.GetPosition(i);
+ spriteMeshView.LayoutVertex(position, i);
+ }
+ }
+
+ private void LayoutEdges()
+ {
+ for (int i = 0; i < m_SpriteMeshData.edges.Count; i++)
+ {
+ Edge edge = m_SpriteMeshData.edges[i];
+ Vector2 startPosition = m_SpriteMeshData.GetPosition(edge.index1);
+ Vector2 endPosition = m_SpriteMeshData.GetPosition(edge.index2);
+
+ spriteMeshView.LayoutEdge(startPosition, endPosition, i);
+ }
+ }
+
+ private void DrawEdges()
+ {
+ UpdateEdgeInstersection();
+
+ spriteMeshView.BeginDrawEdges();
+
+ for (int i = 0; i < m_SpriteMeshData.edges.Count; ++i)
+ {
+ if (SkipDrawEdge(i))
+ continue;
+
+ Edge edge = m_SpriteMeshData.edges[i];
+ Vector2 startPosition = m_SpriteMeshData.GetPosition(edge.index1);
+ Vector2 endPosition = m_SpriteMeshData.GetPosition(edge.index2);
+
+ if (selection.Contains(edge.index1) && selection.Contains(edge.index2))
+ spriteMeshView.DrawEdgeSelected(startPosition, endPosition);
+ else
+ spriteMeshView.DrawEdge(startPosition, endPosition);
+ }
+
+ if (spriteMeshView.IsActionActive(MeshEditorAction.SelectEdge))
+ {
+ Edge hoveredEdge = m_SpriteMeshData.edges[spriteMeshView.hoveredEdge];
+ Vector2 startPosition = m_SpriteMeshData.GetPosition(hoveredEdge.index1);
+ Vector2 endPosition = m_SpriteMeshData.GetPosition(hoveredEdge.index2);
+
+ spriteMeshView.DrawEdgeHovered(startPosition, endPosition);
+ }
+
+ spriteMeshView.EndDrawEdges();
+ }
+
+ private bool SkipDrawEdge(int edgeIndex)
+ {
+ if(GUI.enabled == false)
+ return false;
+
+ return edgeIndex == -1 ||
+ spriteMeshView.hoveredEdge == edgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.SelectEdge) ||
+ spriteMeshView.hoveredEdge == edgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.CreateVertex) ||
+ spriteMeshView.closestEdge == edgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.SplitEdge) ||
+ edgeIndex == m_EdgeIntersectionResult.intersectEdgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.CreateEdge);
+ }
+
+ private void PreviewCreateVertex()
+ {
+ if (spriteMeshView.mode == SpriteMeshViewMode.CreateVertex &&
+ spriteMeshView.IsActionActive(MeshEditorAction.CreateVertex))
+ {
+ Vector2 clampedMousePos = ClampToFrame(spriteMeshView.mouseWorldPosition);
+
+ if (spriteMeshView.hoveredEdge != -1)
+ {
+ Edge edge = m_SpriteMeshData.edges[spriteMeshView.hoveredEdge];
+
+ spriteMeshView.BeginDrawEdges();
+
+ spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(edge.index1), clampedMousePos);
+ spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(edge.index2), clampedMousePos);
+
+ spriteMeshView.EndDrawEdges();
+ }
+
+ spriteMeshView.DrawVertex(clampedMousePos);
+ }
+ }
+
+ private void PreviewCreateEdge()
+ {
+ if (!spriteMeshView.IsActionActive(MeshEditorAction.CreateEdge))
+ return;
+
+ spriteMeshView.BeginDrawEdges();
+
+ spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(m_EdgeIntersectionResult.startVertexIndex), m_EdgeIntersectionResult.endPosition);
+
+ if (m_EdgeIntersectionResult.intersectEdgeIndex != -1)
+ {
+ Edge intersectingEdge = m_SpriteMeshData.edges[m_EdgeIntersectionResult.intersectEdgeIndex];
+ spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(intersectingEdge.index1), m_EdgeIntersectionResult.endPosition);
+ spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(intersectingEdge.index2), m_EdgeIntersectionResult.endPosition);
+ }
+
+ spriteMeshView.EndDrawEdges();
+
+ if (m_EdgeIntersectionResult.endVertexIndex == -1)
+ spriteMeshView.DrawVertex(m_EdgeIntersectionResult.endPosition);
+ }
+
+ private void PreviewSplitEdge()
+ {
+ if (!spriteMeshView.IsActionActive(MeshEditorAction.SplitEdge))
+ return;
+
+ Vector2 clampedMousePos = ClampToFrame(spriteMeshView.mouseWorldPosition);
+
+ Edge closestEdge = m_SpriteMeshData.edges[spriteMeshView.closestEdge];
+
+ spriteMeshView.BeginDrawEdges();
+
+ spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(closestEdge.index1), clampedMousePos);
+ spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(closestEdge.index2), clampedMousePos);
+
+ spriteMeshView.EndDrawEdges();
+
+ spriteMeshView.DrawVertex(clampedMousePos);
+ }
+
+ private void DrawVertices()
+ {
+ for (int i = 0; i < m_SpriteMeshData.vertexCount; i++)
+ {
+ Vector3 position = m_SpriteMeshData.GetPosition(i);
+
+ if (selection.Contains(i))
+ spriteMeshView.DrawVertexSelected(position);
+ else if (i == spriteMeshView.hoveredVertex && spriteMeshView.IsActionHot(MeshEditorAction.None))
+ spriteMeshView.DrawVertexHovered(position);
+ else
+ spriteMeshView.DrawVertex(position);
+ }
+ }
+
+ private void HandleSelectVertex()
+ {
+ bool additive;
+ if (spriteMeshView.DoSelectVertex(out additive))
+ SelectVertex(spriteMeshView.hoveredVertex, additive);
+ }
+
+ private void HandleSelectEdge()
+ {
+ bool additive;
+ if (spriteMeshView.DoSelectEdge(out additive))
+ SelectEdge(spriteMeshView.hoveredEdge, additive);
+ }
+
+ private void HandleMoveVertex()
+ {
+ if(spriteMeshView.IsActionTriggered(MeshEditorAction.MoveVertex))
+ m_Moved = false;
+
+ Vector2 delta;
+ if (spriteMeshView.DoMoveVertex(out delta))
+ {
+ if(!m_Moved)
+ {
+ cacheUndo.BeginUndoOperation(TextContent.moveVertices);
+ m_Moved = true;
+ }
+
+ MoveSelectedVertices(delta);
+ }
+ }
+
+ private void HandleCreateVertex()
+ {
+ if (spriteMeshView.DoCreateVertex())
+ CreateVertex(spriteMeshView.mouseWorldPosition, spriteMeshView.hoveredEdge);
+ }
+
+ private void HandleSplitEdge()
+ {
+ if (spriteMeshView.DoSplitEdge())
+ SplitEdge(spriteMeshView.mouseWorldPosition, spriteMeshView.closestEdge);
+ }
+
+ private void HandleCreateEdge()
+ {
+ if (spriteMeshView.DoCreateEdge())
+ CreateEdge(spriteMeshView.mouseWorldPosition, spriteMeshView.hoveredVertex, spriteMeshView.hoveredEdge);
+ }
+
+ private void HandleMoveEdge()
+ {
+ if(spriteMeshView.IsActionTriggered(MeshEditorAction.MoveEdge))
+ m_Moved = false;
+
+ Vector2 delta;
+ if (spriteMeshView.DoMoveEdge(out delta))
+ {
+ if(!m_Moved)
+ {
+ cacheUndo.BeginUndoOperation(TextContent.moveVertices);
+ m_Moved = true;
+ }
+
+ MoveSelectedVertices(delta);
+ }
+ }
+
+ private void HandleRemoveEdge()
+ {
+ Edge edge;
+ if (GetSelectedEdge(out edge) && spriteMeshView.DoRemove())
+ RemoveEdge(edge);
+ }
+
+ private void HandleRemoveVertices()
+ {
+ if (spriteMeshView.DoRemove())
+ RemoveSelectedVertices();
+ }
+
+ 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 void SelectVertex(int index, bool additiveToggle)
+ {
+ if (index < 0)
+ throw new ArgumentException("Index out of range");
+
+ bool selected = selection.Contains(index);
+ if (selected)
+ {
+ if (additiveToggle)
+ {
+ cacheUndo.BeginUndoOperation(TextContent.selection);
+ selection.Select(index, false);
+ }
+ }
+ else
+ {
+ cacheUndo.BeginUndoOperation(TextContent.selection);
+
+ if (!additiveToggle)
+ ClearSelection();
+
+ selection.Select(index, true);
+ }
+
+ cacheUndo.IncrementCurrentGroup();
+ }
+
+ private void SelectEdge(int index, bool additiveToggle)
+ {
+ Debug.Assert(index >= 0);
+
+ Edge edge = m_SpriteMeshData.edges[index];
+
+ cacheUndo.BeginUndoOperation(TextContent.selection);
+
+ bool selected = selection.Contains(edge.index1) && selection.Contains(edge.index2);
+ if (selected)
+ {
+ if (additiveToggle)
+ {
+ selection.Select(edge.index1, false);
+ selection.Select(edge.index2, false);
+ }
+ }
+ else
+ {
+ if (!additiveToggle)
+ ClearSelection();
+
+ selection.Select(edge.index1, true);
+ selection.Select(edge.index2, true);
+ }
+
+ cacheUndo.IncrementCurrentGroup();
+ }
+
+ private void ClearSelection()
+ {
+ cacheUndo.BeginUndoOperation(TextContent.selection);
+ selection.Clear();
+ }
+
+ private void MoveSelectedVertices(Vector2 delta)
+ {
+ delta = MathUtility.MoveRectInsideFrame(CalculateRectFromSelection(), frame, delta);
+
+ var indices = selection.elements;
+
+ foreach (int index in indices)
+ {
+ Vector2 v = m_SpriteMeshData.GetPosition(index);
+ m_SpriteMeshData.SetPosition(index, ClampToFrame(v + delta));
+ }
+
+ Triangulate();
+ }
+
+ private void CreateEdge(Vector2 position, int hoveredVertexIndex, int hoveredEdgeIndex)
+ {
+ position = ClampToFrame(position);
+ EdgeIntersectionResult edgeIntersectionResult = CalculateEdgeIntersection(selection.activeElement, hoveredVertexIndex, hoveredEdgeIndex, position);
+
+ cacheUndo.BeginUndoOperation(TextContent.createEdge);
+
+ int selectIndex = -1;
+
+ if (edgeIntersectionResult.endVertexIndex == -1)
+ {
+ CreateVertex(edgeIntersectionResult.endPosition, edgeIntersectionResult.intersectEdgeIndex);
+ m_SpriteMeshDataController.CreateEdge(selection.activeElement, m_SpriteMeshData.vertexCount - 1);
+ selectIndex = m_SpriteMeshData.vertexCount - 1;
+ }
+ else
+ {
+ m_SpriteMeshDataController.CreateEdge(selection.activeElement, edgeIntersectionResult.endVertexIndex);
+ Triangulate();
+ selectIndex = edgeIntersectionResult.endVertexIndex;
+ }
+
+ ClearSelection();
+ selection.Select(selectIndex, true);
+
+ cacheUndo.IncrementCurrentGroup();
+ }
+
+ private void SplitEdge(Vector2 position, int edgeIndex)
+ {
+ cacheUndo.BeginUndoOperation(TextContent.splitEdge);
+
+ Vector2 clampedMousePos = ClampToFrame(position);
+
+ CreateVertex(clampedMousePos, edgeIndex);
+
+ cacheUndo.IncrementCurrentGroup();
+ }
+
+ private bool GetSelectedEdge(out Edge edge)
+ {
+ edge = default(Edge);
+
+ if (selection.Count != 2)
+ return false;
+
+ var indices = selection.elements;
+
+ int index1 = indices[0];
+ int index2 = indices[1];
+
+ edge = new Edge(index1, index2);
+
+ if (!m_SpriteMeshData.edges.Contains(edge))
+ return false;
+
+ return true;
+ }
+
+ private void RemoveEdge(Edge edge)
+ {
+ cacheUndo.BeginUndoOperation(TextContent.removeEdge);
+ m_SpriteMeshDataController.RemoveEdge(edge);
+ Triangulate();
+ }
+
+ private void RemoveSelectedVertices()
+ {
+ cacheUndo.BeginUndoOperation(TextContent.removeVertices);
+
+ m_SpriteMeshDataController.RemoveVertex(selection.elements);
+
+ Triangulate();
+ selection.Clear();
+ }
+
+ private void Triangulate()
+ {
+ m_SpriteMeshDataController.Triangulate(triangulator);
+ m_SpriteMeshDataController.SortTrianglesByDepth();
+ }
+
+ private Vector2 ClampToFrame(Vector2 position)
+ {
+ return MathUtility.ClampPositionToRect(position, frame);
+ }
+
+ private Rect CalculateRectFromSelection()
+ {
+ Rect rect = new Rect();
+
+ Vector2 min = new Vector2(float.MaxValue, float.MaxValue);
+ Vector2 max = new Vector2(float.MinValue, float.MinValue);
+
+ var indices = selection.elements;
+
+ foreach (int index in indices)
+ {
+ Vector2 v = m_SpriteMeshData.GetPosition(index);
+
+ min.x = Mathf.Min(min.x, v.x);
+ min.y = Mathf.Min(min.y, v.y);
+
+ max.x = Mathf.Max(max.x, v.x);
+ max.y = Mathf.Max(max.y, v.y);
+ }
+
+ rect.min = min;
+ rect.max = max;
+
+ return rect;
+ }
+
+ private void UpdateEdgeInstersection()
+ {
+ if (selection.Count == 1)
+ m_EdgeIntersectionResult = CalculateEdgeIntersection(selection.activeElement, spriteMeshView.hoveredVertex, spriteMeshView.hoveredEdge, ClampToFrame(spriteMeshView.mouseWorldPosition));
+ }
+
+ private EdgeIntersectionResult CalculateEdgeIntersection(int vertexIndex, int hoveredVertexIndex, int hoveredEdgeIndex, Vector2 targetPosition)
+ {
+ Debug.Assert(vertexIndex >= 0);
+
+ EdgeIntersectionResult edgeIntersection = new EdgeIntersectionResult();
+
+ edgeIntersection.startVertexIndex = vertexIndex;
+ edgeIntersection.endVertexIndex = hoveredVertexIndex;
+ edgeIntersection.endPosition = targetPosition;
+ edgeIntersection.intersectEdgeIndex = -1;
+
+ Vector2 startPoint = m_SpriteMeshData.GetPosition(edgeIntersection.startVertexIndex);
+
+ bool intersectsEdge = false;
+ int lastIntersectingEdgeIndex = -1;
+
+ do
+ {
+ lastIntersectingEdgeIndex = edgeIntersection.intersectEdgeIndex;
+
+ if (intersectsEdge)
+ {
+ Vector2 dir = edgeIntersection.endPosition - startPoint;
+ edgeIntersection.endPosition += dir.normalized * 10f;
+ }
+
+ intersectsEdge = SegmentIntersectsEdge(startPoint, edgeIntersection.endPosition, vertexIndex, ref edgeIntersection.endPosition, out edgeIntersection.intersectEdgeIndex);
+
+ //if we are hovering a vertex and intersect an edge indexing it we forget about the intersection
+ if (intersectsEdge && m_SpriteMeshData.edges[edgeIntersection.intersectEdgeIndex].Contains(edgeIntersection.endVertexIndex))
+ {
+ edgeIntersection.intersectEdgeIndex = -1;
+ intersectsEdge = false;
+ edgeIntersection.endPosition = m_SpriteMeshData.GetPosition(edgeIntersection.endVertexIndex);
+ }
+
+ if (intersectsEdge)
+ {
+ edgeIntersection.endVertexIndex = -1;
+
+ Edge intersectingEdge = m_SpriteMeshData.edges[edgeIntersection.intersectEdgeIndex];
+ Vector2 newPointScreen = spriteMeshView.WorldToScreen(edgeIntersection.endPosition);
+ Vector2 edgeV1 = spriteMeshView.WorldToScreen(m_SpriteMeshData.GetPosition(intersectingEdge.index1));
+ Vector2 edgeV2 = spriteMeshView.WorldToScreen(m_SpriteMeshData.GetPosition(intersectingEdge.index2));
+
+ if ((newPointScreen - edgeV1).magnitude <= kSnapDistance)
+ edgeIntersection.endVertexIndex = intersectingEdge.index1;
+ else if ((newPointScreen - edgeV2).magnitude <= kSnapDistance)
+ edgeIntersection.endVertexIndex = intersectingEdge.index2;
+
+ if (edgeIntersection.endVertexIndex != -1)
+ {
+ edgeIntersection.intersectEdgeIndex = -1;
+ intersectsEdge = false;
+ edgeIntersection.endPosition = m_SpriteMeshData.GetPosition(edgeIntersection.endVertexIndex);
+ }
+ }
+ }
+ while (intersectsEdge && lastIntersectingEdgeIndex != edgeIntersection.intersectEdgeIndex);
+
+ edgeIntersection.intersectEdgeIndex = intersectsEdge ? edgeIntersection.intersectEdgeIndex : hoveredEdgeIndex;
+
+ if (edgeIntersection.endVertexIndex != -1 && !intersectsEdge)
+ edgeIntersection.endPosition = m_SpriteMeshData.GetPosition(edgeIntersection.endVertexIndex);
+
+ return edgeIntersection;
+ }
+
+ private bool SegmentIntersectsEdge(Vector2 p1, Vector2 p2, int ignoreIndex, ref Vector2 point, out int intersectingEdgeIndex)
+ {
+ intersectingEdgeIndex = -1;
+
+ float sqrDistance = float.MaxValue;
+
+ for (int i = 0; i < m_SpriteMeshData.edges.Count; i++)
+ {
+ Edge edge = m_SpriteMeshData.edges[i];
+ Vector2 v1 = m_SpriteMeshData.GetPosition(edge.index1);
+ Vector2 v2 = m_SpriteMeshData.GetPosition(edge.index2);
+ Vector2 pointTmp = Vector2.zero;
+
+ if (!edge.Contains(ignoreIndex) && MathUtility.SegmentIntersection(p1, p2, v1, v2, ref pointTmp))
+ {
+ float sqrMagnitude = (pointTmp - p1).sqrMagnitude;
+ if (sqrMagnitude < sqrDistance)
+ {
+ sqrDistance = sqrMagnitude;
+ intersectingEdgeIndex = i;
+ point = pointTmp;
+ }
+ }
+ }
+
+ return intersectingEdgeIndex != -1;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshController.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshController.cs.meta
new file mode 100644
index 0000000..a84fa7d
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshController.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5796720807c5b4856aea84babbabd4ee
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshView.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshView.cs
new file mode 100644
index 0000000..fd00cc7
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshView.cs
@@ -0,0 +1,539 @@
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class SpriteMeshView : ISpriteMeshView
+ {
+ readonly int m_VertexHashCode = "Vertex".GetHashCode();
+ readonly int m_EdgeHashCode = "Edge".GetHashCode();
+ const string kDeleteCommandName = "Delete";
+ const string kSoftDeleteCommandName = "SoftDelete";
+ static readonly Color kEdgeColor = Color.cyan;
+ static readonly Color kEdgeHoveredColor = Color.yellow;
+ static readonly Color kEdgeSelectedColor = Color.yellow;
+ const float kEdgeWidth = 2f;
+ const float kVertexRadius = 2.5f;
+
+ private class Styles
+ {
+ public readonly GUIStyle pointNormalStyle;
+ public readonly GUIStyle pointHoveredStyle;
+ public readonly GUIStyle pointSelectedStyle;
+
+ public Styles()
+ {
+ Texture2D pointNormal = ResourceLoader.Load("SkinningModule/dotCyan.png");
+ Texture2D pointHovered = ResourceLoader.Load("SkinningModule/dotYellow.png");
+ Texture2D pointSelected = ResourceLoader.Load("SkinningModule/dotYellow.png");
+
+ pointNormalStyle = new GUIStyle();
+ pointNormalStyle.normal.background = pointNormal;
+ pointNormalStyle.fixedWidth = 8f;
+ pointNormalStyle.fixedHeight = 8f;
+
+ pointHoveredStyle = new GUIStyle();
+ pointHoveredStyle.normal.background = pointHovered;
+ pointHoveredStyle.fixedWidth = 10f;
+ pointHoveredStyle.fixedHeight = 10f;
+
+ pointSelectedStyle = new GUIStyle();
+ pointSelectedStyle.normal.background = pointSelected;
+ pointSelectedStyle.fixedWidth = 10f;
+ pointSelectedStyle.fixedHeight = 10f;
+ }
+ }
+
+ private Styles m_Styles;
+ private Styles styles
+ {
+ get
+ {
+ if (m_Styles == null)
+ m_Styles = new Styles();
+
+ return m_Styles;
+ }
+ }
+
+ int m_HoveredEdge = -1;
+ int m_HoveredEdgeControlID = -1;
+ int m_MoveEdgeControlID = -1;
+ int m_HoveredVertex = -1;
+ int m_PrevHoveredVertex = -1;
+ int m_HoveredVertexControlID = -1;
+ int m_MoveVertexControlID = -1;
+ Color m_TempColor;
+ SliderData m_HotSliderData = SliderData.zero;
+ MeshEditorAction m_PreviousActiveAction = MeshEditorAction.None;
+ private Vector2 m_MouseWorldPosition;
+ private float m_NearestVertexDistance;
+ private float m_NearestEdgeDistance;
+ private int m_NearestVertex = -1;
+ private int m_NearestEdge = -1;
+
+
+ public SpriteMeshViewMode mode { get; set; }
+ public ISelection selection { get; set; }
+ public int defaultControlID { get; set; }
+ public Rect frame { get; set; }
+ private IGUIWrapper guiWrapper { get; set; }
+
+ public Vector2 mouseWorldPosition
+ {
+ get { return m_MouseWorldPosition; }
+ }
+
+ public int hoveredVertex
+ {
+ get { return m_HoveredVertex; }
+ }
+
+ public int hoveredEdge
+ {
+ get { return m_HoveredEdge; }
+ }
+
+ public int closestEdge
+ {
+ get { return m_NearestEdge; }
+ }
+
+ public SpriteMeshView(IGUIWrapper gw)
+ {
+ guiWrapper = gw;
+ }
+
+ public void CancelMode()
+ {
+ if (mode != SpriteMeshViewMode.EditGeometry)
+ {
+ if (guiWrapper.IsKeyDown(KeyCode.Escape) || guiWrapper.IsMouseDown(1))
+ {
+ mode = SpriteMeshViewMode.EditGeometry;
+ guiWrapper.UseCurrentEvent();
+ }
+ }
+ }
+
+ public void BeginLayout()
+ {
+ var vertexControlID = guiWrapper.GetControlID(m_VertexHashCode, FocusType.Passive);
+ var edgeControlID = guiWrapper.GetControlID(m_EdgeHashCode, FocusType.Passive);
+
+ if (guiWrapper.eventType == EventType.Layout || guiWrapper.eventType == EventType.MouseMove)
+ {
+ m_NearestVertexDistance = float.MaxValue;
+ m_NearestEdgeDistance = float.MaxValue;
+ m_NearestVertex = -1;
+ m_NearestEdge = -1;
+ m_MouseWorldPosition = guiWrapper.GUIToWorld(guiWrapper.mousePosition);
+ m_HoveredVertexControlID = vertexControlID;
+ m_HoveredEdgeControlID = edgeControlID;
+ m_PrevHoveredVertex = m_HoveredVertex;
+ m_HoveredVertex = -1;
+ m_HoveredEdge = -1;
+
+ if (guiWrapper.IsControlHot(0))
+ {
+ m_MoveVertexControlID = -1;
+ m_MoveEdgeControlID = -1;
+ }
+ }
+ }
+
+ public void EndLayout()
+ {
+ guiWrapper.LayoutControl(m_HoveredEdgeControlID, m_NearestEdgeDistance);
+ guiWrapper.LayoutControl(m_HoveredVertexControlID, m_NearestVertexDistance);
+
+ if(guiWrapper.IsControlNearest(m_HoveredVertexControlID))
+ m_HoveredVertex = m_NearestVertex;
+
+ if (guiWrapper.IsControlNearest(m_HoveredEdgeControlID))
+ m_HoveredEdge = m_NearestEdge;
+
+ if (guiWrapper.eventType == EventType.Layout || guiWrapper.eventType == EventType.MouseMove)
+ if (m_PrevHoveredVertex != m_HoveredVertex)
+ guiWrapper.Repaint();
+ }
+
+ public void LayoutVertex(Vector2 position, int index)
+ {
+ if (guiWrapper.eventType == EventType.Layout)
+ {
+ var distance = guiWrapper.DistanceToCircle(position, kVertexRadius);
+
+ if (distance <= m_NearestVertexDistance)
+ {
+ m_NearestVertexDistance = distance;
+ m_NearestVertex = index;
+ }
+ }
+ }
+
+ public void LayoutEdge(Vector2 startPosition, Vector2 endPosition, int index)
+ {
+ if (guiWrapper.eventType == EventType.Layout)
+ {
+ var distance = guiWrapper.DistanceToSegment(startPosition, endPosition);
+
+ if (distance < m_NearestEdgeDistance)
+ {
+ m_NearestEdgeDistance = distance;
+ m_NearestEdge = index;
+ }
+ }
+ }
+
+ public bool DoCreateVertex()
+ {
+ if (mode == SpriteMeshViewMode.CreateVertex && IsActionActive(MeshEditorAction.CreateVertex))
+ ConsumeMouseMoveEvents();
+
+ if (IsActionTriggered(MeshEditorAction.CreateVertex))
+ {
+ guiWrapper.SetGuiChanged(true);
+ guiWrapper.UseCurrentEvent();
+
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoSelectVertex(out bool additive)
+ {
+ additive = false;
+
+ if (IsActionTriggered(MeshEditorAction.SelectVertex))
+ {
+ additive = guiWrapper.isActionKeyDown;
+ guiWrapper.Repaint();
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoMoveVertex(out Vector2 delta)
+ {
+ delta = Vector2.zero;
+
+ if (IsActionTriggered(MeshEditorAction.MoveVertex))
+ {
+ m_MoveVertexControlID = m_HoveredVertexControlID;
+ m_HotSliderData.position = mouseWorldPosition;
+ }
+
+ Vector3 newPosition;
+ if (guiWrapper.DoSlider(m_MoveVertexControlID, m_HotSliderData, out newPosition))
+ {
+ delta = newPosition - m_HotSliderData.position;
+ m_HotSliderData.position = newPosition;
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoMoveEdge(out Vector2 delta)
+ {
+ delta = Vector2.zero;
+
+ if (IsActionTriggered(MeshEditorAction.MoveEdge))
+ {
+ m_MoveEdgeControlID = m_HoveredEdgeControlID;
+ m_HotSliderData.position = mouseWorldPosition;
+ }
+
+ Vector3 newPosition;
+ if (guiWrapper.DoSlider(m_MoveEdgeControlID, m_HotSliderData, out newPosition))
+ {
+ delta = newPosition - m_HotSliderData.position;
+ m_HotSliderData.position = newPosition;
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoCreateEdge()
+ {
+ if (IsActionActive(MeshEditorAction.CreateEdge))
+ ConsumeMouseMoveEvents();
+
+ if (IsActionTriggered(MeshEditorAction.CreateEdge))
+ {
+ guiWrapper.SetGuiChanged(true);
+ guiWrapper.UseCurrentEvent();
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoSplitEdge()
+ {
+ if (IsActionActive(MeshEditorAction.SplitEdge))
+ ConsumeMouseMoveEvents();
+
+ if (IsActionTriggered(MeshEditorAction.SplitEdge))
+ {
+ guiWrapper.UseCurrentEvent();
+ guiWrapper.SetGuiChanged(true);
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoSelectEdge(out bool additive)
+ {
+ additive = false;
+
+ if (IsActionTriggered(MeshEditorAction.SelectEdge))
+ {
+ additive = guiWrapper.isActionKeyDown;
+ guiWrapper.Repaint();
+ return true;
+ }
+
+ return false;
+ }
+
+ public bool DoRemove()
+ {
+ if (IsActionTriggered(MeshEditorAction.Remove))
+ {
+ guiWrapper.UseCurrentEvent();
+ guiWrapper.SetGuiChanged(true);
+ return true;
+ }
+
+ return false;
+ }
+
+ public void DrawVertex(Vector2 position)
+ {
+ DrawingUtility.DrawGUIStyleCap(0, position, Quaternion.identity, 1f, styles.pointNormalStyle);
+ }
+
+ public void DrawVertexHovered(Vector2 position)
+ {
+ DrawingUtility.DrawGUIStyleCap(0, position, Quaternion.identity, 1f, styles.pointHoveredStyle);
+ }
+
+ public void DrawVertexSelected(Vector2 position)
+ {
+ DrawingUtility.DrawGUIStyleCap(0, position, Quaternion.identity, 1f, styles.pointSelectedStyle);
+ }
+
+ public void BeginDrawEdges()
+ {
+ if (guiWrapper.eventType != EventType.Repaint)
+ return;
+
+ DrawingUtility.BeginSolidLines();
+ m_TempColor = Handles.color;
+ }
+
+ public void EndDrawEdges()
+ {
+ if (guiWrapper.eventType != EventType.Repaint)
+ return;
+
+ DrawingUtility.EndLines();
+ Handles.color = m_TempColor;
+ }
+
+ public void DrawEdge(Vector2 startPosition, Vector2 endPosition)
+ {
+ DrawEdge(startPosition, endPosition, kEdgeColor);
+ }
+
+ public void DrawEdgeHovered(Vector2 startPosition, Vector2 endPosition)
+ {
+ DrawEdge(startPosition, endPosition, kEdgeHoveredColor);
+ }
+
+ public void DrawEdgeSelected(Vector2 startPosition, Vector2 endPosition)
+ {
+ DrawEdge(startPosition, endPosition, kEdgeSelectedColor);
+ }
+
+ public bool IsActionActive(MeshEditorAction action)
+ {
+ if (guiWrapper.isAltDown || !guiWrapper.IsControlHot(0))
+ return false;
+
+ var canCreateEdge = CanCreateEdge();
+ var canSplitEdge = CanSplitEdge();
+
+ if (action == MeshEditorAction.None)
+ return guiWrapper.IsControlNearest(defaultControlID);
+
+ if (action == MeshEditorAction.CreateVertex)
+ {
+ if(!frame.Contains(mouseWorldPosition))
+ return false;
+
+ if (mode == SpriteMeshViewMode.EditGeometry)
+ return guiWrapper.IsControlNearest(defaultControlID);
+
+ if (mode == SpriteMeshViewMode.CreateVertex)
+ return hoveredVertex == -1;
+ }
+
+ if (action == MeshEditorAction.MoveVertex)
+ return guiWrapper.IsControlNearest(m_HoveredVertexControlID);
+
+ if (action == MeshEditorAction.CreateEdge)
+ return canCreateEdge;
+
+ if (action == MeshEditorAction.SplitEdge)
+ return canSplitEdge;
+
+ if (action == MeshEditorAction.MoveEdge)
+ return guiWrapper.IsControlNearest(m_HoveredEdgeControlID);
+
+ if (action == MeshEditorAction.SelectVertex)
+ return guiWrapper.IsControlNearest(m_HoveredVertexControlID);
+
+ if (action == MeshEditorAction.SelectEdge)
+ return mode == SpriteMeshViewMode.EditGeometry &&
+ guiWrapper.IsControlNearest(m_HoveredEdgeControlID) &&
+ !canCreateEdge && !canSplitEdge;
+
+ if (action == MeshEditorAction.Remove)
+ return true;
+
+ return false;
+ }
+
+ public bool IsActionHot(MeshEditorAction action)
+ {
+ if (action == MeshEditorAction.None)
+ return guiWrapper.IsControlHot(0);
+
+ if (action == MeshEditorAction.MoveVertex)
+ return guiWrapper.IsControlHot(m_HoveredVertexControlID);
+
+ if (action == MeshEditorAction.MoveEdge)
+ return guiWrapper.IsControlHot(m_HoveredEdgeControlID);
+
+ return false;
+ }
+
+ public bool IsActionTriggered(MeshEditorAction action)
+ {
+ if (!IsActionActive(action))
+ return false;
+
+ if (action == MeshEditorAction.CreateVertex)
+ {
+ if (mode == SpriteMeshViewMode.EditGeometry)
+ return guiWrapper.IsMouseDown(0) && guiWrapper.clickCount == 2;
+ }
+
+ if (action == MeshEditorAction.Remove)
+ {
+ if ((guiWrapper.eventType == EventType.ValidateCommand || guiWrapper.eventType == EventType.ExecuteCommand)
+ && (guiWrapper.commandName == kSoftDeleteCommandName || guiWrapper.commandName == kDeleteCommandName))
+ {
+ if (guiWrapper.eventType == EventType.ExecuteCommand)
+ return true;
+
+ guiWrapper.UseCurrentEvent();
+ }
+
+ return false;
+ }
+
+ if(action != MeshEditorAction.None)
+ return guiWrapper.IsMouseDown(0);
+
+ return false;
+ }
+
+ public Vector2 WorldToScreen(Vector2 position)
+ {
+ return HandleUtility.WorldToGUIPoint(position);
+ }
+
+ private void ConsumeMouseMoveEvents()
+ {
+ if (guiWrapper.eventType == EventType.MouseMove || (guiWrapper.eventType == EventType.MouseDrag && guiWrapper.mouseButton == 0))
+ guiWrapper.UseCurrentEvent();
+ }
+
+ private bool CanCreateEdge()
+ {
+ if(!frame.Contains(mouseWorldPosition) || !(guiWrapper.IsControlNearest(defaultControlID) || guiWrapper.IsControlNearest(m_HoveredVertexControlID) || guiWrapper.IsControlNearest(m_HoveredEdgeControlID)))
+ return false;
+
+ if (mode == SpriteMeshViewMode.EditGeometry)
+ return guiWrapper.isShiftDown && selection.Count == 1 && !selection.Contains(hoveredVertex);
+
+ if (mode == SpriteMeshViewMode.CreateEdge)
+ return selection.Count == 1 && !selection.Contains(hoveredVertex);
+
+ return false;
+ }
+
+ private bool CanSplitEdge()
+ {
+ if(!frame.Contains(mouseWorldPosition) || !(guiWrapper.IsControlNearest(defaultControlID) || guiWrapper.IsControlNearest(m_HoveredEdgeControlID)))
+ return false;
+
+ if (mode == SpriteMeshViewMode.EditGeometry)
+ return guiWrapper.isShiftDown && m_NearestEdge != -1 && hoveredVertex == -1 && selection.Count == 0;
+
+ if (mode == SpriteMeshViewMode.SplitEdge)
+ return m_NearestEdge != -1 && hoveredVertex == -1;
+
+ return false;
+ }
+
+ private void DrawEdge(Vector2 startPosition, Vector2 endPosition, Color color)
+ {
+ if (guiWrapper.eventType != EventType.Repaint)
+ return;
+
+ Handles.color = color;
+ float width = kEdgeWidth / Handles.matrix.m00;
+
+ DrawingUtility.DrawSolidLine(width, startPosition, endPosition);
+ }
+
+ public void DoRepaint()
+ {
+ if(guiWrapper.eventType != EventType.Layout)
+ return;
+
+ var action = MeshEditorAction.None;
+
+ if(IsActionActive(MeshEditorAction.CreateVertex))
+ action = MeshEditorAction.CreateVertex;
+ else if(IsActionActive(MeshEditorAction.CreateEdge))
+ action = MeshEditorAction.CreateEdge;
+ else if(IsActionActive(MeshEditorAction.SplitEdge))
+ action = MeshEditorAction.SplitEdge;
+
+ if(m_PreviousActiveAction != action)
+ {
+ m_PreviousActiveAction = action;
+ guiWrapper.Repaint();
+ }
+ }
+
+ public bool CanRepaint()
+ {
+ return guiWrapper.eventType == EventType.Repaint;
+ }
+
+ public bool CanLayout()
+ {
+ return guiWrapper.eventType == EventType.Layout;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshView.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshView.cs.meta
new file mode 100644
index 0000000..81066c7
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/SpriteMeshView.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 07512ec0d03c84285a2573a5747097d4
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/UnselectTool.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/UnselectTool.cs
new file mode 100644
index 0000000..1cfaaa9
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/UnselectTool.cs
@@ -0,0 +1,33 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class UnselectTool
+ {
+ private Unselector m_Unselector = new Unselector();
+ public ICacheUndo cacheUndo { get; set; }
+ public ISelection selection
+ {
+ get { return m_Unselector.selection; }
+ set { m_Unselector.selection = value; }
+ }
+ public Action onUnselect = () => {};
+
+ public void OnGUI()
+ {
+ Debug.Assert(cacheUndo != null);
+ Debug.Assert(selection != null);
+
+ var e = Event.current;
+
+ if (selection.Count > 0 && e.type == EventType.MouseDown && e.button == 1 && !e.alt)
+ {
+ cacheUndo.BeginUndoOperation(TextContent.clearSelection);
+ m_Unselector.Select();
+ e.Use();
+ onUnselect.Invoke();
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/UnselectTool.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/UnselectTool.cs.meta
new file mode 100644
index 0000000..680dead
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/UnselectTool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 61f1168dfbac54f04b6068f199c35704
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/WeightInspector.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/WeightInspector.cs
new file mode 100644
index 0000000..f361757
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/WeightInspector.cs
@@ -0,0 +1,129 @@
+using UnityEngine;
+using UnityEditor.U2D.Sprites;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class WeightInspector
+ {
+ private SpriteMeshDataController m_SpriteMeshDataController = new SpriteMeshDataController();
+ private GUIContent[] m_BoneNameContents;
+
+ public ISpriteMeshData spriteMeshData
+ {
+ get { return m_SpriteMeshDataController.spriteMeshData; }
+ set
+ {
+ if (spriteMeshData != value)
+ m_SpriteMeshDataController.spriteMeshData = value;
+ }
+ }
+
+ public GUIContent[] boneNames
+ {
+ get { return m_BoneNameContents; }
+ set { m_BoneNameContents = value; }
+ }
+
+ public ICacheUndo cacheUndo { get; set; }
+ public ISelection selection { get; set; }
+ public int controlID { get { return 0; } }
+
+ private bool m_UndoRegistered = false;
+
+ protected ISpriteEditor spriteEditor
+ {
+ get; private set;
+ }
+
+ public void OnInspectorGUI()
+ {
+ ChannelsGUI();
+ }
+
+ private void ChannelsGUI()
+ {
+ if (GUIUtility.hotControl == 0)
+ m_UndoRegistered = false;
+
+ for (int channel = 0; channel < 4; ++channel)
+ {
+ var enabled = false;
+ var boneIndex = -1;
+ var weight = 0f;
+ var isChannelEnabledMixed = false;
+ var isBoneIndexMixed = false;
+ var isWeightMixed = false;
+
+ if (spriteMeshData != null)
+ m_SpriteMeshDataController.GetMultiEditChannelData(selection, channel, out enabled, out boneIndex, out weight, out isChannelEnabledMixed, out isBoneIndexMixed, out isWeightMixed);
+
+ var newEnabled = enabled;
+ var newBoneIndex = boneIndex;
+ var newWeight = weight;
+
+ EditorGUI.BeginChangeCheck();
+
+ WeightChannelDrawer(ref newEnabled, ref newBoneIndex, ref newWeight, isChannelEnabledMixed, isBoneIndexMixed, isWeightMixed);
+
+ if (EditorGUI.EndChangeCheck())
+ {
+ RegisterUndo();
+ m_SpriteMeshDataController.SetMultiEditChannelData(selection, channel, enabled, newEnabled, boneIndex, newBoneIndex, weight, newWeight);
+ }
+ }
+ }
+
+ private void WeightChannelDrawer(
+ ref bool isChannelEnabled, ref int boneIndex, ref float weight,
+ bool isChannelEnabledMixed = false, bool isBoneIndexMixed = false, bool isWeightMixed = false)
+ {
+ EditorGUILayout.BeginHorizontal();
+
+ EditorGUIUtility.fieldWidth = 1f;
+ EditorGUIUtility.labelWidth = 1f;
+
+ EditorGUI.showMixedValue = isChannelEnabledMixed;
+ isChannelEnabled = EditorGUILayout.Toggle(GUIContent.none, isChannelEnabled);
+
+ EditorGUIUtility.fieldWidth = 30f;
+ EditorGUIUtility.labelWidth = 30f;
+
+ using (new EditorGUI.DisabledScope(!isChannelEnabled && !isChannelEnabledMixed))
+ {
+ int tempBoneIndex = GUI.enabled ? boneIndex : -1;
+
+ EditorGUI.BeginChangeCheck();
+
+ EditorGUIUtility.fieldWidth = 80f;
+
+ EditorGUI.showMixedValue = GUI.enabled && isBoneIndexMixed;
+ tempBoneIndex = EditorGUILayout.Popup(tempBoneIndex, m_BoneNameContents);
+
+ if (EditorGUI.EndChangeCheck())
+ boneIndex = tempBoneIndex;
+
+ EditorGUIUtility.fieldWidth = 32f;
+ EditorGUI.showMixedValue = isWeightMixed;
+ weight = EditorGUILayout.Slider(GUIContent.none, weight, 0f, 1f);
+ }
+
+ EditorGUILayout.EndHorizontal();
+
+ EditorGUI.showMixedValue = false;
+ EditorGUIUtility.labelWidth = -1;
+ EditorGUIUtility.fieldWidth = -1;
+ }
+
+ private void RegisterUndo()
+ {
+ if (m_UndoRegistered)
+ return;
+
+ Debug.Assert(cacheUndo != null);
+
+ cacheUndo.BeginUndoOperation(TextContent.editWeights);
+
+ m_UndoRegistered = true;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/WeightInspector.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/WeightInspector.cs.meta
new file mode 100644
index 0000000..b2405a8
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IMGUI/WeightInspector.cs.meta
@@ -0,0 +1,11 @@
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+guid: 3610f44c4cf884dad93f89fe4f19b8db
+MonoImporter:
+ externalObjects: {}
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IconUtility.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IconUtility.cs
new file mode 100644
index 0000000..b3f1306
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IconUtility.cs
@@ -0,0 +1,30 @@
+using System.IO;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal static class IconUtility
+ {
+ static public readonly string k_LightIconResourcePath = "SkinningModule/Icons/Light";
+ static public readonly string k_DarkIconResourcePath = "SkinningModule/Icons/Dark";
+ static public readonly string k_SelectedResourceIconPath = "SkinningModule/Icons/Selected";
+
+ public static Texture2D LoadIconResource(string name, string personalPath, string proPath)
+ {
+ string iconPath = "";
+
+ if (EditorGUIUtility.isProSkin && !string.IsNullOrEmpty(proPath))
+ iconPath = Path.Combine(proPath, "d_" + name);
+ else
+ iconPath = Path.Combine(personalPath, name);
+ if (EditorGUIUtility.pixelsPerPoint > 1.0f)
+ {
+ var icon2x = ResourceLoader.Load(iconPath + "@2x.png");
+ if (icon2x != null)
+ return icon2x;
+ }
+
+ return ResourceLoader.Load(iconPath+".png");
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IconUtility.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/IconUtility.cs.meta
new file mode 100644
index 0000000..c0f2c21
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new file mode 100644
index 0000000..bc2a693
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new file mode 100644
index 0000000..68d03e3
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new file mode 100644
index 0000000..c73193a
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Lib/x64/BoundedBiharmonicWeightsModule.dll.meta
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+ second:
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Lib/x64/BoundedBiharmonicWeightsModule.so b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Lib/x64/BoundedBiharmonicWeightsModule.so
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new file mode 100644
index 0000000..b1abd63
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+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Lib/x64/BoundedBiharmonicWeightsModule.so.meta
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Lib/x86_64.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Lib/x86_64.meta
new file mode 100644
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+ '': Any
+ second:
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MathUtility.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MathUtility.cs
new file mode 100644
index 0000000..ab20be7
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MathUtility.cs
@@ -0,0 +1,136 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal static class MathUtility
+ {
+ public static float DistanceToSegmentClamp(Vector3 p, Vector3 p1, Vector3 p2)
+ {
+ float l2 = (p2 - p1).sqrMagnitude; // i.e. |b-a|^2 - avoid a sqrt
+ if (l2 == 0.0)
+ return float.MaxValue; // a == b case
+ float t = Vector3.Dot(p - p1, p2 - p1) / l2;
+ if (t < 0.0)
+ return float.MaxValue; // Beyond the 'a' end of the segment
+ if (t > 1.0)
+ return float.MaxValue; // Beyond the 'b' end of the segment
+ Vector3 projection = p1 + t * (p2 - p1); // Projection falls on the segment
+ return (p - projection).magnitude;
+ }
+
+ public static Vector2 ClampPositionToRect(Vector2 position, Rect rect)
+ {
+ return new Vector2(Mathf.Clamp(position.x, rect.xMin, rect.xMax), Mathf.Clamp(position.y, rect.yMin, rect.yMax));
+ }
+
+ public static Vector2 MoveRectInsideFrame(Rect rect, Rect frame, Vector2 delta)
+ {
+ if (frame.size.x <= rect.size.x)
+ delta.x = 0f;
+
+ if (frame.size.y <= rect.size.y)
+ delta.y = 0f;
+
+ Vector2 min = rect.min + delta;
+ Vector2 max = rect.max + delta;
+ Vector2 size = rect.size;
+ Vector2 position = rect.position;
+
+ max.x = Mathf.Clamp(max.x, frame.min.x, frame.max.x);
+ max.y = Mathf.Clamp(max.y, frame.min.y, frame.max.y);
+
+ min = max - size;
+
+ min.x = Mathf.Clamp(min.x, frame.min.x, frame.max.x);
+ min.y = Mathf.Clamp(min.y, frame.min.y, frame.max.y);
+
+ max = min + size;
+
+ rect.min = min;
+ rect.max = max;
+
+ delta = rect.position - position;
+
+ return delta;
+ }
+
+ public static bool SegmentIntersection(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, ref Vector2 point)
+ {
+ Vector2 s1 = p1 - p0;
+ Vector2 s2 = p3 - p2;
+
+ float s, t, determinant;
+ determinant = (s1.x * s2.y - s2.x * s1.y);
+
+ if (Mathf.Approximately(determinant, 0f))
+ return false;
+
+ s = (-s1.y * (p0.x - p2.x) + s1.x * (p0.y - p2.y)) / determinant;
+ t = (s2.x * (p0.y - p2.y) - s2.y * (p0.x - p2.x)) / determinant;
+
+ if (s >= 0f && s <= 1f && t >= 0f && t <= 1f)
+ {
+ point = p0 + (t * s1);
+ return true;
+ }
+
+ return false;
+ }
+
+ //https://gamedev.stackexchange.com/a/49370
+ public static void Barycentric(Vector2 p, Vector2 a, Vector2 b, Vector2 c, out Vector3 coords)
+ {
+ Vector2 v0 = b - a, v1 = c - a, v2 = p - a;
+ float d00 = Vector2.Dot(v0, v0);
+ float d01 = Vector2.Dot(v0, v1);
+ float d11 = Vector2.Dot(v1, v1);
+ float d20 = Vector2.Dot(v2, v0);
+ float d21 = Vector2.Dot(v2, v1);
+ float invDenom = 1f / (d00 * d11 - d01 * d01);
+ coords.y = (d11 * d20 - d01 * d21) * invDenom;
+ coords.z = (d00 * d21 - d01 * d20) * invDenom;
+ coords.x = 1f - coords.y - coords.z;
+ }
+
+ public static Quaternion NormalizeQuaternion(Quaternion q)
+ {
+ Vector4 v = new Vector4(q.x, q.y, q.z, q.w).normalized;
+ return new Quaternion(v.x, v.y, v.z, v.w);
+ }
+
+ //From: https://answers.unity.com/questions/861719/a-fast-triangle-triangle-intersection-algorithm-fo.html
+ public static bool Intersect(Vector3 p1, Vector3 p2, Vector3 p3, Ray ray)
+ {
+ Vector3 e1, e2;
+ Vector3 p, q, t;
+ float det, invDet, u, v;
+ e1 = p2 - p1;
+ e2 = p3 - p1;
+ p = Vector3.Cross(ray.direction, e2);
+ det = Vector3.Dot(e1, p);
+
+ if (Mathf.Approximately(det, 0f))
+ return false;
+
+ invDet = 1.0f / det;
+
+ t = ray.origin - p1;
+ u = Vector3.Dot(t, p) * invDet;
+
+ if (u < 0 || u > 1)
+ return false;
+
+ q = Vector3.Cross(t, e1);
+ v = Vector3.Dot(ray.direction, q) * invDet;
+
+ if (v < 0 || u + v > 1)
+ return false;
+
+ if ((Vector3.Dot(e2, q) * invDet) > 0f)
+ return true;
+
+ return false;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MathUtility.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MathUtility.cs.meta
new file mode 100644
index 0000000..0ea36e7
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MathUtility.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool.meta
new file mode 100644
index 0000000..7b2e976
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool.meta
@@ -0,0 +1,8 @@
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs
new file mode 100644
index 0000000..fbd9492
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs
@@ -0,0 +1,13 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal interface IMeshPreviewBehaviour
+ {
+ float GetWeightMapOpacity(SpriteCache sprite);
+ bool DrawWireframe(SpriteCache sprite);
+ bool Overlay(SpriteCache sprite);
+ bool OverlayWireframe(SpriteCache sprite);
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs.meta
new file mode 100644
index 0000000..dbb1022
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs.meta
@@ -0,0 +1,11 @@
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+guid: aeeab8c4e75a1e8419b0eed0716d850a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs
new file mode 100644
index 0000000..0f550df
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs
@@ -0,0 +1,73 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class DefaultPreviewBehaviour : IMeshPreviewBehaviour
+ {
+ public float GetWeightMapOpacity(SpriteCache sprite)
+ {
+ return 0f;
+ }
+
+ public bool DrawWireframe(SpriteCache sprite)
+ {
+ return false;
+ }
+
+ public bool Overlay(SpriteCache sprite)
+ {
+ return false;
+ }
+
+ public bool OverlayWireframe(SpriteCache sprite)
+ {
+ return sprite.IsVisible() && sprite.skinningCache.selectedSprite == sprite;
+ }
+ }
+
+ internal class MeshPreviewBehaviour : IMeshPreviewBehaviour
+ {
+ public bool showWeightMap { get; set; }
+ public bool drawWireframe { get; set; }
+ public bool overlaySelected { get; set; }
+
+ public float GetWeightMapOpacity(SpriteCache sprite)
+ {
+ var skinningCache = sprite.skinningCache;
+
+ if (showWeightMap)
+ {
+ if (skinningCache.selectedSprite == sprite || skinningCache.selectedSprite == null)
+ return VisibilityToolSettings.meshOpacity;
+ }
+
+ return 0f;
+ }
+
+ public bool DrawWireframe(SpriteCache sprite)
+ {
+ var skinningCache = sprite.skinningCache;
+
+ if (drawWireframe)
+ return skinningCache.selectedSprite == null;
+
+ return false;
+ }
+
+ public bool Overlay(SpriteCache sprite)
+ {
+ var skinningCache = sprite.skinningCache;
+
+ if (overlaySelected && skinningCache.selectedSprite == sprite)
+ return true;
+
+ return false;
+ }
+
+ public bool OverlayWireframe(SpriteCache sprite)
+ {
+ return sprite.IsVisible() && sprite.skinningCache.selectedSprite == sprite;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs.meta
new file mode 100644
index 0000000..ee7fe19
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs.meta
@@ -0,0 +1,11 @@
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+guid: 8f503e223cd1e624d9aae16f915047f3
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs
new file mode 100644
index 0000000..0218de0
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs
@@ -0,0 +1,331 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class MeshPreviewTool : BaseTool
+ {
+ [SerializeField]
+ private Material m_Material;
+ private List m_Sprites;
+ private IMeshPreviewBehaviour m_DefaultPreviewBehaviour = new DefaultPreviewBehaviour();
+
+ public IMeshPreviewBehaviour previewBehaviourOverride { get; set; }
+ public override IMeshPreviewBehaviour previewBehaviour
+ {
+ get
+ {
+ if (previewBehaviourOverride != null)
+ return previewBehaviourOverride;
+
+ return m_DefaultPreviewBehaviour;
+ }
+ }
+
+ internal override void OnCreate()
+ {
+ m_Material = new Material(Shader.Find("Hidden/SkinningModule-GUITextureClip"));
+ m_Material.hideFlags = HideFlags.DontSave;
+ }
+
+ internal override void OnDestroy()
+ {
+ base.OnDestroy();
+
+ Debug.Assert(m_Material != null);
+
+ DestroyImmediate(m_Material);
+ }
+
+ protected override void OnActivate()
+ {
+ m_Sprites = new List(skinningCache.GetSprites());
+
+ DirtyMeshesAll();
+
+ skinningCache.events.meshChanged.AddListener(MeshChanged);
+ skinningCache.events.characterPartChanged.AddListener(CharacterPartChanged);
+ skinningCache.events.skeletonPreviewPoseChanged.AddListener(SkeletonChanged);
+ skinningCache.events.skeletonBindPoseChanged.AddListener(SkeletonChanged);
+ skinningCache.events.skinningModeChanged.AddListener(SkinningModuleModeChanged);
+ }
+
+ protected override void OnDeactivate()
+ {
+ skinningCache.events.meshChanged.RemoveListener(MeshChanged);
+ skinningCache.events.skeletonPreviewPoseChanged.RemoveListener(SkeletonChanged);
+ skinningCache.events.skeletonBindPoseChanged.RemoveListener(SkeletonChanged);
+ skinningCache.events.skinningModeChanged.RemoveListener(SkinningModuleModeChanged);
+ }
+
+ protected override void OnGUI()
+ {
+ Prepare();
+
+ if (Event.current.type == EventType.Repaint)
+ {
+ //DrawDefaultSpriteMeshes();
+ DrawSpriteMeshes();
+ }
+ }
+
+ public void DrawOverlay()
+ {
+ if (Event.current.type != EventType.Repaint)
+ return;
+
+ if (skinningCache.mode == SkinningMode.SpriteSheet)
+ {
+ foreach (var sprite in m_Sprites)
+ {
+ if (previewBehaviour.Overlay(sprite))
+ DrawSpriteMesh(sprite);
+ }
+ }
+ else
+ {
+ var character = skinningCache.character;
+ Debug.Assert(character != null);
+
+ var parts = character.parts;
+ foreach (var part in parts)
+ {
+ if (part.isVisible && previewBehaviour.Overlay(part.sprite))
+ DrawSpriteMesh(part.sprite);
+ }
+ }
+ }
+
+ public void OverlayWireframe()
+ {
+ if (Event.current.type != EventType.Repaint)
+ return;
+
+ foreach (var sprite in m_Sprites)
+ if (previewBehaviour.OverlayWireframe(sprite))
+ DrawWireframe(sprite);
+ }
+
+ private void CharacterPartChanged(CharacterPartCache characterPart)
+ {
+ var meshPreview = characterPart.sprite.GetMeshPreview();
+ Debug.Assert(meshPreview != null);
+ meshPreview.SetSkinningDirty();
+ }
+
+ private void MeshChanged(MeshCache mesh)
+ {
+ var meshPreview = mesh.sprite.GetMeshPreview();
+ Debug.Assert(meshPreview != null);
+ meshPreview.SetMeshDirty();
+ }
+
+ private void SkeletonChanged(SkeletonCache skeleton)
+ {
+ DirtySkinningAll();
+ }
+
+ private void SkinningModuleModeChanged(SkinningMode mode)
+ {
+ DirtyMeshesAll();
+ }
+
+ private void DirtyMeshesAll()
+ {
+ foreach (var sprite in m_Sprites)
+ {
+ var meshPreview = sprite.GetMeshPreview();
+
+ if (meshPreview != null)
+ meshPreview.SetMeshDirty();
+ }
+ }
+
+ private void DirtySkinningAll()
+ {
+ foreach (var sprite in m_Sprites)
+ {
+ var meshPreview = sprite.GetMeshPreview();
+ Debug.Assert(meshPreview != null);
+ meshPreview.SetSkinningDirty();
+ }
+ }
+
+ private void Prepare()
+ {
+ foreach (var sprite in m_Sprites)
+ {
+ var meshPreview = sprite.GetMeshPreview();
+ Debug.Assert(meshPreview != null);
+ meshPreview.enableSkinning = true;
+ meshPreview.Prepare();
+ }
+ }
+
+ private void DrawDefaultSpriteMeshes()
+ {
+ Debug.Assert(Event.current.type == EventType.Repaint);
+
+ if (skinningCache.mode == SkinningMode.SpriteSheet)
+ {
+ foreach (var sprite in m_Sprites)
+ DrawDefaultSpriteMesh(sprite);
+ }
+ else
+ {
+ var character = skinningCache.character;
+ Debug.Assert(character != null);
+
+ var parts = character.parts;
+ foreach (var part in parts)
+ {
+ if (part.isVisible)
+ DrawDefaultSpriteMesh(part.sprite);
+ }
+ }
+ }
+
+ private void DrawDefaultSpriteMesh(SpriteCache sprite)
+ {
+ Debug.Assert(m_Material != null);
+
+ var meshPreview = sprite.GetMeshPreview();
+ var meshCache = sprite.GetMesh();
+ var skeleton = skinningCache.GetEffectiveSkeleton(sprite);
+
+ Debug.Assert(meshPreview != null);
+
+ if (meshPreview.canSkin == false || skeleton.isPosePreview == false)
+ {
+ m_Material.mainTexture = meshCache.textureDataProvider.texture;
+ m_Material.SetFloat("_Opacity", 1f);
+ m_Material.SetFloat("_VertexColorBlend", 0f);
+ m_Material.color = new Color(1f, 1f, 1f, 1f);
+
+ DrawingUtility.DrawMesh(meshPreview.defaultMesh, m_Material, sprite.GetLocalToWorldMatrixFromMode());
+ }
+ }
+
+ private void DrawSpriteMeshes()
+ {
+ Debug.Assert(Event.current.type == EventType.Repaint);
+
+ if (skinningCache.mode == SkinningMode.SpriteSheet)
+ {
+ foreach (var sprite in m_Sprites)
+ {
+ if (previewBehaviour.Overlay(sprite))
+ continue;
+
+ DrawSpriteMesh(sprite);
+ }
+ }
+ else
+ {
+ var character = skinningCache.character;
+ Debug.Assert(character != null);
+
+ var parts = character.parts;
+ var selected = skinningCache.selectedSprite;
+ var selectedVisible = false;
+ foreach (var part in parts)
+ {
+ if (previewBehaviour.Overlay(part.sprite))
+ continue;
+
+ if (part.sprite == selected)
+ selectedVisible = part.isVisible;
+ else if (part.isVisible)
+ DrawSpriteMesh(part.sprite);
+ }
+
+ if (selectedVisible && selected != null)
+ DrawSpriteMesh(selected);
+ }
+ }
+
+ private void DrawSpriteMesh(SpriteCache sprite)
+ {
+ var weightMapOpacity = previewBehaviour.GetWeightMapOpacity(sprite);
+ DrawSpriteMesh(sprite, weightMapOpacity);
+
+ if (previewBehaviour.DrawWireframe(sprite))
+ DrawWireframe(sprite);
+ }
+
+ private void DrawSpriteMesh(SpriteCache sprite, float weightMapOpacity)
+ {
+ Debug.Assert(m_Material != null);
+
+ var meshPreview = sprite.GetMeshPreview();
+ var meshCache = sprite.GetMesh();
+
+ Debug.Assert(meshPreview != null);
+
+ if (meshPreview.mesh == null || meshPreview.mesh.vertexCount == 0)
+ {
+ DrawDefaultSpriteMesh(sprite);
+ }
+ else
+ {
+ m_Material.mainTexture = meshCache.textureDataProvider.texture;
+ m_Material.SetFloat("_Opacity", 1f);
+ m_Material.SetFloat("_VertexColorBlend", weightMapOpacity);
+
+ m_Material.color = Color.white;
+
+ DrawingUtility.DrawMesh(meshPreview.mesh, m_Material, sprite.GetLocalToWorldMatrixFromMode());
+ }
+ }
+
+ private void DrawSelectedSpriteWeightMap()
+ {
+ var selectedSprite = skinningCache.selectedSprite;
+
+ if (selectedSprite != null)
+ {
+ var opacity = GetWeightOpacityFromCurrentTool();
+
+ if (opacity > 0f)
+ DrawSpriteMesh(selectedSprite, opacity);
+ }
+ }
+
+ private float GetWeightOpacityFromCurrentTool()
+ {
+ return IsWeightTool() ? VisibilityToolSettings.meshOpacity : 0f;
+ }
+
+ private bool IsWeightTool()
+ {
+ var currentTool = skinningCache.selectedTool;
+
+ if (currentTool == skinningCache.GetTool(Tools.WeightSlider) ||
+ currentTool == skinningCache.GetTool(Tools.WeightBrush) ||
+ currentTool == skinningCache.GetTool(Tools.BoneInfluence) ||
+ currentTool == skinningCache.GetTool(Tools.GenerateWeights))
+ return true;
+
+ return false;
+ }
+
+ private void DrawWireframe(SpriteCache sprite)
+ {
+ Debug.Assert(Event.current.type == EventType.Repaint);
+ Debug.Assert(sprite != null);
+
+ var meshPreview = sprite.GetMeshPreview();
+ Debug.Assert(meshPreview != null);
+
+ m_Material.mainTexture = null;
+ m_Material.SetFloat("_Opacity", 0.35f);
+ m_Material.SetFloat("_VertexColorBlend", 0f);
+ m_Material.color = Color.white;
+
+ GL.wireframe = true;
+ DrawingUtility.DrawMesh(meshPreview.mesh, m_Material, sprite.GetLocalToWorldMatrixFromMode());
+ GL.wireframe = false;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs.meta
new file mode 100644
index 0000000..5188f64
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs.meta
@@ -0,0 +1,11 @@
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+ externalObjects: {}
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool.meta
new file mode 100644
index 0000000..7388d58
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 9ee4e8d7932896548ab9dd0fa6efebc5
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshTool.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshTool.cs
new file mode 100644
index 0000000..696ed8f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshTool.cs
@@ -0,0 +1,186 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal partial class MeshTool : BaseTool
+ {
+ private MeshCache m_Mesh;
+ private ISelection m_SelectionOverride;
+ private SpriteMeshController m_SpriteMeshController;
+ private SpriteMeshView m_SpriteMeshView;
+ private RectSelectionTool m_RectSelectionTool = new RectSelectionTool();
+ private RectVertexSelector m_RectVertexSelector = new RectVertexSelector();
+ private UnselectTool m_UnselectTool = new UnselectTool();
+ private ITriangulator m_Triangulator;
+
+ public MeshCache mesh
+ {
+ get { return m_Mesh; }
+ }
+
+ public SpriteMeshViewMode mode
+ {
+ get { return m_SpriteMeshView.mode; }
+ set { m_SpriteMeshView.mode = value; }
+ }
+
+ public bool disable
+ {
+ get { return m_SpriteMeshController.disable; }
+ set { m_SpriteMeshController.disable = value; }
+ }
+
+ public ISelection selectionOverride
+ {
+ get { return m_SelectionOverride; }
+ set { m_SelectionOverride = value; }
+ }
+
+ public override int defaultControlID
+ {
+ get
+ {
+ if (m_Mesh == null)
+ return 0;
+
+ return m_RectSelectionTool.controlID;
+ }
+ }
+
+ private ISelection selection
+ {
+ get
+ {
+ if(selectionOverride != null)
+ return selectionOverride;
+ return skinningCache.vertexSelection;
+ }
+ }
+
+ internal override void OnCreate()
+ {
+ m_SpriteMeshController = new SpriteMeshController();
+ m_SpriteMeshView = new SpriteMeshView(new GUIWrapper());
+ m_Triangulator = new Triangulator();
+ }
+
+ protected override void OnActivate()
+ {
+ m_SpriteMeshController.disable = false;
+ m_SelectionOverride = null;
+
+ SetupSprite(skinningCache.selectedSprite);
+
+ skinningCache.events.selectedSpriteChanged.AddListener(OnSelectedSpriteChanged);
+ }
+
+ protected override void OnDeactivate()
+ {
+ skinningCache.events.selectedSpriteChanged.RemoveListener(OnSelectedSpriteChanged);
+ }
+
+ private void OnSelectedSpriteChanged(SpriteCache sprite)
+ {
+ SetupSprite(sprite);
+ }
+
+ internal void SetupSprite(SpriteCache sprite)
+ {
+ var mesh = sprite.GetMesh();
+
+ if (m_Mesh != null
+ && m_Mesh != mesh
+ && selection.Count > 0)
+ selection.Clear();
+
+ m_Mesh = mesh;
+ m_SpriteMeshController.spriteMeshData = m_Mesh;
+ }
+
+ private void SetupGUI()
+ {
+ m_SpriteMeshController.spriteMeshView = m_SpriteMeshView;
+ m_SpriteMeshController.triangulator = m_Triangulator;
+ m_SpriteMeshController.cacheUndo = skinningCache;
+ m_RectSelectionTool.cacheUndo = skinningCache;
+ m_RectSelectionTool.rectSelector = m_RectVertexSelector;
+ m_RectVertexSelector.selection = selection;
+ m_UnselectTool.cacheUndo = skinningCache;
+ m_UnselectTool.selection = selection;
+
+ m_SpriteMeshController.frame = new Rect(Vector2.zero, m_Mesh.sprite.textureRect.size);
+ m_SpriteMeshController.selection = selection;
+ m_SpriteMeshView.defaultControlID = defaultControlID;
+ m_RectVertexSelector.spriteMeshData = m_Mesh;
+ }
+
+ protected override void OnGUI()
+ {
+ if (m_Mesh == null)
+ return;
+
+ SetupGUI();
+
+ var handlesMatrix = Handles.matrix;
+ Handles.matrix *= m_Mesh.sprite.GetLocalToWorldMatrixFromMode();
+
+ BeginPositionOverride();
+
+ EditorGUI.BeginChangeCheck();
+
+ var guiEnabled = GUI.enabled;
+ var moveAction = m_SpriteMeshController.spriteMeshView.IsActionHot(MeshEditorAction.MoveEdge) || m_SpriteMeshController.spriteMeshView.IsActionHot(MeshEditorAction.MoveVertex);
+ GUI.enabled = (!skinningCache.IsOnVisualElement() && guiEnabled) || moveAction;
+ m_SpriteMeshController.OnGUI();
+ GUI.enabled = guiEnabled;
+
+ if (EditorGUI.EndChangeCheck())
+ UpdateMesh();
+
+ m_RectSelectionTool.OnGUI();
+ m_UnselectTool.OnGUI();
+
+ Handles.matrix = handlesMatrix;
+
+ EndPositionOverride();
+ }
+
+ public void BeginPositionOverride()
+ {
+ if(m_Mesh != null)
+ {
+ m_Mesh.vertexPositionOverride = null;
+
+ var skeleton = skinningCache.GetEffectiveSkeleton(m_Mesh.sprite);
+
+ Debug.Assert(skeleton != null);
+
+ if (skeleton.isPosePreview)
+ m_Mesh.vertexPositionOverride = m_Mesh.sprite.GetMeshPreview().vertices;
+ }
+ }
+
+ public void EndPositionOverride()
+ {
+ if(m_Mesh != null)
+ m_Mesh.vertexPositionOverride = null;
+ }
+
+ public void UpdateWeights()
+ {
+ InvokeMeshChanged();
+ }
+
+ public void UpdateMesh()
+ {
+ InvokeMeshChanged();
+ }
+
+ private void InvokeMeshChanged()
+ {
+ if(m_Mesh != null)
+ skinningCache.events.meshChanged.Invoke(m_Mesh);
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshTool.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshTool.cs.meta
new file mode 100644
index 0000000..62c593c
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshTool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 72bf58aecc1877e48b77ac8a0408b0c6
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs
new file mode 100644
index 0000000..5f492c5
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs
@@ -0,0 +1,101 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class MeshToolWrapper : BaseTool
+ {
+ private MeshTool m_MeshTool;
+ private SkeletonTool m_SkeletonTool;
+ private SpriteMeshViewMode m_MeshMode;
+ private bool m_Disable = false;
+ private SkeletonMode m_SkeletonMode;
+ protected MeshPreviewBehaviour m_MeshPreviewBehaviour = new MeshPreviewBehaviour();
+
+ public MeshTool meshTool
+ {
+ get { return m_MeshTool; }
+ set { m_MeshTool = value; }
+ }
+
+ public SkeletonTool skeletonTool
+ {
+ get { return m_SkeletonTool; }
+ set { m_SkeletonTool = value; }
+ }
+
+ public SpriteMeshViewMode meshMode
+ {
+ get { return m_MeshMode; }
+ set { m_MeshMode = value; }
+ }
+
+ public bool disableMeshEditor
+ {
+ get { return m_Disable; }
+ set { m_Disable = value; }
+ }
+
+ public SkeletonMode skeletonMode
+ {
+ get { return m_SkeletonMode; }
+ set { m_SkeletonMode = value; }
+ }
+
+ public override int defaultControlID
+ {
+ get
+ {
+ Debug.Assert(meshTool != null);
+
+ return meshTool.defaultControlID;
+ }
+ }
+
+ public override IMeshPreviewBehaviour previewBehaviour
+ {
+ get { return m_MeshPreviewBehaviour; }
+ }
+
+ protected override void OnActivate()
+ {
+ Debug.Assert(meshTool != null);
+ skeletonTool.enableBoneInspector = false;
+ skeletonTool.Activate();
+ meshTool.Activate();
+ m_MeshPreviewBehaviour.drawWireframe = true;
+ m_MeshPreviewBehaviour.showWeightMap = false;
+ m_MeshPreviewBehaviour.overlaySelected = false;
+ }
+
+ protected override void OnDeactivate()
+ {
+ skeletonTool.Deactivate();
+ meshTool.Deactivate();
+ }
+
+ protected override void OnGUI()
+ {
+ DoSkeletonGUI();
+ DoMeshGUI();
+ }
+
+ protected void DoSkeletonGUI()
+ {
+ Debug.Assert(skeletonTool != null);
+
+ skeletonTool.mode = skeletonMode;
+ skeletonTool.editBindPose = false;
+ skeletonTool.DoGUI();
+ }
+
+ protected void DoMeshGUI()
+ {
+ Debug.Assert(meshTool != null);
+
+ meshTool.disable = disableMeshEditor;
+ meshTool.mode = meshMode;
+ meshTool.DoGUI();
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs.meta
new file mode 100644
index 0000000..fab7dd1
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 19c21ce977fd53a46857b0dac2845685
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleToolGroup.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleToolGroup.cs
new file mode 100644
index 0000000..a54612d
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleToolGroup.cs
@@ -0,0 +1,98 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class ModuleToolGroup
+ {
+ class ToolGroupEntry
+ {
+ public BaseTool tool;
+ public Action activateCallback;
+ }
+
+ class ToolGroup
+ {
+ public int groupId;
+ public List tools = new List();
+ public int previousToolIndex;
+ }
+ List m_ToolGroups = new List();
+
+ public void AddToolToGroup(int groupId, BaseTool tool, Action toolActivatedCallback)
+ {
+ List tools = null;
+ for (int i = 0; i < m_ToolGroups.Count; ++i)
+ {
+ if (m_ToolGroups[i].groupId == groupId)
+ {
+ tools = m_ToolGroups[i].tools;
+ }
+
+ var toolIndex = m_ToolGroups[i].tools.FindIndex(x => x.tool == tool);
+ if (toolIndex != -1)
+ {
+ Debug.LogError(string.Format("{0} already exist in group.", tool.name));
+ return;
+ }
+ }
+
+ if (tools == null)
+ {
+ var toolGroup = new ToolGroup()
+ {
+ groupId = groupId
+ };
+ tools = toolGroup.tools;
+ m_ToolGroups.Add(toolGroup);
+ }
+
+ tools.Add(new ToolGroupEntry()
+ {
+ tool = tool,
+ activateCallback = toolActivatedCallback
+ });
+ }
+
+ public void ActivateTool(BaseTool tool)
+ {
+ var toolGroupIndex = -1;
+ var groupTool = m_ToolGroups.FirstOrDefault(x =>
+ {
+ toolGroupIndex = x.tools.FindIndex(y => y.tool == tool);
+ return toolGroupIndex >= 0;
+ });
+
+ if (groupTool != null && toolGroupIndex >= 0)
+ {
+ var previousTool = groupTool.previousToolIndex >= 0 ? groupTool.tools[groupTool.previousToolIndex] : null;
+ if (tool.isActive) // we want to deactivate the tool and switch to original
+ {
+ tool.Deactivate();
+ if (previousTool != null && previousTool.tool != tool && previousTool.tool != null)
+ {
+ previousTool.tool.Activate();
+ groupTool.previousToolIndex = toolGroupIndex;
+ }
+ }
+ else
+ {
+ for (int i = 0; i < groupTool.tools.Count; ++i)
+ {
+ var gt = groupTool.tools[i];
+ if (gt.tool.isActive)
+ {
+ groupTool.previousToolIndex = i;
+ gt.tool.Deactivate();
+ }
+ }
+ tool.Activate();
+ if (groupTool.tools[toolGroupIndex].activateCallback != null)
+ groupTool.tools[toolGroupIndex].activateCallback();
+ }
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleToolGroup.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleToolGroup.cs.meta
new file mode 100644
index 0000000..57a0b73
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleToolGroup.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ebefc406fa7f065458cfccf8e07be2f9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleUtility.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleUtility.cs
new file mode 100644
index 0000000..b21b2e0
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleUtility.cs
@@ -0,0 +1,128 @@
+using UnityEngine;
+using System;
+using System.Collections.Generic;
+
+
+namespace UnityEditor.U2D.Animation
+{
+ internal static class ModuleUtility
+ {
+ public static Vector3 GUIToWorld(Vector3 guiPosition)
+ {
+ return GUIToWorld(guiPosition, Vector3.forward, Vector3.zero);
+ }
+
+ public static Vector3 GUIToWorld(Vector3 guiPosition, Vector3 planeNormal, Vector3 planePos)
+ {
+ Vector3 worldPos = Handles.inverseMatrix.MultiplyPoint(guiPosition);
+
+ if (Camera.current)
+ {
+ Ray ray = HandleUtility.GUIPointToWorldRay(guiPosition);
+
+ planeNormal = Handles.matrix.MultiplyVector(planeNormal);
+
+ planePos = Handles.matrix.MultiplyPoint(planePos);
+
+ Plane plane = new Plane(planeNormal, planePos);
+
+ float distance = 0f;
+
+ if (plane.Raycast(ray, out distance))
+ {
+ worldPos = Handles.inverseMatrix.MultiplyPoint(ray.GetPoint(distance));
+ }
+ }
+
+ return worldPos;
+ }
+
+ public static GUIContent[] ToGUIContentArray(string[] names)
+ {
+ return Array.ConvertAll(names, n => new GUIContent(n));
+ }
+
+ public static Color CalculateNiceColor(int index, int numColors)
+ {
+ numColors = Mathf.Clamp(numColors, 1, int.MaxValue);
+
+ int loops = index / numColors;
+ index = index % 360;
+
+ int hueAngleStep = 360 / numColors;
+ float hueLoopOffset = hueAngleStep * 0.5f;
+ float hue = index * hueAngleStep + loops * hueLoopOffset;
+
+ return Color.HSVToRGB(Mathf.Repeat(hue, 360f) / 360f, 1f, 1f);
+ }
+
+ public static void UpdateLocalToWorldMatrices(List spriteBoneDataList, Matrix4x4 rootMatrix, ref Matrix4x4[] localToWorldMatrices)
+ {
+ if (localToWorldMatrices == null || localToWorldMatrices.Length != spriteBoneDataList.Count)
+ localToWorldMatrices = new Matrix4x4[spriteBoneDataList.Count];
+
+ bool[] calculatedMatrix = new bool[spriteBoneDataList.Count];
+
+ var processedBoneCount = 0;
+ while (processedBoneCount < spriteBoneDataList.Count)
+ {
+ int oldCount = processedBoneCount;
+
+ for (var i = 0; i < spriteBoneDataList.Count; ++i)
+ {
+ if (calculatedMatrix[i])
+ continue;
+
+ var sourceBone = spriteBoneDataList[i];
+ if (sourceBone.parentId != -1 && !calculatedMatrix[sourceBone.parentId])
+ continue;
+
+ var localToWorldMatrix = Matrix4x4.identity;
+ localToWorldMatrix.SetTRS(sourceBone.localPosition, sourceBone.localRotation, Vector3.one);
+
+ if (sourceBone.parentId == -1)
+ localToWorldMatrix = rootMatrix * localToWorldMatrix;
+ else if (calculatedMatrix[sourceBone.parentId])
+ localToWorldMatrix = localToWorldMatrices[sourceBone.parentId] * localToWorldMatrix;
+
+ localToWorldMatrices[i] = localToWorldMatrix;
+ calculatedMatrix[i] = true;
+ processedBoneCount++;
+ }
+
+ if (oldCount == processedBoneCount)
+ throw new ArgumentException("Invalid hierarchy detected");
+ }
+ }
+
+ public static List CreateSpriteBoneData(UnityEngine.U2D.SpriteBone[] spriteBoneList, Matrix4x4 rootMatrix)
+ {
+ List spriteBoneDataList = new List(spriteBoneList.Length);
+
+ foreach (var spriteBone in spriteBoneList)
+ {
+ spriteBoneDataList.Add(new SpriteBoneData()
+ {
+ name = spriteBone.name,
+ parentId = spriteBone.parentId,
+ localPosition = spriteBone.position,
+ localRotation = spriteBone.rotation,
+ depth = spriteBone.position.z,
+ length = spriteBone.length
+ });
+ }
+
+ Matrix4x4[] localToWorldMatrices = null;
+ UpdateLocalToWorldMatrices(spriteBoneDataList, rootMatrix, ref localToWorldMatrices);
+
+ for (int i = 0; i < spriteBoneDataList.Count; ++i)
+ {
+ var spriteBoneData = spriteBoneDataList[i];
+ spriteBoneData.position = localToWorldMatrices[i].MultiplyPoint(Vector2.zero);
+ spriteBoneData.endPosition = localToWorldMatrices[i].MultiplyPoint(Vector2.right * spriteBoneData.length);
+ }
+
+ return spriteBoneDataList;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleUtility.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleUtility.cs.meta
new file mode 100644
index 0000000..bdbb89a
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/ModuleUtility.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: aa2a7a8ee6a464dd9ae636e73111beb6
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator.meta
new file mode 100644
index 0000000..6681e02
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 2a8a39f0e276884449c4610fee697330
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs
new file mode 100644
index 0000000..2873b20
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs
@@ -0,0 +1,10 @@
+using UnityEditor.U2D.Sprites;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal interface IOutlineGenerator
+ {
+ void GenerateOutline(ITextureDataProvider textureDataProvider, Rect rect, float detail, byte alphaTolerance, bool holeDetection, out Vector2[][] paths);
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs.meta
new file mode 100644
index 0000000..47f0c89
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1c1fa730356b2f54e932bbcfe5507f93
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs
new file mode 100644
index 0000000..596a5d6
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs
@@ -0,0 +1,377 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor.U2D.Common;
+using UnityEditor.U2D.Animation.ClipperLib;
+using UnityEditor.U2D.Sprites;
+
+namespace UnityEditor.U2D.Animation
+{
+ using Path = List;
+ using Paths = List>;
+
+ internal class OutlineGenerator : IOutlineGenerator
+ {
+ const double kClipperScale = 1000.0;
+
+ private const float kEpsilon = 1.2e-12f;
+ private const float kMinLinearizeDistance = 5f;
+ private Texture2D m_CurrentTexture;
+ private Rect m_CurrentRect;
+ private byte m_CurrentAlphaTolerance;
+
+ public void GenerateOutline(ITextureDataProvider textureDataProvider, Rect rect, float detail, byte alphaTolerance, bool holeDetection, out Vector2[][] paths)
+ {
+ if (alphaTolerance >= 255)
+ throw new ArgumentException("Alpha tolerance should be lower than 255");
+
+ m_CurrentTexture = textureDataProvider.GetReadableTexture2D();
+ m_CurrentRect = rect;
+ m_CurrentAlphaTolerance = alphaTolerance;
+
+ InternalEditorBridge.GenerateOutline(textureDataProvider.texture, rect, 1f, alphaTolerance, holeDetection, out paths);
+
+ if (paths.Length > 0)
+ {
+ ClipPaths(ref paths);
+
+ Debug.Assert(paths.Length > 0);
+
+ var rectSizeMagnitude = rect.size.magnitude;
+ var minDistance = Mathf.Max(rectSizeMagnitude / 10f, kMinLinearizeDistance);
+ var maxDistance = Mathf.Max(rectSizeMagnitude / 100f, kMinLinearizeDistance);
+ var distance = Mathf.Lerp(minDistance, maxDistance, detail);
+
+ for (var pathIndex = 0; pathIndex < paths.Length; ++pathIndex)
+ {
+ var pathLength = CalculatePathLength(paths[pathIndex]);
+ if (pathLength > distance)
+ {
+ var newPath = Linearize(new List(paths[pathIndex]), distance);
+
+ if (newPath.Count > 3)
+ paths[pathIndex] = newPath.ToArray();
+
+ SmoothPath(paths[pathIndex], 5, 0.1f, 135f);
+ }
+ }
+
+ ClipPaths(ref paths);
+ }
+ }
+
+ private void ClipPaths(ref Vector2[][] paths)
+ {
+ Debug.Assert(paths.Length > 0);
+
+ var subj = ToClipper(paths);
+ var solution = new Paths();
+ var clipper = new Clipper(Clipper.ioPreserveCollinear);
+
+ clipper.AddPaths(subj, PolyType.ptSubject, true);
+ clipper.Execute(ClipType.ctUnion, solution, PolyFillType.pftPositive, PolyFillType.pftPositive);
+ FilterNestedPaths(solution);
+ paths = ToVector2(solution);
+ }
+
+ private void FilterNestedPaths(Paths paths)
+ {
+ var filtered = new List(paths);
+
+ for (var i = 0; i < paths.Count; ++i)
+ {
+ var path = paths[i];
+
+ if (!filtered.Contains(path))
+ continue;
+
+ for (var j = i + 1; j < paths.Count; ++j)
+ {
+ if (!filtered.Contains(path))
+ continue;
+
+ var other = paths[j];
+
+ if (IsPathContainedInOtherPath(path, other))
+ {
+ filtered.Remove(path);
+ break;
+ }
+ else if (IsPathContainedInOtherPath(other, path))
+ filtered.Remove(other);
+ }
+ }
+
+ paths.Clear();
+ paths.AddRange(filtered);
+ }
+
+ private bool IsPathContainedInOtherPath(Path path, Path other)
+ {
+ foreach (var p in path)
+ {
+ if (Clipper.PointInPolygon(p, other) < 1)
+ return false;
+ }
+
+ return true;
+ }
+
+ private Paths ToClipper(Vector2[][] paths)
+ {
+ return new Paths(Array.ConvertAll(paths, p => ToClipper(p)));
+ }
+
+ private Path ToClipper(Vector2[] path)
+ {
+ return new Path(Array.ConvertAll(path, p => new IntPoint(p.x * kClipperScale, p.y * kClipperScale)));
+ }
+
+ private Vector2[][] ToVector2(Paths paths)
+ {
+ return paths.ConvertAll(p => ToVector2(p)).ToArray();
+ }
+
+ private Vector2[] ToVector2(Path path)
+ {
+ return path.ConvertAll(p => new Vector2((float)(p.X / kClipperScale), (float)(p.Y / kClipperScale))).ToArray();
+ }
+
+ private float CalculatePathLength(Vector2[] path)
+ {
+ var sum = 0f;
+ for (var i = 0; i < path.Length; i++)
+ {
+ var nextIndex = NextIndex(i, path.Length);
+ var p0 = path[i];
+ var p1 = path[nextIndex];
+ sum += Vector2.Distance(p0, p1);
+ }
+ return sum;
+ }
+
+ //Adapted from https://github.com/burningmime/curves
+ private List Linearize(List src, float pointDistance)
+ {
+ if (src == null) throw new ArgumentNullException("src");
+ if (pointDistance <= kEpsilon) throw new InvalidOperationException("pointDistance " + pointDistance + " is less than epislon " + kEpsilon);
+
+ var dst = new List();
+
+ if (src.Count > 0)
+ {
+ var accDistance = 0f;
+ var lastIndex = 0;
+ var lastPoint = src[0];
+
+ dst.Add(lastPoint);
+
+ for (var i = 0; i < src.Count; i++)
+ {
+ var nextIndex = NextIndex(i, src.Count);
+ var p0 = src[i];
+ var p1 = src[nextIndex];
+ var edgeDistance = Vector2.Distance(p0, p1);
+
+ if (accDistance + edgeDistance > pointDistance || nextIndex == 0)
+ {
+ var partialDistance = pointDistance - accDistance;
+ var newPoint = Vector2.Lerp(p0, p1, partialDistance / edgeDistance);
+ var remainingDistance = edgeDistance - partialDistance;
+
+ //Roll back until we do not intersect any pixel
+ var step = 1f;
+ bool finish = false;
+ while (!finish && IsLineOverImage(newPoint, lastPoint))
+ {
+ partialDistance = Vector2.Distance(p0, newPoint) - step;
+
+ while (partialDistance < 0f)
+ {
+ if (i > lastIndex + 1)
+ {
+ accDistance -= edgeDistance;
+ --i;
+ p1 = p0;
+ p0 = src[i];
+ edgeDistance = Vector2.Distance(p0, p1);
+ partialDistance += edgeDistance;
+ }
+ else
+ {
+ partialDistance = 0f;
+ finish = true;
+ }
+
+ remainingDistance = edgeDistance - partialDistance;
+ }
+
+ newPoint = Vector2.Lerp(p0, p1, partialDistance / edgeDistance);
+ }
+
+ Debug.Assert(lastIndex <= i, "Generate Outline failed");
+
+ nextIndex = NextIndex(i, src.Count);
+ if (nextIndex != 0 || !EqualsOrClose(newPoint, p1))
+ {
+ dst.Add(newPoint);
+ lastPoint = newPoint;
+ lastIndex = i;
+ }
+
+ while (remainingDistance > pointDistance)
+ {
+ remainingDistance -= pointDistance;
+ newPoint = Vector2.Lerp(p0, p1, (edgeDistance - remainingDistance) / edgeDistance);
+ if (!EqualsOrClose(newPoint, lastPoint))
+ {
+ dst.Add(newPoint);
+ lastPoint = newPoint;
+ }
+ }
+ accDistance = remainingDistance;
+ }
+ else
+ {
+ accDistance += edgeDistance;
+ }
+ }
+ }
+ return dst;
+ }
+
+ private bool EqualsOrClose(Vector2 v1, Vector2 v2)
+ {
+ return (v1 - v2).sqrMagnitude < kEpsilon;
+ }
+
+ private void SmoothPath(Vector2[] path, int iterations, float velocity, float minAngle)
+ {
+ Debug.Assert(iterations > 0f);
+ Debug.Assert(minAngle >= 0f);
+ Debug.Assert(minAngle < 180f);
+
+ var cosTolerance = Mathf.Cos(minAngle * Mathf.Deg2Rad);
+
+ for (int iteration = 0; iteration < iterations; ++iteration)
+ for (int i = 0; i < path.Length; ++i)
+ {
+ var prevPoint = path[PreviousIndex(i, path.Length)];
+ var point = path[i];
+ var nextPoint = path[NextIndex(i, path.Length)];
+
+ var t1 = prevPoint - point;
+ var t2 = nextPoint - point;
+
+ var dot = Vector2.Dot(t1.normalized, t2.normalized);
+
+ if (dot > cosTolerance)
+ continue;
+
+ var w1 = 1f / (point - prevPoint).magnitude;
+ var w2 = 1f / (point - nextPoint).magnitude;
+ var laplacian = (w1 * prevPoint + w2 * nextPoint) / (w1 + w2) - point;
+ point += laplacian * velocity;
+
+ if (!IsLineOverImage(point, nextPoint) && !IsLineOverImage(point, prevPoint))
+ path[i] = point;
+ }
+ }
+
+ private Vector2Int ToVector2Int(Vector2 v)
+ {
+ return new Vector2Int(Mathf.RoundToInt(v.x), Mathf.RoundToInt(v.y));
+ }
+
+ private bool IsLineOverImage(Vector2 pointA, Vector2 pointB)
+ {
+ var pointAInt = ToVector2Int(pointA);
+ var pointBInt = ToVector2Int(pointB);
+
+ if (IsPointInRectEdge(pointA) && IsPointInRectEdge(pointB) && (pointAInt.x == pointBInt.x || pointAInt.y == pointBInt.y))
+ return false;
+
+ foreach (var point in GetPointsOnLine(pointAInt.x, pointAInt.y, pointBInt.x, pointBInt.y))
+ {
+ if (IsPointOverImage(point))
+ return true;
+ }
+
+ return false;
+ }
+
+ private bool IsPointOverImage(Vector2 point)
+ {
+ Debug.Assert(m_CurrentTexture != null);
+ point += m_CurrentRect.center;
+ return m_CurrentTexture.GetPixel((int)point.x, (int)point.y).a * 255 > m_CurrentAlphaTolerance;
+ }
+
+ private bool IsPointInRectEdge(Vector2 point)
+ {
+ point += m_CurrentRect.center;
+ var pointInt = ToVector2Int(point);
+ var minInt = ToVector2Int(m_CurrentRect.min);
+ var maxInt = ToVector2Int(m_CurrentRect.max);
+ return minInt.x >= pointInt.x || maxInt.x <= pointInt.x || minInt.y >= pointInt.y || maxInt.y <= pointInt.y;
+ }
+
+ //From http://ericw.ca/notes/bresenhams-line-algorithm-in-csharp.html
+ private IEnumerable GetPointsOnLine(int x0, int y0, int x1, int y1)
+ {
+ bool steep = Mathf.Abs(y1 - y0) > Math.Abs(x1 - x0);
+ if (steep)
+ {
+ int t;
+ t = x0; // swap x0 and y0
+ x0 = y0;
+ y0 = t;
+ t = x1; // swap x1 and y1
+ x1 = y1;
+ y1 = t;
+ }
+ if (x0 > x1)
+ {
+ int t;
+ t = x0; // swap x0 and x1
+ x0 = x1;
+ x1 = t;
+ t = y0; // swap y0 and y1
+ y0 = y1;
+ y1 = t;
+ }
+ int dx = x1 - x0;
+ int dy = Mathf.Abs(y1 - y0);
+ int error = dx / 2;
+ int ystep = (y0 < y1) ? 1 : -1;
+ int y = y0;
+ for (int x = x0; x <= x1; x++)
+ {
+ yield return new Vector2Int((steep ? y : x), (steep ? x : y));
+ error = error - dy;
+ if (error < 0)
+ {
+ y += ystep;
+ error += dx;
+ }
+ }
+ yield break;
+ }
+
+ private int NextIndex(int index, int pointCount)
+ {
+ return Mod(index + 1, pointCount);
+ }
+
+ private int PreviousIndex(int index, int pointCount)
+ {
+ return Mod(index - 1, pointCount);
+ }
+
+ private int Mod(int x, int m)
+ {
+ int r = x % m;
+ return r < 0 ? r + m : r;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs.meta
new file mode 100644
index 0000000..af2b0b4
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ae33c30ef3b5e474ca5a46d925273adc
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection.meta
new file mode 100644
index 0000000..29ec18c
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 0a68d56945b68344ea2f451f0e9f14b4
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/BoneSelection.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/BoneSelection.cs
new file mode 100644
index 0000000..ed01a39
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/BoneSelection.cs
@@ -0,0 +1,21 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ [Serializable]
+ internal class BoneSelection : SerializableSelection, IBoneSelection
+ {
+ protected override BoneCache GetInvalidElement() { return null; }
+
+ public BoneCache root
+ {
+ get { return activeElement.FindRoot(elements); }
+ }
+
+ public BoneCache[] roots
+ {
+ get { return elements.FindRoots(); }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/BoneSelection.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/BoneSelection.cs.meta
new file mode 100644
index 0000000..70fabd7
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/BoneSelection.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 10db00a3c51d23d4ab8a68837ffa21fc
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IBoneSelection.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IBoneSelection.cs
new file mode 100644
index 0000000..56cc12d
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IBoneSelection.cs
@@ -0,0 +1,7 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal interface IBoneSelection : ITransformSelection {}
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IBoneSelection.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IBoneSelection.cs.meta
new file mode 100644
index 0000000..637f289
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IBoneSelection.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2e79c8e51ce4486409b7daf3012a1f4d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ISelection.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ISelection.cs
new file mode 100644
index 0000000..9716da6
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ISelection.cs
@@ -0,0 +1,14 @@
+namespace UnityEditor.U2D.Animation
+{
+ internal interface ISelection
+ {
+ int Count { get; }
+ T activeElement { get; set; }
+ T[] elements { get; set; }
+ void Clear();
+ void BeginSelection();
+ void EndSelection(bool select);
+ void Select(T element, bool select);
+ bool Contains(T element);
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ISelection.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ISelection.cs.meta
new file mode 100644
index 0000000..60918c3
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ISelection.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: df44828de9ac64d44ba1a553e06eb335
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ITransformSelection.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ITransformSelection.cs
new file mode 100644
index 0000000..b9c8221
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ITransformSelection.cs
@@ -0,0 +1,11 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal interface ITransformSelection : ISelection where T : TransformCache
+ {
+ T root { get; }
+ T[] roots { get; }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ITransformSelection.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ITransformSelection.cs.meta
new file mode 100644
index 0000000..7e91fdd
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/ITransformSelection.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 08c104e7d99d71c4eb0702b4e3e4b7d5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IndexedSelection.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IndexedSelection.cs
new file mode 100644
index 0000000..f653a8c
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IndexedSelection.cs
@@ -0,0 +1,11 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ [Serializable]
+ internal class IndexedSelection : SerializableSelection
+ {
+ protected override int GetInvalidElement() { return -1; }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IndexedSelection.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IndexedSelection.cs.meta
new file mode 100644
index 0000000..4a34538
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/IndexedSelection.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1a16f886b3d85c640ad6350d0db615f1
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SerializableSelection.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SerializableSelection.cs
new file mode 100644
index 0000000..2b3378f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SerializableSelection.cs
@@ -0,0 +1,138 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ [Serializable]
+ internal abstract class SerializableSelection : ISelection, ISerializationCallbackReceiver
+ {
+ internal readonly static int kInvalidID = -1;
+
+ [SerializeField]
+ private T[] m_Keys = new T[0];
+
+ private HashSet m_Selection = new HashSet();
+ private HashSet m_TemporalSelection = new HashSet();
+ private bool m_SelectionInProgress = false;
+
+ public int Count
+ {
+ get { return m_Selection.Count + m_TemporalSelection.Count; }
+ }
+
+ public T activeElement
+ {
+ get { return First(); }
+ set
+ {
+ Clear();
+ Select(value, true);
+ }
+ }
+
+ public T[] elements
+ {
+ get
+ {
+ var set = m_Selection;
+
+ if (m_SelectionInProgress)
+ {
+ var union = new HashSet(m_Selection);
+ union.UnionWith(m_TemporalSelection);
+ set = union;
+ }
+
+ return new List(set).ToArray();
+ }
+ set
+ {
+ Clear();
+ foreach(var element in value)
+ Select(element, true);
+ }
+ }
+
+ protected abstract T GetInvalidElement();
+
+ public void Clear()
+ {
+ GetSelection().Clear();
+ }
+
+ public void BeginSelection()
+ {
+ m_SelectionInProgress = true;
+ Clear();
+ }
+
+ public void EndSelection(bool select)
+ {
+ m_SelectionInProgress = false;
+
+ if (select)
+ m_Selection.UnionWith(m_TemporalSelection);
+ else
+ m_Selection.ExceptWith(m_TemporalSelection);
+
+ m_TemporalSelection.Clear();
+ }
+
+ public void Select(T element, bool select)
+ {
+ if(EqualityComparer.Default.Equals(element, GetInvalidElement()))
+ return;
+
+ if (select)
+ GetSelection().Add(element);
+ else if (Contains(element))
+ GetSelection().Remove(element);
+ }
+
+ public bool Contains(T element)
+ {
+ return m_Selection.Contains(element) || m_TemporalSelection.Contains(element);
+ }
+
+ private HashSet GetSelection()
+ {
+ if (m_SelectionInProgress)
+ return m_TemporalSelection;
+
+ return m_Selection;
+ }
+
+ private T First()
+ {
+ T element = First(m_Selection);
+
+ if(EqualityComparer.Default.Equals(element, GetInvalidElement()))
+ element = First(m_TemporalSelection);
+
+ return element;
+ }
+
+ private T First(HashSet set)
+ {
+ if(set.Count == 0)
+ return GetInvalidElement();
+
+ using (var enumerator = set.GetEnumerator())
+ {
+ Debug.Assert(enumerator.MoveNext());
+ return enumerator.Current;
+ }
+ }
+
+ void ISerializationCallbackReceiver.OnBeforeSerialize()
+ {
+ m_Keys = new List(m_Selection).ToArray();
+ }
+
+ void ISerializationCallbackReceiver.OnAfterDeserialize()
+ {
+ elements = m_Keys;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SerializableSelection.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SerializableSelection.cs.meta
new file mode 100644
index 0000000..29e6726
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SerializableSelection.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 3fe89a573a78649d2856fde6fc441e38
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SkeletonSelection.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SkeletonSelection.cs
new file mode 100644
index 0000000..b3b8f07
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SkeletonSelection.cs
@@ -0,0 +1,102 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ [Serializable]
+ internal class SkeletonSelection : IBoneSelection
+ {
+ [SerializeField]
+ private BoneSelection m_BoneSelection = new BoneSelection();
+
+ public int Count
+ {
+ get { return m_BoneSelection.Count; }
+ }
+
+ public BoneCache activeElement
+ {
+ get { return m_BoneSelection.activeElement; }
+ set
+ {
+ ValidateBone(value);
+ m_BoneSelection.activeElement = value;
+ }
+ }
+ public BoneCache[] elements
+ {
+ get { return m_BoneSelection.elements; }
+ set
+ {
+ foreach (var bone in value)
+ ValidateBone(bone);
+
+ m_BoneSelection.elements = value;
+ }
+ }
+
+ public BoneCache root
+ {
+ get { return m_BoneSelection.root; }
+ }
+
+ public BoneCache[] roots
+ {
+ get { return m_BoneSelection.roots; }
+ }
+
+ public void BeginSelection()
+ {
+ m_BoneSelection.BeginSelection();
+ }
+
+ public void Clear()
+ {
+ m_BoneSelection.Clear();
+ }
+
+ public bool Contains(BoneCache element)
+ {
+ return m_BoneSelection.Contains(element);
+ }
+
+ public void EndSelection(bool select)
+ {
+ m_BoneSelection.EndSelection(select);
+ }
+
+ public void Select(BoneCache element, bool select)
+ {
+ ValidateBone(element);
+ m_BoneSelection.Select(element, select);
+ }
+
+ private void ValidateBone(BoneCache bone)
+ {
+ if (bone == null)
+ return;
+
+ var skinningCache = bone.skinningCache;
+
+ if (skinningCache.hasCharacter)
+ {
+ if (bone.skeleton != skinningCache.character.skeleton)
+ throw new Exception("Selection Exception: bone does not belong to character skeleton");
+ }
+ else
+ {
+ var selectedSprite = skinningCache.selectedSprite;
+
+ if (selectedSprite == null)
+ throw new Exception("Selection Exception: skeleton not selected");
+ else
+ {
+ var skeleton = selectedSprite.GetSkeleton();
+
+ if (bone.skeleton != skeleton)
+ throw new Exception("Selection Exception: bone's skeleton does not match selected skeleton");
+ }
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SkeletonSelection.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SkeletonSelection.cs.meta
new file mode 100644
index 0000000..8d9669b
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selection/SkeletonSelection.cs.meta
@@ -0,0 +1,11 @@
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+guid: c66db58fd56e0a14690d99c115527f28
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SelectionTool.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SelectionTool.cs
new file mode 100644
index 0000000..3c7b29e
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SelectionTool.cs
@@ -0,0 +1,198 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEditor.U2D.Layout;
+using UnityEditor.U2D.Sprites;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class SelectionTool : BaseTool
+ {
+ private bool m_ForceSelectedToSpriteEditor = false;
+
+ public event Func CanSelect = () => true;
+ private List m_Sprites;
+ public ISpriteEditor spriteEditor { get; set; }
+ private SpriteCache selectedSprite
+ {
+ get { return skinningCache.selectedSprite; }
+ set
+ {
+ if (selectedSprite != value)
+ {
+ skinningCache.vertexSelection.Clear();
+
+ if (skinningCache.mode == SkinningMode.SpriteSheet)
+ {
+ skinningCache.skeletonSelection.Clear();
+ skinningCache.events.boneSelectionChanged.Invoke();
+ }
+
+ skinningCache.selectedSprite = value;
+ SetToSpriteEditor();
+ skinningCache.events.selectedSpriteChanged.Invoke(value);
+ }
+ }
+ }
+
+ private string selectedSpriteAssetID
+ {
+ get
+ {
+ var sprite = Selection.activeObject as Sprite;
+
+ if (sprite != null)
+ return sprite.GetSpriteID().ToString();
+
+ return "";
+ }
+ }
+
+ protected override void OnAfterDeserialize()
+ {
+ m_ForceSelectedToSpriteEditor = true;
+ }
+
+ public override void Initialize(LayoutOverlay layoutOverlay)
+ {
+ m_Sprites = new List(skinningCache.GetSprites());
+ SetFromSpriteEditor();
+ }
+
+ protected override void OnActivate()
+ {
+ SetToSpriteEditor();
+ skinningCache.events.selectedSpriteChanged.AddListener(OnSpriteSelectionChange);
+ Selection.selectionChanged -= OnSelectionChanged;
+ Selection.selectionChanged += OnSelectionChanged;
+ }
+
+ protected override void OnDeactivate()
+ {
+ skinningCache.events.selectedSpriteChanged.RemoveListener(OnSpriteSelectionChange);
+ Selection.selectionChanged -= OnSelectionChanged;
+ }
+
+ private void OnSpriteSelectionChange(SpriteCache sprite)
+ {
+ skinningCache.events.selectedSpriteChanged.RemoveListener(OnSpriteSelectionChange);
+ selectedSprite = sprite;
+ skinningCache.events.selectedSpriteChanged.AddListener(OnSpriteSelectionChange);
+ }
+
+ private void OnSelectionChanged()
+ {
+ if (m_ForceSelectedToSpriteEditor)
+ {
+ SetToSpriteEditor();
+ m_ForceSelectedToSpriteEditor = false;
+ }
+ else
+ {
+ using (skinningCache.UndoScope(TextContent.selectionChange))
+ {
+ SetFromSpriteEditor();
+ }
+ }
+ }
+
+ private void SetFromSpriteEditor()
+ {
+ if (selectedSprite == null)
+ selectedSprite = skinningCache.GetSprite(selectedSpriteAssetID);
+ spriteEditor.RequestRepaint();
+ }
+
+ private void SetToSpriteEditor()
+ {
+ var id = "";
+
+ if (selectedSprite != null)
+ id = selectedSprite.id;
+
+ spriteEditor.selectedSpriteRect = new SpriteRect() { spriteID = new GUID(id) };
+ }
+
+ protected override void OnGUI()
+ {
+ HandleSpriteSelection();
+ }
+
+ private void HandleSpriteSelection()
+ {
+ Debug.Assert(Event.current != null);
+
+ if (Event.current.type == EventType.MouseDown && Event.current.button == 0 && GUIUtility.hotControl == 0 &&
+ !Event.current.alt && Event.current.clickCount == 2 && CanSelect())
+ {
+ var mousePosition = Handles.inverseMatrix.MultiplyPoint(Event.current.mousePosition);
+ var newSelected = TrySelect(mousePosition);
+ if (selectedSprite != newSelected)
+ {
+ using (skinningCache.UndoScope(TextContent.selectionChange))
+ {
+ selectedSprite = newSelected;
+ }
+ Event.current.Use();
+ Event.current.clickCount = 0;
+ }
+ }
+ }
+
+ 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;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SelectionTool.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SelectionTool.cs.meta
new file mode 100644
index 0000000..f0bebf7
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SelectionTool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5260ebe2b8ba2724eb92daea93bddf3c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors.meta
new file mode 100644
index 0000000..ca668bc
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 37f3979cbd2490a4c87552d59e76b1f6
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/CircleVertexSelector.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/CircleVertexSelector.cs
new file mode 100644
index 0000000..b88b3f9
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/CircleVertexSelector.cs
@@ -0,0 +1,28 @@
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class CircleVertexSelector : ICircleSelector
+ {
+ public ISelection selection { get; set; }
+ public ISpriteMeshData spriteMeshData { get; set; }
+ public Vector2 position { get; set; }
+ public float radius { get; set; }
+
+ public void Select()
+ {
+ if(spriteMeshData == null)
+ return;
+
+ var sqrRadius = radius * radius;
+
+ for (int i = 0; i < spriteMeshData.vertexCount; i++)
+ {
+ if ((spriteMeshData.GetPosition(i) - position).sqrMagnitude <= sqrRadius)
+ {
+ selection.Select(i, true);
+ }
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/CircleVertexSelector.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/CircleVertexSelector.cs.meta
new file mode 100644
index 0000000..38eb2bd
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/CircleVertexSelector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f8bd55f54ef124b618d88fafb91f0170
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/GenericVertexSelector.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/GenericVertexSelector.cs
new file mode 100644
index 0000000..e943a9e
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/GenericVertexSelector.cs
@@ -0,0 +1,22 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class GenericVertexSelector : ISelector
+ {
+ public ISelection selection { get; set; }
+ public ISpriteMeshData spriteMeshData { get; set; }
+ public Func SelectionCallback;
+
+ public void Select()
+ {
+ Debug.Assert(selection != null);
+ Debug.Assert(spriteMeshData != null);
+ Debug.Assert(SelectionCallback != null);
+
+ for (var i = 0; i < spriteMeshData.vertexCount; i++)
+ selection.Select(i, SelectionCallback(i));
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/GenericVertexSelector.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/GenericVertexSelector.cs.meta
new file mode 100644
index 0000000..feded4d
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/GenericVertexSelector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1ae93e85c98624948917679be12e485b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ICircleSelector.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ICircleSelector.cs
new file mode 100644
index 0000000..cf38756
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ICircleSelector.cs
@@ -0,0 +1,9 @@
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal interface ICircleSelector : ISelector
+ {
+ float radius { get; set; }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ICircleSelector.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ICircleSelector.cs.meta
new file mode 100644
index 0000000..8c966dd
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ICircleSelector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 14aa89f96f565c749a282d699727c02c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/IRectSelector.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/IRectSelector.cs
new file mode 100644
index 0000000..c3a1716
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/IRectSelector.cs
@@ -0,0 +1,9 @@
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal interface IRectSelector : ISelector
+ {
+ Rect rect { get; set; }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/IRectSelector.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/IRectSelector.cs.meta
new file mode 100644
index 0000000..59613af
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/IRectSelector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 84b178f994f5f114889b2ea8d042fcad
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ISelector.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ISelector.cs
new file mode 100644
index 0000000..31423b1
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ISelector.cs
@@ -0,0 +1,11 @@
+using System.Collections.Generic;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal interface ISelector
+ {
+ ISelection selection { get; set; }
+
+ void Select();
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ISelector.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ISelector.cs.meta
new file mode 100644
index 0000000..e040b8d
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/ISelector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5bf608e7cb56c4f44b49044e0fc738ec
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectBoneSelector.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectBoneSelector.cs
new file mode 100644
index 0000000..c00e503
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectBoneSelector.cs
@@ -0,0 +1,35 @@
+using UnityEngine;
+using System.Collections.Generic;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class RectBoneSelector : IRectSelector
+ {
+ public ISelection selection { get; set; }
+ public BoneCache[] bones { get; set; }
+ public Rect rect { get; set; }
+
+ public void Select()
+ {
+ if (bones == null)
+ return;
+
+ foreach (var bone in bones)
+ {
+ if (!bone.isVisible)
+ continue;
+
+ Vector2 p1 = bone.position;
+ Vector2 p2 = bone.endPosition;
+ Vector2 point = Vector2.zero;
+ if (rect.Contains(p1, true) || rect.Contains(p2, true) ||
+ MathUtility.SegmentIntersection(new Vector2(rect.xMin, rect.yMin), new Vector2(rect.xMax, rect.yMin), p1, p2, ref point) ||
+ MathUtility.SegmentIntersection(new Vector2(rect.xMax, rect.yMin), new Vector2(rect.xMax, rect.yMax), p1, p2, ref point) ||
+ MathUtility.SegmentIntersection(new Vector2(rect.xMax, rect.yMax), new Vector2(rect.xMin, rect.yMax), p1, p2, ref point) ||
+ MathUtility.SegmentIntersection(new Vector2(rect.xMin, rect.yMax), new Vector2(rect.xMin, rect.yMin), p1, p2, ref point)
+ )
+ selection.Select(bone.ToCharacterIfNeeded(), true);
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectBoneSelector.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectBoneSelector.cs.meta
new file mode 100644
index 0000000..7a8a7aa
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectBoneSelector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 831c95a008fa0fd478a97a3ea977d036
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectVertexSelector.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectVertexSelector.cs
new file mode 100644
index 0000000..10671c1
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectVertexSelector.cs
@@ -0,0 +1,21 @@
+using UnityEngine;
+using System.Collections.Generic;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class RectVertexSelector : IRectSelector
+ {
+ public ISelection selection { get; set; }
+ public ISpriteMeshData spriteMeshData { get; set; }
+ public Rect rect { get; set; }
+
+ public void Select()
+ {
+ for (int i = 0; i < spriteMeshData.vertexCount; i++)
+ {
+ if (rect.Contains(spriteMeshData.GetPosition(i), true))
+ selection.Select(i, true);
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectVertexSelector.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectVertexSelector.cs.meta
new file mode 100644
index 0000000..f61f122
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/RectVertexSelector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 35f5a927d239440c0a09f2ced66ba1f8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/Unselector.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/Unselector.cs
new file mode 100644
index 0000000..b6e0706
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/Unselector.cs
@@ -0,0 +1,14 @@
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class Unselector : ISelector
+ {
+ public ISelection selection { get; set; }
+
+ public void Select()
+ {
+ selection.Clear();
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/Unselector.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/Unselector.cs.meta
new file mode 100644
index 0000000..6e7ed1b
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/Selectors/Unselector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b276ded4b8314c24f801e98504841e79
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SerializableDictionary.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SerializableDictionary.cs
new file mode 100644
index 0000000..969e54d
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SerializableDictionary.cs
@@ -0,0 +1,125 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ [Serializable]
+ internal class SerializableDictionary : IDictionary, ISerializationCallbackReceiver
+ {
+ [SerializeField]
+ private List m_Keys;
+ [SerializeField]
+ private List m_Values;
+ private Dictionary m_Dictionary = new Dictionary();
+
+ public TValue this[TKey key]
+ {
+ get { return m_Dictionary[key]; }
+ set { m_Dictionary[key] = value; }
+ }
+
+ public TKey this[TValue value]
+ {
+ get
+ {
+ m_Keys = new List(m_Dictionary.Keys);
+ m_Values = new List(m_Dictionary.Values);
+ var index = m_Values.FindIndex(x => x.Equals(value));
+ if (index < 0)
+ throw new KeyNotFoundException();
+ return m_Keys[index];
+ }
+ }
+
+ public ICollection Keys
+ {
+ get { return m_Dictionary.Keys; }
+ }
+
+ public ICollection Values
+ {
+ get { return m_Dictionary.Values; }
+ }
+
+ public void Add(TKey key, TValue value)
+ {
+ m_Dictionary.Add(key, value);
+ }
+
+ public bool ContainsKey(TKey key)
+ {
+ return m_Dictionary.ContainsKey(key);
+ }
+
+ public bool Remove(TKey key)
+ {
+ return m_Dictionary.Remove(key);
+ }
+
+ public bool TryGetValue(TKey key, out TValue value)
+ {
+ return m_Dictionary.TryGetValue(key, out value);
+ }
+
+ public void Clear()
+ {
+ m_Dictionary.Clear();
+ }
+
+ public int Count
+ {
+ get { return m_Dictionary.Count; }
+ }
+
+ bool ICollection>.IsReadOnly
+ {
+ get { return (m_Dictionary as ICollection>).IsReadOnly; }
+ }
+
+ void ICollection>.Add(KeyValuePair item)
+ {
+ (m_Dictionary as ICollection>).Add(item);
+ }
+
+ bool ICollection>.Contains(KeyValuePair item)
+ {
+ return (m_Dictionary as ICollection>).Contains(item);
+ }
+
+ void ICollection>.CopyTo(KeyValuePair[] array, int arrayIndex)
+ {
+ (m_Dictionary as ICollection>).CopyTo(array, arrayIndex);
+ }
+
+ bool ICollection>.Remove(KeyValuePair item)
+ {
+ return (m_Dictionary as ICollection>).Remove(item);
+ }
+
+ IEnumerator> IEnumerable>.GetEnumerator()
+ {
+ return (m_Dictionary as IEnumerable>).GetEnumerator();
+ }
+
+ public IEnumerator GetEnumerator()
+ {
+ return m_Dictionary.GetEnumerator();
+ }
+
+ void ISerializationCallbackReceiver.OnBeforeSerialize()
+ {
+ m_Keys = new List(m_Dictionary.Keys);
+ m_Values = new List(m_Dictionary.Values);
+ }
+
+ void ISerializationCallbackReceiver.OnAfterDeserialize()
+ {
+ Debug.Assert(m_Keys.Count == m_Values.Count);
+ Clear();
+ for (var i = 0; i < m_Keys.Count; ++i)
+ Add(m_Keys[i], m_Values[i]);
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SerializableDictionary.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SerializableDictionary.cs.meta
new file mode 100644
index 0000000..c8ea129
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SerializableDictionary.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8e96f8a2db4cc7d48a77700beddf5d34
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool.meta
new file mode 100644
index 0000000..4926331
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 08f15e56bdceb584f8b33ce6d6e22aa7
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs
new file mode 100644
index 0000000..695e9bf
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs
@@ -0,0 +1,142 @@
+using UnityEngine;
+using System;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal interface ISkeletonStyle
+ {
+ Color GetColor(BoneCache bone);
+ Color GetPreviewColor(int index);
+ Color GetParentLinkColor(BoneCache bone);
+ Color GetParentLinkPreviewColor(int index);
+ Color GetOutlineColor(BoneCache bone, bool isSelected, bool isHovered);
+ Color GetPreviewOutlineColor(int index);
+ float GetOutlineScale(bool isSelected);
+ }
+
+ internal abstract class SkeletonStyleBase : ISkeletonStyle
+ {
+ private const float kOutlineScale = 1.35f;
+ private const float kSelectedOutlineScale = 1.55f;
+
+ public Color GetColor(BoneCache bone)
+ {
+ return SetAlpha(GetBoneColorRaw(bone), GetAlpha(bone), VisibilityToolSettings.boneOpacity);
+ }
+
+ public Color GetPreviewColor(int index)
+ {
+ return GetBoneColorRaw(index);
+ }
+
+ public Color GetParentLinkColor(BoneCache bone)
+ {
+ return SetAlpha(GetBoneColorRaw(bone), 0.2f * GetAlpha(bone), VisibilityToolSettings.boneOpacity);
+ }
+
+ public Color GetParentLinkPreviewColor(int index)
+ {
+ return SetAlpha(GetBoneColorRaw(index), 0.2f, 1f);
+ }
+
+ public Color GetOutlineColor(BoneCache bone, bool isSelected, bool isHovered)
+ {
+ var skinningCache = bone.skinningCache;
+
+ if (isSelected)
+ return SelectionOutlineSettings.outlineColor;
+
+ if (isHovered)
+ return Handles.preselectionColor;
+
+ return SetAlpha(CalculateOutlineColor(GetBoneColorRaw(bone), VisibilityToolSettings.boneOpacity), GetAlpha(bone), VisibilityToolSettings.boneOpacity);
+ }
+
+ public Color GetPreviewOutlineColor(int index)
+ {
+ return CalculateOutlineColor(GetBoneColorRaw(index), 1f);
+ }
+
+ public float GetOutlineScale(bool isSelected)
+ {
+ if (isSelected)
+ return 1f + (kSelectedOutlineScale - 1f) * SelectionOutlineSettings.selectedBoneOutlineSize;
+
+ return kOutlineScale;
+ }
+
+ private Color CalculateOutlineColor(Color color, float opacity)
+ {
+ color *= 0.35f;
+ return SetAlpha(color, 0.75f, opacity);
+ }
+
+ private Color SetAlpha(Color color, float alpha, float opacity)
+ {
+ color.a = alpha * opacity;
+ return color;
+ }
+
+ protected virtual float GetAlpha(BoneCache bone)
+ {
+ return 1f;
+ }
+
+ protected abstract Color GetBoneColorRaw(BoneCache bone);
+ protected abstract Color GetBoneColorRaw(int index);
+ }
+
+ internal class BoneColorSkeletonStyle : SkeletonStyleBase
+ {
+ protected override Color GetBoneColorRaw(BoneCache bone)
+ {
+ return bone.bindPoseColor;
+ }
+
+ protected override Color GetBoneColorRaw(int index)
+ {
+ return ModuleUtility.CalculateNiceColor(index, 6);
+ }
+
+ protected override float GetAlpha(BoneCache bone)
+ {
+ return 0.9f;
+ }
+ }
+
+ internal class WeightmapSkeletonStyle : SkeletonStyleBase
+ {
+ protected override Color GetBoneColorRaw(BoneCache bone)
+ {
+ return bone.bindPoseColor;
+ }
+
+ protected override Color GetBoneColorRaw(int index)
+ {
+ return ModuleUtility.CalculateNiceColor(index, 6);
+ }
+
+ protected override float GetAlpha(BoneCache bone)
+ {
+ var skinningCache = bone.skinningCache;
+ var selectedSprite = skinningCache.selectedSprite;
+ var alpha = 0.9f;
+
+ if (skinningCache.mode == SkinningMode.Character && skinningCache.selectedSprite != null)
+ {
+ var characterPart = selectedSprite.GetCharacterPart();
+
+ if (characterPart.Contains(bone) == false)
+ alpha = 0.25f;
+ }
+
+ return alpha;
+ }
+ }
+
+ internal static class SkeletonStyles
+ {
+ public static readonly ISkeletonStyle Default = new BoneColorSkeletonStyle();
+ public static readonly ISkeletonStyle WeightMap = new WeightmapSkeletonStyle();
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs.meta
new file mode 100644
index 0000000..58b3069
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7600825fd0008354ea24e17c94591a19
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs
new file mode 100644
index 0000000..4a1d0d5
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs
@@ -0,0 +1,198 @@
+using System;
+using UnityEditor.U2D.Layout;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class SkeletonTool : BaseTool
+ {
+ [SerializeField]
+ private SkeletonController m_SkeletonController;
+ private SkeletonToolView m_SkeletonToolView;
+ private RectBoneSelector m_RectBoneSelector = new RectBoneSelector();
+ private RectSelectionTool m_RectSelectionTool = new RectSelectionTool();
+ private UnselectTool m_UnselectTool = new UnselectTool();
+
+ public bool enableBoneInspector { get; set; }
+
+ public SkeletonMode mode
+ {
+ get { return m_SkeletonController.view.mode; }
+ set { m_SkeletonController.view.mode = value; }
+ }
+
+ public bool editBindPose
+ {
+ get { return m_SkeletonController.editBindPose; }
+ set { m_SkeletonController.editBindPose = value; }
+ }
+
+ public ISkeletonStyle skeletonStyle
+ {
+ get { return m_SkeletonController.styleOverride; }
+ set { m_SkeletonController.styleOverride = value; }
+ }
+
+ public override int defaultControlID
+ {
+ get { return 0; }
+ }
+
+ public BoneCache hoveredBone
+ {
+ get { return m_SkeletonController.hoveredBone; }
+ }
+
+ public SkeletonCache skeleton
+ {
+ get { return m_SkeletonController.skeleton; }
+ private set { m_SkeletonController.skeleton = value; }
+ }
+
+ internal override void OnCreate()
+ {
+ m_SkeletonController = new SkeletonController();
+ m_SkeletonController.view = new SkeletonView(new GUIWrapper());
+ m_SkeletonController.view.InvalidID = 0;
+ m_SkeletonController.selection = skinningCache.skeletonSelection;
+ m_SkeletonToolView = new SkeletonToolView();
+ m_SkeletonToolView.onBoneNameChanged += BoneNameChanged;
+ m_SkeletonToolView.onBoneDepthChanged += BoneDepthChanged;
+ m_RectBoneSelector.selection = skinningCache.skeletonSelection;
+ m_RectSelectionTool.rectSelector = m_RectBoneSelector;
+ m_RectSelectionTool.cacheUndo = skinningCache;
+ m_RectSelectionTool.onSelectionUpdate += () =>
+ {
+ skinningCache.events.boneSelectionChanged.Invoke();
+ };
+ m_UnselectTool.cacheUndo = skinningCache;
+ m_UnselectTool.selection = skinningCache.skeletonSelection;
+ m_UnselectTool.onUnselect += () =>
+ {
+ skinningCache.events.boneSelectionChanged.Invoke();
+ };
+ }
+
+ public override void Initialize(LayoutOverlay layout)
+ {
+ m_SkeletonToolView.Initialize(layout);
+ }
+
+ protected override void OnActivate()
+ {
+ SetupSkeleton(skinningCache.GetEffectiveSkeleton(skinningCache.selectedSprite));
+ UpdateBoneInspector();
+ skinningCache.events.boneSelectionChanged.AddListener(BoneSelectionChanged);
+ skinningCache.events.selectedSpriteChanged.AddListener(SelectedSpriteChanged);
+ skinningCache.events.skinningModeChanged.AddListener(SkinningModeChanged);
+ skinningCache.events.boneDepthChanged.AddListener(BoneDataChanged);
+ skinningCache.events.boneNameChanged.AddListener(BoneDataChanged);
+ skeletonStyle = null;
+ }
+
+ protected override void OnDeactivate()
+ {
+ m_SkeletonToolView.Hide();
+ m_SkeletonController.Reset();
+ skinningCache.events.boneSelectionChanged.RemoveListener(BoneSelectionChanged);
+ skinningCache.events.selectedSpriteChanged.RemoveListener(SelectedSpriteChanged);
+ skinningCache.events.skinningModeChanged.RemoveListener(SkinningModeChanged);
+ skinningCache.events.boneDepthChanged.RemoveListener(BoneDataChanged);
+ skinningCache.events.boneNameChanged.RemoveListener(BoneDataChanged);
+ skeletonStyle = null;
+ }
+
+ void BoneDataChanged(BoneCache bone)
+ {
+ if(m_SkeletonToolView.target == bone)
+ m_SkeletonToolView.Update(bone.name, Mathf.RoundToInt(bone.depth));
+ }
+
+ private void SelectedSpriteChanged(SpriteCache sprite)
+ {
+ SetupSkeleton(skinningCache.GetEffectiveSkeleton(sprite));
+ }
+
+ private void BoneSelectionChanged()
+ {
+ UpdateBoneInspector();
+ }
+
+ private void UpdateBoneInspector()
+ {
+ var selectedBone = skinningCache.skeletonSelection.activeElement;
+ var selectionCount = skinningCache.skeletonSelection.Count;
+
+ m_SkeletonToolView.Hide();
+
+ if (enableBoneInspector && selectedBone != null && selectionCount == 1)
+ {
+ m_SkeletonToolView.Update(selectedBone.name, Mathf.RoundToInt(selectedBone.depth));
+ m_SkeletonToolView.Show(selectedBone);
+ }
+ }
+
+ private void SkinningModeChanged(SkinningMode mode)
+ {
+ SetupSkeleton(skinningCache.GetEffectiveSkeleton(skinningCache.selectedSprite));
+ }
+
+ private void SetupSkeleton(SkeletonCache sk)
+ {
+ m_RectBoneSelector.bones = null;
+ skeleton = sk;
+
+ if (skeleton != null)
+ m_RectBoneSelector.bones = skeleton.bones;
+ }
+
+ protected override void OnGUI()
+ {
+ m_SkeletonController.view.defaultControlID = 0;
+
+ if (skeleton != null && mode != SkeletonMode.Disabled)
+ {
+ m_RectSelectionTool.OnGUI();
+ m_SkeletonController.view.defaultControlID = m_RectSelectionTool.controlID;
+ }
+
+ m_SkeletonController.OnGUI();
+ m_UnselectTool.OnGUI();
+ }
+
+ private void BoneNameChanged(BoneCache selectedBone, string name)
+ {
+ if (selectedBone != null)
+ {
+ if (string.Compare(selectedBone.name, name) == 0)
+ return;
+
+ if(string.IsNullOrEmpty(name) || string.IsNullOrWhiteSpace(name))
+ m_SkeletonToolView.Update(selectedBone.name, Mathf.RoundToInt(selectedBone.depth));
+ else
+ {
+ using (skinningCache.UndoScope(TextContent.boneName))
+ {
+ selectedBone.name = name;
+ skinningCache.events.boneNameChanged.Invoke(selectedBone);
+ }
+ }
+ }
+ }
+
+ private void BoneDepthChanged(BoneCache selectedBone, int depth)
+ {
+ if (selectedBone != null)
+ {
+ if (Mathf.RoundToInt(selectedBone.depth) == depth)
+ return;
+
+ using (skinningCache.UndoScope(TextContent.boneDepth))
+ {
+ selectedBone.depth = depth;
+ skinningCache.events.boneDepthChanged.Invoke(selectedBone);
+ }
+ }
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs.meta
new file mode 100644
index 0000000..5214704
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: acc0de355e663464684a1b81871fe30b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs
new file mode 100644
index 0000000..b38d3e9
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs
@@ -0,0 +1,46 @@
+using System;
+using UnityEditor.U2D.Layout;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class SkeletonToolView
+ {
+ private BoneInspectorPanel m_BoneInspectorPanel;
+
+ public event Action onBoneNameChanged = (b, s) => {};
+ public event Action onBoneDepthChanged = (b, i) => {};
+
+ public SkeletonToolView()
+ {
+ m_BoneInspectorPanel = BoneInspectorPanel.GenerateFromUXML();
+ m_BoneInspectorPanel.onBoneNameChanged += (b, n) => onBoneNameChanged(b, n);
+ m_BoneInspectorPanel.onBoneDepthChanged += (b, d) => onBoneDepthChanged(b, d);
+ Hide();
+ }
+
+ public void Initialize(LayoutOverlay layout)
+ {
+ layout.rightOverlay.Add(m_BoneInspectorPanel);
+ }
+
+ public void Show(BoneCache target)
+ {
+ m_BoneInspectorPanel.target = target;
+ m_BoneInspectorPanel.SetHiddenFromLayout(false);
+ }
+
+ public BoneCache target => m_BoneInspectorPanel.target;
+
+ public void Hide()
+ {
+ m_BoneInspectorPanel.HidePanel();
+ m_BoneInspectorPanel.target = null;
+ }
+
+ public void Update(string name, int depth)
+ {
+ m_BoneInspectorPanel.boneName = name;
+ m_BoneInspectorPanel.boneDepth = depth;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs.meta
new file mode 100644
index 0000000..1c6b54e
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs.meta
@@ -0,0 +1,11 @@
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+guid: 26ec4641af523f44f8f62994a423b3b4
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+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
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+ icon: {instanceID: 0}
+ userData:
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diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs
new file mode 100644
index 0000000..9bfa0f0
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs
@@ -0,0 +1,68 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class SkeletonToolWrapper : BaseTool
+ {
+ private SkeletonTool m_SkeletonTool;
+ private SkeletonMode m_Mode;
+
+ public SkeletonTool skeletonTool
+ {
+ get { return m_SkeletonTool; }
+ set { m_SkeletonTool = value; }
+ }
+
+ public SkeletonMode mode
+ {
+ get { return m_Mode; }
+ set { m_Mode = value; }
+ }
+
+ public bool editBindPose { get; set; }
+
+ public override int defaultControlID
+ {
+ get
+ {
+ Debug.Assert(skeletonTool != null);
+
+ return skeletonTool.defaultControlID;
+ }
+ }
+
+ protected override void OnActivate()
+ {
+ Debug.Assert(skeletonTool != null);
+ skeletonTool.enableBoneInspector = true;
+ skeletonTool.Activate();
+ }
+
+ protected override void OnDeactivate()
+ {
+ skeletonTool.enableBoneInspector = false;
+ skeletonTool.Deactivate();
+ }
+
+ private SkeletonMode OverrideMode()
+ {
+ var modeOverride = mode;
+
+ //Disable SkeletonManipulation if character exists and we are in SpriteSheet mode
+ if (skinningCache.mode == SkinningMode.SpriteSheet && skinningCache.hasCharacter && editBindPose)
+ modeOverride = SkeletonMode.Selection;
+
+ return modeOverride;
+ }
+
+ protected override void OnGUI()
+ {
+ Debug.Assert(skeletonTool != null);
+
+ skeletonTool.mode = OverrideMode();
+ skeletonTool.editBindPose = editBindPose;
+ skeletonTool.DoGUI();
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs.meta
new file mode 100644
index 0000000..f5fe403
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs.meta
@@ -0,0 +1,11 @@
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+guid: 4d7d16e2d9869a84190616f30b11be2d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache.meta
new file mode 100644
index 0000000..a484909
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 181aae7e64f90f940a2588cc2b4cbaf7
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCache.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCache.cs
new file mode 100644
index 0000000..e3d1637
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCache.cs
@@ -0,0 +1,332 @@
+using System;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ [Serializable]
+ internal struct Pose
+ {
+ public Vector3 position;
+ public Quaternion rotation;
+ public Matrix4x4 matrix
+ {
+ get { return Matrix4x4.TRS(position, rotation, Vector3.one); }
+ }
+
+ public static Pose Create(Vector3 p, Quaternion r)
+ {
+ var pose = new Pose()
+ {
+ position = p,
+ rotation = r
+ };
+
+ return pose;
+ }
+
+ public override bool Equals(object other)
+ {
+ return other is Pose && this == (Pose)other;
+ }
+
+ public override int GetHashCode()
+ {
+ return position.GetHashCode() ^ rotation.GetHashCode();
+ }
+
+ public static bool operator==(Pose p1, Pose p2)
+ {
+ return p1.position == p2.position && p1.rotation == p2.rotation;
+ }
+
+ public static bool operator!=(Pose p1, Pose p2)
+ {
+ return !(p1 == p2);
+ }
+ }
+
+ [Serializable]
+ internal struct BonePose
+ {
+ public Pose pose;
+ public float length;
+ public static BonePose Create(Pose p, float l)
+ {
+ var pose = new BonePose()
+ {
+ pose = p,
+ length = l
+ };
+
+ return pose;
+ }
+
+ public override bool Equals(object other)
+ {
+ return other is BonePose && this == (BonePose)other;
+ }
+
+ public override int GetHashCode()
+ {
+ return pose.GetHashCode() ^ length.GetHashCode();
+ }
+
+ public static bool operator==(BonePose p1, BonePose p2)
+ {
+ return p1.pose == p2.pose && p1.length == p2.length;
+ }
+
+ public static bool operator!=(BonePose p1, BonePose p2)
+ {
+ return !(p1 == p2);
+ }
+ }
+
+ internal class BoneCache : TransformCache
+ {
+ [SerializeField]
+ Color m_BindPoseColor;
+ [SerializeField]
+ private Pose m_BindPose;
+ [SerializeField]
+ private BonePose m_DefaultPose;
+ [SerializeField]
+ private BoneCache m_ChainedChild;
+ [SerializeField]
+ private float m_Depth;
+ [SerializeField]
+ private float m_LocalLength = 1f;
+ [SerializeField]
+ private bool m_IsVisible = true;
+
+ public bool NotInDefaultPose()
+ {
+ return localPosition != m_DefaultPose.pose.position
+ || localRotation != m_DefaultPose.pose.rotation
+ || localLength != m_DefaultPose.length;
+ }
+
+ public bool isVisible
+ {
+ get { return m_IsVisible; }
+ set { m_IsVisible = value; }
+ }
+
+ public Color bindPoseColor
+ {
+ get { return m_BindPoseColor; }
+ set { m_BindPoseColor = value; }
+ }
+
+ public virtual BoneCache parentBone
+ {
+ get { return parent as BoneCache; }
+ }
+
+ public SkeletonCache skeleton
+ {
+ get
+ {
+ var skeleton = parent as SkeletonCache;
+
+ if (skeleton != null)
+ return skeleton;
+
+ if (parentBone != null)
+ return parentBone.skeleton;
+
+ return null;
+ }
+ }
+
+ public virtual BoneCache chainedChild
+ {
+ get
+ {
+ if (m_ChainedChild != null && m_ChainedChild.parentBone == this)
+ return m_ChainedChild;
+
+ return null;
+ }
+ set
+ {
+ if (m_ChainedChild != value)
+ {
+ if (value == null || value.parentBone == this)
+ {
+ m_ChainedChild = value;
+ if(m_ChainedChild != null)
+ OrientToChainedChild(false);
+ }
+ }
+ }
+ }
+
+ public Vector3 localEndPosition
+ {
+ get { return Vector3.right * localLength; }
+ }
+
+ public Vector3 endPosition
+ {
+ get { return localToWorldMatrix.MultiplyPoint3x4(localEndPosition); }
+ set
+ {
+ if (chainedChild == null)
+ {
+ var direction = value - position;
+ right = direction;
+ length = direction.magnitude;
+ }
+ }
+ }
+
+ public BonePose localPose
+ {
+ get { return BonePose.Create(Pose.Create(localPosition, localRotation), localLength); }
+ set
+ {
+ localPosition = value.pose.position;
+ localRotation = value.pose.rotation;
+ localLength = value.length;
+ }
+ }
+
+ public BonePose worldPose
+ {
+ get { return BonePose.Create(Pose.Create(position, rotation), length); }
+ set
+ {
+ position = value.pose.position;
+ rotation = value.pose.rotation;
+ length = value.length;
+ }
+ }
+
+ public Pose bindPose
+ {
+ get { return m_BindPose; }
+ set { m_BindPose = value; }
+ }
+
+ public float depth
+ {
+ get { return m_Depth; }
+ set { m_Depth = value; }
+ }
+ public float localLength
+ {
+ get { return m_LocalLength; }
+ set { m_LocalLength = Mathf.Max(0f, value); }
+ }
+
+ public float length
+ {
+ get { return localToWorldMatrix.MultiplyVector(localEndPosition).magnitude; }
+ set { m_LocalLength = worldToLocalMatrix.MultiplyVector(right * Mathf.Max(0f, value)).magnitude; }
+ }
+
+ internal Pose[] GetChildrenWoldPose()
+ {
+ return Array.ConvertAll(children, c => Pose.Create(c.position, c.rotation));
+ }
+
+ internal void SetChildrenWorldPose(Pose[] worldPose)
+ {
+ var childrenArray = children;
+
+ Debug.Assert(childrenArray.Length == worldPose.Length);
+
+ for (var i = 0; i < childrenArray.Length; ++i)
+ {
+ var child = childrenArray[i];
+ var pose= worldPose[i];
+
+ child.position = pose.position;
+ child.rotation = pose.rotation;
+ }
+ }
+
+ internal override void OnDestroy()
+ {
+ base.OnDestroy();
+ m_ChainedChild = null;
+ }
+
+ new public void SetParent(TransformCache newParent)
+ {
+ SetParent(newParent, true);
+ }
+
+ new public void SetParent(TransformCache newParent, bool worldPositionStays)
+ {
+ if (parentBone != null && parentBone.chainedChild == this)
+ parentBone.chainedChild = null;
+
+ base.SetParent(newParent, worldPositionStays);
+
+ if (parentBone != null && parentBone.chainedChild == null && (parentBone.endPosition - position).sqrMagnitude < 0.001f)
+ parentBone.chainedChild = this;
+ }
+
+ public void OrientToChainedChild(bool freezeChildren)
+ {
+ Debug.Assert(chainedChild != null);
+
+ var childPosition = chainedChild.position;
+ var childRotation = chainedChild.rotation;
+
+ Pose[] childrenWorldPose = null;
+
+ if (freezeChildren)
+ childrenWorldPose = GetChildrenWoldPose();
+
+ right = childPosition - position;
+
+ if (freezeChildren)
+ {
+ SetChildrenWorldPose(childrenWorldPose);
+ }
+ else
+ {
+ chainedChild.position = childPosition;
+ chainedChild.rotation = childRotation;
+ }
+
+ length = (childPosition - position).magnitude;
+ }
+
+ public void SetDefaultPose()
+ {
+ m_DefaultPose = localPose;
+
+ if (IsUnscaled())
+ m_BindPose = worldPose.pose;
+ else
+ throw new Exception("BindPose cannot be set under global scale");
+ }
+
+ public void RestoreDefaultPose()
+ {
+ localPose = m_DefaultPose;
+ }
+
+ private bool IsUnscaled()
+ {
+ var currentTransform = this as TransformCache;
+
+ while (currentTransform != null)
+ {
+ var scale = currentTransform.localScale;
+ var isUnscaled = Mathf.Approximately(scale.x, 1f) && Mathf.Approximately(scale.y, 1f) && Mathf.Approximately(scale.z, 1f);
+
+ if (!isUnscaled)
+ return false;
+
+ currentTransform = currentTransform.parent;
+ }
+
+ return true;
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCache.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCache.cs.meta
new file mode 100644
index 0000000..49fd65b
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCache.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 262d646365ba9344aa9e63c3d60c4522
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs
new file mode 100644
index 0000000..691c534
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs
@@ -0,0 +1,130 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+
+namespace UnityEditor.U2D.Animation
+{
+ internal static class BoneCacheExtensions
+ {
+ public static BoneCache[] ToCharacterIfNeeded(this BoneCache[] bones)
+ {
+ return Array.ConvertAll(bones, b => ToCharacterIfNeeded(b));
+ }
+
+ public static BoneCache[] ToSpriteSheetIfNeeded(this BoneCache[] bones)
+ {
+ return Array.ConvertAll(bones, b => ToSpriteSheetIfNeeded(b));
+ }
+
+ public static BoneCache ToCharacterIfNeeded(this BoneCache bone)
+ {
+ if (bone == null)
+ return null;
+
+ var skinningCache = bone.skinningCache;
+
+ if (skinningCache.hasCharacter)
+ {
+ if (bone.skeleton != skinningCache.character.skeleton)
+ {
+ var selectedSprite = skinningCache.selectedSprite;
+
+ if (selectedSprite == null)
+ return null;
+
+ var skeleton = selectedSprite.GetSkeleton();
+ var characterPart = selectedSprite.GetCharacterPart();
+
+ Debug.Assert(skeleton != null);
+ Debug.Assert(characterPart != null);
+ Debug.Assert(bone.skeleton == skeleton);
+ Debug.Assert(skeleton.BoneCount == characterPart.BoneCount);
+
+ var index = skeleton.IndexOf(bone);
+
+ if (index == -1)
+ bone = null;
+ else
+ bone = characterPart.GetBone(index);
+ }
+ }
+
+ return bone;
+ }
+
+ public static BoneCache ToSpriteSheetIfNeeded(this BoneCache bone)
+ {
+ if (bone == null)
+ return null;
+
+ var skinningCache = bone.skinningCache;
+
+ if (skinningCache.hasCharacter && skinningCache.mode == SkinningMode.SpriteSheet)
+ {
+ var selectedSprite = skinningCache.selectedSprite;
+
+ if (selectedSprite == null)
+ return null;
+
+ var characterSkeleton = skinningCache.character.skeleton;
+
+ Debug.Assert(bone.skeleton == characterSkeleton);
+
+ var skeleton = selectedSprite.GetSkeleton();
+ var characterPart = selectedSprite.GetCharacterPart();
+
+ Debug.Assert(skeleton != null);
+ Debug.Assert(characterPart != null);
+ Debug.Assert(skeleton.BoneCount == characterPart.BoneCount);
+
+ var index = characterPart.IndexOf(bone);
+
+ if (index == -1)
+ bone = null;
+ else
+ bone = skeleton.GetBone(index);
+ }
+
+ return bone;
+ }
+
+ public static UnityEngine.U2D.SpriteBone ToSpriteBone(this BoneCache bone, Matrix4x4 rootTransform, int parentId)
+ {
+ var position = bone.localPosition;
+ var rotation = bone.localRotation;
+
+ if (parentId == -1)
+ {
+ rotation = bone.rotation;
+ position = rootTransform.inverse.MultiplyPoint3x4(bone.position);
+ }
+
+ return new UnityEngine.U2D.SpriteBone()
+ {
+ name = bone.name,
+ position = new Vector3(position.x, position.y, bone.depth),
+ rotation = rotation,
+ length = bone.localLength,
+ parentId = parentId
+ };
+ }
+
+ public static UnityEngine.U2D.SpriteBone[] ToSpriteBone(this BoneCache[] bones, Matrix4x4 rootTransform)
+ {
+ var spriteBones = new List();
+
+ foreach (var bone in bones)
+ {
+ var parentId = -1;
+
+ if (ArrayUtility.Contains(bones, bone.parentBone))
+ parentId = Array.IndexOf(bones, bone.parentBone);
+
+ spriteBones.Add(bone.ToSpriteBone(rootTransform, parentId));
+ }
+
+ return spriteBones.ToArray();
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs.meta
new file mode 100644
index 0000000..228ad6b
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d50b4f1248a256c4d96a6b0e9f346671
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterCache.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterCache.cs
new file mode 100644
index 0000000..d0d4713
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterCache.cs
@@ -0,0 +1,53 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class CharacterCache : SkinningObject, IEnumerable
+ {
+ [SerializeField]
+ private SkeletonCache m_Skeleton;
+ [SerializeField]
+ private List m_Parts = new List();
+ [SerializeField]
+ private Vector2Int m_Dimension;
+ [SerializeField]
+ private List m_Groups = new List();
+
+ public SkeletonCache skeleton
+ {
+ get { return m_Skeleton; }
+ set { m_Skeleton = value; }
+ }
+
+ public virtual CharacterPartCache[] parts
+ {
+ get { return m_Parts.ToArray(); }
+ set { m_Parts = new List(value); }
+ }
+
+ public virtual CharacterGroupCache[] groups
+ {
+ get { return m_Groups.ToArray(); }
+ set { m_Groups = new List(value); }
+ }
+
+ public Vector2Int dimension
+ {
+ get { return m_Dimension; }
+ set { m_Dimension = value; }
+ }
+
+ public IEnumerator GetEnumerator()
+ {
+ return ((IEnumerable)m_Parts).GetEnumerator();
+ }
+
+ IEnumerator IEnumerable.GetEnumerator()
+ {
+ return ((IEnumerable)m_Parts).GetEnumerator();
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterCache.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterCache.cs.meta
new file mode 100644
index 0000000..1abde16
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterCache.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7fcfe3c97703ff145afae98c5b358e95
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs
new file mode 100644
index 0000000..62bde65
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs
@@ -0,0 +1,99 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ [Serializable]
+ internal class CharacterGroupCache : SkinningObject, ICharacterOrder
+ {
+ [SerializeField]
+ public int parentGroup;
+ [SerializeField]
+ private bool m_IsVisible = true;
+ [SerializeField]
+ private int m_Order = -1;
+
+ public bool isVisible
+ {
+ get => m_IsVisible;
+ set
+ {
+ m_IsVisible = value;
+ skinningCache.GroupVisibilityChanged(this);
+ }
+ }
+
+ public virtual int order
+ {
+ get => m_Order;
+ set => m_Order = value;
+ }
+ }
+
+ internal class CharacterPartCache : TransformCache, ICharacterOrder
+ {
+ [SerializeField]
+ private SpriteCache m_Sprite;
+ [SerializeField]
+ private List m_Bones = new List();
+ [SerializeField]
+ private bool m_IsVisible = true;
+ [SerializeField]
+ private int m_ParentGroup = -1;
+ [SerializeField]
+ private int m_Order = -1;
+
+ public virtual int order
+ {
+ get => m_Order;
+ set => m_Order = value;
+ }
+
+ public int parentGroup
+ {
+ get { return m_ParentGroup; }
+ set { m_ParentGroup = value; }
+ }
+
+ public virtual bool isVisible
+ {
+ get { return m_IsVisible; }
+ set
+ {
+ m_IsVisible = value;
+ if (skinningCache != null)
+ skinningCache.SpriteVisibilityChanged(this);
+ }
+ }
+
+ public int BoneCount { get { return m_Bones.Count; } }
+
+ public virtual SpriteCache sprite
+ {
+ get { return m_Sprite; }
+ set { m_Sprite = value; }
+ }
+
+ public BoneCache[] bones
+ {
+ get { return m_Bones.ToArray(); }
+ set { m_Bones = new List(value); }
+ }
+
+ public BoneCache GetBone(int index)
+ {
+ return m_Bones[index];
+ }
+
+ public int IndexOf(BoneCache bone)
+ {
+ return m_Bones.IndexOf(bone);
+ }
+
+ public bool Contains(BoneCache bone)
+ {
+ return m_Bones.Contains(bone);
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs.meta
new file mode 100644
index 0000000..e928a3f
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6ad9a0e8a9171a24abf3f2b88bec2bfa
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs
new file mode 100644
index 0000000..5d53935
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs
@@ -0,0 +1,79 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal static class CharacterPartCacheExtensions
+ {
+ public static void SyncSpriteSheetSkeleton(this CharacterPartCache characterPart)
+ {
+ var skinningCache = characterPart.skinningCache;
+ var character = skinningCache.character;
+ var characterSkeleton = character.skeleton;
+ var spriteSkeleton = characterPart.sprite.GetSkeleton();
+ var spriteSkeletonBones = spriteSkeleton.bones;
+ var characterPartBones = characterPart.bones;
+
+ if (spriteSkeletonBones.Length != characterPartBones.Length)
+ return;
+
+ for (var i = 0; i < characterPartBones.Length; ++i)
+ {
+ var spriteBone = spriteSkeletonBones[i];
+ var characterBone = characterPartBones[i];
+ var childWorldPose = spriteBone.GetChildrenWoldPose();
+
+ spriteBone.position = spriteSkeleton.localToWorldMatrix.MultiplyPoint3x4(
+ characterPart.worldToLocalMatrix.MultiplyPoint3x4(characterBone.position));
+ spriteBone.rotation = characterBone.rotation;
+ spriteBone.length = characterBone.length;
+ spriteBone.name = characterBone.name;
+ spriteBone.depth = characterBone.depth;
+ spriteBone.bindPoseColor = characterBone.bindPoseColor;
+
+ spriteBone.SetChildrenWorldPose(childWorldPose);
+ }
+
+ if (characterSkeleton.isPosePreview)
+ spriteSkeleton.SetPosePreview();
+ else
+ spriteSkeleton.SetDefaultPose();
+ }
+
+ public static void DeassociateUnusedBones(this CharacterPartCache characterPart)
+ {
+ var skinningCache = characterPart.skinningCache;
+ var bones = characterPart.bones;
+
+ if (bones.Length == 0)
+ return;
+
+ Debug.Assert(characterPart.sprite != null);
+
+ var mesh = characterPart.sprite.GetMesh();
+
+ Debug.Assert(mesh != null);
+
+ var vertices = mesh.vertices;
+ var newBonesSet = new HashSet();
+
+ foreach (var vertex in vertices)
+ {
+ var boneWeight = vertex.editableBoneWeight;
+
+ foreach (BoneWeightChannel channel in boneWeight)
+ if (channel.enabled)
+ newBonesSet.Add(bones[channel.boneIndex]);
+ }
+
+ bones = new List(newBonesSet).ToArray();
+
+ characterPart.bones = bones;
+
+ characterPart.sprite.UpdateMesh(bones);
+
+ skinningCache.events.characterPartChanged.Invoke(characterPart);
+ }
+ }
+}
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs.meta b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs.meta
new file mode 100644
index 0000000..b56e461
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 08c6298ccaa77394ab7bed9478eb9a9a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/MeshCache.cs b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/MeshCache.cs
new file mode 100644
index 0000000..652c49a
--- /dev/null
+++ b/Library/PackageCache/com.unity.2d.animation@4.2.6/Editor/SkinningModule/SkinningCache/MeshCache.cs
@@ -0,0 +1,203 @@
+using System.Collections.Generic;
+using UnityEditor.U2D.Sprites;
+using UnityEngine;
+
+namespace UnityEditor.U2D.Animation
+{
+ internal class MeshCache : SkinningObject, ISpriteMeshData
+ {
+ [SerializeField]
+ private SpriteCache m_Sprite;
+ [SerializeField]
+ private List m_Vertices = new List();
+ [SerializeField]
+ private List m_Indices = new List();
+ [SerializeField]
+ private List m_Edges = new List();
+ [SerializeField]
+ private List m_Bones = new List();
+ public ITextureDataProvider textureDataProvider { get; set; }
+
+ public SpriteCache sprite
+ {
+ get { return m_Sprite; }
+ set { m_Sprite = value; }
+ }
+
+ public List vertices
+ {
+ get { return m_Vertices; }
+ set { m_Vertices = value; }
+ }
+
+ public List vertexPositionOverride { get; set; }
+
+ public List edges
+ {
+ get { return m_Edges; }
+ set { m_Edges = value; }
+ }
+
+ public List