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+//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
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+//**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
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+using System;
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+using System.Runtime.InteropServices;
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+
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+namespace BansheeEngine
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+{
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+ /** @addtogroup Animation
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+ * @{
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+ */
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+
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+ /// <summary>
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+ /// Determines how an animation clip behaves when it reaches the end.
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+ /// </summary>
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+ public enum AnimWrapMode // Note: Must match C++ enum AnimWrapMode
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+ {
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+ /// <summary>
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+ /// Loop around to the beginning/end when the last/first frame is reached.
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+ /// </summary>
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+ Loop,
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+ /// <summary>
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+ /// Clamp to end/beginning, keeping the last/first frame active.
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+ /// </summary>
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+ Clamp
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+ }
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+
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+ /// <summary>
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+ /// Determines what happens to other animation clips when a new clip starts playing.
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+ /// </summary>
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+ public enum AnimPlayMode // Note: Must match C++ enum AnimPlayMode
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+ {
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+ /// <summary>
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+ /// All other animation clips are stopped.
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+ /// </summary>
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+ StopAll,
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+ /// <summary>
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+ /// Only the clips within the current layer are stopped.
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+ /// </summary>
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+ StopLayer
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+ }
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+
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+ /// <summary>
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+ /// Contains information about a currently playing animation clip.
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+ /// </summary>
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+ public struct AnimationClipState
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+ {
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+ /// <summary>
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+ /// Layer the clip is playing on. Multiple clips can be played simulatenously on different layers.
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+ /// </summary>
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+ public int layer;
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+
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+ /// <summary>
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+ /// Current time the animation is playing from.
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+ /// </summary>
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+ public float time;
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+
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+ /// <summary>
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+ /// Speed at which the animation is playing.
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+ /// </summary>
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+ public float speed;
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+
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+ /// <summary>
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+ /// Determines how much of an influence does the clip have on the final pose.
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+ /// </summary>
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+ public float weight;
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+
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+ /// <summary>
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+ /// Determines what happens to other animation clips when a new clip starts playing.
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+ /// </summary>
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+ public AnimWrapMode wrapMode;
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+
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+ /// <summary>
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+ /// Initializes the state with default values.
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+ /// </summary>
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+ public void InitDefault()
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+ {
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+ speed = 1.0f;
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+ weight = 1.0f;
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+ wrapMode = AnimWrapMode.Loop;
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+ }
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+ }
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+
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+ /// <summary>
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+ /// Handles animation playback. Takes one or multiple animation clips as input and evaluates them every animation update
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+ /// tick depending on set properties.The evaluated data is used by the core thread for skeletal animation, by the sim
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+ /// thread for updating attached scene objects and bones (if skeleton is attached), or the data is made available for
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+ /// manual queries in the case of generic animation.
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+ /// </summary>
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+ public class Animation : Component
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+ {
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+ private NativeAnimation _native;
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+
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+ [SerializeField]
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+ private SerializableData serializableData = new SerializableData();
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+
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+ /// <summary>
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+ /// Returns the non-component version of Animation that is wrapped by this component.
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+ /// </summary>
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+ internal NativeAnimation Native
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+ {
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+ get { return _native; }
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+ }
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+
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+ /// <summary>
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+ /// Determines the default clip to play as soon as the component is enabled. If more control over playing clips is
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+ /// needed use the <see cref="Play"/>, <see cref="Blend"/> and <see cref="CrossFade"/> methods to queue clips for
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+ /// playback manually, and <see cref="SetState"/> method for modify their states individually.
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+ /// </summary>
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+ public AnimationClip DefaultClip
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+ {
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+ get { return serializableData.defaultClip; }
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+ set
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+ {
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+ serializableData.defaultClip = value;
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+
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+ if (value != null && _native != null)
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+ _native.Play(value, 0, AnimPlayMode.StopLayer);
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+ }
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+ }
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+
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+ /// <summary>
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+ /// Determines the wrap mode for all active animations. Wrap mode determines what happens when animation reaches the
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+ /// first or last frame.
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+ /// <see cref="AnimWrapMode"/>
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+ /// </summary>
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+ public AnimWrapMode WrapMode
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+ {
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+ get { return serializableData.wrapMode; }
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+ set
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+ {
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+ serializableData.wrapMode = value;
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+
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+ if (_native != null)
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+ _native.WrapMode = value;
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+ }
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+ }
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+
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+ /// <summary>
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+ /// Determines the speed for all animations. The default value is 1.0f. Use negative values to play-back in reverse.
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+ /// </summary>
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+ public float Speed
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+ {
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+ get { return serializableData.speed; }
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+ set
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+ {
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+ serializableData.speed = value;
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+
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+ if (_native != null)
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+ _native.Speed = value;
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+ }
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+ }
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+
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+ /// <summary>
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+ /// Checks if any animation clips are currently playing.
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+ /// </summary>
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+ public bool IsPlaying
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+ {
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+ get
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+ {
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+ if (_native != null)
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+ return _native.IsPlaying();
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+
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+ return false;
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+ }
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+ }
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+
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+ /// <summary>
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+ /// Plays the specified animation clip at the specified layer.
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+ /// </summary>
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+ /// <param name="clip">Clip to play.</param>
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+ /// <param name="layer">Layer to play the clip in. Multiple clips can be playing at once in separate layers.</param>
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+ /// <param name="playMode">Determines how are other playing animations handled when this animation starts.</param>
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+ public void Play(AnimationClip clip, int layer = 0, AnimPlayMode playMode = AnimPlayMode.StopLayer)
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+ {
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+ if(_native != null)
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+ _native.Play(clip, layer, playMode);
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+ }
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+
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+ /// <summary>
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+ /// Blends the specified animation clip with other animation clips playing in the specified layer.
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+ /// </summary>
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+ /// <param name="clip">Clip to blend.</param>
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+ /// <param name="weight">Determines how much of an effect will the blended animation have on the final output.
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+ /// In range [0, 1]. All animation weights on the same layer will be normalized.</param>
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+ /// <param name="fadeLength">Applies the blend over a specified time period, increasing the weight as the time
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+ /// passes. Set to zero to blend immediately. In seconds.</param>
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+ /// <param name="layer">Layer to play the clip in. Multiple clips can be playing at once in separate layers.</param>
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+ public void Blend(AnimationClip clip, float weight = 1.0f, float fadeLength = 0.0f, int layer = 0)
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+ {
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+ if (_native != null)
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+ _native.Blend(clip, weight, fadeLength, layer);
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+ }
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+
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+ /// <summary>
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+ /// Fades the specified animation clip in, while fading other playing animations out, over the specified time
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+ /// period.
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+ /// </summary>
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+ /// <param name="clip">Clip to fade in.</param>
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+ /// <param name="fadeLength">Determines the time period over which the fade occurs. In seconds.</param>
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+ /// <param name="layer">Layer to play the clip in. Multiple clips can be playing at once in separate layers.</param>
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+ /// <param name="playMode">Determines should all other animations be faded out, or just the ones on the same layer.
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+ /// </param>
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+ public void CrossFade(AnimationClip clip, float fadeLength = 0.0f, int layer = 0,
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+ AnimPlayMode playMode = AnimPlayMode.StopLayer)
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+ {
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+ if (_native != null)
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+ _native.CrossFade(clip, fadeLength, layer, playMode);
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+ }
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+
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+ /// <summary>
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+ /// Stops playing all animations on the provided layer.
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+ /// </summary>
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+ /// <param name="layer">Layer on which to stop animations on.</param>
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+ public void Stop(int layer)
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+ {
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+ if (_native != null)
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+ _native.Stop(layer);
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+ }
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+
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+ /// <summary>
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+ /// Stops playing all animations.
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+ /// </summary>
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+ public void StopAll()
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+ {
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+ if (_native != null)
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+ _native.StopAll();
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+ }
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+
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+ /// <summary>
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+ /// Retrieves detailed information about a currently playing animation clip.
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+ /// </summary>
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+ /// <param name="clip">Clip to retrieve the information for.</param>
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+ /// <param name="state">Animation clip state containing the requested information. Only valid if the method returns
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+ /// true.</param>
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+ /// <returns>True if the state was found (animation clip is playing), false otherwise.</returns>
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+ public bool GetState(AnimationClip clip, out AnimationClipState state)
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+ {
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+ if (_native != null)
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+ return _native.GetState(clip, out state);
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+
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+ state = new AnimationClipState();
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+ return false;
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+ }
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+
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+ /// <summary>
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+ /// Changes the state of a playing animation clip. If animation clip is not currently playing the state change is
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+ /// ignored.
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+ /// </summary>
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+ /// <param name="clip">Clip to change the state for.</param>
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+ /// <param name="state">New state of the animation (e.g. changing the time for seeking).</param>
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+ public void SetState(AnimationClip clip, AnimationClipState state)
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+ {
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+ if (_native != null)
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+ _native.SetState(clip, state);
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+ }
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+
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+ private void OnEnabled()
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+ {
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+ RestoreNative();
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+ }
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+
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+ private void OnDisabled()
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+ {
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+ DestroyNative();
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+ }
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+
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+ private void OnDestroy()
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+ {
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+ DestroyNative();
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+ }
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+
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+ /// <summary>
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+ /// Creates the internal representation of the animation and restores the values saved by the component.
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+ /// </summary>
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+ private void RestoreNative()
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+ {
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+ if (_native != null)
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+ _native.Destroy();
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+
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+ _native = new NativeAnimation();
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+
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+ // Restore saved values after reset
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+ _native.WrapMode = serializableData.wrapMode;
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+ _native.Speed = serializableData.speed;
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+
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+ if (serializableData.defaultClip != null)
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+ _native.Play(serializableData.defaultClip, 0, AnimPlayMode.StopLayer);
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+
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+ Renderable renderable = SceneObject.GetComponent<Renderable>();
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+ if (renderable == null)
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+ return;
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+
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+ NativeRenderable nativeRenderable = renderable.Native;
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+ if (nativeRenderable != null)
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+ nativeRenderable.Animation = _native;
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+ }
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+
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+ /// <summary>
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+ /// Destroys the internal animation representation.
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+ /// </summary>
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+ private void DestroyNative()
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+ {
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+ Renderable renderableComponent = SceneObject.GetComponent<Renderable>();
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+ if (renderableComponent != null)
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+ {
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+ NativeRenderable renderable = renderableComponent.Native;
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+
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+ if (renderable != null)
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+ renderable.Animation = null;
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+ }
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+
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+ if (_native != null)
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+ {
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+ _native.Destroy();
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+ _native = null;
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+ }
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+ }
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+
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+ /// <summary>
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+ /// Holds all data the animation component needs to persist through serialization.
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+ /// </summary>
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+ [SerializeObject]
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+ private class SerializableData
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+ {
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+ public AnimationClip defaultClip;
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+ public AnimWrapMode wrapMode = AnimWrapMode.Loop;
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+ public float speed = 1.0f;
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+ }
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+ }
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+
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+ /** @} */
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+}
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