//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using System;
using System.Runtime.InteropServices;
namespace BansheeEngine
{
/** @addtogroup Animation
* @{
*/
///
/// Determines how an animation clip behaves when it reaches the end.
///
public enum AnimWrapMode // Note: Must match C++ enum AnimWrapMode
{
///
/// Loop around to the beginning/end when the last/first frame is reached.
///
Loop,
///
/// Clamp to end/beginning, keeping the last/first frame active.
///
Clamp
}
///
/// Represents an animation clip used in 1D blending. Each clip has a position on the number line.
///
public class BlendClipInfo
{
public AnimationClip clip;
public float position;
}
///
/// Defines a 1D blend where two animation clips are blended between each other using linear interpolation.
///
public class Blend1DInfo
{
public BlendClipInfo[] clips;
}
///
/// Defines a 2D blend where two animation clips are blended between each other using bilinear interpolation.
///
public class Blend2DInfo
{
public AnimationClip topLeftClip;
public AnimationClip topRightClip;
public AnimationClip botLeftClip;
public AnimationClip botRightClip;
}
///
/// Contains information about a currently playing animation clip.
///
[StructLayout(LayoutKind.Sequential), SerializeObject]
public struct AnimationClipState // Note: Must match C++ struct AnimationClipState
{
///
/// Layer the clip is playing on. Multiple clips can be played simulatenously on different layers.
///
public int layer;
///
/// Current time the animation is playing from.
///
public float time;
///
/// Speed at which the animation is playing.
///
public float speed;
///
/// Determines how much of an influence does the clip have on the final pose.
///
public float weight;
///
/// Determines what happens to other animation clips when a new clip starts playing.
///
public AnimWrapMode wrapMode;
///
/// Initializes the state with default values.
///
public void InitDefault()
{
speed = 1.0f;
weight = 1.0f;
wrapMode = AnimWrapMode.Loop;
}
}
///
/// Handles animation playback. Takes one or multiple animation clips as input and evaluates them every animation update
/// tick depending on set properties.The evaluated data is used by the core thread for skeletal animation, by the sim
/// thread for updating attached scene objects and bones (if skeleton is attached), or the data is made available for
/// manual queries in the case of generic animation.
///
public class Animation : Component
{
private NativeAnimation _native;
[SerializeField]
private SerializableData serializableData = new SerializableData();
///
/// Returns the non-component version of Animation that is wrapped by this component.
///
internal NativeAnimation Native
{
get { return _native; }
}
///
/// Determines the default clip to play as soon as the component is enabled. If more control over playing clips is
/// needed use the , , and
/// methods to queue clips for playback manually, and method for modify their states
/// individually.
///
public AnimationClip DefaultClip
{
get { return serializableData.defaultClip; }
set
{
serializableData.defaultClip = value;
if (value != null && _native != null)
_native.Play(value);
}
}
///
/// Determines the wrap mode for all active animations. Wrap mode determines what happens when animation reaches the
/// first or last frame.
///
///
public AnimWrapMode WrapMode
{
get { return serializableData.wrapMode; }
set
{
serializableData.wrapMode = value;
if (_native != null)
_native.WrapMode = value;
}
}
///
/// Determines the speed for all animations. The default value is 1.0f. Use negative values to play-back in reverse.
///
public float Speed
{
get { return serializableData.speed; }
set
{
serializableData.speed = value;
if (_native != null)
_native.Speed = value;
}
}
///
/// Checks if any animation clips are currently playing.
///
public bool IsPlaying
{
get
{
if (_native != null)
return _native.IsPlaying();
return false;
}
}
///
/// Plays the specified animation clip.
///
/// Clip to play.
public void Play(AnimationClip clip)
{
if(_native != null)
_native.Play(clip);
}
///
/// Plays the specified animation clip on top of the animation currently playing in the main layer. Multiple such
/// clips can be playing at once, as long as you ensure each is given its own layer. Each animation can also have a
/// weight that determines how much it influences the main animation.
///
/// Clip to additively blend. Must contain additive animation curves.
/// Determines how much of an effect will the blended animation have on the final output.
/// In range [0, 1].
/// Applies the blend over a specified time period, increasing the weight as the time
/// passes. Set to zero to blend immediately. In seconds.
/// Layer to play the clip in. Multiple additive clips can be playing at once in separate layers
/// and each layer has its own weight.
public void BlendAdditive(AnimationClip clip, float weight, float fadeLength, int layer)
{
if (_native != null)
_native.BlendAdditive(clip, weight, fadeLength, layer);
}
///
/// Blends multiple animation clips between each other using linear interpolation. Unlike normal animations these
/// animations are not advanced with the progress of time, and is instead expected the user manually changes the
/// parameter.
///
/// Information about the clips to blend. Clip positions must be sorted from lowest to highest.
///
/// Parameter that controls the blending, in range [0, 1]. t = 0 means left animation has full
/// influence, t = 1 means right animation has full influence.
public void Blend1D(Blend1DInfo info, float t)
{
if (_native != null)
_native.Blend1D(info, t);
}
///
/// Blend four animation clips between each other using bilinear interpolation. Unlike normal animations these
/// animations are not advanced with the progress of time, and is instead expected the user manually changes the
/// parameter.
///
/// Information about the clips to blend.
/// Parameter that controls the blending, in range [(0, 0), (1, 1)]. t = (0, 0) means top left
/// animation has full influence, t = (0, 1) means top right animation has full influence,
/// t = (1, 0) means bottom left animation has full influence, t = (1, 1) means bottom right
/// animation has full influence.
///
public void Blend2D(Blend2DInfo info, Vector2 t)
{
if (_native != null)
_native.Blend2D(info, t);
}
///
/// Fades the specified animation clip in, while fading other playing animation out, over the specified time period.
///
/// Clip to fade in.
/// Determines the time period over which the fade occurs. In seconds.
public void CrossFade(AnimationClip clip, float fadeLength)
{
if (_native != null)
_native.CrossFade(clip, fadeLength);
}
///
/// Stops playing all animations on the provided layer.
///
/// Layer on which to stop animations on.
public void Stop(int layer)
{
if (_native != null)
_native.Stop(layer);
}
///
/// Stops playing all animations.
///
public void StopAll()
{
if (_native != null)
_native.StopAll();
}
///
/// Retrieves detailed information about a currently playing animation clip.
///
/// Clip to retrieve the information for.
/// Animation clip state containing the requested information. Only valid if the method returns
/// true.
/// True if the state was found (animation clip is playing), false otherwise.
public bool GetState(AnimationClip clip, out AnimationClipState state)
{
if (_native != null)
return _native.GetState(clip, out state);
state = new AnimationClipState();
return false;
}
///
/// Changes the state of a playing animation clip. If animation clip is not currently playing the state change is
/// ignored.
///
/// Clip to change the state for.
/// New state of the animation (e.g. changing the time for seeking).
public void SetState(AnimationClip clip, AnimationClipState state)
{
if (_native != null)
_native.SetState(clip, state);
}
private void OnEnable()
{
RestoreNative();
}
private void OnDisable()
{
DestroyNative();
}
private void OnDestroy()
{
DestroyNative();
}
///
/// Creates the internal representation of the animation and restores the values saved by the component.
///
private void RestoreNative()
{
if (_native != null)
_native.Destroy();
_native = new NativeAnimation();
_native.OnEventTriggered += EventTriggered;
// Restore saved values after reset
_native.WrapMode = serializableData.wrapMode;
_native.Speed = serializableData.speed;
if (serializableData.defaultClip != null)
_native.Play(serializableData.defaultClip);
Renderable renderable = SceneObject.GetComponent();
if (renderable == null)
return;
NativeRenderable nativeRenderable = renderable.Native;
if (nativeRenderable != null)
nativeRenderable.Animation = _native;
}
///
/// Destroys the internal animation representation.
///
private void DestroyNative()
{
Renderable renderableComponent = SceneObject.GetComponent();
if (renderableComponent != null)
{
NativeRenderable renderable = renderableComponent.Native;
if (renderable != null)
renderable.Animation = null;
}
if (_native != null)
{
_native.Destroy();
_native = null;
}
}
///
/// Called whenever an animation event triggers.
///
/// Clip that the event originated from.
/// Name of the event.
private void EventTriggered(AnimationClip clip, string name)
{
// TODO - Find a scene object, component and method based on the event name, and call it
}
///
/// Holds all data the animation component needs to persist through serialization.
///
[SerializeObject]
private class SerializableData
{
public AnimationClip defaultClip;
public AnimWrapMode wrapMode = AnimWrapMode.Loop;
public float speed = 1.0f;
}
}
/** @} */
}