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+/******************************************************************************
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+ * Spine Runtimes Software License
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+ * Version 2.1
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+ *
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+ * Copyright (c) 2013, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable and
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+ * non-transferable license to install, execute and perform the Spine Runtimes
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+ * Software (the "Software") solely for internal use. Without the written
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+ * permission of Esoteric Software (typically granted by licensing Spine), you
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+ * may not (a) modify, translate, adapt or otherwise create derivative works,
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+ * improvements of the Software or develop new applications using the Software
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+ * or (b) remove, delete, alter or obscure any trademarks or any copyright,
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+ * trademark, patent or other intellectual property or proprietary rights
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+ * notices on or in the Software, including any copy thereof. Redistributions
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+ * in binary or source form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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+ * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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+ * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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+ * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+/*****************************************************************************
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+ * SkeletonBaker added by Mitch Thompson
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+ * Full irrevocable rights and permissions granted to Esoteric Software
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+*****************************************************************************/
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+using UnityEngine;
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+using UnityEditor;
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+using UnityEditorInternal;
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+using System.Collections;
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+using System.Collections.Generic;
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+using System.Linq;
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+using System.Reflection;
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+using Spine;
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+
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+
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+/// <summary>
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+/// [SUPPORTS]
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+/// Linear, Constant, and Bezier Curves*
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+/// Inverse Kinematics*
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+/// Inherit Rotation
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+/// Translate Timeline
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+/// Rotate Timeline
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+/// Scale Timeline**
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+/// Event Timeline***
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+/// Attachment Timeline
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+///
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+/// RegionAttachment
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+/// MeshAttachment
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+/// SkinnedMeshAttachment
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+///
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+/// [LIMITATIONS]
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+/// *Inverse Kinematics & Bezier Curves are baked into the animation at 60fps and are not realtime. Use bakeIncrement constant to adjust key density if desired.
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+/// **Non-uniform Scale Keys (ie: if ScaleX and ScaleY are not equal to eachother, it will not be accurate to Spine source)
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+/// ***Events may only fire 1 type of data per event in Unity safely so priority to String data if present in Spine key, otherwise a Float is sent whether the Spine key was Int or Float with priority given to Int.
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+///
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+/// [DOES NOT SUPPORT]
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+/// FlipX or FlipY (Maybe one day)
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+/// FFD (Unity does not provide access to BlendShapes with code)
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+/// Color Keys (Maybe one day when Unity supports full FBX standard and provides access with code)
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+/// InheritScale (Never. Unity and Spine do scaling very differently)
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+
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+/// </summary>
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+public static class SkeletonBaker {
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+ /// <summary>
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+ /// Interval between key sampling for Bezier curves, IK controlled bones, and Inherit Rotation effected bones.
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+ /// </summary>
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+ const float bakeIncrement = 1 / 60f;
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+
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+ public static void BakeToPrefab (SkeletonDataAsset skeletonDataAsset, List<Skin> skins, string outputPath = "", bool bakeAnimations = true, bool bakeIK = true, SendMessageOptions eventOptions = SendMessageOptions.DontRequireReceiver) {
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+ if (skeletonDataAsset == null || skeletonDataAsset.GetSkeletonData(true) == null) {
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+ Debug.LogError("Could not export Spine Skeleton because SkeletonDataAsset is null or invalid!");
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+ return;
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+ }
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+
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+ if (outputPath == "") {
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+ outputPath = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(skeletonDataAsset)) + "/Baked";
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+ System.IO.Directory.CreateDirectory(outputPath);
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+ }
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+
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+ var skeletonData = skeletonDataAsset.GetSkeletonData(true);
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+ bool hasAnimations = bakeAnimations && skeletonData.Animations.Count > 0;
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+ UnityEditorInternal.AnimatorController controller = null;
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+
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+ if (hasAnimations) {
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+ string controllerPath = outputPath + "/" + skeletonDataAsset.skeletonJSON.name + " Controller.controller";
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+ bool newAnimContainer = false;
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+
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+ var runtimeController = AssetDatabase.LoadAssetAtPath(controllerPath, typeof(RuntimeAnimatorController));
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+
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+ if (runtimeController != null) {
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+ controller = (UnityEditorInternal.AnimatorController)runtimeController;
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+ } else {
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+ controller = UnityEditorInternal.AnimatorController.CreateAnimatorControllerAtPath(controllerPath);
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+ newAnimContainer = true;
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+ }
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+
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+ Dictionary<string, AnimationClip> existingClipTable = new Dictionary<string, AnimationClip>();
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+ List<string> unusedClipNames = new List<string>();
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+ Object[] animObjs = AssetDatabase.LoadAllAssetsAtPath(controllerPath);
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+
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+ foreach (Object o in animObjs) {
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+ if (o is AnimationClip) {
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+ var clip = (AnimationClip)o;
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+ existingClipTable.Add(clip.name, clip);
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+ unusedClipNames.Add(clip.name);
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+ }
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+ }
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+
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+ Dictionary<int, List<string>> slotLookup = new Dictionary<int, List<string>>();
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+
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+ int skinCount = skins.Count;
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+
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+ for (int s = 0; s < skeletonData.Slots.Count; s++) {
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+ List<string> attachmentNames = new List<string>();
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+ for (int i = 0; i < skinCount; i++) {
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+ var skin = skins[i];
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+ List<string> temp = new List<string>();
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+ skin.FindNamesForSlot(s, temp);
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+ foreach (string str in temp) {
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+ if (!attachmentNames.Contains(str))
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+ attachmentNames.Add(str);
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+ }
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+ }
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+ slotLookup.Add(s, attachmentNames);
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+ }
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+
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+ foreach (var anim in skeletonData.Animations) {
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+
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+ AnimationClip clip = null;
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+ if (existingClipTable.ContainsKey(anim.Name)) {
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+ clip = existingClipTable[anim.Name];
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+ }
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+
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+ clip = ExtractAnimation(anim.Name, skeletonData, slotLookup, bakeIK, eventOptions, clip);
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+
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+ if (unusedClipNames.Contains(clip.name)) {
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+ unusedClipNames.Remove(clip.name);
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+ } else {
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+ AssetDatabase.AddObjectToAsset(clip, controller);
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+ AnimatorController.AddAnimationClipToController(controller, clip);
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+ }
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+ }
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+
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+ if (newAnimContainer) {
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+
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+ } else {
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+
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+ foreach (string str in unusedClipNames) {
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+ AnimationClip.DestroyImmediate(existingClipTable[str], true);
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+ }
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+
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+ EditorUtility.SetDirty(controller);
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+ AssetDatabase.SaveAssets();
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+ AssetDatabase.ImportAsset(controllerPath, ImportAssetOptions.ForceUpdate);
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+ AssetDatabase.Refresh();
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+ }
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+ }
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+
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+ foreach (var skin in skins) {
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+ bool newPrefab = false;
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+
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+ string prefabPath = outputPath + "/" + skeletonDataAsset.skeletonJSON.name + " (" + skin.Name + ").prefab";
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+
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+
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+ Object prefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject));
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+ if (prefab == null) {
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+ prefab = PrefabUtility.CreateEmptyPrefab(prefabPath);
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+ newPrefab = true;
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+ }
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+
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+ Dictionary<string, Mesh> meshTable = new Dictionary<string, Mesh>();
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+ List<string> unusedMeshNames = new List<string>();
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+ Object[] assets = AssetDatabase.LoadAllAssetsAtPath(prefabPath);
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+ foreach (var obj in assets) {
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+ if (obj is Mesh) {
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+ meshTable.Add(obj.name, (Mesh)obj);
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+ unusedMeshNames.Add(obj.name);
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+ }
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+ }
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+
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+ GameObject prefabRoot = new GameObject("root");
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+
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+ Dictionary<string, Transform> slotTable = new Dictionary<string, Transform>();
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+ Dictionary<string, Transform> boneTable = new Dictionary<string, Transform>();
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+ List<Transform> boneList = new List<Transform>();
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+
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+ //create bones
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+ for (int i = 0; i < skeletonData.Bones.Count; i++) {
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+ var boneData = skeletonData.Bones[i];
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+ Transform boneTransform = new GameObject(boneData.Name).transform;
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+ boneTransform.parent = prefabRoot.transform;
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+ boneTable.Add(boneTransform.name, boneTransform);
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+ boneList.Add(boneTransform);
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+ }
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+
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+ for (int i = 0; i < skeletonData.Bones.Count; i++) {
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+
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+ var boneData = skeletonData.Bones[i];
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+ Transform boneTransform = boneTable[boneData.Name];
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+ Transform parentTransform = null;
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+ if (i > 0)
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+ parentTransform = boneTable[boneData.Parent.Name];
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+ else
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+ parentTransform = boneTransform.parent;
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+
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+ boneTransform.parent = parentTransform;
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+ boneTransform.localPosition = new Vector3(boneData.X, boneData.Y, 0);
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+ if (boneData.InheritRotation)
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+ boneTransform.localRotation = Quaternion.Euler(0, 0, boneData.Rotation);
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+ else
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+ boneTransform.rotation = Quaternion.Euler(0, 0, boneData.Rotation);
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+
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+ if (boneData.InheritScale)
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+ boneTransform.localScale = new Vector3(boneData.ScaleX, boneData.ScaleY, 1);
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+ }
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+
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+ //create slots and attachments
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+ for (int i = 0; i < skeletonData.Slots.Count; i++) {
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+ var slotData = skeletonData.Slots[i];
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+ Transform slotTransform = new GameObject(slotData.Name).transform;
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+ slotTransform.parent = prefabRoot.transform;
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+ slotTable.Add(slotData.Name, slotTransform);
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+
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+ List<Attachment> attachments = new List<Attachment>();
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+ List<string> attachmentNames = new List<string>();
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+
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+ skin.FindAttachmentsForSlot(i, attachments);
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+ skin.FindNamesForSlot(i, attachmentNames);
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+
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+ if (skin != skeletonData.DefaultSkin) {
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+ skeletonData.DefaultSkin.FindAttachmentsForSlot(i, attachments);
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+ skeletonData.DefaultSkin.FindNamesForSlot(i, attachmentNames);
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+ }
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+
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+ for (int a = 0; a < attachments.Count; a++) {
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+ var attachment = attachments[a];
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+ var attachmentName = attachmentNames[a];
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+ var attachmentMeshName = "[" + slotData.Name + "] " + attachmentName;
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+ Vector3 offset = Vector3.zero;
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+ float rotation = 0;
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+ Mesh mesh = null;
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+ Material material = null;
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+
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+ if (meshTable.ContainsKey(attachmentMeshName))
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+ mesh = meshTable[attachmentMeshName];
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+ if (attachment is RegionAttachment) {
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+ var regionAttachment = (RegionAttachment)attachment;
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+ offset.x = regionAttachment.X;
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+ offset.y = regionAttachment.Y;
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+ rotation = regionAttachment.Rotation;
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+ mesh = ExtractRegionAttachment(attachmentMeshName, regionAttachment, mesh);
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+ material = ExtractMaterial((RegionAttachment)attachment);
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+ unusedMeshNames.Remove(attachmentMeshName);
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+ if (newPrefab || meshTable.ContainsKey(attachmentMeshName) == false)
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+ AssetDatabase.AddObjectToAsset(mesh, prefab);
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+ } else if (attachment is MeshAttachment) {
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+ var meshAttachment = (MeshAttachment)attachment;
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+ offset.x = 0;
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+ offset.y = 0;
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+ rotation = 0;
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+ mesh = ExtractMeshAttachment(attachmentMeshName, meshAttachment, mesh);
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+ material = ExtractMaterial((MeshAttachment)attachment);
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+ unusedMeshNames.Remove(attachmentMeshName);
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+ if (newPrefab || meshTable.ContainsKey(attachmentMeshName) == false)
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+ AssetDatabase.AddObjectToAsset(mesh, prefab);
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+ } else if (attachment is SkinnedMeshAttachment) {
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+ var meshAttachment = (SkinnedMeshAttachment)attachment;
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+ offset.x = 0;
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+ offset.y = 0;
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+ rotation = 0;
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+ mesh = ExtractSkinnedMeshAttachment(attachmentMeshName, meshAttachment, i, skeletonData, boneList, mesh);
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+ material = ExtractMaterial((SkinnedMeshAttachment)attachment);
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+ unusedMeshNames.Remove(attachmentMeshName);
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+ if (newPrefab || meshTable.ContainsKey(attachmentMeshName) == false)
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+ AssetDatabase.AddObjectToAsset(mesh, prefab);
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+ } else
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+ continue; //disregard unsupported types for now
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+
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+ Transform attachmentTransform = new GameObject(attachmentName).transform;
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+
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+ attachmentTransform.parent = slotTransform;
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+ attachmentTransform.localPosition = offset;
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+ attachmentTransform.localRotation = Quaternion.Euler(0, 0, rotation);
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+
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+ if (attachment is SkinnedMeshAttachment) {
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+ attachmentTransform.position = Vector3.zero;
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+ attachmentTransform.rotation = Quaternion.identity;
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+ var skinnedMeshRenderer = attachmentTransform.gameObject.AddComponent<SkinnedMeshRenderer>();
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+ skinnedMeshRenderer.rootBone = boneList[0];
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+ skinnedMeshRenderer.bones = boneList.ToArray();
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+ skinnedMeshRenderer.sharedMesh = mesh;
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+
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+ } else {
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+ attachmentTransform.gameObject.AddComponent<MeshFilter>().sharedMesh = mesh;
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+ attachmentTransform.gameObject.AddComponent<MeshRenderer>();
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+ }
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+
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+ attachmentTransform.renderer.sharedMaterial = material;
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+ attachmentTransform.renderer.sortingOrder = i;
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+
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+ if (attachmentName != slotData.AttachmentName)
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+ attachmentTransform.gameObject.SetActive(false);
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+ }
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+
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+ }
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+
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+ foreach (var slotData in skeletonData.Slots) {
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+ Transform slotTransform = slotTable[slotData.Name];
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+ slotTransform.parent = boneTable[slotData.BoneData.Name];
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+ slotTransform.localPosition = Vector3.zero;
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+ slotTransform.localRotation = Quaternion.identity;
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+ slotTransform.localScale = Vector3.one;
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+ }
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+
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+ if (hasAnimations) {
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+ var animator = prefabRoot.AddComponent<Animator>();
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+ animator.applyRootMotion = false;
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+ animator.runtimeAnimatorController = (RuntimeAnimatorController)controller;
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+ EditorGUIUtility.PingObject(controller);
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+ }
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+
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+
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+ if (newPrefab) {
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+ PrefabUtility.ReplacePrefab(prefabRoot, prefab, ReplacePrefabOptions.ConnectToPrefab);
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+ } else {
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+
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+ foreach (string str in unusedMeshNames) {
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+ Mesh.DestroyImmediate(meshTable[str], true);
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+ }
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+
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+ PrefabUtility.ReplacePrefab(prefabRoot, prefab, ReplacePrefabOptions.ReplaceNameBased);
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+ }
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+
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+ EditorGUIUtility.PingObject(prefab);
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+
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+ AssetDatabase.Refresh();
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+ AssetDatabase.SaveAssets();
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+
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+ GameObject.DestroyImmediate(prefabRoot);
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+ }
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+
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+ }
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+
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+ static Bone extractionBone;
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+ static Slot extractionSlot;
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+
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+ static Bone GetExtractionBone () {
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+ if (extractionBone != null)
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+ return extractionBone;
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+
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+ SkeletonData skelData = new SkeletonData();
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+ BoneData data = new BoneData("temp", null);
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+ data.ScaleX = 1;
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+ data.ScaleY = 1;
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+ data.Length = 100;
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+
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+ skelData.Bones.Add(data);
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+
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+ Skeleton skeleton = new Skeleton(skelData);
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+
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+ Bone bone = new Bone(data, skeleton, null);
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+ bone.UpdateWorldTransform();
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+
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+ extractionBone = bone;
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+
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+ return extractionBone;
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+ }
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+
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+ static Slot GetExtractionSlot () {
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+ if (extractionSlot != null)
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+ return extractionSlot;
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+
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+ Bone bone = GetExtractionBone();
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+
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+ SlotData data = new SlotData("temp", bone.Data);
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+ Slot slot = new Slot(data, bone);
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+ extractionSlot = slot;
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+ return extractionSlot;
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+ }
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+
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+ static Material ExtractMaterial (Attachment attachment) {
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+ if (attachment == null || attachment is BoundingBoxAttachment)
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+ return null;
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+
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+ if (attachment is RegionAttachment) {
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+ var att = (RegionAttachment)attachment;
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+ return (Material)((AtlasRegion)att.RendererObject).page.rendererObject;
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|
|
+ } else if (attachment is MeshAttachment) {
|
|
|
+ var att = (MeshAttachment)attachment;
|
|
|
+ return (Material)((AtlasRegion)att.RendererObject).page.rendererObject;
|
|
|
+ } else if (attachment is SkinnedMeshAttachment) {
|
|
|
+ var att = (SkinnedMeshAttachment)attachment;
|
|
|
+ return (Material)((AtlasRegion)att.RendererObject).page.rendererObject;
|
|
|
+ } else {
|
|
|
+ return null;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ static Mesh ExtractRegionAttachment (string name, RegionAttachment attachment, Mesh mesh = null) {
|
|
|
+ var bone = GetExtractionBone();
|
|
|
+
|
|
|
+ bone.X = -attachment.X;
|
|
|
+ bone.Y = -attachment.Y;
|
|
|
+ bone.UpdateWorldTransform();
|
|
|
+
|
|
|
+ Vector2[] uvs = ExtractUV(attachment.UVs);
|
|
|
+ float[] floatVerts = new float[8];
|
|
|
+ attachment.ComputeWorldVertices(bone, floatVerts);
|
|
|
+ Vector3[] verts = ExtractVerts(floatVerts);
|
|
|
+
|
|
|
+ //unrotate verts now that they're centered
|
|
|
+ for (int i = 0; i < verts.Length; i++) {
|
|
|
+ verts[i] = Quaternion.Euler(0, 0, -attachment.Rotation) * verts[i];
|
|
|
+ }
|
|
|
+
|
|
|
+ int[] triangles = new int[6] { 1, 3, 0, 2, 3, 1 };
|
|
|
+ Color color = new Color(attachment.R, attachment.G, attachment.B, attachment.A);
|
|
|
+
|
|
|
+ if (mesh == null)
|
|
|
+ mesh = new Mesh();
|
|
|
+
|
|
|
+ mesh.triangles = new int[0];
|
|
|
+
|
|
|
+ mesh.vertices = verts;
|
|
|
+ mesh.uv = uvs;
|
|
|
+ mesh.triangles = triangles;
|
|
|
+ mesh.colors = new Color[] { color, color, color, color };
|
|
|
+ mesh.RecalculateBounds();
|
|
|
+ mesh.RecalculateNormals();
|
|
|
+ mesh.name = name;
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+ }
|
|
|
+
|
|
|
+ static Mesh ExtractMeshAttachment (string name, MeshAttachment attachment, Mesh mesh = null) {
|
|
|
+ var slot = GetExtractionSlot();
|
|
|
+
|
|
|
+ slot.Bone.X = 0;
|
|
|
+ slot.Bone.Y = 0;
|
|
|
+ slot.Bone.UpdateWorldTransform();
|
|
|
+
|
|
|
+ Vector2[] uvs = ExtractUV(attachment.UVs);
|
|
|
+ float[] floatVerts = new float[attachment.Vertices.Length];
|
|
|
+ attachment.ComputeWorldVertices(slot, floatVerts);
|
|
|
+ Vector3[] verts = ExtractVerts(floatVerts);
|
|
|
+
|
|
|
+ int[] triangles = attachment.Triangles;
|
|
|
+ Color color = new Color(attachment.R, attachment.G, attachment.B, attachment.A);
|
|
|
+
|
|
|
+ if (mesh == null)
|
|
|
+ mesh = new Mesh();
|
|
|
+
|
|
|
+ mesh.triangles = new int[0];
|
|
|
+
|
|
|
+ mesh.vertices = verts;
|
|
|
+ mesh.uv = uvs;
|
|
|
+ mesh.triangles = triangles;
|
|
|
+ Color[] colors = new Color[verts.Length];
|
|
|
+ for (int i = 0; i < verts.Length; i++)
|
|
|
+ colors[i] = color;
|
|
|
+
|
|
|
+ mesh.colors = colors;
|
|
|
+ mesh.RecalculateBounds();
|
|
|
+ mesh.RecalculateNormals();
|
|
|
+ mesh.name = name;
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+ }
|
|
|
+
|
|
|
+ public class BoneWeightContainer {
|
|
|
+ public struct Pair {
|
|
|
+ public Transform bone;
|
|
|
+ public float weight;
|
|
|
+
|
|
|
+ public Pair (Transform bone, float weight) {
|
|
|
+ this.bone = bone;
|
|
|
+ this.weight = weight;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ public List<Transform> bones;
|
|
|
+ public List<float> weights;
|
|
|
+ public List<Pair> pairs;
|
|
|
+
|
|
|
+
|
|
|
+ public BoneWeightContainer () {
|
|
|
+ this.bones = new List<Transform>();
|
|
|
+ this.weights = new List<float>();
|
|
|
+ this.pairs = new List<Pair>();
|
|
|
+ }
|
|
|
+
|
|
|
+ public void Add (Transform transform, float weight) {
|
|
|
+ bones.Add(transform);
|
|
|
+ weights.Add(weight);
|
|
|
+
|
|
|
+ pairs.Add(new Pair(transform, weight));
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ static Mesh ExtractSkinnedMeshAttachment (string name, SkinnedMeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) {
|
|
|
+
|
|
|
+ Skeleton skeleton = new Skeleton(skeletonData);
|
|
|
+ skeleton.UpdateWorldTransform();
|
|
|
+
|
|
|
+ float[] floatVerts = new float[attachment.UVs.Length];
|
|
|
+ attachment.ComputeWorldVertices(skeleton.Slots[slotIndex], floatVerts);
|
|
|
+
|
|
|
+ Vector2[] uvs = ExtractUV(attachment.UVs);
|
|
|
+ Vector3[] verts = ExtractVerts(floatVerts);
|
|
|
+
|
|
|
+ int[] triangles = attachment.Triangles;
|
|
|
+ Color color = new Color(attachment.R, attachment.G, attachment.B, attachment.A);
|
|
|
+
|
|
|
+ if (mesh == null)
|
|
|
+ mesh = new Mesh();
|
|
|
+
|
|
|
+ mesh.triangles = new int[0];
|
|
|
+
|
|
|
+ mesh.vertices = verts;
|
|
|
+ mesh.uv = uvs;
|
|
|
+ mesh.triangles = triangles;
|
|
|
+ Color[] colors = new Color[verts.Length];
|
|
|
+ for (int i = 0; i < verts.Length; i++)
|
|
|
+ colors[i] = color;
|
|
|
+
|
|
|
+ mesh.colors = colors;
|
|
|
+ mesh.name = name;
|
|
|
+ mesh.RecalculateNormals();
|
|
|
+ mesh.RecalculateBounds();
|
|
|
+
|
|
|
+ //Handle weights and binding
|
|
|
+ Dictionary<int, BoneWeightContainer> weightTable = new Dictionary<int, BoneWeightContainer>();
|
|
|
+ System.Text.StringBuilder warningBuilder = new System.Text.StringBuilder();
|
|
|
+
|
|
|
+ int[] bones = attachment.Bones;
|
|
|
+ float[] weights = attachment.Weights;
|
|
|
+ for (int w = 0, v = 0, b = 0, n = bones.Length; v < n; w += 2) {
|
|
|
+
|
|
|
+ int nn = bones[v++] + v;
|
|
|
+ for (; v < nn; v++, b += 3) {
|
|
|
+ Transform boneTransform = boneList[bones[v]];
|
|
|
+ int vIndex = w / 2;
|
|
|
+
|
|
|
+ float weight = weights[b + 2];
|
|
|
+
|
|
|
+ BoneWeightContainer container;
|
|
|
+ if (weightTable.ContainsKey(vIndex))
|
|
|
+ container = weightTable[vIndex];
|
|
|
+ else {
|
|
|
+ container = new BoneWeightContainer();
|
|
|
+ weightTable.Add(vIndex, container);
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ container.Add(boneTransform, weight);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ BoneWeight[] boneWeights = new BoneWeight[weightTable.Count];
|
|
|
+
|
|
|
+ for (int i = 0; i < weightTable.Count; i++) {
|
|
|
+ BoneWeight bw = new BoneWeight();
|
|
|
+ var container = weightTable[i];
|
|
|
+
|
|
|
+ var pairs = container.pairs.OrderByDescending(pair => pair.weight).ToList();
|
|
|
+
|
|
|
+ for (int b = 0; b < pairs.Count; b++) {
|
|
|
+ if (b > 3) {
|
|
|
+ if (warningBuilder.Length == 0)
|
|
|
+ warningBuilder.Insert(0, "[SkinnedMeshAttachment " + name + "]\r\nUnity only supports 4 weight influences per vertex! The 4 strongest influences will be used.\r\n");
|
|
|
+
|
|
|
+ warningBuilder.AppendFormat("{0} ignored on vertex {1}!\r\n", pairs[b].bone.name, i);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ int boneIndex = boneList.IndexOf(pairs[b].bone);
|
|
|
+ float weight = pairs[b].weight;
|
|
|
+
|
|
|
+ switch (b) {
|
|
|
+ case 0:
|
|
|
+ bw.boneIndex0 = boneIndex;
|
|
|
+ bw.weight0 = weight;
|
|
|
+ break;
|
|
|
+ case 1:
|
|
|
+ bw.boneIndex1 = boneIndex;
|
|
|
+ bw.weight1 = weight;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ bw.boneIndex2 = boneIndex;
|
|
|
+ bw.weight2 = weight;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ bw.boneIndex3 = boneIndex;
|
|
|
+ bw.weight3 = weight;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ boneWeights[i] = bw;
|
|
|
+ }
|
|
|
+
|
|
|
+ Matrix4x4[] bindPoses = new Matrix4x4[boneList.Count];
|
|
|
+ for (int i = 0; i < boneList.Count; i++) {
|
|
|
+ bindPoses[i] = boneList[i].worldToLocalMatrix;
|
|
|
+ }
|
|
|
+
|
|
|
+ mesh.boneWeights = boneWeights;
|
|
|
+ mesh.bindposes = bindPoses;
|
|
|
+
|
|
|
+ string warningString = warningBuilder.ToString();
|
|
|
+ if (warningString.Length > 0)
|
|
|
+ Debug.LogWarning(warningString);
|
|
|
+
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+ }
|
|
|
+
|
|
|
+ static Vector2[] ExtractUV (float[] floats) {
|
|
|
+ Vector2[] arr = new Vector2[floats.Length / 2];
|
|
|
+
|
|
|
+ for (int i = 0; i < floats.Length; i += 2) {
|
|
|
+ arr[i / 2] = new Vector2(floats[i], floats[i + 1]);
|
|
|
+ }
|
|
|
+
|
|
|
+ return arr;
|
|
|
+ }
|
|
|
+
|
|
|
+ static Vector3[] ExtractVerts (float[] floats) {
|
|
|
+ Vector3[] arr = new Vector3[floats.Length / 2];
|
|
|
+
|
|
|
+ for (int i = 0; i < floats.Length; i += 2) {
|
|
|
+ arr[i / 2] = new Vector3(floats[i], floats[i + 1], 0);// *scale;
|
|
|
+ }
|
|
|
+
|
|
|
+ return arr;
|
|
|
+ }
|
|
|
+
|
|
|
+ static void SetAnimationSettings (AnimationClip clip, AnimationClipSettings settings) {
|
|
|
+ MethodInfo methodInfo = typeof(AnimationUtility).GetMethod("SetAnimationClipSettings", BindingFlags.Static | BindingFlags.NonPublic);
|
|
|
+ methodInfo.Invoke(null, new object[] { clip, settings });
|
|
|
+ }
|
|
|
+
|
|
|
+ static AnimationClip ExtractAnimation (string name, SkeletonData skeletonData, Dictionary<int, List<string>> slotLookup, bool bakeIK, SendMessageOptions eventOptions, AnimationClip clip = null) {
|
|
|
+ var animation = skeletonData.FindAnimation(name);
|
|
|
+
|
|
|
+ var timelines = animation.Timelines;
|
|
|
+
|
|
|
+ if (clip == null) {
|
|
|
+ clip = new AnimationClip();
|
|
|
+ } else {
|
|
|
+ clip.ClearCurves();
|
|
|
+ AnimationUtility.SetAnimationEvents(clip, new AnimationEvent[0]);
|
|
|
+ }
|
|
|
+
|
|
|
+ AnimationUtility.SetAnimationType(clip, ModelImporterAnimationType.Generic);
|
|
|
+
|
|
|
+ clip.name = name;
|
|
|
+
|
|
|
+ Skeleton skeleton = new Skeleton(skeletonData);
|
|
|
+
|
|
|
+ List<int> ignoreRotateTimelineIndexes = new List<int>();
|
|
|
+
|
|
|
+ if (bakeIK) {
|
|
|
+ foreach (IkConstraint i in skeleton.IkConstraints) {
|
|
|
+ foreach (Bone b in i.Bones) {
|
|
|
+ int index = skeleton.FindBoneIndex(b.Data.Name);
|
|
|
+ ignoreRotateTimelineIndexes.Add(index);
|
|
|
+ BakeBone(b, animation, clip);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ foreach (Bone b in skeleton.Bones) {
|
|
|
+ if (b.Data.InheritRotation == false) {
|
|
|
+ int index = skeleton.FindBoneIndex(b.Data.Name);
|
|
|
+
|
|
|
+ if (ignoreRotateTimelineIndexes.Contains(index) == false) {
|
|
|
+ ignoreRotateTimelineIndexes.Add(index);
|
|
|
+ BakeBone(b, animation, clip);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ foreach (Timeline t in timelines) {
|
|
|
+ skeleton.SetToSetupPose();
|
|
|
+
|
|
|
+ if (t is ScaleTimeline) {
|
|
|
+ ParseScaleTimeline(skeleton, (ScaleTimeline)t, clip);
|
|
|
+ } else if (t is TranslateTimeline) {
|
|
|
+ ParseTranslateTimeline(skeleton, (TranslateTimeline)t, clip);
|
|
|
+ } else if (t is RotateTimeline) {
|
|
|
+ //bypass any rotation keys if they're going to get baked anyway to prevent localEulerAngles vs Baked collision
|
|
|
+ if (ignoreRotateTimelineIndexes.Contains(((RotateTimeline)t).BoneIndex) == false)
|
|
|
+ ParseRotateTimeline(skeleton, (RotateTimeline)t, clip);
|
|
|
+ } else if (t is AttachmentTimeline) {
|
|
|
+ ParseAttachmentTimeline(skeleton, (AttachmentTimeline)t, slotLookup, clip);
|
|
|
+ } else if (t is EventTimeline) {
|
|
|
+ ParseEventTimeline(skeleton, (EventTimeline)t, clip, eventOptions);
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var settings = AnimationUtility.GetAnimationClipSettings(clip);
|
|
|
+ settings.loopTime = true;
|
|
|
+ settings.stopTime = Mathf.Max(clip.length, 0.001f);
|
|
|
+
|
|
|
+ SetAnimationSettings(clip, settings);
|
|
|
+
|
|
|
+ clip.EnsureQuaternionContinuity();
|
|
|
+ clip.EnsureQuaternionContinuity();
|
|
|
+ clip.EnsureQuaternionContinuity();
|
|
|
+
|
|
|
+ return clip;
|
|
|
+ }
|
|
|
+ static int BinarySearch (float[] values, float target) {
|
|
|
+ int low = 0;
|
|
|
+ int high = values.Length - 2;
|
|
|
+ if (high == 0) return 1;
|
|
|
+ int current = (int)((uint)high >> 1);
|
|
|
+ while (true) {
|
|
|
+ if (values[(current + 1)] <= target)
|
|
|
+ low = current + 1;
|
|
|
+ else
|
|
|
+ high = current;
|
|
|
+ if (low == high) return (low + 1);
|
|
|
+ current = (int)((uint)(low + high) >> 1);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ static void ParseEventTimeline (Skeleton skeleton, EventTimeline timeline, AnimationClip clip, SendMessageOptions eventOptions) {
|
|
|
+
|
|
|
+ float[] frames = timeline.Frames;
|
|
|
+ var events = timeline.Events;
|
|
|
+
|
|
|
+ List<AnimationEvent> animEvents = new List<AnimationEvent>();
|
|
|
+ for (int i = 0; i < frames.Length; i++) {
|
|
|
+ var ev = events[i];
|
|
|
+
|
|
|
+ AnimationEvent ae = new AnimationEvent();
|
|
|
+ ae.time = frames[i];
|
|
|
+ ae.functionName = ev.Data.Name;
|
|
|
+ ae.messageOptions = eventOptions;
|
|
|
+
|
|
|
+ if (ev.String != "")
|
|
|
+ ae.stringParameter = ev.String;
|
|
|
+ else {
|
|
|
+ if (ev.Int == 0 && ev.Float == 0) {
|
|
|
+ //do nothing, raw function
|
|
|
+ } else {
|
|
|
+ if (ev.Int != 0)
|
|
|
+ ae.floatParameter = (float)ev.Int;
|
|
|
+ else
|
|
|
+ ae.floatParameter = ev.Float;
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ animEvents.Add(ae);
|
|
|
+ }
|
|
|
+
|
|
|
+ AnimationUtility.SetAnimationEvents(clip, animEvents.ToArray());
|
|
|
+ }
|
|
|
+
|
|
|
+ static void ParseAttachmentTimeline (Skeleton skeleton, AttachmentTimeline timeline, Dictionary<int, List<string>> slotLookup, AnimationClip clip) {
|
|
|
+ var attachmentNames = slotLookup[timeline.SlotIndex];
|
|
|
+
|
|
|
+ string bonePath = GetPath(skeleton.Slots[timeline.SlotIndex].Bone.Data);
|
|
|
+ string slotPath = bonePath + "/" + skeleton.Slots[timeline.SlotIndex].Data.Name;
|
|
|
+
|
|
|
+ Dictionary<string, AnimationCurve> curveTable = new Dictionary<string, AnimationCurve>();
|
|
|
+
|
|
|
+ foreach (string str in attachmentNames) {
|
|
|
+ curveTable.Add(str, new AnimationCurve());
|
|
|
+ }
|
|
|
+
|
|
|
+ float[] frames = timeline.Frames;
|
|
|
+
|
|
|
+ if (frames[0] != 0) {
|
|
|
+ string startingName = skeleton.Slots[timeline.SlotIndex].Data.AttachmentName;
|
|
|
+ foreach (var pair in curveTable) {
|
|
|
+ if (startingName == "" || startingName == null) {
|
|
|
+ pair.Value.AddKey(new Keyframe(0, 0, float.PositiveInfinity, float.PositiveInfinity));
|
|
|
+ } else {
|
|
|
+ if (pair.Key == startingName) {
|
|
|
+ pair.Value.AddKey(new Keyframe(0, 1, float.PositiveInfinity, float.PositiveInfinity));
|
|
|
+ } else {
|
|
|
+ pair.Value.AddKey(new Keyframe(0, 0, float.PositiveInfinity, float.PositiveInfinity));
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ float currentTime = timeline.Frames[0];
|
|
|
+ float endTime = frames[frames.Length - 1];
|
|
|
+ int f = 0;
|
|
|
+ while (currentTime < endTime) {
|
|
|
+ float time = frames[f];
|
|
|
+
|
|
|
+ int frameIndex = (time >= frames[frames.Length - 1] ? frames.Length : BinarySearch(frames, time)) - 1;
|
|
|
+
|
|
|
+ string name = timeline.AttachmentNames[frameIndex];
|
|
|
+ foreach (var pair in curveTable) {
|
|
|
+ if (name == "") {
|
|
|
+ pair.Value.AddKey(new Keyframe(time, 0, float.PositiveInfinity, float.PositiveInfinity));
|
|
|
+ } else {
|
|
|
+ if (pair.Key == name) {
|
|
|
+ pair.Value.AddKey(new Keyframe(time, 1, float.PositiveInfinity, float.PositiveInfinity));
|
|
|
+ } else {
|
|
|
+ pair.Value.AddKey(new Keyframe(time, 0, float.PositiveInfinity, float.PositiveInfinity));
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ currentTime = time;
|
|
|
+ f += 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ foreach (var pair in curveTable) {
|
|
|
+ string path = slotPath + "/" + pair.Key;
|
|
|
+ string prop = "m_IsActive";
|
|
|
+
|
|
|
+ clip.SetCurve(path, typeof(GameObject), prop, pair.Value);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ static float GetUninheritedRotation (Bone b) {
|
|
|
+
|
|
|
+ Bone parent = b.Parent;
|
|
|
+ float angle = b.RotationIK;
|
|
|
+
|
|
|
+ while (parent != null) {
|
|
|
+ angle -= parent.RotationIK;
|
|
|
+ parent = parent.Parent;
|
|
|
+ }
|
|
|
+
|
|
|
+ return angle;
|
|
|
+ }
|
|
|
+ static void BakeBone (Bone bone, Spine.Animation animation, AnimationClip clip) {
|
|
|
+ Skeleton skeleton = bone.Skeleton;
|
|
|
+ bool inheritRotation = bone.Data.InheritRotation;
|
|
|
+
|
|
|
+ skeleton.SetToSetupPose();
|
|
|
+ animation.Apply(skeleton, 0, 0, true, null);
|
|
|
+ skeleton.UpdateWorldTransform();
|
|
|
+ float duration = animation.Duration;
|
|
|
+
|
|
|
+ AnimationCurve curve = new AnimationCurve();
|
|
|
+
|
|
|
+ List<Keyframe> keys = new List<Keyframe>();
|
|
|
+
|
|
|
+ float rotation = bone.RotationIK;
|
|
|
+ if (!inheritRotation)
|
|
|
+ rotation = GetUninheritedRotation(bone);
|
|
|
+
|
|
|
+ keys.Add(new Keyframe(0, rotation, 0, 0));
|
|
|
+
|
|
|
+ int listIndex = 1;
|
|
|
+
|
|
|
+ float r = rotation;
|
|
|
+
|
|
|
+ int steps = Mathf.CeilToInt(duration / bakeIncrement);
|
|
|
+
|
|
|
+ float currentTime = 0;
|
|
|
+ float lastTime = 0;
|
|
|
+ float angle = rotation;
|
|
|
+
|
|
|
+ for (int i = 1; i <= steps; i++) {
|
|
|
+ currentTime += bakeIncrement;
|
|
|
+ if (i == steps)
|
|
|
+ currentTime = duration;
|
|
|
+
|
|
|
+ animation.Apply(skeleton, lastTime, currentTime, true, null);
|
|
|
+ skeleton.UpdateWorldTransform();
|
|
|
+
|
|
|
+ int pIndex = listIndex - 1;
|
|
|
+
|
|
|
+ Keyframe pk = keys[pIndex];
|
|
|
+
|
|
|
+ pk = keys[pIndex];
|
|
|
+
|
|
|
+ if (inheritRotation)
|
|
|
+ rotation = bone.RotationIK;
|
|
|
+ else {
|
|
|
+ rotation = GetUninheritedRotation(bone);
|
|
|
+ }
|
|
|
+
|
|
|
+ angle += Mathf.DeltaAngle(angle, rotation);
|
|
|
+
|
|
|
+ r = angle;
|
|
|
+
|
|
|
+ float rOut = (r - pk.value) / (currentTime - pk.time);
|
|
|
+
|
|
|
+ pk.outTangent = rOut;
|
|
|
+
|
|
|
+ keys.Add(new Keyframe(currentTime, r, rOut, 0));
|
|
|
+
|
|
|
+ keys[pIndex] = pk;
|
|
|
+
|
|
|
+ listIndex++;
|
|
|
+ lastTime = currentTime;
|
|
|
+ }
|
|
|
+
|
|
|
+ curve = EnsureCurveKeyCount(new AnimationCurve(keys.ToArray()));
|
|
|
+
|
|
|
+ string path = GetPath(bone.Data);
|
|
|
+ string propertyName = "localEulerAnglesBaked";
|
|
|
+
|
|
|
+ EditorCurveBinding xBind = EditorCurveBinding.FloatCurve(path, typeof(Transform), propertyName + ".x");
|
|
|
+ AnimationUtility.SetEditorCurve(clip, xBind, new AnimationCurve());
|
|
|
+ EditorCurveBinding yBind = EditorCurveBinding.FloatCurve(path, typeof(Transform), propertyName + ".y");
|
|
|
+ AnimationUtility.SetEditorCurve(clip, yBind, new AnimationCurve());
|
|
|
+ EditorCurveBinding zBind = EditorCurveBinding.FloatCurve(path, typeof(Transform), propertyName + ".z");
|
|
|
+ AnimationUtility.SetEditorCurve(clip, zBind, curve);
|
|
|
+ }
|
|
|
+
|
|
|
+ static void ParseTranslateTimeline (Skeleton skeleton, TranslateTimeline timeline, AnimationClip clip) {
|
|
|
+ var boneData = skeleton.Data.Bones[timeline.BoneIndex];
|
|
|
+ var bone = skeleton.Bones[timeline.BoneIndex];
|
|
|
+
|
|
|
+ AnimationCurve xCurve = new AnimationCurve();
|
|
|
+ AnimationCurve yCurve = new AnimationCurve();
|
|
|
+ AnimationCurve zCurve = new AnimationCurve();
|
|
|
+
|
|
|
+ float endTime = timeline.Frames[(timeline.FrameCount * 3) - 3];
|
|
|
+
|
|
|
+ float currentTime = timeline.Frames[0];
|
|
|
+
|
|
|
+ List<Keyframe> xKeys = new List<Keyframe>();
|
|
|
+ List<Keyframe> yKeys = new List<Keyframe>();
|
|
|
+
|
|
|
+ xKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] + boneData.X, 0, 0));
|
|
|
+ yKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[2] + boneData.Y, 0, 0));
|
|
|
+
|
|
|
+ int listIndex = 1;
|
|
|
+ int frameIndex = 1;
|
|
|
+ int f = 3;
|
|
|
+ float[] frames = timeline.Frames;
|
|
|
+ skeleton.SetToSetupPose();
|
|
|
+ float lastTime = 0;
|
|
|
+ while (currentTime < endTime) {
|
|
|
+ int pIndex = listIndex - 1;
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ float curveType = timeline.GetCurveType(frameIndex - 1);
|
|
|
+
|
|
|
+ if (curveType == 0) {
|
|
|
+ //linear
|
|
|
+ Keyframe px = xKeys[pIndex];
|
|
|
+ Keyframe py = yKeys[pIndex];
|
|
|
+
|
|
|
+ float time = frames[f];
|
|
|
+ float x = frames[f + 1] + boneData.X;
|
|
|
+ float y = frames[f + 2] + boneData.Y;
|
|
|
+
|
|
|
+ float xOut = (x - px.value) / (time - px.time);
|
|
|
+ float yOut = (y - py.value) / (time - py.time);
|
|
|
+
|
|
|
+ px.outTangent = xOut;
|
|
|
+ py.outTangent = yOut;
|
|
|
+
|
|
|
+ xKeys.Add(new Keyframe(time, x, xOut, 0));
|
|
|
+ yKeys.Add(new Keyframe(time, y, yOut, 0));
|
|
|
+
|
|
|
+ xKeys[pIndex] = px;
|
|
|
+ yKeys[pIndex] = py;
|
|
|
+
|
|
|
+ currentTime = time;
|
|
|
+
|
|
|
+ timeline.Apply(skeleton, lastTime, currentTime, null, 1);
|
|
|
+
|
|
|
+ lastTime = time;
|
|
|
+ listIndex++;
|
|
|
+ } else if (curveType == 1) {
|
|
|
+ //stepped
|
|
|
+ Keyframe px = xKeys[pIndex];
|
|
|
+ Keyframe py = yKeys[pIndex];
|
|
|
+
|
|
|
+ float time = frames[f];
|
|
|
+ float x = frames[f + 1] + boneData.X;
|
|
|
+ float y = frames[f + 2] + boneData.Y;
|
|
|
+
|
|
|
+ float xOut = float.PositiveInfinity;
|
|
|
+ float yOut = float.PositiveInfinity;
|
|
|
+
|
|
|
+ px.outTangent = xOut;
|
|
|
+ py.outTangent = yOut;
|
|
|
+
|
|
|
+ xKeys.Add(new Keyframe(time, x, xOut, 0));
|
|
|
+ yKeys.Add(new Keyframe(time, y, yOut, 0));
|
|
|
+
|
|
|
+ xKeys[pIndex] = px;
|
|
|
+ yKeys[pIndex] = py;
|
|
|
+
|
|
|
+ currentTime = time;
|
|
|
+
|
|
|
+ timeline.Apply(skeleton, lastTime, currentTime, null, 1);
|
|
|
+
|
|
|
+ lastTime = time;
|
|
|
+ listIndex++;
|
|
|
+ } else if (curveType == 2) {
|
|
|
+
|
|
|
+ //bezier
|
|
|
+ Keyframe px = xKeys[pIndex];
|
|
|
+ Keyframe py = yKeys[pIndex];
|
|
|
+
|
|
|
+ float time = frames[f];
|
|
|
+
|
|
|
+ int steps = Mathf.FloorToInt((time - px.time) / bakeIncrement);
|
|
|
+
|
|
|
+ for (int i = 1; i <= steps; i++) {
|
|
|
+ currentTime += bakeIncrement;
|
|
|
+ if (i == steps)
|
|
|
+ currentTime = time;
|
|
|
+
|
|
|
+ timeline.Apply(skeleton, lastTime, currentTime, null, 1);
|
|
|
+
|
|
|
+ px = xKeys[listIndex - 1];
|
|
|
+ py = yKeys[listIndex - 1];
|
|
|
+
|
|
|
+ float xOut = (bone.X - px.value) / (currentTime - px.time);
|
|
|
+ float yOut = (bone.Y - py.value) / (currentTime - py.time);
|
|
|
+
|
|
|
+ px.outTangent = xOut;
|
|
|
+ py.outTangent = yOut;
|
|
|
+
|
|
|
+ xKeys.Add(new Keyframe(currentTime, bone.X, xOut, 0));
|
|
|
+ yKeys.Add(new Keyframe(currentTime, bone.Y, yOut, 0));
|
|
|
+
|
|
|
+ xKeys[listIndex - 1] = px;
|
|
|
+ yKeys[listIndex - 1] = py;
|
|
|
+
|
|
|
+ listIndex++;
|
|
|
+ lastTime = currentTime;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ frameIndex++;
|
|
|
+ f += 3;
|
|
|
+ }
|
|
|
+
|
|
|
+ xCurve = EnsureCurveKeyCount(new AnimationCurve(xKeys.ToArray()));
|
|
|
+ yCurve = EnsureCurveKeyCount(new AnimationCurve(yKeys.ToArray()));
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ string path = GetPath(boneData);
|
|
|
+ string propertyName = "localPosition";
|
|
|
+
|
|
|
+ clip.SetCurve(path, typeof(Transform), propertyName + ".x", xCurve);
|
|
|
+ clip.SetCurve(path, typeof(Transform), propertyName + ".y", yCurve);
|
|
|
+ clip.SetCurve(path, typeof(Transform), propertyName + ".z", zCurve);
|
|
|
+ }
|
|
|
+
|
|
|
+ static AnimationCurve EnsureCurveKeyCount (AnimationCurve curve) {
|
|
|
+ if (curve.length == 1)
|
|
|
+ curve.AddKey(curve.keys[0].time + 0.25f, curve.keys[0].value);
|
|
|
+
|
|
|
+ return curve;
|
|
|
+ }
|
|
|
+
|
|
|
+ static void ParseScaleTimeline (Skeleton skeleton, ScaleTimeline timeline, AnimationClip clip) {
|
|
|
+ var boneData = skeleton.Data.Bones[timeline.BoneIndex];
|
|
|
+ var bone = skeleton.Bones[timeline.BoneIndex];
|
|
|
+
|
|
|
+ AnimationCurve xCurve = new AnimationCurve();
|
|
|
+ AnimationCurve yCurve = new AnimationCurve();
|
|
|
+ AnimationCurve zCurve = new AnimationCurve();
|
|
|
+
|
|
|
+ float endTime = timeline.Frames[(timeline.FrameCount * 3) - 3];
|
|
|
+
|
|
|
+ float currentTime = timeline.Frames[0];
|
|
|
+
|
|
|
+ List<Keyframe> xKeys = new List<Keyframe>();
|
|
|
+ List<Keyframe> yKeys = new List<Keyframe>();
|
|
|
+
|
|
|
+ xKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] * boneData.ScaleX, 0, 0));
|
|
|
+ yKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[2] * boneData.ScaleY, 0, 0));
|
|
|
+
|
|
|
+ int listIndex = 1;
|
|
|
+ int frameIndex = 1;
|
|
|
+ int f = 3;
|
|
|
+ float[] frames = timeline.Frames;
|
|
|
+ skeleton.SetToSetupPose();
|
|
|
+ float lastTime = 0;
|
|
|
+ while (currentTime < endTime) {
|
|
|
+ int pIndex = listIndex - 1;
|
|
|
+ float curveType = timeline.GetCurveType(frameIndex - 1);
|
|
|
+
|
|
|
+ if (curveType == 0) {
|
|
|
+ //linear
|
|
|
+ Keyframe px = xKeys[pIndex];
|
|
|
+ Keyframe py = yKeys[pIndex];
|
|
|
+
|
|
|
+ float time = frames[f];
|
|
|
+ float x = frames[f + 1] * boneData.ScaleX;
|
|
|
+ float y = frames[f + 2] * boneData.ScaleY;
|
|
|
+
|
|
|
+ float xOut = (x - px.value) / (time - px.time);
|
|
|
+ float yOut = (y - py.value) / (time - py.time);
|
|
|
+
|
|
|
+ px.outTangent = xOut;
|
|
|
+ py.outTangent = yOut;
|
|
|
+
|
|
|
+ xKeys.Add(new Keyframe(time, x, xOut, 0));
|
|
|
+ yKeys.Add(new Keyframe(time, y, yOut, 0));
|
|
|
+
|
|
|
+ xKeys[pIndex] = px;
|
|
|
+ yKeys[pIndex] = py;
|
|
|
+
|
|
|
+ currentTime = time;
|
|
|
+
|
|
|
+ timeline.Apply(skeleton, lastTime, currentTime, null, 1);
|
|
|
+
|
|
|
+ lastTime = time;
|
|
|
+ listIndex++;
|
|
|
+ } else if (curveType == 1) {
|
|
|
+ //stepped
|
|
|
+ Keyframe px = xKeys[pIndex];
|
|
|
+ Keyframe py = yKeys[pIndex];
|
|
|
+
|
|
|
+ float time = frames[f];
|
|
|
+ float x = frames[f + 1] * boneData.ScaleX;
|
|
|
+ float y = frames[f + 2] * boneData.ScaleY;
|
|
|
+
|
|
|
+ float xOut = float.PositiveInfinity;
|
|
|
+ float yOut = float.PositiveInfinity;
|
|
|
+
|
|
|
+ px.outTangent = xOut;
|
|
|
+ py.outTangent = yOut;
|
|
|
+
|
|
|
+ xKeys.Add(new Keyframe(time, x, xOut, 0));
|
|
|
+ yKeys.Add(new Keyframe(time, y, yOut, 0));
|
|
|
+
|
|
|
+ xKeys[pIndex] = px;
|
|
|
+ yKeys[pIndex] = py;
|
|
|
+
|
|
|
+ currentTime = time;
|
|
|
+
|
|
|
+ timeline.Apply(skeleton, lastTime, currentTime, null, 1);
|
|
|
+
|
|
|
+ lastTime = time;
|
|
|
+ listIndex++;
|
|
|
+ } else if (curveType == 2) {
|
|
|
+ //bezier
|
|
|
+ Keyframe px = xKeys[pIndex];
|
|
|
+ Keyframe py = yKeys[pIndex];
|
|
|
+
|
|
|
+ float time = frames[f];
|
|
|
+
|
|
|
+ int steps = Mathf.FloorToInt((time - px.time) / bakeIncrement);
|
|
|
+
|
|
|
+ for (int i = 1; i <= steps; i++) {
|
|
|
+ currentTime += bakeIncrement;
|
|
|
+ if (i == steps)
|
|
|
+ currentTime = time;
|
|
|
+
|
|
|
+ timeline.Apply(skeleton, lastTime, currentTime, null, 1);
|
|
|
+
|
|
|
+ px = xKeys[listIndex - 1];
|
|
|
+ py = yKeys[listIndex - 1];
|
|
|
+
|
|
|
+ float xOut = (bone.ScaleX - px.value) / (currentTime - px.time);
|
|
|
+ float yOut = (bone.ScaleY - py.value) / (currentTime - py.time);
|
|
|
+
|
|
|
+ px.outTangent = xOut;
|
|
|
+ py.outTangent = yOut;
|
|
|
+
|
|
|
+ xKeys.Add(new Keyframe(currentTime, bone.ScaleX, xOut, 0));
|
|
|
+ yKeys.Add(new Keyframe(currentTime, bone.ScaleY, yOut, 0));
|
|
|
+
|
|
|
+ xKeys[listIndex - 1] = px;
|
|
|
+ yKeys[listIndex - 1] = py;
|
|
|
+
|
|
|
+ listIndex++;
|
|
|
+ lastTime = currentTime;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ frameIndex++;
|
|
|
+ f += 3;
|
|
|
+ }
|
|
|
+
|
|
|
+ xCurve = EnsureCurveKeyCount(new AnimationCurve(xKeys.ToArray()));
|
|
|
+ yCurve = EnsureCurveKeyCount(new AnimationCurve(yKeys.ToArray()));
|
|
|
+
|
|
|
+ string path = GetPath(boneData);
|
|
|
+ string propertyName = "localScale";
|
|
|
+
|
|
|
+ clip.SetCurve(path, typeof(Transform), propertyName + ".x", xCurve);
|
|
|
+ clip.SetCurve(path, typeof(Transform), propertyName + ".y", yCurve);
|
|
|
+ clip.SetCurve(path, typeof(Transform), propertyName + ".z", zCurve);
|
|
|
+ }
|
|
|
+
|
|
|
+ static void ParseRotateTimeline (Skeleton skeleton, RotateTimeline timeline, AnimationClip clip) {
|
|
|
+ var boneData = skeleton.Data.Bones[timeline.BoneIndex];
|
|
|
+ var bone = skeleton.Bones[timeline.BoneIndex];
|
|
|
+
|
|
|
+ AnimationCurve curve = new AnimationCurve();
|
|
|
+
|
|
|
+ float endTime = timeline.Frames[(timeline.FrameCount * 2) - 2];
|
|
|
+
|
|
|
+ float currentTime = timeline.Frames[0];
|
|
|
+
|
|
|
+ List<Keyframe> keys = new List<Keyframe>();
|
|
|
+
|
|
|
+ float rotation = timeline.Frames[1] + boneData.Rotation;
|
|
|
+
|
|
|
+ keys.Add(new Keyframe(timeline.Frames[0], rotation, 0, 0));
|
|
|
+
|
|
|
+ int listIndex = 1;
|
|
|
+ int frameIndex = 1;
|
|
|
+ int f = 2;
|
|
|
+ float[] frames = timeline.Frames;
|
|
|
+ skeleton.SetToSetupPose();
|
|
|
+ float lastTime = 0;
|
|
|
+ float angle = rotation;
|
|
|
+ while (currentTime < endTime) {
|
|
|
+ int pIndex = listIndex - 1;
|
|
|
+ float curveType = timeline.GetCurveType(frameIndex - 1);
|
|
|
+
|
|
|
+ if (curveType == 0) {
|
|
|
+ //linear
|
|
|
+ Keyframe pk = keys[pIndex];
|
|
|
+
|
|
|
+ float time = frames[f];
|
|
|
+
|
|
|
+ rotation = frames[f + 1] + boneData.Rotation;
|
|
|
+ angle += Mathf.DeltaAngle(angle, rotation);
|
|
|
+ float r = angle;
|
|
|
+
|
|
|
+ float rOut = (r - pk.value) / (time - pk.time);
|
|
|
+
|
|
|
+ pk.outTangent = rOut;
|
|
|
+
|
|
|
+ keys.Add(new Keyframe(time, r, rOut, 0));
|
|
|
+
|
|
|
+ keys[pIndex] = pk;
|
|
|
+
|
|
|
+ currentTime = time;
|
|
|
+
|
|
|
+ timeline.Apply(skeleton, lastTime, currentTime, null, 1);
|
|
|
+
|
|
|
+ lastTime = time;
|
|
|
+ listIndex++;
|
|
|
+ } else if (curveType == 1) {
|
|
|
+ //stepped
|
|
|
+
|
|
|
+ Keyframe pk = keys[pIndex];
|
|
|
+
|
|
|
+ float time = frames[f];
|
|
|
+
|
|
|
+ rotation = frames[f + 1] + boneData.Rotation;
|
|
|
+ angle += Mathf.DeltaAngle(angle, rotation);
|
|
|
+ float r = angle;
|
|
|
+
|
|
|
+ float rOut = float.PositiveInfinity;
|
|
|
+
|
|
|
+ pk.outTangent = rOut;
|
|
|
+
|
|
|
+ keys.Add(new Keyframe(time, r, rOut, 0));
|
|
|
+
|
|
|
+ keys[pIndex] = pk;
|
|
|
+
|
|
|
+ currentTime = time;
|
|
|
+
|
|
|
+ timeline.Apply(skeleton, lastTime, currentTime, null, 1);
|
|
|
+
|
|
|
+ lastTime = time;
|
|
|
+ listIndex++;
|
|
|
+ } else if (curveType == 2) {
|
|
|
+ //bezier
|
|
|
+ Keyframe pk = keys[pIndex];
|
|
|
+
|
|
|
+ float time = frames[f];
|
|
|
+
|
|
|
+ timeline.Apply(skeleton, lastTime, currentTime, null, 1);
|
|
|
+ skeleton.UpdateWorldTransform();
|
|
|
+
|
|
|
+ rotation = frames[f + 1] + boneData.Rotation;
|
|
|
+ angle += Mathf.DeltaAngle(angle, rotation);
|
|
|
+ float r = angle;
|
|
|
+
|
|
|
+ int steps = Mathf.FloorToInt((time - pk.time) / bakeIncrement);
|
|
|
+
|
|
|
+ for (int i = 1; i <= steps; i++) {
|
|
|
+ currentTime += bakeIncrement;
|
|
|
+ if (i == steps)
|
|
|
+ currentTime = time;
|
|
|
+
|
|
|
+ timeline.Apply(skeleton, lastTime, currentTime, null, 1);
|
|
|
+ skeleton.UpdateWorldTransform();
|
|
|
+ pk = keys[listIndex - 1];
|
|
|
+
|
|
|
+ rotation = bone.Rotation;
|
|
|
+ angle += Mathf.DeltaAngle(angle, rotation);
|
|
|
+ r = angle;
|
|
|
+
|
|
|
+ float rOut = (r - pk.value) / (currentTime - pk.time);
|
|
|
+
|
|
|
+ pk.outTangent = rOut;
|
|
|
+
|
|
|
+ keys.Add(new Keyframe(currentTime, r, rOut, 0));
|
|
|
+
|
|
|
+ keys[listIndex - 1] = pk;
|
|
|
+
|
|
|
+ listIndex++;
|
|
|
+ lastTime = currentTime;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ frameIndex++;
|
|
|
+ f += 2;
|
|
|
+ }
|
|
|
+
|
|
|
+ curve = EnsureCurveKeyCount(new AnimationCurve(keys.ToArray()));
|
|
|
+
|
|
|
+ string path = GetPath(boneData);
|
|
|
+ string propertyName = "localEulerAnglesBaked";
|
|
|
+
|
|
|
+ EditorCurveBinding xBind = EditorCurveBinding.FloatCurve(path, typeof(Transform), propertyName + ".x");
|
|
|
+ AnimationUtility.SetEditorCurve(clip, xBind, new AnimationCurve());
|
|
|
+ EditorCurveBinding yBind = EditorCurveBinding.FloatCurve(path, typeof(Transform), propertyName + ".y");
|
|
|
+ AnimationUtility.SetEditorCurve(clip, yBind, new AnimationCurve());
|
|
|
+ EditorCurveBinding zBind = EditorCurveBinding.FloatCurve(path, typeof(Transform), propertyName + ".z");
|
|
|
+ AnimationUtility.SetEditorCurve(clip, zBind, curve);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ static string GetPath (BoneData b) {
|
|
|
+ return GetPathRecurse(b).Substring(1);
|
|
|
+ }
|
|
|
+
|
|
|
+ static string GetPathRecurse (BoneData b) {
|
|
|
+ if (b == null) {
|
|
|
+ return "";
|
|
|
+ }
|
|
|
+
|
|
|
+ return GetPathRecurse(b.Parent) + "/" + b.Name;
|
|
|
+ }
|
|
|
+}
|