//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
namespace BansheeEngine
{
/** @addtogroup Animation
* @{
*/
///
/// 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();
private FloatCurvePropertyInfo[] floatProperties;
private List mappingInfo = new List();
private AnimationClip primaryClip;
private Renderable animatedRenderable;
private State state = State.Inactive;
///
/// Contains mapping for a suffix used by property paths used for curve identifiers, to their index and type.
///
internal static readonly Dictionary PropertySuffixInfos = new Dictionary
{
{".x", new PropertySuffixInfo(0, true)},
{".y", new PropertySuffixInfo(1, true)},
{".z", new PropertySuffixInfo(2, true)},
{".w", new PropertySuffixInfo(3, true)},
{".r", new PropertySuffixInfo(0, false)},
{".g", new PropertySuffixInfo(1, false)},
{".b", new PropertySuffixInfo(2, false)},
{".a", new PropertySuffixInfo(3, false)}
};
///
/// 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)
{
switch (state)
{
case State.Active:
_native.Play(value);
break;
}
}
}
}
///
/// 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;
switch (state)
{
case State.Active:
_native.WrapMode = value;
break;
}
}
}
///
/// 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;
switch (state)
{
case State.Active:
_native.Speed = value;
break;
}
}
}
///
/// Checks if any animation clips are currently playing.
///
public bool IsPlaying
{
get
{
switch (state)
{
case State.Active:
return _native.IsPlaying();
default:
return false;
}
}
}
///
/// Sets bounds that will be used for animation and mesh culling. Only relevant if is set
/// to true.
///
public AABox Bounds
{
get { return serializableData.bounds; }
set
{
serializableData.bounds = value;
if (serializableData.useBounds)
{
if (animatedRenderable != null && animatedRenderable.Native != null)
animatedRenderable.Native.OverrideBounds = value;
AABox bounds = serializableData.bounds;
Matrix4 parentTfrm;
if (SceneObject.Parent != null)
parentTfrm = SceneObject.Parent.WorldTransform;
else
parentTfrm = Matrix4.Identity;
bounds.TransformAffine(parentTfrm);
switch (state)
{
case State.Active:
_native.Bounds = bounds;
break;
}
}
}
}
///
/// Determines should animation bounds be used for visibility determination (culling). If false the bounds of the
/// mesh attached to the relevant component will be used instead.
///
public bool UseBounds
{
get { return serializableData.useBounds; }
set
{
serializableData.useBounds = value;
UpdateBounds();
}
}
///
/// If true, the animation will not be evaluated when it is out of view.
///
public bool Cull
{
get { return serializableData.cull; }
set
{
serializableData.cull = value;
switch (state)
{
case State.Active:
_native.Cull = value;
break;
}
}
}
///
/// Plays the specified animation clip.
///
/// Clip to play.
public void Play(AnimationClip clip)
{
switch (state)
{
case State.Active:
_native.Play(clip);
break;
}
}
///
/// 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)
{
switch (state)
{
case State.Active:
_native.BlendAdditive(clip, weight, fadeLength, layer);
break;
}
}
///
/// 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)
{
switch (state)
{
case State.Active:
_native.Blend1D(info, t);
break;
}
}
///
/// 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)
{
switch (state)
{
case State.Active:
_native.Blend2D(info, t);
break;
}
}
///
/// 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)
{
switch (state)
{
case State.Active:
_native.CrossFade(clip, fadeLength);
break;
}
}
///
/// Samples an animation clip at the specified time, displaying only that particular frame without further playback.
///
/// Animation clip to sample.
/// Time to sample the clip at.
public void Sample(AnimationClip clip, float time)
{
switch (state)
{
case State.Active:
case State.EditorActive:
_native.Sample(clip, time);
break;
}
}
///
/// Stops playing all animations on the provided layer.
///
/// Layer on which to stop animations on.
public void Stop(int layer)
{
switch (state)
{
case State.Active:
_native.Stop(layer);
break;
}
}
///
/// Stops playing all animations.
///
public void StopAll()
{
switch (state)
{
case State.Active:
_native.StopAll();
break;
}
}
///
/// 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)
{
switch (this.state)
{
case State.Active:
case State.EditorActive:
return _native.GetState(clip, out state);
default:
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)
{
switch (this.state)
{
case State.Active:
case State.EditorActive:
_native.SetState(clip, state);
break;
}
}
///
/// Changes a weight of a single morph channel, determining how much of it to apply on top of the base mesh.
///
/// Name of the morph channel to modify the weight for. This depends on the mesh the animation
/// is currently animating.
/// Weight that determines how much of the channel to apply to the mesh, in range[0, 1].
///
public void SetMorphChannelWeight(string name, float weight)
{
switch (state)
{
case State.Active:
if (animatedRenderable == null)
return;
Mesh mesh = animatedRenderable.Mesh;
if (mesh == null)
return;
MorphShapes morphShapes = mesh.MorphShapes;
if (morphShapes == null)
return;
MorphChannel[] channels = morphShapes.Channels;
for (int i = 0; i < channels.Length; i++)
{
if (channels[i].Name == name)
{
_native.SetMorphChannelWeight(i, weight);
break;
}
}
break;
}
}
///
/// Allows the caller to play an animation clip during edit mode. This form of animation playback is limited as
/// you have no control over clip properties, and features like blending, cross fade or animation events are not
/// supported.
///
/// Caller will need to manually call in order to apply evaluated animation data
/// to relevant float properties (if required).
///
/// Caller will also need to manually call whenever the curves internal to the
/// animation clip change. This should be called before the call to .
///
/// Animation clip to play.
/// Time to start playing at, in seconds.
/// If true, only the frame at the specified time will be shown, without advancing the
/// animation.
internal void EditorPlay(AnimationClip clip, float startTime, bool freeze = false)
{
switch (state)
{
case State.Inactive:
SwitchState(State.EditorActive);
break;
}
switch (state)
{
case State.EditorActive:
if (freeze)
Sample(clip, startTime);
else
{
AnimationClipState clipState = AnimationClipState.Create();
clipState.time = startTime;
SetState(clip, clipState);
}
RefreshClipMappings();
break;
}
}
///
/// Stops playback of animation whose playback what started using .
///
internal void EditorStop()
{
switch (state)
{
case State.EditorActive:
SwitchState(State.Inactive);
break;
}
}
///
/// Returns the current time of the currently playing editor animation clip.
///
/// Time in seconds.
internal float EditorGetTime()
{
switch (state)
{
case State.EditorActive:
AnimationClip clip = _native.GetClip(0);
AnimationClipState clipState;
if (clip != null && GetState(clip, out clipState))
return clipState.time;
return 0.0f;
}
return 0.0f;
}
///
/// Rebuilds internal curve -> property mapping about the currently playing animation clip. This mapping allows the
/// animation component to know which property to assign which values from an animation curve. This Should be called
/// whenever playback for a new clip starts, or when clip curves change.
///
internal void RefreshClipMappings()
{
primaryClip = _native.GetClip(0);
RebuildFloatProperties(primaryClip);
UpdateSceneObjectMapping();
}
///
/// Updates generic float properties on relevant objects, based on the most recently evaluated animation curve
/// values.
///
internal void UpdateFloatProperties()
{
// Apply values from generic float curves
if (floatProperties != null)
{
foreach (var entry in floatProperties)
{
float curveValue;
if (_native.GetGenericCurveValue(entry.curveIdx, out curveValue))
entry.setter(curveValue);
}
}
}
///
/// Searches the scene object hierarchy to find a property at the given path.
///
/// Root scene object to which the path is relative to.
/// Path to the property, where each element of the path is separated with "/".
///
/// Path elements prefixed with "!" signify names of child scene objects (first one relative to
/// . Name of the root element should not be included in the path.
///
/// Path element prefixed with ":" signify names of components. If a path doesn't have a
/// component element, it is assumed the field is relative to the scene object itself (only
/// "Translation", "Rotation" and "Scale fields are supported in such case). Only one component
/// path element per path is allowed.
///
/// Path entries with no prefix are considered regular script object fields. Each path must have
/// at least one such entry. Last field entry can optionally have a suffix separated from the
/// path name with ".". This suffix is not parsed internally, but will be returned as
/// .
///
/// Path examples:
/// :MyComponent/myInt (path to myInt variable on a component attached to this object)
/// !childSO/:MyComponent/myInt (path to myInt variable on a child scene object)
/// !childSO/Translation (path to the scene object translation)
/// :MyComponent/myVector.z (path to the z component of myVector on this object)
///
/// Suffix of the last field entry, if it has any. Contains the suffix separator ".".
/// If found, property object you can use for setting and getting the value from the property, otherwise
/// null.
internal static SerializableProperty FindProperty(SceneObject root, string path, out string suffix)
{
suffix = null;
if (string.IsNullOrEmpty(path) || root == null)
return null;
string trimmedPath = path.Trim('/');
string[] entries = trimmedPath.Split('/');
// Find scene object referenced by the path
SceneObject so = root;
int pathIdx = 0;
for (; pathIdx < entries.Length; pathIdx++)
{
string entry = entries[pathIdx];
if (string.IsNullOrEmpty(entry))
continue;
// Not a scene object, break
if (entry[0] != '!')
break;
string childName = entry.Substring(1, entry.Length - 1);
so = so.FindChild(childName);
if (so == null)
break;
}
// Child scene object couldn't be found
if (so == null)
return null;
// Path too short, no field entry
if (pathIdx >= entries.Length)
return null;
// Check if path is referencing a component, and if so find it
Component component = null;
{
string entry = entries[pathIdx];
if (entry[0] == ':')
{
string componentName = entry.Substring(1, entry.Length - 1);
Component[] components = so.GetComponents();
component = Array.Find(components, x => x.GetType().Name == componentName);
// Cannot find component with specified type
if (component == null)
return null;
}
}
// Look for a field within a component
if (component != null)
{
pathIdx++;
if (pathIdx >= entries.Length)
return null;
SerializableObject componentObj = new SerializableObject(component);
StringBuilder pathBuilder = new StringBuilder();
for (; pathIdx < entries.Length - 1; pathIdx++)
pathBuilder.Append(entries[pathIdx] + "/");
// Check last path entry for suffix and remove it
int suffixIdx = entries[pathIdx].LastIndexOf(".");
if (suffixIdx != -1)
{
string entryNoSuffix = entries[pathIdx].Substring(0, suffixIdx);
suffix = entries[pathIdx].Substring(suffixIdx, entries[pathIdx].Length - suffixIdx);
pathBuilder.Append(entryNoSuffix);
}
else
pathBuilder.Append(entries[pathIdx]);
return componentObj.FindProperty(pathBuilder.ToString());
}
else // Field is one of the builtin ones on the SceneObject itself
{
if ((pathIdx + 1) < entries.Length)
return null;
string entry = entries[pathIdx];
if (entry == "Position")
{
SerializableProperty property = new SerializableProperty(
SerializableProperty.FieldType.Vector3,
typeof(Vector3),
() => so.LocalPosition,
(x) => so.LocalPosition = (Vector3)x);
return property;
}
else if (entry == "Rotation")
{
SerializableProperty property = new SerializableProperty(
SerializableProperty.FieldType.Vector3,
typeof(Vector3),
() => so.LocalRotation.ToEuler(),
(x) => so.LocalRotation = Quaternion.FromEuler((Vector3)x));
return property;
}
else if (entry == "Scale")
{
SerializableProperty property = new SerializableProperty(
SerializableProperty.FieldType.Vector3,
typeof(Vector3),
() => so.LocalScale,
(x) => so.LocalScale = (Vector3)x);
return property;
}
return null;
}
}
///
/// Searches the scene object hierarchy to find a child scene object using the provided path.
///
/// Root scene object to which the path is relative to.
/// Path to the property, where each element of the path is separated with "/".
///
/// Path elements signify names of child scene objects (first one relative to
/// . Name of the root element should not be included in the path.
/// Elements must be prefixed with "!" in order to match the path format of
/// .
/// Child scene object if found, or null otherwise.
internal static SceneObject FindSceneObject(SceneObject root, string path)
{
if (string.IsNullOrEmpty(path) || root == null)
return null;
string trimmedPath = path.Trim('/');
string[] entries = trimmedPath.Split('/');
// Find scene object referenced by the path
SceneObject so = root;
int pathIdx = 0;
for (; pathIdx < entries.Length; pathIdx++)
{
string entry = entries[pathIdx];
if (string.IsNullOrEmpty(entry))
continue;
// Not a scene object, break
if (entry[0] != '!')
break;
string childName = entry.Substring(1, entry.Length - 1);
so = so.FindChild(childName);
if (so == null)
break;
}
return so;
}
private void OnInitialize()
{
NotifyFlags = TransformChangedFlags.Transform;
}
private void OnEnable()
{
switch (state)
{
case State.Inactive:
SwitchState(State.Active);
break;
case State.EditorActive:
SwitchState(State.Inactive);
SwitchState(State.Active);
break;
}
}
private void OnDisable()
{
switch (state)
{
case State.Active:
case State.EditorActive:
SwitchState(State.Inactive);
break;
}
}
private void OnDestroy()
{
switch (state)
{
case State.Active:
case State.EditorActive:
SwitchState(State.Inactive);
break;
}
}
private void OnUpdate()
{
switch (state)
{
case State.Active:
AnimationClip newPrimaryClip = _native.GetClip(0);
if (newPrimaryClip != primaryClip)
RefreshClipMappings();
UpdateFloatProperties();
break;
}
}
private void OnTransformChanged(TransformChangedFlags flags)
{
if (!SceneObject.Active)
return;
if ((flags & (TransformChangedFlags.Transform)) != 0)
UpdateBounds(false);
}
///
/// Changes the state of the animation state machine. Doesn't check for valid transitions.
///
/// New state of the animation.
private void SwitchState(State state)
{
this.state = state;
switch (state)
{
case State.Active:
if (_native != null)
_native.Destroy();
_native = new NativeAnimation();
_native.OnEventTriggered += EventTriggered;
animatedRenderable = SceneObject.GetComponent();
// Restore saved values after reset
_native.WrapMode = serializableData.wrapMode;
_native.Speed = serializableData.speed;
_native.Cull = serializableData.cull;
UpdateBounds();
if (serializableData.defaultClip != null)
_native.Play(serializableData.defaultClip);
primaryClip = _native.GetClip(0);
if (primaryClip != null)
RebuildFloatProperties(primaryClip);
SetBoneMappings();
UpdateSceneObjectMapping();
if (animatedRenderable != null)
animatedRenderable.RegisterAnimation(this);
break;
case State.EditorActive:
if (_native != null)
_native.Destroy();
_native = new NativeAnimation();
animatedRenderable = SceneObject.GetComponent();
UpdateBounds();
SetBoneMappings();
if (animatedRenderable != null)
animatedRenderable.RegisterAnimation(this);
break;
case State.Inactive:
if (animatedRenderable != null)
animatedRenderable.UnregisterAnimation();
if (_native != null)
{
_native.Destroy();
_native = null;
}
primaryClip = null;
mappingInfo.Clear();
floatProperties = null;
break;
}
}
///
/// Finds any curves that affect a transform of a specific scene object, and ensures that animation properly updates
/// those transforms. This does not include curves referencing bones.
///
private void UpdateSceneObjectMapping()
{
List newMappingInfos = new List();
foreach(var entry in mappingInfo)
{
if (entry.isMappedToBone)
newMappingInfos.Add(entry);
else
_native.UnmapSceneObject(entry.sceneObject);
}
if (primaryClip != null)
{
SceneObject root = SceneObject;
Action findMappings = x =>
{
foreach (var curve in x)
{
if (curve.Flags.HasFlag(AnimationCurveFlags.ImportedCurve))
continue;
SceneObject currentSO = FindSceneObject(root, curve.Name);
bool found = false;
for (int i = 0; i < newMappingInfos.Count; i++)
{
if (newMappingInfos[i].sceneObject == currentSO)
{
found = true;
break;
}
}
if (!found)
{
SceneObjectMappingInfo newMappingInfo = new SceneObjectMappingInfo();
newMappingInfo.isMappedToBone = false;
newMappingInfo.sceneObject = currentSO;
newMappingInfos.Add(newMappingInfo);
_native.MapCurveToSceneObject(curve.Name, currentSO);
}
}
};
AnimationCurves curves = primaryClip.Curves;
findMappings(curves.PositionCurves);
findMappings(curves.RotationCurves);
findMappings(curves.ScaleCurves);
}
mappingInfo = newMappingInfos;
}
///
/// Registers a new bone component, creating a new transform mapping from the bone name to the scene object
/// the component is attached to.
///
/// Bone component to register.
internal void AddBone(Bone bone)
{
switch (state)
{
case State.Active:
SceneObject currentSO = bone.SceneObject;
SceneObjectMappingInfo newMapping = new SceneObjectMappingInfo();
newMapping.sceneObject = currentSO;
newMapping.isMappedToBone = true;
newMapping.bone = bone;
mappingInfo.Add(newMapping);
_native.MapCurveToSceneObject(bone.Name, newMapping.sceneObject);
break;
}
}
///
/// Unregisters a bone component, removing the bone -> scene object mapping.
///
/// Bone to unregister.
internal void RemoveBone(Bone bone)
{
switch (state)
{
case State.Active:
for (int i = 0; i < mappingInfo.Count; i++)
{
if (mappingInfo[i].bone == bone)
{
_native.UnmapSceneObject(mappingInfo[i].sceneObject);
mappingInfo.RemoveAt(i);
i--;
}
}
break;
}
}
///
/// Called whenever the bone the component points to changed.
///
/// Bone component to modify.
internal void NotifyBoneChanged(Bone bone)
{
switch (state)
{
case State.Active:
for (int i = 0; i < mappingInfo.Count; i++)
{
if (mappingInfo[i].bone == bone)
{
_native.UnmapSceneObject(mappingInfo[i].sceneObject);
_native.MapCurveToSceneObject(bone.Name, mappingInfo[i].sceneObject);
break;
}
}
break;
}
}
///
/// Finds any scene objects that are mapped to bone transforms. Such object's transforms will be affected by
/// skeleton bone animation.
///
private void SetBoneMappings()
{
mappingInfo.Clear();
SceneObjectMappingInfo rootMapping = new SceneObjectMappingInfo();
rootMapping.sceneObject = SceneObject;
rootMapping.isMappedToBone = true;
mappingInfo.Add(rootMapping);
_native.MapCurveToSceneObject("", rootMapping.sceneObject);
Bone[] childBones = FindChildBones();
foreach (var entry in childBones)
AddBone(entry);
}
///
/// Searches child scene objects for components and returns any found ones.
///
private Bone[] FindChildBones()
{
Stack todo = new Stack();
todo.Push(SceneObject);
List bones = new List();
while (todo.Count > 0)
{
SceneObject currentSO = todo.Pop();
Bone bone = currentSO.GetComponent();
if (bone != null)
{
bone.SetParent(this, true);
bones.Add(bone);
}
int childCount = currentSO.GetNumChildren();
for (int i = 0; i < childCount; i++)
{
SceneObject child = currentSO.GetChild(i);
if (child.GetComponent() != null)
continue;
todo.Push(child);
}
}
return bones.ToArray();
}
///
/// Re-applies the bounds to the internal animation object, and the relevant renderable object if one exists.
///
internal void UpdateBounds(bool updateRenderable = true)
{
NativeRenderable renderable = null;
if (updateRenderable && animatedRenderable != null)
renderable = animatedRenderable.Native;
if (serializableData.useBounds)
{
if (renderable != null)
{
renderable.UseOverrideBounds = true;
renderable.OverrideBounds = serializableData.bounds;
}
if (_native != null)
{
AABox bounds = serializableData.bounds;
Matrix4 parentTfrm;
if (SceneObject.Parent != null)
parentTfrm = SceneObject.Parent.WorldTransform;
else
parentTfrm = Matrix4.Identity;
bounds.TransformAffine(parentTfrm);
_native.Bounds = bounds;
}
}
else
{
if (renderable != null)
renderable.UseOverrideBounds = false;
if (_native != null)
{
AABox bounds = new AABox();
if (animatedRenderable != null)
bounds = animatedRenderable.Bounds.Box;
_native.Bounds = bounds;
}
}
}
///
/// Registers an component with the animation. When registered the animation will use the
/// renderable's bounds for culling, and the animation override bounds will be applied to the renderable.
///
/// Component that was added
internal void RegisterRenderable(Renderable renderable)
{
animatedRenderable = renderable;
UpdateBounds();
}
///
/// Removes renderable from the animation component. .
///
internal void UnregisterRenderable()
{
animatedRenderable = null;
}
///
/// Builds a list of properties that will be animated using float animation curves.
///
/// Clip to retrieve the float animation curves from.
private void RebuildFloatProperties(AnimationClip clip)
{
if (clip == null)
{
floatProperties = null;
return;
}
AnimationCurves curves = clip.Curves;
List newFloatProperties = new List();
for (int i = 0; i < curves.FloatCurves.Length; i++)
{
bool isMorphCurve = curves.FloatCurves[i].Flags.HasFlag(AnimationCurveFlags.MorphWeight) ||
curves.FloatCurves[i].Flags.HasFlag(AnimationCurveFlags.MorphFrame);
if (isMorphCurve)
continue;
string suffix;
SerializableProperty property = FindProperty(SceneObject, curves.FloatCurves[i].Name, out suffix);
if (property == null)
continue;
int elementIdx = 0;
if (!string.IsNullOrEmpty(suffix))
{
PropertySuffixInfo suffixInfo;
if (PropertySuffixInfos.TryGetValue(suffix, out suffixInfo))
elementIdx = suffixInfo.elementIdx;
}
Action setter = null;
Type internalType = property.InternalType;
switch (property.Type)
{
case SerializableProperty.FieldType.Vector2:
if (internalType == typeof(Vector2))
{
setter = f =>
{
Vector2 value = property.GetValue();
value[elementIdx] = f;
property.SetValue(value);
};
}
break;
case SerializableProperty.FieldType.Vector3:
if (internalType == typeof(Vector3))
{
setter = f =>
{
Vector3 value = property.GetValue();
value[elementIdx] = f;
property.SetValue(value);
};
}
break;
case SerializableProperty.FieldType.Vector4:
if (internalType == typeof(Vector4))
{
setter = f =>
{
Vector4 value = property.GetValue();
value[elementIdx] = f;
property.SetValue(value);
};
}
else if (internalType == typeof(Quaternion))
{
setter = f =>
{
Quaternion value = property.GetValue();
value[elementIdx] = f;
property.SetValue(value);
};
}
break;
case SerializableProperty.FieldType.Color:
if (internalType == typeof(Color))
{
setter = f =>
{
Color value = property.GetValue();
value[elementIdx] = f;
property.SetValue(value);
};
}
break;
case SerializableProperty.FieldType.Bool:
setter = f =>
{
bool value = f > 0.0f;
property.SetValue(value);
};
break;
case SerializableProperty.FieldType.Int:
setter = f =>
{
int value = (int)f;
property.SetValue(value);
};
break;
case SerializableProperty.FieldType.Float:
setter = f =>
{
property.SetValue(f);
};
break;
}
if (setter == null)
continue;
FloatCurvePropertyInfo propertyInfo = new FloatCurvePropertyInfo();
propertyInfo.curveIdx = i;
propertyInfo.setter = setter;
newFloatProperties.Add(propertyInfo);
}
floatProperties = newFloatProperties.ToArray();
}
///
/// Called whenever an animation event triggers.
///
/// Clip that the event originated from.
/// Name of the event.
private void EventTriggered(AnimationClip clip, string name)
{
// Event should be in format "ComponentType/MethodName"
if (string.IsNullOrEmpty(name))
return;
string[] nameEntries = name.Split('/');
if (nameEntries.Length != 2)
return;
string typeName = nameEntries[0];
string methodName = nameEntries[1];
Component[] components = SceneObject.GetComponents();
for (int i = 0; i < components.Length; i++)
{
if (components[i].GetType().Name == typeName)
{
components[i].Invoke(methodName);
break;
}
}
}
///
/// 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;
public AABox bounds;
public bool useBounds;
public bool cull = true;
}
///
/// Contains information about a property animated by a generic animation curve.
///
private class FloatCurvePropertyInfo
{
public int curveIdx;
public Action setter;
}
///
/// Information about a suffix used in a property path.
///
internal struct PropertySuffixInfo
{
public PropertySuffixInfo(int elementIdx, bool isVector)
{
this.elementIdx = elementIdx;
this.isVector = isVector;
}
public int elementIdx;
public bool isVector;
}
///
/// Information about scene objects bound to a specific animation curve.
///
internal struct SceneObjectMappingInfo
{
public SceneObject sceneObject;
public bool isMappedToBone;
public Bone bone;
}
///
/// Possible states the animation component can be in.
///
private enum State
{
///
/// Animation object isn't constructed.
///
Inactive,
///
/// Animation object is constructed and fully functional.
///
Active,
///
/// Animation object is constructed and functional with limited funcionality for editor purposes.
///
EditorActive
}
}
///
/// 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 Blend1DInfo()
{ }
public Blend1DInfo(int numClips)
{
clips = new BlendClipInfo[numClips];
}
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;
///
/// Creates a new clip state, with default values initialized.
///
/// New animation clip state.
public static AnimationClipState Create()
{
AnimationClipState state = new AnimationClipState();
state.speed = 1.0f;
state.weight = 1.0f;
state.wrapMode = AnimWrapMode.Loop;
return state;
}
}
/** @} */
}