CubismMaskController.cs 9.2 KB

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  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;
  8. using Live2D.Cubism.Framework;
  9. using System;
  10. using System.Collections.Generic;
  11. using UnityEngine;
  12. using UnityEngine.Rendering;
  13. namespace Live2D.Cubism.Rendering.Masking
  14. {
  15. /// <summary>
  16. /// Controls rendering of Cubism masks.
  17. /// </summary>
  18. [ExecuteInEditMode, CubismDontMoveOnReimport]
  19. public sealed class CubismMaskController : MonoBehaviour, ICubismMaskTextureCommandSource, ICubismUpdatable
  20. {
  21. /// <summary>
  22. /// <see cref="MaskTexture"/> backing field.
  23. /// </summary>
  24. [SerializeField, HideInInspector]
  25. private CubismMaskTexture _maskTexture;
  26. /// <summary>
  27. /// Mask texture.
  28. /// </summary>
  29. public CubismMaskTexture MaskTexture
  30. {
  31. get
  32. {
  33. // Fall back to global mask texture.
  34. if (_maskTexture == null)
  35. {
  36. _maskTexture = CubismMaskTexture.GlobalMaskTexture;
  37. }
  38. return _maskTexture;
  39. }
  40. set
  41. {
  42. // Return early if same value given.
  43. if (value == _maskTexture)
  44. {
  45. return;
  46. }
  47. _maskTexture = value;
  48. // Try switch mask textures.
  49. OnDestroy();
  50. Start();
  51. }
  52. }
  53. /// <summary>
  54. /// <see cref="CubismMaskRenderer"/>s.
  55. /// </summary>
  56. private CubismMaskMaskedJunction[] Junctions { get; set; }
  57. /// <summary>
  58. /// True if controller is revived.
  59. /// </summary>
  60. private bool IsRevived
  61. {
  62. get { return Junctions != null; }
  63. }
  64. /// <summary>
  65. /// Model has update controller component.
  66. /// </summary>
  67. [HideInInspector]
  68. public bool HasUpdateController { get; set; }
  69. /// <summary>
  70. /// Makes sure controller is initialized once.
  71. /// </summary>
  72. private void TryRevive()
  73. {
  74. if (IsRevived)
  75. {
  76. return;
  77. }
  78. ForceRevive();
  79. }
  80. /// <summary>
  81. /// Initializes <see cref="Junctions"/>.
  82. /// </summary>
  83. private void ForceRevive()
  84. {
  85. var drawables = this
  86. .FindCubismModel()
  87. .Drawables;
  88. // Find mask pairs.
  89. var pairs = new MasksMaskedsPairs();
  90. for (var i = 0; i < drawables.Length; i++)
  91. {
  92. if (!drawables[i].IsMasked)
  93. {
  94. continue;
  95. }
  96. // Make sure no leftover null-entries are added as mask.
  97. var masks = Array.FindAll(drawables[i].Masks, mask => mask != null);
  98. if (masks.Length == 0)
  99. {
  100. continue;
  101. }
  102. pairs.Add(drawables[i], masks);
  103. }
  104. // Initialize junctions.
  105. Junctions = new CubismMaskMaskedJunction[pairs.Entries.Count];
  106. for (var i = 0; i < Junctions.Length; ++i)
  107. {
  108. // Create mask renderers for junction.
  109. var masks = new CubismMaskRenderer[pairs.Entries[i].Masks.Length];
  110. for (var j = 0; j < masks.Length; ++j)
  111. {
  112. masks[j] = new CubismMaskRenderer()
  113. .SetMainRenderer(pairs.Entries[i].Masks[j]);
  114. }
  115. // Create junction.
  116. Junctions[i] = new CubismMaskMaskedJunction()
  117. .SetMasks(masks)
  118. .SetMaskeds(pairs.Entries[i].Maskeds.ToArray())
  119. .SetMaskTexture(MaskTexture);
  120. }
  121. }
  122. /// <summary>
  123. /// Called by cubism update controller. Order to invoke OnLateUpdate.
  124. /// </summary>
  125. public int ExecutionOrder
  126. {
  127. get { return CubismUpdateExecutionOrder.CubismMaskController; }
  128. }
  129. /// <summary>
  130. /// Called by cubism update controller. Needs to invoke OnLateUpdate on Editing.
  131. /// </summary>
  132. public bool NeedsUpdateOnEditing
  133. {
  134. get { return true; }
  135. }
  136. /// <summary>
  137. /// Called by cubism update controller. Updates <see cref="Junktions"/>.
  138. /// </summary>
  139. public void OnLateUpdate()
  140. {
  141. if (!enabled || !IsRevived)
  142. {
  143. return;
  144. }
  145. for (var i = 0; i < Junctions.Length; ++i)
  146. {
  147. Junctions[i].Update();
  148. }
  149. }
  150. #region Unity Event Handling
  151. /// <summary>
  152. /// Initializes instance.
  153. /// </summary>
  154. private void Start()
  155. {
  156. // Fail silently.
  157. if (MaskTexture == null)
  158. {
  159. return;
  160. }
  161. MaskTexture.AddSource(this);
  162. // Get cubism update controller.
  163. HasUpdateController = (GetComponent<CubismUpdateController>() != null);
  164. }
  165. /// <summary>
  166. /// Called by Unity.
  167. /// </summary>
  168. private void LateUpdate()
  169. {
  170. if(!HasUpdateController)
  171. {
  172. OnLateUpdate();
  173. }
  174. }
  175. /// <summary>
  176. /// Finalizes instance.
  177. /// </summary>
  178. private void OnDestroy()
  179. {
  180. if (MaskTexture == null)
  181. {
  182. return;
  183. }
  184. MaskTexture.RemoveSource(this);
  185. }
  186. #endregion
  187. #region ICubismMaskDrawSource
  188. /// <summary>
  189. /// Queries the number of tiles needed by the source.
  190. /// </summary>
  191. /// <returns>The necessary number of tiles needed.</returns>
  192. int ICubismMaskTextureCommandSource.GetNecessaryTileCount()
  193. {
  194. TryRevive();
  195. return Junctions.Length;
  196. }
  197. /// <summary>
  198. /// Assigns the tiles.
  199. /// </summary>
  200. /// <param name="value">Tiles to assign.</param>
  201. void ICubismMaskTextureCommandSource.SetTiles(CubismMaskTile[] value)
  202. {
  203. for (var i = 0; i < Junctions.Length; ++i)
  204. {
  205. Junctions[i].SetMaskTile(value[i]);
  206. }
  207. }
  208. /// <summary>
  209. /// Called when source should instantly draw.
  210. /// </summary>
  211. void ICubismMaskCommandSource.AddToCommandBuffer(CommandBuffer buffer)
  212. {
  213. for (var i = 0; i < Junctions.Length; ++i)
  214. {
  215. Junctions[i].AddToCommandBuffer(buffer);
  216. }
  217. }
  218. #endregion
  219. #region Mask-Masked Pair
  220. /// <summary>
  221. /// Pair of masks and masked drawables.
  222. /// </summary>
  223. private struct MasksMaskedsPair
  224. {
  225. /// <summary>
  226. /// Mask drawables.
  227. /// </summary>
  228. public CubismRenderer[] Masks;
  229. /// <summary>
  230. /// Masked drawables.
  231. /// </summary>
  232. public List<CubismRenderer> Maskeds;
  233. }
  234. private class MasksMaskedsPairs
  235. {
  236. /// <summary>
  237. /// List of <see cref="MasksMaskedsPair"/>
  238. /// </summary>
  239. public List<MasksMaskedsPair> Entries = new List<MasksMaskedsPair>();
  240. /// <summary>
  241. /// Add <see cref="MasksMaskedsPair"/> to the list.
  242. /// </summary>
  243. public void Add(CubismDrawable masked, CubismDrawable[] masks)
  244. {
  245. // Try to add masked to existing mask compound.
  246. for (var i = 0; i < Entries.Count; ++i)
  247. {
  248. var match = (Entries[i].Masks.Length == masks.Length);
  249. if (!match)
  250. {
  251. continue;
  252. }
  253. for (var j = 0; j < Entries[i].Masks.Length; ++j)
  254. {
  255. if (Entries[i].Masks[j] != masks[j].GetComponent<CubismRenderer>())
  256. {
  257. match = false;
  258. break;
  259. }
  260. }
  261. if (!match)
  262. {
  263. continue;
  264. }
  265. Entries[i].Maskeds.Add(masked.GetComponent<CubismRenderer>());
  266. return;
  267. }
  268. // Create new pair.
  269. var renderers = new CubismRenderer[masks.Length];
  270. for (var i = 0; i < masks.Length; ++i)
  271. {
  272. renderers[i] = masks[i].GetComponent<CubismRenderer>();
  273. }
  274. Entries.Add(new MasksMaskedsPair
  275. {
  276. Masks = renderers,
  277. Maskeds = new List<CubismRenderer>() { masked.GetComponent<CubismRenderer>() }
  278. });
  279. }
  280. }
  281. #endregion
  282. }
  283. }