arenos-nexus/Arenos Nexus/Library/PackageCache/com.unity.2d.animation@34e0443c58ed/Editor/SkinningModule/IMGUI/SpriteMeshController.cs
Daniel 2e704cae70 init
Init Commit Unity
2025-09-25 22:01:28 +02:00

779 lines
28 KiB
C#

using System;
using Unity.Mathematics;
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal class SpriteMeshController
{
const float k_SnapDistance = 10f;
struct EdgeIntersectionResult
{
public int startVertexIndex;
public int endVertexIndex;
public int intersectEdgeIndex;
public Vector2 endPosition;
}
SpriteMeshDataController m_SpriteMeshDataController = new();
EdgeIntersectionResult m_EdgeIntersectionResult;
public ISpriteMeshView spriteMeshView { get; set; }
public BaseSpriteMeshData spriteMeshData { get; set; }
public ISelection<int> selection { get; set; }
public ICacheUndo cacheUndo { get; set; }
public ITriangulator triangulator { get; set; }
public bool disable { get; set; }
public Rect frame { get; set; }
public void OnGUI()
{
m_SpriteMeshDataController.spriteMeshData = spriteMeshData;
Debug.Assert(spriteMeshView != null);
Debug.Assert(spriteMeshData != null);
Debug.Assert(selection != null);
Debug.Assert(cacheUndo != null);
ValidateSelectionValues();
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();
HandleSelectEdge();
EditorGUI.BeginDisabledGroup(disable);
HandleMoveVertexAndEdge();
EditorGUI.EndDisabledGroup();
EditorGUI.BeginDisabledGroup(disable);
HandleRemoveVertices();
spriteMeshView.DoRepaint();
EditorGUI.EndDisabledGroup();
}
void ValidateSelectionValues()
{
foreach (int index in selection.elements)
{
if (index >= spriteMeshData.vertexCount)
{
selection.Clear();
break;
}
}
}
void LayoutVertices()
{
for (int i = 0; i < spriteMeshData.vertexCount; i++)
{
spriteMeshView.LayoutVertex(spriteMeshData.vertices[i], i);
}
}
void LayoutEdges()
{
for (int i = 0; i < spriteMeshData.edges.Length; i++)
{
int2 edge = spriteMeshData.edges[i];
Vector2 startPosition = spriteMeshData.vertices[edge.x];
Vector2 endPosition = spriteMeshData.vertices[edge.y];
spriteMeshView.LayoutEdge(startPosition, endPosition, i);
}
}
void DrawEdges()
{
UpdateEdgeIntersection();
spriteMeshView.BeginDrawEdges();
for (int i = 0; i < spriteMeshData.edges.Length; ++i)
{
if (SkipDrawEdge(i))
continue;
int2 edge = spriteMeshData.edges[i];
Vector2 startPosition = spriteMeshData.vertices[edge.x];
Vector2 endPosition = spriteMeshData.vertices[edge.y];
if (selection.Contains(edge.x) && selection.Contains(edge.y))
spriteMeshView.DrawEdgeSelected(startPosition, endPosition);
else
spriteMeshView.DrawEdge(startPosition, endPosition);
}
if (spriteMeshView.IsActionActive(MeshEditorAction.SelectEdge))
{
int2 hoveredEdge = spriteMeshData.edges[spriteMeshView.hoveredEdge];
Vector2 startPosition = spriteMeshData.vertices[hoveredEdge.x];
Vector2 endPosition = spriteMeshData.vertices[hoveredEdge.y];
spriteMeshView.DrawEdgeHovered(startPosition, endPosition);
}
spriteMeshView.EndDrawEdges();
}
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);
}
void PreviewCreateVertex()
{
if (spriteMeshView.mode == SpriteMeshViewMode.CreateVertex &&
spriteMeshView.IsActionActive(MeshEditorAction.CreateVertex))
{
Vector2 clampedMousePos = ClampToFrame(spriteMeshView.mouseWorldPosition);
if (spriteMeshView.hoveredEdge != -1)
{
int2 edge = spriteMeshData.edges[spriteMeshView.hoveredEdge];
spriteMeshView.BeginDrawEdges();
spriteMeshView.DrawEdge(spriteMeshData.vertices[edge.x], clampedMousePos);
spriteMeshView.DrawEdge(spriteMeshData.vertices[edge.y], clampedMousePos);
spriteMeshView.EndDrawEdges();
}
spriteMeshView.DrawVertex(clampedMousePos);
}
}
void PreviewCreateEdge()
{
if (!spriteMeshView.IsActionActive(MeshEditorAction.CreateEdge))
return;
spriteMeshView.BeginDrawEdges();
spriteMeshView.DrawEdge(spriteMeshData.vertices[m_EdgeIntersectionResult.startVertexIndex], m_EdgeIntersectionResult.endPosition);
if (m_EdgeIntersectionResult.intersectEdgeIndex != -1)
{
int2 intersectingEdge = spriteMeshData.edges[m_EdgeIntersectionResult.intersectEdgeIndex];
spriteMeshView.DrawEdge(spriteMeshData.vertices[intersectingEdge.x], m_EdgeIntersectionResult.endPosition);
spriteMeshView.DrawEdge(spriteMeshData.vertices[intersectingEdge.y], m_EdgeIntersectionResult.endPosition);
}
spriteMeshView.EndDrawEdges();
if (m_EdgeIntersectionResult.endVertexIndex == -1)
spriteMeshView.DrawVertex(m_EdgeIntersectionResult.endPosition);
}
void PreviewSplitEdge()
{
if (!spriteMeshView.IsActionActive(MeshEditorAction.SplitEdge))
return;
Vector2 clampedMousePos = ClampToFrame(spriteMeshView.mouseWorldPosition);
int2 closestEdge = spriteMeshData.edges[spriteMeshView.closestEdge];
spriteMeshView.BeginDrawEdges();
spriteMeshView.DrawEdge(spriteMeshData.vertices[closestEdge.x], clampedMousePos);
spriteMeshView.DrawEdge(spriteMeshData.vertices[closestEdge.y], clampedMousePos);
spriteMeshView.EndDrawEdges();
spriteMeshView.DrawVertex(clampedMousePos);
}
void DrawVertices()
{
for (int i = 0; i < spriteMeshData.vertexCount; i++)
{
Vector2 position = spriteMeshData.vertices[i];
if (selection.Contains(i))
spriteMeshView.DrawVertexSelected(position);
else if (i == spriteMeshView.hoveredVertex && spriteMeshView.IsActionHot(MeshEditorAction.None))
spriteMeshView.DrawVertexHovered(position);
else
spriteMeshView.DrawVertex(position);
}
}
void HandleSelectVertex()
{
if (spriteMeshView.DoSelectVertex(out bool additive))
SelectVertex(spriteMeshView.hoveredVertex, additive);
}
void HandleSelectEdge()
{
if (spriteMeshView.DoSelectEdge(out bool additive))
SelectEdge(spriteMeshView.hoveredEdge, additive);
}
void HandleMoveVertexAndEdge()
{
if (selection.Count == 0)
return;
if (spriteMeshView.DoMoveVertex(out Vector2 finalDeltaPos) || spriteMeshView.DoMoveEdge(out finalDeltaPos))
{
int[] selectionArray = selection.elements;
finalDeltaPos = MathUtility.MoveRectInsideFrame(CalculateRectFromSelection(), frame, finalDeltaPos);
Vector2[] movedVertexSelection = GetMovedVertexSelection(in selectionArray, spriteMeshData.vertices, finalDeltaPos);
if (IsMovedEdgeIntersectingWithOtherEdge(in selectionArray, in movedVertexSelection, spriteMeshData.edges, spriteMeshData.vertices))
return;
if (IsMovedVertexIntersectingWithOutline(in selectionArray, in movedVertexSelection, spriteMeshData.outlineEdges, spriteMeshData.vertices))
return;
cacheUndo.BeginUndoOperation(TextContent.moveVertices);
MoveSelectedVertices(in movedVertexSelection);
}
}
void HandleCreateVertex()
{
if (spriteMeshView.DoCreateVertex())
{
Vector2 position = ClampToFrame(spriteMeshView.mouseWorldPosition);
int edgeIndex = spriteMeshView.hoveredEdge;
if (spriteMeshView.hoveredEdge != -1)
CreateVertex(position, edgeIndex);
else if (m_SpriteMeshDataController.FindTriangle(position, out Vector3Int indices, out Vector3 barycentricCoords))
CreateVertex(position, indices, barycentricCoords);
}
}
void HandleSplitEdge()
{
if (spriteMeshView.DoSplitEdge())
SplitEdge(ClampToFrame(spriteMeshView.mouseWorldPosition), spriteMeshView.closestEdge);
}
void HandleCreateEdge()
{
if (spriteMeshView.DoCreateEdge())
{
Vector2 clampedMousePosition = ClampToFrame(spriteMeshView.mouseWorldPosition);
EdgeIntersectionResult edgeIntersectionResult = CalculateEdgeIntersection(selection.activeElement, spriteMeshView.hoveredVertex, spriteMeshView.hoveredEdge, clampedMousePosition);
if (edgeIntersectionResult.endVertexIndex != -1)
{
CreateEdge(selection.activeElement, edgeIntersectionResult.endVertexIndex);
}
else
{
if (edgeIntersectionResult.intersectEdgeIndex != -1)
{
CreateVertex(edgeIntersectionResult.endPosition, edgeIntersectionResult.intersectEdgeIndex);
CreateEdge(selection.activeElement, spriteMeshData.vertexCount - 1);
}
else if (m_SpriteMeshDataController.FindTriangle(edgeIntersectionResult.endPosition, out Vector3Int indices, out Vector3 barycentricCoords))
{
CreateVertex(edgeIntersectionResult.endPosition, indices, barycentricCoords);
CreateEdge(selection.activeElement, spriteMeshData.vertexCount - 1);
}
}
}
}
void HandleRemoveVertices()
{
if (spriteMeshView.DoRemove())
RemoveSelectedVertices();
}
void CreateVertex(Vector2 position, Vector3Int indices, Vector3 barycentricCoords)
{
EditableBoneWeight bw1 = spriteMeshData.vertexWeights[indices.x];
EditableBoneWeight bw2 = spriteMeshData.vertexWeights[indices.y];
EditableBoneWeight bw3 = spriteMeshData.vertexWeights[indices.z];
EditableBoneWeight result = new EditableBoneWeight();
foreach (BoneWeightChannel channel in bw1)
{
if (!channel.enabled)
continue;
float weight = channel.weight * barycentricCoords.x;
if (weight > 0f)
result.AddChannel(channel.boneIndex, weight, true);
}
foreach (BoneWeightChannel channel in bw2)
{
if (!channel.enabled)
continue;
float weight = channel.weight * barycentricCoords.y;
if (weight > 0f)
result.AddChannel(channel.boneIndex, weight, true);
}
foreach (BoneWeightChannel channel in bw3)
{
if (!channel.enabled)
continue;
float weight = channel.weight * barycentricCoords.z;
if (weight > 0f)
result.AddChannel(channel.boneIndex, weight, true);
}
result.UnifyChannelsWithSameBoneIndex();
result.FilterChannels(0f);
result.Clamp(4, true);
BoneWeight boneWeight = result.ToBoneWeight(true);
cacheUndo.BeginUndoOperation(TextContent.createVertex);
m_SpriteMeshDataController.CreateVertex(position, -1);
spriteMeshData.vertexWeights[spriteMeshData.vertexCount - 1].SetFromBoneWeight(boneWeight);
Triangulate();
}
void CreateVertex(Vector2 position, int edgeIndex)
{
int2 edge = spriteMeshData.edges[edgeIndex];
Vector2 pos1 = spriteMeshData.vertices[edge.x];
Vector2 pos2 = spriteMeshData.vertices[edge.y];
Vector2 dir1 = (position - pos1);
Vector2 dir2 = (pos2 - pos1);
float t = Vector2.Dot(dir1, dir2.normalized) / dir2.magnitude;
t = Mathf.Clamp01(t);
BoneWeight bw1 = spriteMeshData.vertexWeights[edge.x].ToBoneWeight(true);
BoneWeight bw2 = spriteMeshData.vertexWeights[edge.y].ToBoneWeight(true);
BoneWeight boneWeight = EditableBoneWeightUtility.Lerp(bw1, bw2, t);
cacheUndo.BeginUndoOperation(TextContent.createVertex);
m_SpriteMeshDataController.CreateVertex(position, edgeIndex);
spriteMeshData.vertexWeights[spriteMeshData.vertexCount - 1].SetFromBoneWeight(boneWeight);
Triangulate();
}
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();
}
void SelectEdge(int index, bool additiveToggle)
{
Debug.Assert(index >= 0);
int2 edge = spriteMeshData.edges[index];
cacheUndo.BeginUndoOperation(TextContent.selection);
bool selected = selection.Contains(edge.x) && selection.Contains(edge.y);
if (selected)
{
if (additiveToggle)
{
selection.Select(edge.x, false);
selection.Select(edge.y, false);
}
}
else
{
if (!additiveToggle)
ClearSelection();
selection.Select(edge.x, true);
selection.Select(edge.y, true);
}
cacheUndo.IncrementCurrentGroup();
}
void ClearSelection()
{
cacheUndo.BeginUndoOperation(TextContent.selection);
selection.Clear();
}
void MoveSelectedVertices(in Vector2[] movedVertices)
{
for (int i = 0; i < selection.Count; ++i)
{
int index = selection.elements[i];
spriteMeshData.vertices[index] = movedVertices[i];
}
Triangulate();
}
void CreateEdge(int fromVertexIndex, int toVertexIndex)
{
cacheUndo.BeginUndoOperation(TextContent.createEdge);
m_SpriteMeshDataController.CreateEdge(fromVertexIndex, toVertexIndex);
Triangulate();
ClearSelection();
selection.Select(toVertexIndex, true);
cacheUndo.IncrementCurrentGroup();
}
void SplitEdge(Vector2 position, int edgeIndex)
{
cacheUndo.BeginUndoOperation(TextContent.splitEdge);
CreateVertex(position, edgeIndex);
cacheUndo.IncrementCurrentGroup();
}
bool IsEdgeSelected()
{
if (selection.Count != 2)
return false;
int[] indices = selection.elements;
int index1 = indices[0];
int index2 = indices[1];
int2 edge = new int2(index1, index2);
return spriteMeshData.edges.ContainsAny(edge);
}
void RemoveSelectedVertices()
{
cacheUndo.BeginUndoOperation(IsEdgeSelected() ? TextContent.removeEdge : TextContent.removeVertices);
int[] verticesToRemove = selection.elements;
int noOfVertsToDelete = verticesToRemove.Length;
int noOfVertsInMesh = m_SpriteMeshDataController.spriteMeshData.vertexCount;
bool shouldClearMesh = (noOfVertsInMesh - noOfVertsToDelete) < 3;
if (shouldClearMesh)
{
m_SpriteMeshDataController.spriteMeshData.Clear();
m_SpriteMeshDataController.CreateQuad();
}
else
m_SpriteMeshDataController.RemoveVertex(verticesToRemove);
Triangulate();
selection.Clear();
}
void Triangulate()
{
m_SpriteMeshDataController.Triangulate(triangulator);
m_SpriteMeshDataController.SortTrianglesByDepth();
}
Vector2 ClampToFrame(Vector2 position)
{
return MathUtility.ClampPositionToRect(position, frame);
}
Rect CalculateRectFromSelection()
{
Rect rect = new Rect();
Vector2 min = new Vector2(float.MaxValue, float.MaxValue);
Vector2 max = new Vector2(float.MinValue, float.MinValue);
int[] indices = selection.elements;
foreach (int index in indices)
{
Vector2 v = spriteMeshData.vertices[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;
}
void UpdateEdgeIntersection()
{
if (selection.Count == 1)
m_EdgeIntersectionResult = CalculateEdgeIntersection(selection.activeElement, spriteMeshView.hoveredVertex, spriteMeshView.hoveredEdge, ClampToFrame(spriteMeshView.mouseWorldPosition));
}
EdgeIntersectionResult CalculateEdgeIntersection(int vertexIndex, int hoveredVertexIndex, int hoveredEdgeIndex, Vector2 targetPosition)
{
Debug.Assert(vertexIndex >= 0);
EdgeIntersectionResult edgeIntersection = new EdgeIntersectionResult
{
startVertexIndex = vertexIndex,
endVertexIndex = hoveredVertexIndex,
endPosition = targetPosition,
intersectEdgeIndex = -1
};
Vector2 startPoint = spriteMeshData.vertices[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
int2[] edges = spriteMeshData.edges;
int2 edge = intersectsEdge ? edges[edgeIntersection.intersectEdgeIndex] : default;
if (intersectsEdge && (edge.x == edgeIntersection.endVertexIndex || edge.y == edgeIntersection.endVertexIndex))
{
edgeIntersection.intersectEdgeIndex = -1;
intersectsEdge = false;
edgeIntersection.endPosition = spriteMeshData.vertices[edgeIntersection.endVertexIndex];
}
if (intersectsEdge)
{
edgeIntersection.endVertexIndex = -1;
int2 intersectingEdge = spriteMeshData.edges[edgeIntersection.intersectEdgeIndex];
Vector2 newPointScreen = spriteMeshView.WorldToScreen(edgeIntersection.endPosition);
Vector2 edgeV1 = spriteMeshView.WorldToScreen(spriteMeshData.vertices[intersectingEdge.x]);
Vector2 edgeV2 = spriteMeshView.WorldToScreen(spriteMeshData.vertices[intersectingEdge.y]);
if ((newPointScreen - edgeV1).magnitude <= k_SnapDistance)
edgeIntersection.endVertexIndex = intersectingEdge.x;
else if ((newPointScreen - edgeV2).magnitude <= k_SnapDistance)
edgeIntersection.endVertexIndex = intersectingEdge.y;
if (edgeIntersection.endVertexIndex != -1)
{
edgeIntersection.intersectEdgeIndex = -1;
intersectsEdge = false;
edgeIntersection.endPosition = spriteMeshData.vertices[edgeIntersection.endVertexIndex];
}
}
} while (intersectsEdge && lastIntersectingEdgeIndex != edgeIntersection.intersectEdgeIndex);
edgeIntersection.intersectEdgeIndex = intersectsEdge ? edgeIntersection.intersectEdgeIndex : hoveredEdgeIndex;
if (edgeIntersection.endVertexIndex != -1 && !intersectsEdge)
edgeIntersection.endPosition = spriteMeshData.vertices[edgeIntersection.endVertexIndex];
return edgeIntersection;
}
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 < spriteMeshData.edges.Length; i++)
{
int2 edge = spriteMeshData.edges[i];
Vector2 v1 = spriteMeshData.vertices[edge.x];
Vector2 v2 = spriteMeshData.vertices[edge.y];
Vector2 pointTmp = Vector2.zero;
if (edge.x != ignoreIndex && edge.y != 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;
}
static Vector2[] GetMovedVertexSelection(in int[] selection, in Vector2[] vertices, Vector2 deltaPosition)
{
Vector2[] movedVertices = new Vector2[selection.Length];
for (int i = 0; i < selection.Length; i++)
{
int index = selection[i];
movedVertices[i] = vertices[index] + deltaPosition;
}
return movedVertices;
}
static bool IsMovedEdgeIntersectingWithOtherEdge(in int[] selection, in Vector2[] movedVertices, in int2[] meshEdges, in Vector2[] meshVertices)
{
int edgeCount = meshEdges.Length;
Vector2 edgeIntersectionPoint = Vector2.zero;
for (int i = 0; i < edgeCount; i++)
{
int2 selectionIndex = FindSelectionIndexFromEdge(selection, meshEdges[i]);
if (selectionIndex.x == -1 && selectionIndex.y == -1)
continue;
Vector2 edgeStart = selectionIndex.x != -1 ? movedVertices[selectionIndex.x] : meshVertices[meshEdges[i].x];
Vector2 edgeEnd = selectionIndex.y != -1 ? movedVertices[selectionIndex.y] : meshVertices[meshEdges[i].y];
for (int o = 0; o < edgeCount; o++)
{
if (o == i)
continue;
if (meshEdges[i].x == meshEdges[o].x || meshEdges[i].y == meshEdges[o].x ||
meshEdges[i].x == meshEdges[o].y || meshEdges[i].y == meshEdges[o].y)
continue;
int2 otherSelectionIndex = FindSelectionIndexFromEdge(in selection, meshEdges[o]);
Vector2 otherEdgeStart = otherSelectionIndex.x != -1 ? movedVertices[otherSelectionIndex.x] : meshVertices[meshEdges[o].x];
Vector2 otherEdgeEnd = otherSelectionIndex.y != -1 ? movedVertices[otherSelectionIndex.y] : meshVertices[meshEdges[o].y];
if (MathUtility.SegmentIntersection(edgeStart, edgeEnd, otherEdgeStart, otherEdgeEnd, ref edgeIntersectionPoint))
return true;
}
}
return false;
}
static int2 FindSelectionIndexFromEdge(in int[] selection, int2 edge)
{
int2 selectionIndex = new int2(-1, -1);
for (int m = 0; m < selection.Length; ++m)
{
if (selection[m] == edge.x)
{
selectionIndex.x = m;
break;
}
if (selection[m] == edge.y)
{
selectionIndex.y = m;
break;
}
}
return selectionIndex;
}
static bool IsMovedVertexIntersectingWithOutline(in int[] selection, in Vector2[] movedVertices, in int2[] outlineEdges, in Vector2[] meshVertices)
{
Vector2 edgeIntersectionPoint = Vector2.zero;
for (int i = 0; i < selection.Length; ++i)
{
Vector2 edgeStart = meshVertices[selection[i]];
Vector2 edgeEnd = movedVertices[i];
for (int m = 0; m < outlineEdges.Length; ++m)
{
if (selection[i] == outlineEdges[m].x || selection[i] == outlineEdges[m].y)
continue;
int2 otherSelectionIndex = FindSelectionIndexFromEdge(in selection, outlineEdges[m]);
Vector2 otherEdgeStart = otherSelectionIndex.x != -1 ? movedVertices[otherSelectionIndex.x] : meshVertices[outlineEdges[m].x];
Vector2 otherEdgeEnd = otherSelectionIndex.y != -1 ? movedVertices[otherSelectionIndex.y] : meshVertices[outlineEdges[m].y];
if (MathUtility.SegmentIntersection(edgeStart, edgeEnd, otherEdgeStart, otherEdgeEnd, ref edgeIntersectionPoint))
return true;
}
}
return false;
}
}
}