// Warning: Some assembly references could not be resolved automatically. This might lead to incorrect decompilation of some parts, // for ex. property getter/setter access. To get optimal decompilation results, please manually add the missing references to the list of loaded assemblies. // EdenAutoMorpherScript, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null // Eden.AutoMorpher.SkinningUtil using UnityEngine; public class SkinningUtil { public Vector3 WorldPosToBindPos(SkinnedMeshRenderer smr, Mesh bindMesh, int vertexIndex, Vector3 targetWorld) { if (smr == null || bindMesh == null) { return Vector3.zero; } BoneWeight[] boneWeights = bindMesh.boneWeights; Matrix4x4[] bindposes = bindMesh.bindposes; Transform[] bones = smr.bones; if (boneWeights == null || bindposes == null || bones == null) { return smr.transform.InverseTransformPoint(targetWorld); } if (vertexIndex < 0 || vertexIndex >= boneWeights.Length) { return smr.transform.InverseTransformPoint(targetWorld); } if (bindposes.Length != bones.Length) { return smr.transform.InverseTransformPoint(targetWorld); } BoneWeight boneWeight = boneWeights[vertexIndex]; bool flag = boneWeight.boneIndex0 >= 0 && boneWeight.boneIndex0 < bones.Length && bones[boneWeight.boneIndex0] != null && boneWeight.weight0 > 0f; bool flag2 = boneWeight.boneIndex1 >= 0 && boneWeight.boneIndex1 < bones.Length && bones[boneWeight.boneIndex1] != null && boneWeight.weight1 > 0f; bool flag3 = boneWeight.boneIndex2 >= 0 && boneWeight.boneIndex2 < bones.Length && bones[boneWeight.boneIndex2] != null && boneWeight.weight2 > 0f; bool num = boneWeight.boneIndex3 >= 0 && boneWeight.boneIndex3 < bones.Length && bones[boneWeight.boneIndex3] != null && boneWeight.weight3 > 0f; float num2 = (flag ? boneWeight.weight0 : 0f); float num3 = (flag2 ? boneWeight.weight1 : 0f); float num4 = (flag3 ? boneWeight.weight2 : 0f); float num5 = (num ? boneWeight.weight3 : 0f); float num6 = num2 + num3 + num4 + num5; if (num6 <= 1E-08f) { return smr.transform.InverseTransformPoint(targetWorld); } num2 /= num6; num3 /= num6; num4 /= num6; num5 /= num6; Vector3 vector = smr.transform.InverseTransformPoint(targetWorld); Matrix4x4 objWorldInv = smr.transform.worldToLocalMatrix; Matrix4x4 acc = Matrix4x4.zero; if (num2 > 0f) { Acc(ref acc, boneWeight.boneIndex0, num2); } if (num3 > 0f) { Acc(ref acc, boneWeight.boneIndex1, num3); } if (num4 > 0f) { Acc(ref acc, boneWeight.boneIndex2, num4); } if (num5 > 0f) { Acc(ref acc, boneWeight.boneIndex3, num5); } if (Mathf.Abs(acc.m00 * (acc.m11 * acc.m22 - acc.m12 * acc.m21) - acc.m01 * (acc.m10 * acc.m22 - acc.m12 * acc.m20) + acc.m02 * (acc.m10 * acc.m21 - acc.m11 * acc.m20)) < 1E-12f) { return vector; } acc.m33 = 1f; Vector3 vector2 = Matrix4x4.Inverse(acc).MultiplyPoint3x4(vector); Debug.Log($"Diff{smr.transform.TransformPoint(vector2) - targetWorld}"); return vector2; void Acc(ref Matrix4x4 reference, int boneIndex, float w) { if (!(w <= 0f)) { Matrix4x4 matrix4x = objWorldInv * bones[boneIndex].localToWorldMatrix * bindposes[boneIndex]; reference.m00 += matrix4x.m00 * w; reference.m01 += matrix4x.m01 * w; reference.m02 += matrix4x.m02 * w; reference.m10 += matrix4x.m10 * w; reference.m11 += matrix4x.m11 * w; reference.m12 += matrix4x.m12 * w; reference.m20 += matrix4x.m20 * w; reference.m21 += matrix4x.m21 * w; reference.m22 += matrix4x.m22 * w; } } } public Vector3 WorldPosToBindPos_Full(SkinnedMeshRenderer smr, Mesh bindMesh, int vertexIndex, Vector3 targetWorld) { if (smr == null || bindMesh == null) { return Vector3.zero; } BoneWeight[] boneWeights = bindMesh.boneWeights; Matrix4x4[] bindposes = bindMesh.bindposes; Transform[] bones = smr.bones; if (boneWeights == null || bindposes == null || bones == null) { return smr.transform.InverseTransformPoint(targetWorld); } if (vertexIndex < 0 || vertexIndex >= boneWeights.Length) { return smr.transform.InverseTransformPoint(targetWorld); } if (bindposes.Length != bones.Length) { return smr.transform.InverseTransformPoint(targetWorld); } BoneWeight boneWeight = boneWeights[vertexIndex]; float[] array = new float[4]; int[] array2 = new int[4]; array[0] = boneWeight.weight0; array2[0] = boneWeight.boneIndex0; array[1] = boneWeight.weight1; array2[1] = boneWeight.boneIndex1; array[2] = boneWeight.weight2; array2[2] = boneWeight.boneIndex2; array[3] = boneWeight.weight3; array2[3] = boneWeight.boneIndex3; float num = 0f; for (int i = 0; i < 4; i++) { if (array2[i] >= 0 && array2[i] < bones.Length && bones[array2[i]] != null) { num += array[i]; } } if (num < 1E-08f) { return smr.transform.InverseTransformPoint(targetWorld); } for (int j = 0; j < 4; j++) { array[j] /= num; } Vector3 result = smr.transform.InverseTransformPoint(targetWorld); Vector4 vector = new Vector4(result.x, result.y, result.z, 1f); Matrix4x4 objWorldInv = smr.transform.worldToLocalMatrix; Matrix4x4 acc = Matrix4x4.zero; for (int k = 0; k < 4; k++) { if (array[k] > 0f && array2[k] >= 0 && array2[k] < bones.Length) { Accumulate(ref acc, array2[k], array[k]); } } if (Mathf.Abs(acc.m00 * (acc.m11 * acc.m22 - acc.m12 * acc.m21) - acc.m01 * (acc.m10 * acc.m22 - acc.m12 * acc.m20) + acc.m02 * (acc.m10 * acc.m21 - acc.m11 * acc.m20)) < 1E-12f) { return result; } return Matrix4x4.Inverse(acc).MultiplyPoint3x4(vector); void Accumulate(ref Matrix4x4 reference, int bi, float w) { if (!(w <= 0f)) { Matrix4x4 matrix4x = objWorldInv * bones[bi].localToWorldMatrix * bindposes[bi]; reference.m00 += matrix4x.m00 * w; reference.m01 += matrix4x.m01 * w; reference.m02 += matrix4x.m02 * w; reference.m03 += matrix4x.m03 * w; reference.m10 += matrix4x.m10 * w; reference.m11 += matrix4x.m11 * w; reference.m12 += matrix4x.m12 * w; reference.m13 += matrix4x.m13 * w; reference.m20 += matrix4x.m20 * w; reference.m21 += matrix4x.m21 * w; reference.m22 += matrix4x.m22 * w; reference.m23 += matrix4x.m23 * w; reference.m30 += matrix4x.m30 * w; reference.m31 += matrix4x.m31 * w; reference.m32 += matrix4x.m32 * w; reference.m33 += matrix4x.m33 * w; } } } public Vector3 WorldDirToBindDir_Full(SkinnedMeshRenderer smr, Mesh bindMesh, int vertexIndex, Vector3 targetWorldDir) { if (smr == null || bindMesh == null) { return Vector3.zero; } BoneWeight[] boneWeights = bindMesh.boneWeights; Matrix4x4[] bindposes = bindMesh.bindposes; Transform[] bones = smr.bones; if (boneWeights == null || bindposes == null || bones == null) { return smr.transform.InverseTransformDirection(targetWorldDir).normalized; } if (vertexIndex < 0 || vertexIndex >= boneWeights.Length) { return smr.transform.InverseTransformDirection(targetWorldDir).normalized; } if (bindposes.Length != bones.Length) { return smr.transform.InverseTransformDirection(targetWorldDir).normalized; } BoneWeight boneWeight = boneWeights[vertexIndex]; float[] array = new float[4]; int[] array2 = new int[4]; array[0] = boneWeight.weight0; array2[0] = boneWeight.boneIndex0; array[1] = boneWeight.weight1; array2[1] = boneWeight.boneIndex1; array[2] = boneWeight.weight2; array2[2] = boneWeight.boneIndex2; array[3] = boneWeight.weight3; array2[3] = boneWeight.boneIndex3; float num = 0f; for (int i = 0; i < 4; i++) { if (array2[i] >= 0 && array2[i] < bones.Length && bones[array2[i]] != null) { num += array[i]; } } if (num < 1E-08f) { return smr.transform.InverseTransformDirection(targetWorldDir).normalized; } for (int j = 0; j < 4; j++) { array[j] /= num; } Vector3 vector = smr.transform.InverseTransformDirection(targetWorldDir); if (vector.sqrMagnitude < 1E-12f) { return Vector3.up; } Matrix4x4 objWorldInv = smr.transform.worldToLocalMatrix; Matrix4x4 acc = Matrix4x4.zero; for (int k = 0; k < 4; k++) { if (array[k] > 0f && array2[k] >= 0 && array2[k] < bones.Length) { Accumulate(ref acc, array2[k], array[k]); } } Vector3 vector2 = acc.transpose.MultiplyVector(vector); if (vector2.sqrMagnitude < 1E-12f) { return vector.normalized; } return vector2.normalized; void Accumulate(ref Matrix4x4 reference, int bi, float w) { if (!(w <= 0f)) { Matrix4x4 matrix4x = objWorldInv * bones[bi].localToWorldMatrix * bindposes[bi]; reference.m00 += matrix4x.m00 * w; reference.m01 += matrix4x.m01 * w; reference.m02 += matrix4x.m02 * w; reference.m03 += matrix4x.m03 * w; reference.m10 += matrix4x.m10 * w; reference.m11 += matrix4x.m11 * w; reference.m12 += matrix4x.m12 * w; reference.m13 += matrix4x.m13 * w; reference.m20 += matrix4x.m20 * w; reference.m21 += matrix4x.m21 * w; reference.m22 += matrix4x.m22 * w; reference.m23 += matrix4x.m23 * w; reference.m30 += matrix4x.m30 * w; reference.m31 += matrix4x.m31 * w; reference.m32 += matrix4x.m32 * w; reference.m33 += matrix4x.m33 * w; } } } }