CubismDrawable.cs 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401
  1. /**
  2. * Copyright(c) Live2D Inc. All rights reserved.
  3. *
  4. * Use of this source code is governed by the Live2D Open Software license
  5. * that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
  6. */
  7. using Live2D.Cubism.Core.Unmanaged;
  8. using Live2D.Cubism.Framework;
  9. using UnityEngine;
  10. namespace Live2D.Cubism.Core
  11. {
  12. /// <summary>
  13. /// Single <see cref="CubismModel"/> drawable.
  14. /// </summary>
  15. [CubismDontMoveOnReimport]
  16. public sealed class CubismDrawable : MonoBehaviour
  17. {
  18. #region Factory Methods
  19. /// <summary>
  20. /// Creates drawables for a <see cref="CubismModel"/>.
  21. /// </summary>
  22. /// <param name="unmanagedModel">Handle to unmanaged model.</param>
  23. /// <returns>Drawables root.</returns>
  24. internal static GameObject CreateDrawables(CubismUnmanagedModel unmanagedModel)
  25. {
  26. var root = new GameObject("Drawables");
  27. // Create drawables.
  28. var unmanagedDrawables = unmanagedModel.Drawables;
  29. var buffer = new CubismDrawable[unmanagedDrawables.Count];
  30. for (var i = 0; i < buffer.Length; ++i)
  31. {
  32. var proxy = new GameObject();
  33. buffer[i] = proxy.AddComponent<CubismDrawable>();
  34. buffer[i].transform.SetParent(root.transform);
  35. buffer[i].Reset(unmanagedModel, i);
  36. }
  37. return root;
  38. }
  39. #endregion
  40. /// <summary>
  41. /// Unmanaged drawables from unmanaged model.
  42. /// </summary>
  43. private CubismUnmanagedDrawables UnmanagedDrawables { get; set; }
  44. /// <summary>
  45. /// <see cref="UnmanagedIndex"/> backing field.
  46. /// </summary>
  47. [SerializeField, HideInInspector]
  48. private int _unmanagedIndex = -1;
  49. /// <summary>
  50. /// Position in unmanaged arrays.
  51. /// </summary>
  52. internal int UnmanagedIndex
  53. {
  54. get { return _unmanagedIndex; }
  55. private set { _unmanagedIndex = value; }
  56. }
  57. /// <summary>
  58. /// Parent Part Position in unmanaged arrays.
  59. /// </summary>
  60. public int UnmanagedParentIndex
  61. {
  62. get { return UnmanagedDrawables.ParentPartIndices[UnmanagedIndex]; }
  63. }
  64. /// <summary>
  65. /// Copy of Id.
  66. /// </summary>
  67. public string Id
  68. {
  69. get
  70. {
  71. // Pull data.
  72. return UnmanagedDrawables.Ids[UnmanagedIndex];
  73. }
  74. }
  75. /// <summary>
  76. /// Texture UnmanagedIndex.
  77. /// </summary>
  78. public int TextureIndex
  79. {
  80. get
  81. {
  82. // Pull data.
  83. return UnmanagedDrawables.TextureIndices[UnmanagedIndex];
  84. }
  85. }
  86. /// <summary>
  87. /// <see cref="MultiplyColor"/> backing field.
  88. /// </summary>
  89. private Color _multiplyColor;
  90. /// <summary>
  91. /// Copy of MultiplyColor.
  92. /// </summary>
  93. public Color MultiplyColor
  94. {
  95. get
  96. {
  97. var index = UnmanagedIndex * 4;
  98. // Pull data.
  99. _multiplyColor.r = UnmanagedDrawables.MultiplyColors[index];
  100. _multiplyColor.g = UnmanagedDrawables.MultiplyColors[index + 1];
  101. _multiplyColor.b = UnmanagedDrawables.MultiplyColors[index + 2];
  102. _multiplyColor.a = UnmanagedDrawables.MultiplyColors[index + 3];
  103. return _multiplyColor;
  104. }
  105. }
  106. /// <summary>
  107. /// <see cref="ScreenColor"/> backing field.
  108. /// </summary>
  109. public Color _screenColor;
  110. /// <summary>
  111. /// Copy of ScreenColor.
  112. /// </summary>
  113. public Color ScreenColor
  114. {
  115. get
  116. {
  117. var index = UnmanagedIndex * 4;
  118. // Pull data.
  119. _screenColor.r = UnmanagedDrawables.ScreenColors[index];
  120. _screenColor.g = UnmanagedDrawables.ScreenColors[index + 1];
  121. _screenColor.b = UnmanagedDrawables.ScreenColors[index + 2];
  122. _screenColor.a = UnmanagedDrawables.ScreenColors[index + 3];
  123. return _screenColor; ;
  124. }
  125. }
  126. /// <summary>
  127. /// Index of Parent Part.
  128. /// </summary>
  129. public int ParentPartIndex
  130. {
  131. get
  132. {
  133. // Pull data.
  134. return UnmanagedDrawables.ParentPartIndices[UnmanagedIndex];
  135. }
  136. }
  137. /// <summary>
  138. /// Copy of the masks.
  139. /// </summary>
  140. public CubismDrawable[] Masks
  141. {
  142. get
  143. {
  144. var drawables = this
  145. .FindCubismModel(true)
  146. .Drawables;
  147. // Get addresses.
  148. var counts = UnmanagedDrawables.MaskCounts;
  149. var indices = UnmanagedDrawables.Masks;
  150. // Pull data.
  151. var buffer = new CubismDrawable[counts[UnmanagedIndex]];
  152. for (var i = 0; i < buffer.Length; ++i)
  153. {
  154. for (var j = 0; j < drawables.Length; ++j)
  155. {
  156. if (drawables[j].UnmanagedIndex != indices[UnmanagedIndex][i])
  157. {
  158. continue;
  159. }
  160. buffer[i] = drawables[j];
  161. break;
  162. }
  163. }
  164. return buffer;
  165. }
  166. }
  167. /// <summary>
  168. /// Copy of vertex positions.
  169. /// </summary>
  170. public Vector3[] VertexPositions
  171. {
  172. get
  173. {
  174. // Get addresses.
  175. var counts = UnmanagedDrawables.VertexCounts;
  176. var positions = UnmanagedDrawables.VertexPositions;
  177. // Pull data.
  178. var buffer = new Vector3[counts[UnmanagedIndex]];
  179. for (var i = 0; i < buffer.Length; ++i)
  180. {
  181. buffer[i] = new Vector3(
  182. positions[UnmanagedIndex][(i * 2) + 0],
  183. positions[UnmanagedIndex][(i * 2) + 1]
  184. );
  185. }
  186. return buffer;
  187. }
  188. }
  189. /// <summary>
  190. /// Copy of vertex texture coordinates.
  191. /// </summary>
  192. public Vector2[] VertexUvs
  193. {
  194. get
  195. {
  196. // Get addresses.
  197. var counts = UnmanagedDrawables.VertexCounts;
  198. var uvs = UnmanagedDrawables.VertexUvs;
  199. // Pull data.
  200. var buffer = new Vector2[counts[UnmanagedIndex]];
  201. for (var i = 0; i < buffer.Length; ++i)
  202. {
  203. buffer[i] = new Vector2(
  204. uvs[UnmanagedIndex][(i * 2) + 0],
  205. uvs[UnmanagedIndex][(i * 2) + 1]
  206. );
  207. }
  208. return buffer;
  209. }
  210. }
  211. /// <summary>
  212. /// Copy of triangle indices.
  213. /// </summary>
  214. public int[] Indices
  215. {
  216. get
  217. {
  218. // Get addresses.
  219. var counts = UnmanagedDrawables.IndexCounts;
  220. var indices = UnmanagedDrawables.Indices;
  221. // Pull data.
  222. var buffer = new int[counts[UnmanagedIndex]];
  223. for (var i = 0; i < buffer.Length; ++i)
  224. {
  225. buffer[i] = indices[UnmanagedIndex][i];
  226. }
  227. return buffer;
  228. }
  229. }
  230. /// <summary>
  231. /// True if double-sided.
  232. /// </summary>
  233. public bool IsDoubleSided
  234. {
  235. get
  236. {
  237. // Get address.
  238. var flags = UnmanagedDrawables.ConstantFlags;
  239. // Pull data.
  240. return flags[UnmanagedIndex].HasIsDoubleSidedFlag();
  241. }
  242. }
  243. /// <summary>
  244. /// True if masking is requested.
  245. /// </summary>
  246. public bool IsMasked
  247. {
  248. get
  249. {
  250. // Get address.
  251. var counts = UnmanagedDrawables.MaskCounts;
  252. // Pull data.
  253. return counts[UnmanagedIndex] > 0;
  254. }
  255. }
  256. /// <summary>
  257. /// True if inverted mask.
  258. /// </summary>
  259. public bool IsInverted
  260. {
  261. get
  262. {
  263. // Get address.
  264. var flags = UnmanagedDrawables.ConstantFlags;
  265. // Pull data.
  266. return flags[UnmanagedIndex].HasIsInvertedMaskFlag();
  267. }
  268. }
  269. /// <summary>
  270. /// True if additive blending is requested.
  271. /// </summary>
  272. public bool BlendAdditive
  273. {
  274. get
  275. {
  276. // Get address.
  277. var flags = UnmanagedDrawables.ConstantFlags;
  278. // Pull data.
  279. return flags[UnmanagedIndex].HasBlendAdditiveFlag();
  280. }
  281. }
  282. /// <summary>
  283. /// True if multiply blending is setd.
  284. /// </summary>
  285. public bool MultiplyBlend
  286. {
  287. get
  288. {
  289. // Get address.
  290. var flags = UnmanagedDrawables.ConstantFlags;
  291. // Pull data.
  292. return flags[UnmanagedIndex].HasBlendMultiplicativeFlag();
  293. }
  294. }
  295. /// <summary>
  296. /// Revives instance.
  297. /// </summary>
  298. /// <param name="unmanagedModel">Handle to unmanaged model.</param>
  299. internal void Revive(CubismUnmanagedModel unmanagedModel)
  300. {
  301. UnmanagedDrawables = unmanagedModel.Drawables;
  302. }
  303. /// <summary>
  304. /// Restores instance to initial state.
  305. /// </summary>
  306. /// <param name="unmanagedModel">Handle to unmanaged model.</param>
  307. /// <param name="unmanagedIndex">Position in unmanaged arrays.</param>
  308. private void Reset(CubismUnmanagedModel unmanagedModel, int unmanagedIndex)
  309. {
  310. Revive(unmanagedModel);
  311. UnmanagedIndex = unmanagedIndex;
  312. name = Id;
  313. }
  314. }
  315. }