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- using System;
- using System.Collections.Generic;
- using UnityEngine.Animations;
- using UnityEngine.Experimental.Animations;
- using UnityEngine.Playables;
- using UnityEngine.Serialization;
- #if UNITY_EDITOR
- using UnityEditor;
- #endif
- namespace UnityEngine.Timeline
- {
- /// <summary>
- /// Flags specifying which offset fields to match
- /// </summary>
- [Flags]
- public enum MatchTargetFields
- {
- /// <summary>
- /// Translation X value
- /// </summary>
- PositionX = 1 << 0,
- /// <summary>
- /// Translation Y value
- /// </summary>
- PositionY = 1 << 1,
- /// <summary>
- /// Translation Z value
- /// </summary>
- PositionZ = 1 << 2,
- /// <summary>
- /// Rotation Euler Angle X value
- /// </summary>
- RotationX = 1 << 3,
- /// <summary>
- /// Rotation Euler Angle Y value
- /// </summary>
- RotationY = 1 << 4,
- /// <summary>
- /// Rotation Euler Angle Z value
- /// </summary>
- RotationZ = 1 << 5
- }
- /// <summary>
- /// Describes what is used to set the starting position and orientation of each Animation Track.
- /// </summary>
- /// <remarks>
- /// By default, each Animation Track uses ApplyTransformOffsets to start from a set position and orientation.
- /// To offset each Animation Track based on the current position and orientation in the scene, use ApplySceneOffsets.
- /// </remarks>
- public enum TrackOffset
- {
- /// <summary>
- /// Use this setting to offset each Animation Track based on a set position and orientation.
- /// </summary>
- ApplyTransformOffsets,
- /// <summary>
- /// Use this setting to offset each Animation Track based on the current position and orientation in the scene.
- /// </summary>
- ApplySceneOffsets,
- /// <summary>
- /// Use this setting to offset root transforms based on the state of the animator.
- /// </summary>
- /// <remarks>
- /// Only use this setting to support legacy Animation Tracks. This mode may be deprecated in a future release.
- ///
- /// In Auto mode, when the animator bound to the animation track contains an AnimatorController, it offsets all animations similar to ApplySceneOffsets.
- /// If no controller is assigned, then all offsets are set to start from a fixed position and orientation, similar to ApplyTransformOffsets.
- /// In Auto mode, in most cases, root transforms are not affected by local scale or Animator.humanScale, unless the animator has an AnimatorController and Animator.applyRootMotion is set to true.
- /// </remarks>
- Auto
- }
- // offset mode
- enum AppliedOffsetMode
- {
- NoRootTransform,
- TransformOffset,
- SceneOffset,
- TransformOffsetLegacy,
- SceneOffsetLegacy,
- SceneOffsetEditor, // scene offset mode in editor
- SceneOffsetLegacyEditor,
- }
- // separate from the enum to hide them from UI elements
- static class MatchTargetFieldConstants
- {
- public static MatchTargetFields All = MatchTargetFields.PositionX | MatchTargetFields.PositionY |
- MatchTargetFields.PositionZ | MatchTargetFields.RotationX |
- MatchTargetFields.RotationY | MatchTargetFields.RotationZ;
- public static MatchTargetFields None = 0;
- public static MatchTargetFields Position = MatchTargetFields.PositionX | MatchTargetFields.PositionY |
- MatchTargetFields.PositionZ;
- public static MatchTargetFields Rotation = MatchTargetFields.RotationX | MatchTargetFields.RotationY |
- MatchTargetFields.RotationZ;
- public static bool HasAny(this MatchTargetFields me, MatchTargetFields fields)
- {
- return (me & fields) != None;
- }
- public static MatchTargetFields Toggle(this MatchTargetFields me, MatchTargetFields flag)
- {
- return me ^ flag;
- }
- }
- /// <summary>
- /// A Timeline track used for playing back animations on an Animator.
- /// </summary>
- [Serializable]
- [TrackClipType(typeof(AnimationPlayableAsset), false)]
- [TrackBindingType(typeof(Animator))]
- [ExcludeFromPreset]
- public partial class AnimationTrack : TrackAsset, ILayerable
- {
- const string k_DefaultInfiniteClipName = "Recorded";
- const string k_DefaultRecordableClipName = "Recorded";
- [SerializeField, FormerlySerializedAs("m_OpenClipPreExtrapolation")]
- TimelineClip.ClipExtrapolation m_InfiniteClipPreExtrapolation = TimelineClip.ClipExtrapolation.None;
- [SerializeField, FormerlySerializedAs("m_OpenClipPostExtrapolation")]
- TimelineClip.ClipExtrapolation m_InfiniteClipPostExtrapolation = TimelineClip.ClipExtrapolation.None;
- [SerializeField, FormerlySerializedAs("m_OpenClipOffsetPosition")]
- Vector3 m_InfiniteClipOffsetPosition = Vector3.zero;
- [SerializeField, FormerlySerializedAs("m_OpenClipOffsetEulerAngles")]
- Vector3 m_InfiniteClipOffsetEulerAngles = Vector3.zero;
- [SerializeField, FormerlySerializedAs("m_OpenClipTimeOffset")]
- double m_InfiniteClipTimeOffset;
- [SerializeField, FormerlySerializedAs("m_OpenClipRemoveOffset")]
- bool m_InfiniteClipRemoveOffset; // cached value for remove offset
- [SerializeField]
- bool m_InfiniteClipApplyFootIK = true;
- [SerializeField, HideInInspector]
- AnimationPlayableAsset.LoopMode mInfiniteClipLoop = AnimationPlayableAsset.LoopMode.UseSourceAsset;
- [SerializeField]
- MatchTargetFields m_MatchTargetFields = MatchTargetFieldConstants.All;
- [SerializeField]
- Vector3 m_Position = Vector3.zero;
- [SerializeField]
- Vector3 m_EulerAngles = Vector3.zero;
- [SerializeField] AvatarMask m_AvatarMask;
- [SerializeField] bool m_ApplyAvatarMask = true;
- [SerializeField] TrackOffset m_TrackOffset = TrackOffset.ApplyTransformOffsets;
- [SerializeField, HideInInspector] AnimationClip m_InfiniteClip;
- #if UNITY_EDITOR
- private AnimationClip m_DefaultPoseClip;
- private AnimationClip m_CachedPropertiesClip;
- AnimationOffsetPlayable m_ClipOffset;
- private Vector3 m_SceneOffsetPosition = Vector3.zero;
- private Vector3 m_SceneOffsetRotation = Vector3.zero;
- private bool m_HasPreviewComponents = false;
- #endif
- /// <summary>
- /// The translation offset of the entire track.
- /// </summary>
- public Vector3 position
- {
- get { return m_Position; }
- set { m_Position = value; }
- }
- /// <summary>
- /// The rotation offset of the entire track, expressed as a quaternion.
- /// </summary>
- public Quaternion rotation
- {
- get { return Quaternion.Euler(m_EulerAngles); }
- set { m_EulerAngles = value.eulerAngles; }
- }
- /// <summary>
- /// The euler angle representation of the rotation offset of the entire track.
- /// </summary>
- public Vector3 eulerAngles
- {
- get { return m_EulerAngles; }
- set { m_EulerAngles = value; }
- }
- /// <summary>
- /// Specifies whether to apply track offsets to all clips on the track.
- /// </summary>
- /// <remarks>
- /// This can be used to offset all clips on a track, in addition to the clips individual offsets.
- /// </remarks>
- [Obsolete("applyOffset is deprecated. Use trackOffset instead", true)]
- public bool applyOffsets
- {
- get { return false; }
- set {}
- }
- /// <summary>
- /// Specifies what is used to set the starting position and orientation of an Animation Track.
- /// </summary>
- /// <remarks>
- /// Track Offset is only applied when the Animation Track contains animation that modifies the root Transform.
- /// </remarks>
- public TrackOffset trackOffset
- {
- get { return m_TrackOffset; }
- set { m_TrackOffset = value; }
- }
- /// <summary>
- /// Specifies which fields to match when aligning offsets of clips.
- /// </summary>
- public MatchTargetFields matchTargetFields
- {
- get { return m_MatchTargetFields; }
- set { m_MatchTargetFields = value & MatchTargetFieldConstants.All; }
- }
- /// <summary>
- /// An AnimationClip storing the data for an infinite track.
- /// </summary>
- /// <remarks>
- /// The value of this property is null when the AnimationTrack is in Clip Mode.
- /// </remarks>
- public AnimationClip infiniteClip
- {
- get { return m_InfiniteClip; }
- internal set { m_InfiniteClip = value; }
- }
- // saved value for converting to/from infinite mode
- internal bool infiniteClipRemoveOffset
- {
- get { return m_InfiniteClipRemoveOffset; }
- set { m_InfiniteClipRemoveOffset = value; }
- }
- /// <summary>
- /// Specifies the AvatarMask to be applied to all clips on the track.
- /// </summary>
- /// <remarks>
- /// Applying an AvatarMask to an animation track will allow discarding portions of the animation being applied on the track.
- /// </remarks>
- public AvatarMask avatarMask
- {
- get { return m_AvatarMask; }
- set { m_AvatarMask = value; }
- }
- /// <summary>
- /// Specifies whether to apply the AvatarMask to the track.
- /// </summary>
- public bool applyAvatarMask
- {
- get { return m_ApplyAvatarMask; }
- set { m_ApplyAvatarMask = value; }
- }
- // is this track compilable
- internal override bool CanCompileClips()
- {
- return !muted && (m_Clips.Count > 0 || (m_InfiniteClip != null && !m_InfiniteClip.empty));
- }
- /// <inheritdoc/>
- public override IEnumerable<PlayableBinding> outputs
- {
- get { yield return AnimationPlayableBinding.Create(name, this); }
- }
- /// <summary>
- /// Specifies whether the Animation Track has clips, or is in infinite mode.
- /// </summary>
- public bool inClipMode
- {
- get { return clips != null && clips.Length != 0; }
- }
- /// <summary>
- /// The translation offset of a track in infinite mode.
- /// </summary>
- public Vector3 infiniteClipOffsetPosition
- {
- get { return m_InfiniteClipOffsetPosition; }
- set { m_InfiniteClipOffsetPosition = value; }
- }
- /// <summary>
- /// The rotation offset of a track in infinite mode.
- /// </summary>
- public Quaternion infiniteClipOffsetRotation
- {
- get { return Quaternion.Euler(m_InfiniteClipOffsetEulerAngles); }
- set { m_InfiniteClipOffsetEulerAngles = value.eulerAngles; }
- }
- /// <summary>
- /// The euler angle representation of the rotation offset of the track when in infinite mode.
- /// </summary>
- public Vector3 infiniteClipOffsetEulerAngles
- {
- get { return m_InfiniteClipOffsetEulerAngles; }
- set { m_InfiniteClipOffsetEulerAngles = value; }
- }
- internal bool infiniteClipApplyFootIK
- {
- get { return m_InfiniteClipApplyFootIK; }
- set { m_InfiniteClipApplyFootIK = value; }
- }
- internal double infiniteClipTimeOffset
- {
- get { return m_InfiniteClipTimeOffset; }
- set { m_InfiniteClipTimeOffset = value; }
- }
- /// <summary>
- /// The saved state of pre-extrapolation for clips converted to infinite mode.
- /// </summary>
- public TimelineClip.ClipExtrapolation infiniteClipPreExtrapolation
- {
- get { return m_InfiniteClipPreExtrapolation; }
- set { m_InfiniteClipPreExtrapolation = value; }
- }
- /// <summary>
- /// The saved state of post-extrapolation for clips when converted to infinite mode.
- /// </summary>
- public TimelineClip.ClipExtrapolation infiniteClipPostExtrapolation
- {
- get { return m_InfiniteClipPostExtrapolation; }
- set { m_InfiniteClipPostExtrapolation = value; }
- }
- /// <summary>
- /// The saved state of animation clip loop state when converted to infinite mode
- /// </summary>
- internal AnimationPlayableAsset.LoopMode infiniteClipLoop
- {
- get { return mInfiniteClipLoop; }
- set { mInfiniteClipLoop = value; }
- }
- [ContextMenu("Reset Offsets")]
- void ResetOffsets()
- {
- m_Position = Vector3.zero;
- m_EulerAngles = Vector3.zero;
- UpdateClipOffsets();
- }
- /// <summary>
- /// Creates a TimelineClip on this track that uses an AnimationClip.
- /// </summary>
- /// <param name="clip">Source animation clip of the resulting TimelineClip.</param>
- /// <returns>A new TimelineClip which has an AnimationPlayableAsset asset attached.</returns>
- public TimelineClip CreateClip(AnimationClip clip)
- {
- if (clip == null)
- return null;
- var newClip = CreateClip<AnimationPlayableAsset>();
- AssignAnimationClip(newClip, clip);
- return newClip;
- }
- /// <summary>
- /// Creates an AnimationClip that stores the data for an infinite track.
- /// </summary>
- /// <remarks>
- /// If an infiniteClip already exists, this method produces no result, even if you provide a different value
- /// for infiniteClipName.
- /// </remarks>
- /// <remarks>
- /// This method can't create an infinite clip for an AnimationTrack that contains one or more Timeline clips.
- /// Use AnimationTrack.inClipMode to determine whether it is possible to create an infinite clip on an AnimationTrack.
- /// </remarks>
- /// <remarks>
- /// When used from the editor, this method attempts to save the created infinite clip to the TimelineAsset.
- /// The TimelineAsset must already exist in the AssetDatabase to save the infinite clip. If the TimelineAsset
- /// does not exist, the infinite clip is still created but it is not saved.
- /// </remarks>
- /// <param name="infiniteClipName">
- /// The name of the AnimationClip to create.
- /// This method does not ensure unique names. If you want a unique clip name, you must provide one.
- /// See ObjectNames.GetUniqueName for information on a method that creates unique names.
- /// </param>
- public void CreateInfiniteClip(string infiniteClipName)
- {
- if (inClipMode)
- {
- Debug.LogWarning("CreateInfiniteClip cannot create an infinite clip for an AnimationTrack that contains one or more Timeline Clips.");
- return;
- }
- if (m_InfiniteClip != null)
- return;
- m_InfiniteClip = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(infiniteClipName) ? k_DefaultInfiniteClipName : infiniteClipName, this, false);
- }
- /// <summary>
- /// Creates a TimelineClip, AnimationPlayableAsset and an AnimationClip. Use this clip to record in a timeline.
- /// </summary>
- /// <remarks>
- /// When used from the editor, this method attempts to save the created recordable clip to the TimelineAsset.
- /// The TimelineAsset must already exist in the AssetDatabase to save the recordable clip. If the TimelineAsset
- /// does not exist, the recordable clip is still created but it is not saved.
- /// </remarks>
- /// <param name="animClipName">
- /// The name of the AnimationClip to create.
- /// This method does not ensure unique names. If you want a unique clip name, you must provide one.
- /// See ObjectNames.GetUniqueName for information on a method that creates unique names.
- /// </param>
- /// <returns>
- /// Returns a new TimelineClip with an AnimationPlayableAsset asset attached.
- /// </returns>
- public TimelineClip CreateRecordableClip(string animClipName)
- {
- var clip = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(animClipName) ? k_DefaultRecordableClipName : animClipName, this, false);
- var timelineClip = CreateClip(clip);
- timelineClip.displayName = animClipName;
- timelineClip.recordable = true;
- timelineClip.start = 0;
- timelineClip.duration = 1;
- var apa = timelineClip.asset as AnimationPlayableAsset;
- if (apa != null)
- apa.removeStartOffset = false;
- return timelineClip;
- }
- #if UNITY_EDITOR
- internal Vector3 sceneOffsetPosition
- {
- get { return m_SceneOffsetPosition; }
- set { m_SceneOffsetPosition = value; }
- }
- internal Vector3 sceneOffsetRotation
- {
- get { return m_SceneOffsetRotation; }
- set { m_SceneOffsetRotation = value; }
- }
- internal bool hasPreviewComponents
- {
- get
- {
- if (m_HasPreviewComponents)
- return true;
- var parentTrack = parent as AnimationTrack;
- if (parentTrack != null)
- {
- return parentTrack.hasPreviewComponents;
- }
- return false;
- }
- }
- #endif
- /// <summary>
- /// Used to initialize default values on a newly created clip
- /// </summary>
- /// <param name="clip">The clip added to the track</param>
- protected override void OnCreateClip(TimelineClip clip)
- {
- var extrapolation = TimelineClip.ClipExtrapolation.None;
- if (!isSubTrack)
- extrapolation = TimelineClip.ClipExtrapolation.Hold;
- clip.preExtrapolationMode = extrapolation;
- clip.postExtrapolationMode = extrapolation;
- }
- protected internal override int CalculateItemsHash()
- {
- return GetAnimationClipHash(m_InfiniteClip).CombineHash(base.CalculateItemsHash());
- }
- internal void UpdateClipOffsets()
- {
- #if UNITY_EDITOR
- if (m_ClipOffset.IsValid())
- {
- m_ClipOffset.SetPosition(position);
- m_ClipOffset.SetRotation(rotation);
- }
- #endif
- }
- Playable CompileTrackPlayable(PlayableGraph graph, TrackAsset track, GameObject go, IntervalTree<RuntimeElement> tree, AppliedOffsetMode mode)
- {
- var mixer = AnimationMixerPlayable.Create(graph, track.clips.Length);
- for (int i = 0; i < track.clips.Length; i++)
- {
- var c = track.clips[i];
- var asset = c.asset as PlayableAsset;
- if (asset == null)
- continue;
- var animationAsset = asset as AnimationPlayableAsset;
- if (animationAsset != null)
- animationAsset.appliedOffsetMode = mode;
- var source = asset.CreatePlayable(graph, go);
- if (source.IsValid())
- {
- var clip = new RuntimeClip(c, source, mixer);
- tree.Add(clip);
- graph.Connect(source, 0, mixer, i);
- mixer.SetInputWeight(i, 0.0f);
- }
- }
- return ApplyTrackOffset(graph, mixer, go, mode);
- }
- Playable ILayerable.CreateLayerMixer(PlayableGraph graph, GameObject go, int inputCount)
- {
- return Playable.Null;
- }
- internal override Playable OnCreateClipPlayableGraph(PlayableGraph graph, GameObject go, IntervalTree<RuntimeElement> tree)
- {
- if (isSubTrack)
- throw new InvalidOperationException("Nested animation tracks should never be asked to create a graph directly");
- List<AnimationTrack> flattenTracks = new List<AnimationTrack>();
- if (CanCompileClips())
- flattenTracks.Add(this);
- bool animatesRootTransform = AnimatesRootTransform();
- foreach (var subTrack in GetChildTracks())
- {
- var child = subTrack as AnimationTrack;
- if (child != null && child.CanCompileClips())
- {
- animatesRootTransform |= child.AnimatesRootTransform();
- flattenTracks.Add(child);
- }
- }
- // figure out which mode to apply
- AppliedOffsetMode mode = GetOffsetMode(go, animatesRootTransform);
- var layerMixer = CreateGroupMixer(graph, go, flattenTracks.Count);
- for (int c = 0; c < flattenTracks.Count; c++)
- {
- var compiledTrackPlayable = flattenTracks[c].inClipMode ?
- CompileTrackPlayable(graph, flattenTracks[c], go, tree, mode) :
- flattenTracks[c].CreateInfiniteTrackPlayable(graph, go, tree, mode);
- graph.Connect(compiledTrackPlayable, 0, layerMixer, c);
- layerMixer.SetInputWeight(c, flattenTracks[c].inClipMode ? 0 : 1);
- if (flattenTracks[c].applyAvatarMask && flattenTracks[c].avatarMask != null)
- {
- layerMixer.SetLayerMaskFromAvatarMask((uint)c, flattenTracks[c].avatarMask);
- }
- }
- bool requiresMotionXPlayable = RequiresMotionXPlayable(mode, go);
- Playable mixer = layerMixer;
- mixer = CreateDefaultBlend(graph, go, mixer, requiresMotionXPlayable);
- // motionX playable not required in scene offset mode, or root transform mode
- if (requiresMotionXPlayable)
- {
- // If we are animating a root transform, add the motionX to delta playable as the root node
- var motionXToDelta = AnimationMotionXToDeltaPlayable.Create(graph);
- graph.Connect(mixer, 0, motionXToDelta, 0);
- motionXToDelta.SetInputWeight(0, 1.0f);
- motionXToDelta.SetAbsoluteMotion(UsesAbsoluteMotion(mode));
- mixer = (Playable)motionXToDelta;
- }
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- {
- var animator = GetBinding(go != null ? go.GetComponent<PlayableDirector>() : null);
- if (animator != null)
- {
- GameObject targetGO = animator.gameObject;
- IAnimationWindowPreview[] previewComponents = targetGO.GetComponents<IAnimationWindowPreview>();
- m_HasPreviewComponents = previewComponents.Length > 0;
- if (m_HasPreviewComponents)
- {
- foreach (var component in previewComponents)
- {
- mixer = component.BuildPreviewGraph(graph, mixer);
- }
- }
- }
- }
- #endif
- return mixer;
- }
- // Creates a layer mixer containing default blends
- // the base layer is a default clip of all driven properties
- // the next layer is optionally the desired default pose (in the case of humanoid, the tpose
- private Playable CreateDefaultBlend(PlayableGraph graph, GameObject go, Playable mixer, bool requireOffset)
- {
- #if UNITY_EDITOR
- if (Application.isPlaying)
- return mixer;
- int inputs = 1 + ((m_CachedPropertiesClip != null) ? 1 : 0) + ((m_DefaultPoseClip != null) ? 1 : 0);
- if (inputs == 1)
- return mixer;
- var defaultPoseMixer = AnimationLayerMixerPlayable.Create(graph, inputs);
- int mixerInput = 0;
- if (m_CachedPropertiesClip)
- {
- var cachedPropertiesClip = AnimationClipPlayable.Create(graph, m_CachedPropertiesClip);
- cachedPropertiesClip.SetApplyFootIK(false);
- var defaults = (Playable) cachedPropertiesClip;
- if (requireOffset)
- defaults = AttachOffsetPlayable(graph, defaults, m_SceneOffsetPosition, Quaternion.Euler(m_SceneOffsetRotation));
- graph.Connect(defaults, 0, defaultPoseMixer, mixerInput);
- defaultPoseMixer.SetInputWeight(mixerInput, 1.0f);
- mixerInput++;
- }
- if (m_DefaultPoseClip)
- {
- var defaultPose = AnimationClipPlayable.Create(graph, m_DefaultPoseClip);
- defaultPose.SetApplyFootIK(false);
- var blendDefault = (Playable) defaultPose;
- if (requireOffset)
- blendDefault = AttachOffsetPlayable(graph, blendDefault, m_SceneOffsetPosition, Quaternion.Euler(m_SceneOffsetRotation));
- graph.Connect(blendDefault, 0, defaultPoseMixer, mixerInput);
- defaultPoseMixer.SetInputWeight(mixerInput, 1.0f);
- mixerInput++;
- }
- graph.Connect(mixer, 0, defaultPoseMixer, mixerInput);
- defaultPoseMixer.SetInputWeight(mixerInput, 1.0f);
- return defaultPoseMixer;
- #else
- return mixer;
- #endif
- }
- private Playable AttachOffsetPlayable(PlayableGraph graph, Playable playable, Vector3 pos, Quaternion rot)
- {
- var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1);
- offsetPlayable.SetInputWeight(0, 1.0f);
- graph.Connect(playable, 0, offsetPlayable, 0);
- return offsetPlayable;
- }
- #if UNITY_EDITOR
- private static string k_DefaultHumanoidClipPath = "Packages/com.unity.timeline/Editor/StyleSheets/res/HumanoidDefault.anim";
- private static AnimationClip s_DefaultHumanoidClip = null;
- AnimationClip GetDefaultHumanoidClip()
- {
- if (s_DefaultHumanoidClip == null)
- {
- s_DefaultHumanoidClip = EditorGUIUtility.LoadRequired(k_DefaultHumanoidClipPath) as AnimationClip;
- if (s_DefaultHumanoidClip == null)
- Debug.LogError("Could not load default humanoid animation clip for Timeline");
- }
- return s_DefaultHumanoidClip;
- }
- #endif
- bool RequiresMotionXPlayable(AppliedOffsetMode mode, GameObject gameObject)
- {
- if (mode == AppliedOffsetMode.NoRootTransform)
- return false;
- if (mode == AppliedOffsetMode.SceneOffsetLegacy)
- {
- var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null);
- return animator != null && animator.hasRootMotion;
- }
- return true;
- }
- static bool UsesAbsoluteMotion(AppliedOffsetMode mode)
- {
- #if UNITY_EDITOR
- // in editor, previewing is always done in absolute motion
- if (!Application.isPlaying)
- return true;
- #endif
- return mode != AppliedOffsetMode.SceneOffset &&
- mode != AppliedOffsetMode.SceneOffsetLegacy;
- }
- bool HasController(GameObject gameObject)
- {
- var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null);
- return animator != null && animator.runtimeAnimatorController != null;
- }
- internal Animator GetBinding(PlayableDirector director)
- {
- if (director == null)
- return null;
- UnityEngine.Object key = this;
- if (isSubTrack)
- key = parent;
- UnityEngine.Object binding = null;
- if (director != null)
- binding = director.GetGenericBinding(key);
- Animator animator = null;
- if (binding != null) // the binding can be an animator or game object
- {
- animator = binding as Animator;
- var gameObject = binding as GameObject;
- if (animator == null && gameObject != null)
- animator = gameObject.GetComponent<Animator>();
- }
- return animator;
- }
- static AnimationLayerMixerPlayable CreateGroupMixer(PlayableGraph graph, GameObject go, int inputCount)
- {
- return AnimationLayerMixerPlayable.Create(graph, inputCount);
- }
- Playable CreateInfiniteTrackPlayable(PlayableGraph graph, GameObject go, IntervalTree<RuntimeElement> tree, AppliedOffsetMode mode)
- {
- if (m_InfiniteClip == null)
- return Playable.Null;
- var mixer = AnimationMixerPlayable.Create(graph, 1);
- // In infinite mode, we always force the loop mode of the clip off because the clip keys are offset in infinite mode
- // which causes loop to behave different.
- // The inline curve editor never shows loops in infinite mode.
- var playable = AnimationPlayableAsset.CreatePlayable(graph, m_InfiniteClip, m_InfiniteClipOffsetPosition, m_InfiniteClipOffsetEulerAngles, false, mode, infiniteClipApplyFootIK, AnimationPlayableAsset.LoopMode.Off);
- if (playable.IsValid())
- {
- tree.Add(new InfiniteRuntimeClip(playable));
- graph.Connect(playable, 0, mixer, 0);
- mixer.SetInputWeight(0, 1.0f);
- }
- return ApplyTrackOffset(graph, mixer, go, mode);
- }
- Playable ApplyTrackOffset(PlayableGraph graph, Playable root, GameObject go, AppliedOffsetMode mode)
- {
- #if UNITY_EDITOR
- m_ClipOffset = AnimationOffsetPlayable.Null;
- #endif
- // offsets don't apply in scene offset, or if there is no root transform (globally or on this track)
- if (mode == AppliedOffsetMode.SceneOffsetLegacy ||
- mode == AppliedOffsetMode.SceneOffset ||
- mode == AppliedOffsetMode.NoRootTransform ||
- !AnimatesRootTransform()
- )
- return root;
- var pos = position;
- var rot = rotation;
- #if UNITY_EDITOR
- // in the editor use the preview position to playback from if available
- if (mode == AppliedOffsetMode.SceneOffsetEditor)
- {
- pos = m_SceneOffsetPosition;
- rot = Quaternion.Euler(m_SceneOffsetRotation);
- }
- #endif
- var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1);
- #if UNITY_EDITOR
- m_ClipOffset = offsetPlayable;
- #endif
- graph.Connect(root, 0, offsetPlayable, 0);
- offsetPlayable.SetInputWeight(0, 1);
- return offsetPlayable;
- }
- // the evaluation time is large so that the properties always get evaluated
- internal override void GetEvaluationTime(out double outStart, out double outDuration)
- {
- if (inClipMode)
- {
- base.GetEvaluationTime(out outStart, out outDuration);
- }
- else
- {
- outStart = 0;
- outDuration = TimelineClip.kMaxTimeValue;
- }
- }
- internal override void GetSequenceTime(out double outStart, out double outDuration)
- {
- if (inClipMode)
- {
- base.GetSequenceTime(out outStart, out outDuration);
- }
- else
- {
- outStart = 0;
- outDuration = Math.Max(GetNotificationDuration(), TimeUtility.GetAnimationClipLength(m_InfiniteClip));
- }
- }
- void AssignAnimationClip(TimelineClip clip, AnimationClip animClip)
- {
- if (clip == null || animClip == null)
- return;
- if (animClip.legacy)
- throw new InvalidOperationException("Legacy Animation Clips are not supported");
- AnimationPlayableAsset asset = clip.asset as AnimationPlayableAsset;
- if (asset != null)
- {
- asset.clip = animClip;
- asset.name = animClip.name;
- var duration = asset.duration;
- if (!double.IsInfinity(duration) && duration >= TimelineClip.kMinDuration && duration < TimelineClip.kMaxTimeValue)
- clip.duration = duration;
- }
- clip.displayName = animClip.name;
- }
- /// <summary>
- /// Called by the Timeline Editor to gather properties requiring preview.
- /// </summary>
- /// <param name="director">The PlayableDirector invoking the preview</param>
- /// <param name="driver">PropertyCollector used to gather previewable properties</param>
- public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
- {
- #if UNITY_EDITOR
- m_SceneOffsetPosition = Vector3.zero;
- m_SceneOffsetRotation = Vector3.zero;
- var animator = GetBinding(director);
- if (animator == null)
- return;
- var animClips = new List<AnimationClip>(this.clips.Length + 2);
- GetAnimationClips(animClips);
- var hasHumanMotion = animClips.Exists(clip => clip.humanMotion);
- m_SceneOffsetPosition = animator.transform.localPosition;
- m_SceneOffsetRotation = animator.transform.localEulerAngles;
- // Create default pose clip from collected properties
- if (hasHumanMotion)
- animClips.Add(GetDefaultHumanoidClip());
- var bindings = AnimationPreviewUtilities.GetBindings(animator.gameObject, animClips);
- m_CachedPropertiesClip = AnimationPreviewUtilities.CreateDefaultClip(animator.gameObject, bindings);
- AnimationPreviewUtilities.PreviewFromCurves(animator.gameObject, bindings); // faster to preview from curves then an animation clip
- m_DefaultPoseClip = hasHumanMotion ? GetDefaultHumanoidClip() : null;
- #endif
- }
- /// <summary>
- /// Gather all the animation clips for this track
- /// </summary>
- /// <param name="animClips"></param>
- private void GetAnimationClips(List<AnimationClip> animClips)
- {
- foreach (var c in clips)
- {
- var a = c.asset as AnimationPlayableAsset;
- if (a != null && a.clip != null)
- animClips.Add(a.clip);
- }
- if (m_InfiniteClip != null)
- animClips.Add(m_InfiniteClip);
- foreach (var childTrack in GetChildTracks())
- {
- var animChildTrack = childTrack as AnimationTrack;
- if (animChildTrack != null)
- animChildTrack.GetAnimationClips(animClips);
- }
- }
- // calculate which offset mode to apply
- AppliedOffsetMode GetOffsetMode(GameObject go, bool animatesRootTransform)
- {
- if (!animatesRootTransform)
- return AppliedOffsetMode.NoRootTransform;
- if (m_TrackOffset == TrackOffset.ApplyTransformOffsets)
- return AppliedOffsetMode.TransformOffset;
- if (m_TrackOffset == TrackOffset.ApplySceneOffsets)
- return (Application.isPlaying) ? AppliedOffsetMode.SceneOffset : AppliedOffsetMode.SceneOffsetEditor;
- if (HasController(go))
- {
- if (!Application.isPlaying)
- return AppliedOffsetMode.SceneOffsetLegacyEditor;
- return AppliedOffsetMode.SceneOffsetLegacy;
- }
- return AppliedOffsetMode.TransformOffsetLegacy;
- }
- internal bool AnimatesRootTransform()
- {
- // infinite mode
- if (AnimationPlayableAsset.HasRootTransforms(m_InfiniteClip))
- return true;
- // clip mode
- foreach (var c in GetClips())
- {
- var apa = c.asset as AnimationPlayableAsset;
- if (apa != null && apa.hasRootTransforms)
- return true;
- }
- return false;
- }
- }
- }
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