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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using System.Runtime.InteropServices;
- namespace BansheeEngine
- {
- /** @addtogroup Animation
- * @{
- */
- /// <summary>
- /// Determines how an animation clip behaves when it reaches the end.
- /// </summary>
- public enum AnimWrapMode // Note: Must match C++ enum AnimWrapMode
- {
- /// <summary>
- /// Loop around to the beginning/end when the last/first frame is reached.
- /// </summary>
- Loop,
- /// <summary>
- /// Clamp to end/beginning, keeping the last/first frame active.
- /// </summary>
- Clamp
- }
- /// <summary>
- /// Defines a single animation clip in <see cref="BlendSequentialInfo"/>.
- /// </summary>
- public class BlendSequentialClipInfo
- {
- public AnimationClip clip;
- public float fadeTime = 0.0f;
- public float startTime = 0.0f;
- public float endTime = 0.0f;
- }
- /// <summary>
- /// Defines a sequential blend where one animation clip is played after another, with an optional fade between them.
- /// </summary>
- public class BlendSequentialInfo
- {
- public BlendSequentialClipInfo[] clips;
- }
- /// <summary>
- /// Defines a 1D blend where two animation clips are blended between each other using linear interpolation.
- /// </summary>
- public class Blend1DInfo
- {
- public AnimationClip leftClip;
- public AnimationClip rightClip;
- }
- /// <summary>
- /// Defines a 2D blend where two animation clips are blended between each other using bilinear interpolation.
- /// </summary>
- public class Blend2DInfo
- {
- public AnimationClip topLeftClip;
- public AnimationClip topRightClip;
- public AnimationClip botLeftClip;
- public AnimationClip botRightClip;
- }
- /// <summary>
- /// Contains information about a currently playing animation clip.
- /// </summary>
- [StructLayout(LayoutKind.Sequential), SerializeObject]
- public struct AnimationClipState // Note: Must match C++ struct AnimationClipState
- {
- /// <summary>
- /// Layer the clip is playing on. Multiple clips can be played simulatenously on different layers.
- /// </summary>
- public int layer;
- /// <summary>
- /// Current time the animation is playing from.
- /// </summary>
- public float time;
- /// <summary>
- /// Speed at which the animation is playing.
- /// </summary>
- public float speed;
- /// <summary>
- /// Determines how much of an influence does the clip have on the final pose.
- /// </summary>
- public float weight;
- /// <summary>
- /// Determines what happens to other animation clips when a new clip starts playing.
- /// </summary>
- public AnimWrapMode wrapMode;
- /// <summary>
- /// Initializes the state with default values.
- /// </summary>
- public void InitDefault()
- {
- speed = 1.0f;
- weight = 1.0f;
- wrapMode = AnimWrapMode.Loop;
- }
- }
- /// <summary>
- /// 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.
- /// </summary>
- public class Animation : Component
- {
- private NativeAnimation _native;
- [SerializeField]
- private SerializableData serializableData = new SerializableData();
- /// <summary>
- /// Returns the non-component version of Animation that is wrapped by this component.
- /// </summary>
- internal NativeAnimation Native
- {
- get { return _native; }
- }
- /// <summary>
- /// Determines the default clip to play as soon as the component is enabled. If more control over playing clips is
- /// needed use the <see cref="Play"/>, <see cref="Blend"/> and <see cref="CrossFade"/> methods to queue clips for
- /// playback manually, and <see cref="SetState"/> method for modify their states individually.
- /// </summary>
- public AnimationClip DefaultClip
- {
- get { return serializableData.defaultClip; }
- set
- {
- serializableData.defaultClip = value;
- if (value != null && _native != null)
- _native.Play(value);
- }
- }
- /// <summary>
- /// Determines the wrap mode for all active animations. Wrap mode determines what happens when animation reaches the
- /// first or last frame.
- /// <see cref="AnimWrapMode"/>
- /// </summary>
- public AnimWrapMode WrapMode
- {
- get { return serializableData.wrapMode; }
- set
- {
- serializableData.wrapMode = value;
- if (_native != null)
- _native.WrapMode = value;
- }
- }
- /// <summary>
- /// Determines the speed for all animations. The default value is 1.0f. Use negative values to play-back in reverse.
- /// </summary>
- public float Speed
- {
- get { return serializableData.speed; }
- set
- {
- serializableData.speed = value;
- if (_native != null)
- _native.Speed = value;
- }
- }
- /// <summary>
- /// Checks if any animation clips are currently playing.
- /// </summary>
- public bool IsPlaying
- {
- get
- {
- if (_native != null)
- return _native.IsPlaying();
- return false;
- }
- }
- /// <summary>
- /// Plays the specified animation clip.
- /// </summary>
- /// <param name="clip">Clip to play.</param>
- public void Play(AnimationClip clip)
- {
- if(_native != null)
- _native.Play(clip);
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="clip">Clip to additively blend. Must contain additive animation curves.</param>
- /// <param name="weight">Determines how much of an effect will the blended animation have on the final output.
- /// In range [0, 1].</param>
- /// <param name="fadeLength">Applies the blend over a specified time period, increasing the weight as the time
- /// passes. Set to zero to blend immediately. In seconds.</param>
- /// <param name="layer">Layer to play the clip in. Multiple additive clips can be playing at once in separate layers
- /// and each layer has its own weight.</param>
- public void BlendAdditive(AnimationClip clip, float weight, float fadeLength, int layer)
- {
- if (_native != null)
- _native.BlendAdditive(clip, weight, fadeLength, layer);
- }
- /// <summary>
- /// Plays a set of animation clips sequentially one after another, with an optional fade between them.
- /// </summary>
- /// <param name="info">Describes all animation clips to play.</param>
- public void BlendSequential(BlendSequentialInfo info)
- {
- if (_native != null)
- _native.BlendSequential(info);
- }
- /// <summary>
- /// Blend two 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
- /// <see cref="t"/> parameter.
- /// </summary>
- /// <param name="info">Information about the clips to blend.</param>
- /// <param name="t">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.</param>
- public void Blend1D(Blend1DInfo info, float t)
- {
- if (_native != null)
- _native.Blend1D(info, t);
- }
- /// <summary>
- /// 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
- /// <see cref="t"/> parameter.
- /// </summary>
- /// <param name="info">Information about the clips to blend.</param>
- /// <param name="t">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.
- /// </param>
- public void Blend2D(Blend2DInfo info, Vector2 t)
- {
- if (_native != null)
- _native.Blend2D(info, t);
- }
- /// <summary>
- /// Fades the specified animation clip in, while fading other playing animation out, over the specified time period.
- /// </summary>
- /// <param name="clip">Clip to fade in.</param>
- /// <param name="fadeLength">Determines the time period over which the fade occurs. In seconds.</param>
- public void CrossFade(AnimationClip clip, float fadeLength)
- {
- if (_native != null)
- _native.CrossFade(clip, fadeLength);
- }
- /// <summary>
- /// Stops playing all animations on the provided layer.
- /// </summary>
- /// <param name="layer">Layer on which to stop animations on.</param>
- public void Stop(int layer)
- {
- if (_native != null)
- _native.Stop(layer);
- }
- /// <summary>
- /// Stops playing all animations.
- /// </summary>
- public void StopAll()
- {
- if (_native != null)
- _native.StopAll();
- }
- /// <summary>
- /// Retrieves detailed information about a currently playing animation clip.
- /// </summary>
- /// <param name="clip">Clip to retrieve the information for.</param>
- /// <param name="state">Animation clip state containing the requested information. Only valid if the method returns
- /// true.</param>
- /// <returns>True if the state was found (animation clip is playing), false otherwise.</returns>
- public bool GetState(AnimationClip clip, out AnimationClipState state)
- {
- if (_native != null)
- return _native.GetState(clip, out state);
- state = new AnimationClipState();
- return false;
- }
- /// <summary>
- /// Changes the state of a playing animation clip. If animation clip is not currently playing the state change is
- /// ignored.
- /// </summary>
- /// <param name="clip">Clip to change the state for.</param>
- /// <param name="state">New state of the animation (e.g. changing the time for seeking).</param>
- public void SetState(AnimationClip clip, AnimationClipState state)
- {
- if (_native != null)
- _native.SetState(clip, state);
- }
- private void OnEnabled()
- {
- RestoreNative();
- }
- private void OnDisabled()
- {
- DestroyNative();
- }
- private void OnDestroy()
- {
- DestroyNative();
- }
- /// <summary>
- /// Creates the internal representation of the animation and restores the values saved by the component.
- /// </summary>
- private void RestoreNative()
- {
- if (_native != null)
- _native.Destroy();
- _native = new NativeAnimation();
- // 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<Renderable>();
- if (renderable == null)
- return;
- NativeRenderable nativeRenderable = renderable.Native;
- if (nativeRenderable != null)
- nativeRenderable.Animation = _native;
- }
- /// <summary>
- /// Destroys the internal animation representation.
- /// </summary>
- private void DestroyNative()
- {
- Renderable renderableComponent = SceneObject.GetComponent<Renderable>();
- if (renderableComponent != null)
- {
- NativeRenderable renderable = renderableComponent.Native;
- if (renderable != null)
- renderable.Animation = null;
- }
- if (_native != null)
- {
- _native.Destroy();
- _native = null;
- }
- }
- /// <summary>
- /// Holds all data the animation component needs to persist through serialization.
- /// </summary>
- [SerializeObject]
- private class SerializableData
- {
- public AnimationClip defaultClip;
- public AnimWrapMode wrapMode = AnimWrapMode.Loop;
- public float speed = 1.0f;
- }
- }
- /** @} */
- }
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