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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using System.Collections.Generic;
- using System.Runtime.InteropServices;
- using System.Text;
- namespace BansheeEngine
- {
- /** @addtogroup Animation
- * @{
- */
- /// <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();
- private FloatCurvePropertyInfo[] floatProperties;
- private List<SceneObjectMappingInfo> mappingInfo = new List<SceneObjectMappingInfo>();
- private AnimationClip primaryClip;
- private Renderable animatedRenderable;
- private State state = State.Inactive;
- /// <summary>
- /// Contains mapping for a suffix used by property paths used for curve identifiers, to their index and type.
- /// </summary>
- internal static readonly Dictionary<string, PropertySuffixInfo> PropertySuffixInfos = new Dictionary
- <string, PropertySuffixInfo>
- {
- {".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)}
- };
- /// <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="Blend1D"/>, <see cref="Blend2D"/> 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)
- {
- switch (state)
- {
- case State.Active:
- _native.Play(value);
- break;
- }
- }
- }
- }
- /// <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;
- switch (state)
- {
- case State.Active:
- _native.WrapMode = value;
- break;
- }
- }
- }
- /// <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;
- switch (state)
- {
- case State.Active:
- _native.Speed = value;
- break;
- }
- }
- }
- /// <summary>
- /// Checks if any animation clips are currently playing.
- /// </summary>
- public bool IsPlaying
- {
- get
- {
- switch (state)
- {
- case State.Active:
- return _native.IsPlaying();
- default:
- return false;
- }
- }
- }
- /// <summary>
- /// Sets bounds that will be used for animation and mesh culling. Only relevant if <see cref="UseBounds"/> is set
- /// to true.
- /// </summary>
- 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;
- }
- }
- }
- }
- /// <summary>
- /// Determines should animation bounds be used for visibility determination (culling). If false the bounds of the
- /// mesh attached to the relevant <see cref="Renderable"/> component will be used instead.
- /// </summary>
- public bool UseBounds
- {
- get { return serializableData.useBounds; }
- set
- {
- serializableData.useBounds = value;
- UpdateBounds();
- }
- }
- /// <summary>
- /// If true, the animation will not be evaluated when it is out of view.
- /// </summary>
- public bool Cull
- {
- get { return serializableData.cull; }
- set
- {
- serializableData.cull = value;
- switch (state)
- {
- case State.Active:
- _native.Cull = value;
- break;
- }
- }
- }
- /// <summary>
- /// Plays the specified animation clip.
- /// </summary>
- /// <param name="clip">Clip to play.</param>
- public void Play(AnimationClip clip)
- {
- switch (state)
- {
- case State.Active:
- _native.Play(clip);
- break;
- }
- }
- /// <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)
- {
- switch (state)
- {
- case State.Active:
- _native.BlendAdditive(clip, weight, fadeLength, layer);
- break;
- }
- }
- /// <summary>
- /// 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
- /// <see cref="t"/> parameter.
- /// </summary>
- /// <param name="info">Information about the clips to blend. Clip positions must be sorted from lowest to highest.
- /// </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)
- {
- switch (state)
- {
- case State.Active:
- _native.Blend1D(info, t);
- break;
- }
- }
- /// <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)
- {
- switch (state)
- {
- case State.Active:
- _native.Blend2D(info, t);
- break;
- }
- }
- /// <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)
- {
- switch (state)
- {
- case State.Active:
- _native.CrossFade(clip, fadeLength);
- break;
- }
- }
- /// <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)
- {
- switch (state)
- {
- case State.Active:
- _native.Stop(layer);
- break;
- }
- }
- /// <summary>
- /// Stops playing all animations.
- /// </summary>
- public void StopAll()
- {
- switch (state)
- {
- case State.Active:
- _native.StopAll();
- break;
- }
- }
- /// <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)
- {
- switch (this.state)
- {
- case State.Active:
- case State.EditorActive:
- return _native.GetState(clip, out state);
- default:
- 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)
- {
- switch (this.state)
- {
- case State.Active:
- case State.EditorActive:
- _native.SetState(clip, state);
- break;
- }
- }
- /// <summary>
- /// 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 <see cref="UpdateFloatProperties"/> in order to apply evaluated animation data
- /// to relevant float properties (if required).
- ///
- /// Caller will also need to manually call <see cref="RefreshClipMappings"/> whenever the curves internal to the
- /// animation clip change. This should be called before the call to <see cref="UpdateFloatProperties"/>.
- /// </summary>
- /// <param name="clip">Animation clip to play.</param>
- /// <param name="startTime">Time to start playing at, in seconds.</param>
- /// <param name="freeze">If true, only the frame at the specified time will be shown, without advancing the
- /// animation.</param>
- internal void EditorPlay(AnimationClip clip, float startTime, bool freeze = false)
- {
- switch (state)
- {
- case State.Inactive:
- SwitchState(State.EditorActive);
- break;
- }
- switch (state)
- {
- case State.EditorActive:
- AnimationClipState clipState = AnimationClipState.Create();
- clipState.time = startTime;
- clipState.speed = freeze ? 0.0f : 1.0f;
- SetState(clip, clipState);
- RefreshClipMappings();
- break;
- }
- }
- /// <summary>
- /// Stops playback of animation whose playback what started using <see cref="EditorPlay"/>.
- /// </summary>
- internal void EditorStop()
- {
- switch (state)
- {
- case State.EditorActive:
- SwitchState(State.Inactive);
- break;
- }
- }
- /// <summary>
- /// Returns the current time of the currently playing editor animation clip.
- /// </summary>
- /// <returns>Time in seconds.</returns>
- 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;
- }
- /// <summary>
- /// 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.
- /// </summary>
- internal void RefreshClipMappings()
- {
- primaryClip = _native.GetClip(0);
- RebuildFloatProperties(primaryClip);
- UpdateSceneObjectMapping();
- }
- /// <summary>
- /// Updates generic float properties on relevant objects, based on the most recently evaluated animation curve
- /// values.
- /// </summary>
- 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);
- }
- }
- }
- /// <summary>
- /// Searches the scene object hierarchy to find a property at the given path.
- /// </summary>
- /// <param name="root">Root scene object to which the path is relative to.</param>
- /// <param name="path">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
- /// <paramref name="root"/>. 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
- /// <paramref name="suffix"/>.
- ///
- /// 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)
- /// </param>
- /// <param name="suffix">Suffix of the last field entry, if it has any. Contains the suffix separator ".".</param>
- /// <returns>If found, property object you can use for setting and getting the value from the property, otherwise
- /// null.</returns>
- 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;
- }
- }
- /// <summary>
- /// Searches the scene object hierarchy to find a child scene object using the provided path.
- /// </summary>
- /// <param name="root">Root scene object to which the path is relative to.</param>
- /// <param name="path">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
- /// <paramref name="root"/>. 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
- /// <see cref="FindProperty"/>.</param>
- /// <returns>Child scene object if found, or null otherwise.</returns>
- 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);
- }
- /// <summary>
- /// Changes the state of the animation state machine. Doesn't check for valid transitions.
- /// </summary>
- /// <param name="state">New state of the animation.</param>
- 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<Renderable>();
- // 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<Renderable>();
- 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;
- }
- }
- /// <summary>
- /// 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.
- /// </summary>
- private void UpdateSceneObjectMapping()
- {
- List<SceneObjectMappingInfo> newMappingInfos = new List<SceneObjectMappingInfo>();
- foreach(var entry in mappingInfo)
- {
- if (entry.isMappedToBone)
- newMappingInfos.Add(entry);
- else
- _native.UnmapSceneObject(entry.sceneObject);
- }
- if (primaryClip != null)
- {
- SceneObject root = SceneObject;
- Action<NamedVector3Curve[]> 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;
- }
- /// <summary>
- /// Registers a new bone component, creating a new transform mapping from the bone name to the scene object
- /// the component is attached to.
- /// </summary>
- /// <param name="bone">Bone component to register.</param>
- 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;
- }
- }
- /// <summary>
- /// Unregisters a bone component, removing the bone -> scene object mapping.
- /// </summary>
- /// <param name="bone">Bone to unregister.</param>
- 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;
- }
- }
- /// <summary>
- /// Called whenever the bone the <see cref="Bone"/> component points to changed.
- /// </summary>
- /// <param name="bone">Bone component to modify.</param>
- 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;
- }
- }
- /// <summary>
- /// Finds any scene objects that are mapped to bone transforms. Such object's transforms will be affected by
- /// skeleton bone animation.
- /// </summary>
- 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);
- }
- /// <summary>
- /// Searches child scene objects for <see cref="Bone"/> components and returns any found ones.
- /// </summary>
- private Bone[] FindChildBones()
- {
- Stack<SceneObject> todo = new Stack<SceneObject>();
- todo.Push(SceneObject);
- List<Bone> bones = new List<Bone>();
- while (todo.Count > 0)
- {
- SceneObject currentSO = todo.Pop();
- Bone bone = currentSO.GetComponent<Bone>();
- 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<Animation>() != null)
- continue;
- todo.Push(child);
- }
- }
- return bones.ToArray();
- }
- /// <summary>
- /// Re-applies the bounds to the internal animation object, and the relevant renderable object if one exists.
- /// </summary>
- 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;
- }
- }
- }
- /// <summary>
- /// Registers an <see cref="Renderable"/> component with the animation. Rendering will be affected by the animation.
- /// </summary>
- /// <param name="renderable">Component that was added</param>
- internal void RegisterRenderable(Renderable renderable)
- {
- animatedRenderable = renderable;
- UpdateBounds();
- }
- /// <summary>
- /// Removes renderable from the animation component. Rendering will no longer be affected by animation.
- /// </summary>
- internal void UnregisterRenderable()
- {
- animatedRenderable = null;
- }
- /// <summary>
- /// Builds a list of properties that will be animated using float animation curves.
- /// </summary>
- /// <param name="clip">Clip to retrieve the float animation curves from.</param>
- private void RebuildFloatProperties(AnimationClip clip)
- {
- if (clip == null)
- {
- floatProperties = null;
- return;
- }
- AnimationCurves curves = clip.Curves;
- List<FloatCurvePropertyInfo> newFloatProperties = new List<FloatCurvePropertyInfo>();
- for (int i = 0; i < curves.FloatCurves.Length; i++)
- {
- 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<float> setter = null;
- Type internalType = property.InternalType;
- switch (property.Type)
- {
- case SerializableProperty.FieldType.Vector2:
- if (internalType == typeof(Vector2))
- {
- setter = f =>
- {
- Vector2 value = property.GetValue<Vector2>();
- value[elementIdx] = f;
- property.SetValue(value);
- };
- }
- break;
- case SerializableProperty.FieldType.Vector3:
- if (internalType == typeof(Vector3))
- {
- setter = f =>
- {
- Vector3 value = property.GetValue<Vector3>();
- value[elementIdx] = f;
- property.SetValue(value);
- };
- }
- break;
- case SerializableProperty.FieldType.Vector4:
- if (internalType == typeof(Vector4))
- {
- setter = f =>
- {
- Vector4 value = property.GetValue<Vector4>();
- value[elementIdx] = f;
- property.SetValue(value);
- };
- }
- else if (internalType == typeof(Quaternion))
- {
- setter = f =>
- {
- Quaternion value = property.GetValue<Quaternion>();
- value[elementIdx] = f;
- property.SetValue(value);
- };
- }
- break;
- case SerializableProperty.FieldType.Color:
- if (internalType == typeof(Color))
- {
- setter = f =>
- {
- Color value = property.GetValue<Color>();
- 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();
- }
- /// <summary>
- /// Called whenever an animation event triggers.
- /// </summary>
- /// <param name="clip">Clip that the event originated from.</param>
- /// <param name="name">Name of the event.</param>
- 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;
- }
- }
- }
- /// <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;
- public AABox bounds;
- public bool useBounds;
- public bool cull = true;
- }
- /// <summary>
- /// Contains information about a property animated by a generic animation curve.
- /// </summary>
- private class FloatCurvePropertyInfo
- {
- public int curveIdx;
- public Action<float> setter;
- }
- /// <summary>
- /// Information about a suffix used in a property path.
- /// </summary>
- internal struct PropertySuffixInfo
- {
- public PropertySuffixInfo(int elementIdx, bool isVector)
- {
- this.elementIdx = elementIdx;
- this.isVector = isVector;
- }
- public int elementIdx;
- public bool isVector;
- }
- /// <summary>
- /// Information about scene objects bound to a specific animation curve.
- /// </summary>
- internal struct SceneObjectMappingInfo
- {
- public SceneObject sceneObject;
- public bool isMappedToBone;
- public Bone bone;
- }
- /// <summary>
- /// Possible states the animation component can be in.
- /// </summary>
- private enum State
- {
- /// <summary>
- /// Animation object isn't constructed.
- /// </summary>
- Inactive,
- /// <summary>
- /// Animation object is constructed and fully functional.
- /// </summary>
- Active,
- /// <summary>
- /// Animation object is constructed and functional with limited funcionality for editor purposes.
- /// </summary>
- EditorActive
- }
- }
- /// <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>
- /// Represents an animation clip used in 1D blending. Each clip has a position on the number line.
- /// </summary>
- public class BlendClipInfo
- {
- public AnimationClip clip;
- public float position;
- }
- /// <summary>
- /// Defines a 1D blend where two animation clips are blended between each other using linear interpolation.
- /// </summary>
- public class Blend1DInfo
- {
- public Blend1DInfo()
- { }
- public Blend1DInfo(int numClips)
- {
- clips = new BlendClipInfo[numClips];
- }
- public BlendClipInfo[] clips;
- }
- /// <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>
- /// Creates a new clip state, with default values initialized.
- /// </summary>
- /// <returns>New animation clip state.</returns>
- public static AnimationClipState Create()
- {
- AnimationClipState state = new AnimationClipState();
- state.speed = 1.0f;
- state.weight = 1.0f;
- state.wrapMode = AnimWrapMode.Loop;
- return state;
- }
- }
- /** @} */
- }
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