コード例 #1
0
ファイル: MovinShape.cs プロジェクト: juusee/InfiniteHappines
        /* ---- BLENDING ---- */


        public void CreateBlendKeyframe(BodymovinShape blendContent, float duration, Vector2[] ease)
        {
            /* SHAPE PATH */

            animated = true;
            CreatePathKeyframe(ref motion, 0, duration + 0, ease,
                               (BodyPoint[])blendContent.paths[0].points.Clone()
                               );


            /* STROKE + FILL COLORS */

            Vector3 stClr = (blendContent.strokeColor == null) ? Vector3.one : new Vector3(blendContent.strokeColor[0], blendContent.strokeColor[1], blendContent.strokeColor[2]);

            strokeColorAnimated = true;
            CreateKeyframe(ref mstrokec, 0, duration, ease, currentStrokeColor, stClr);

            Vector3 flClr = (blendContent.fillColor == null) ? Vector3.one : new Vector3(blendContent.fillColor[0], blendContent.fillColor[1], blendContent.fillColor[2]);

            fillColorAnimated = true;
            CreateKeyframe(ref mfillc, 0, duration, ease, currentFillColor, flClr);


            if (slaves == null)
            {
                return;
            }
            for (int i = 1; i <= slaves.Length; i++)
            {
                slaves[i - 1].animated = true;
                slaves[i - 1].CreatePathKeyframe(ref slaves[i - 1].motion, 0, duration + 0, ease,
                                                 (BodyPoint[])blendContent.paths[i].points.Clone()
                                                 );
            }
        }
コード例 #2
0
ファイル: MovinShape.cs プロジェクト: juusee/InfiniteHappines
        public void UpdateLayersWithContent(BodymovinShape s)
        {
            content = s;

            points    = (BodyPoint[])content.paths[0].points.Clone();
            motionSet = content.paths[0].animSets;

            MotionSetup(ref animated, ref motion, motionSet);
            MotionSetup(ref strokeColorAnimated, ref mstrokec, content.strokeColorSets);
            MotionSetup(ref fillColorAnimated, ref mfillc, content.fillColorSets);

            transform.localPosition = -layer.content.anchorPoint;

            if (slaves == null)
            {
                return;
            }
            for (int i = 1; i <= slaves.Length; i++)
            {
                slaves[i - 1].transform.localPosition = -layer.content.anchorPoint;
                slaves[i - 1].points    = (BodyPoint[])content.paths[i].points.Clone();
                slaves[i - 1].motionSet = content.paths[i].animSets;
                slaves[i - 1].MotionSetup(ref animated, ref motion, motionSet);
            }
        }
コード例 #3
0
        public static void ParseItems(ref BodymovinShape b, JSONNode n)
        {
            int j = 0;

            b.it = new BodymovinShapeItem[n["it"].Count];



            /* ----- CAPTURE MULTIPLE PATHS ----- */

            int pathCount = 0;

            for (int i = 0; i < n["it"].Count; i++)
            {
                JSONNode d = n["it"][i];
                if (d["ty"] == "sh")
                {
                    pathCount += 1;
                }
            }

            b.paths   = new BodymovinShapePath[pathCount];
            pathCount = 0;


            /* --------- */

            for (int m = 0; m < n["it"].Count; m++)
            {
                JSONNode           d = n["it"][m];
                BodymovinShapeItem i = new BodymovinShapeItem
                {
                    ty = d["ty"],
                    nm = d["nm"],
                    mn = d["mn"],
                    ix = d["ix"],
                    hd = d["hd"],
                    c  = new float[] { d["c"]["k"][0], d["c"]["k"][1], d["c"]["k"][2], d["c"]["k"][3] },

                    w  = d["w"]["k"],
                    ks = new BodymovinShapeVertices
                    {
                        a     = d["ks"]["a"],
                        ix    = d["ks"]["ix"],
                        ksets = new BodymovinAnimatedShapeProperties[d["ks"]["k"].Count],
                        k     = new BodymovinShapeProperties
                        {
                            c = d["ks"]["k"]["c"],
                            i = new Vector2[d["ks"]["k"]["i"].Count],
                            o = new Vector2[d["ks"]["k"]["o"].Count],
                            v = new Vector2[d["ks"]["k"]["v"].Count],
                        }
                    },
                    path = new BodymovinShapePath {
                    }
                };


                /* COLORS */

                int colorAnimated = d["c"]["a"].AsInt;
                if (colorAnimated == 1)
                {
                    i.cSets = new BodymovinAnimatedProperties[d["c"]["k"].Count];
                    for (int c = 0; c < d["c"]["k"].Count; c++)
                    {
                        JSONNode k = d["c"]["k"][c];

                        i.cSets[c] = new BodymovinAnimatedProperties
                        {
                            t = k["t"],
                            //i = new Vector2(k["i"]["x"][0].AsFloat, k["i"]["y"][0].AsFloat),
                            //o = new Vector2(k["o"]["x"][0].AsFloat, k["o"]["y"][0].AsFloat),

                            // Clamp tangents? - FIX
                            i = new Vector2(Mathf.Clamp(k["i"]["x"][0].AsFloat, -1, 1), Mathf.Clamp(k["i"]["y"][0].AsFloat, -1, 1)),
                            o = new Vector2(Mathf.Clamp(k["o"]["x"][0].AsFloat, -1, 1), Mathf.Clamp(k["o"]["x"][0].AsFloat, -1, 1)),

                            s = new Vector3(k["s"][0].AsFloat, k["s"][1].AsFloat, k["s"][2].AsFloat),
                            e = new Vector3(k["e"][0].AsFloat, k["e"][1].AsFloat, k["e"][2].AsFloat)
                        };

                        //Debug.Log("s: " + i.cSets[c].s);
                    }
                }

                /* VERTS */

                i.ks.pts = new BodyPoint[d["ks"]["k"]["v"].Count];

                for (int c = 0; c < d["ks"]["k"]["v"].Count; c++)
                {
                    JSONNode ni = d["ks"]["k"]["i"][c];
                    JSONNode no = d["ks"]["k"]["o"][c];
                    JSONNode nv = d["ks"]["k"]["v"][c];

                    i.ks.k.i[c] = new Vector2(ni[0].AsFloat, ni[1].AsFloat);
                    i.ks.k.o[c] = new Vector2(no[0].AsFloat, no[1].AsFloat);
                    i.ks.k.v[c] = new Vector2(nv[0].AsFloat, nv[1].AsFloat);

                    i.ks.pts[c] = new BodyPoint(i.ks.k.v[c], i.ks.k.i[c], i.ks.k.o[c]);
                }

                if (i.ks.pts.Length > 0)
                {
                    i.path.points = i.ks.pts;
                    //Debug.Log("path verts:  " + i.path.points);
                }



                /* ANIMATED VERT SETS */

                if (i.path.points == null)
                {
                    i.path.animSets = new BodymovinAnimatedShapeProperties[d["ks"]["k"].Count];

                    for (int s = 0; s < d["ks"]["k"].Count; s++)
                    {
                        JSONNode k = d["ks"]["k"][s];
                        BodymovinAnimatedShapeProperties kset = new BodymovinAnimatedShapeProperties
                        {
                            t = k["t"],
                            i = k["i"],
                            o = k["o"],

                            s = new BodymovinShapeProperties
                            {
                                c = k["s"][0]["c"],
                                i = new Vector2[k["s"][0]["i"].Count],
                                o = new Vector2[k["s"][0]["o"].Count],
                                v = new Vector2[k["s"][0]["v"].Count],
                            },
                            e = new BodymovinShapeProperties
                            {
                                c = k["e"][0]["c"],
                                i = new Vector2[k["e"][0]["i"].Count],
                                o = new Vector2[k["e"][0]["o"].Count],
                                v = new Vector2[k["e"][0]["v"].Count],
                            },

                            pts = new BodyPoint[2][]
                        };


                        i.path.animSets[s]        = kset;
                        i.path.animSets[s].pts[0] = new BodyPoint[k["s"][0]["v"].Count];
                        i.path.animSets[s].pts[1] = new BodyPoint[k["e"][0]["v"].Count];

                        //Debug.Log("set - " + kset.t + "  i - " + kset.i.ToString("F4") + "  o - " + kset.o.ToString("F4"));

                        if (kset.s.v.Length > 0)
                        {
                            for (int c = 0; c < k["s"][0]["v"].Count; c++)
                            {
                                /* START SET */

                                JSONNode ni = k["s"][0]["i"][c];
                                JSONNode no = k["s"][0]["o"][c];
                                JSONNode nv = k["s"][0]["v"][c];

                                kset.s.i[c] = new Vector2(ni[0].AsFloat, ni[1].AsFloat);
                                kset.s.o[c] = new Vector2(no[0].AsFloat, no[1].AsFloat);
                                kset.s.v[c] = new Vector2(nv[0].AsFloat, nv[1].AsFloat);


                                /* END SET */

                                ni = k["e"][0]["i"][c];
                                no = k["e"][0]["o"][c];
                                nv = k["e"][0]["v"][c];

                                kset.e.i[c] = new Vector2(ni[0].AsFloat, ni[1].AsFloat);
                                kset.e.o[c] = new Vector2(no[0].AsFloat, no[1].AsFloat);
                                kset.e.v[c] = new Vector2(nv[0].AsFloat, nv[1].AsFloat);


                                /* BOTH PTS */

                                kset.pts[0][c] = new BodyPoint(kset.s.v[c], kset.s.i[c], kset.s.o[c]);
                                kset.pts[1][c] = new BodyPoint(kset.e.v[c], kset.e.i[c], kset.e.o[c]);
                            }
                        }

                        i.ks.ksets[s] = kset;
                    }

                    if (i.path.animSets.Length > 0)
                    {
                        i.path.points = i.path.animSets[0].pts[0];
                    }
                }



                b.it[j] = i;

                if (i.ty == "st")
                {
                    b.strokeColorSets = i.cSets != null && i.cSets.Length > 0 ? i.cSets : new BodymovinAnimatedProperties[0];
                    b.strokeColor     = i.cSets != null && i.cSets.Length > 0 ? new float[] { i.cSets[0].s[0], i.cSets[0].s[1], i.cSets[0].s[2] } : i.c;
                    b.strokeHidden    = i.hd;
                    b.strokeWidth     = i.w;
                }

                if (i.ty == "fl")
                {
                    b.fillColorSets = i.cSets != null && i.cSets.Length > 0 ? i.cSets : new BodymovinAnimatedProperties[0];
                    b.fillColor     = i.cSets != null && i.cSets.Length > 0 ? new float[] { i.cSets[0].s[0], i.cSets[0].s[1], i.cSets[0].s[2] } : i.c;
                    b.fillHidden    = i.hd;
                }

                if (i.ty == "sh")
                {
                    b.item = i;

                    i.path.closed      = i.path.animSets == null ? i.ks.k.c : i.ks.ksets[0].s.c;
                    b.paths[pathCount] = i.path;
                    pathCount         += 1;

                    //Debug.Log("paths shape:  " + pathCount);
                    //Debug.Log("paths shape pts:  " + i.path.points.Length);
                    //Debug.Log("path: " + pathCount);
                }


                j++;
            }
        }
コード例 #4
0
        public static void ParseShapes(ref BodymovinLayer b, JSONNode n)
        {
            int j = 0;

            b.nm            = n["nm"];
            b.parent        = n["parent"];
            b.ind           = n["ind"];
            b.shapes        = new BodymovinShape[n["shapes"].Count];
            b.anchorPoint   = new Vector3(n["ks"]["a"]["k"][0].AsFloat, -n["ks"]["a"]["k"][1], n["ks"]["a"]["k"][2]);
            b.position      = new Vector3(n["ks"]["p"]["k"][0].AsFloat, -n["ks"]["p"]["k"][1], n["ks"]["p"]["k"][2]);
            b.rotationEuler = new Vector3(-n["ks"]["rx"]["k"].AsFloat, n["ks"]["ry"]["k"].AsFloat, -n["ks"]["rz"]["k"].AsFloat);
            b.rotationXSets = new BodymovinAnimatedProperties[n["ks"]["rx"]["k"].Count];
            b.rotationYSets = new BodymovinAnimatedProperties[n["ks"]["ry"]["k"].Count];
            b.rotationZSets = new BodymovinAnimatedProperties[n["ks"]["rz"]["k"].Count];
            b.scale         = new Vector3(n["ks"]["s"]["k"][0].AsFloat * 0.01f, n["ks"]["s"]["k"][1] * 0.01f, n["ks"]["s"]["k"][2] * 0.01f);
            b.opacity       = n["ks"]["o"]["k"].AsFloat;
            b.opacitySets   = new BodymovinAnimatedProperties[n["ks"]["o"]["k"].Count];

            int positionAnimated = n["ks"]["p"]["a"].AsInt;

            b.positionSets = new BodymovinAnimatedProperties[positionAnimated == 1 ? n["ks"]["p"]["k"].Count : 0];

            int scaleAnimated = n["ks"]["s"]["a"].AsInt;

            b.scaleSets = new BodymovinAnimatedProperties[scaleAnimated == 1 ? n["ks"]["s"]["k"].Count : 0];

            int anchorAnimated = n["ks"]["a"]["a"].AsInt;

            b.anchorSets = new BodymovinAnimatedProperties[anchorAnimated == 1 ? n["ks"]["a"]["k"].Count : 0];


            // 2D Rotation
            if (b.rotationEuler == Vector3.zero)
            {
                b.rotationEuler = new Vector3(0, 0, -n["ks"]["r"]["k"].AsFloat);
            }

            int rotation2DAnimated = n["ks"]["r"]["a"].AsInt;

            if (rotation2DAnimated > 0)
            {
                b.rotationZSets = new BodymovinAnimatedProperties[n["ks"]["r"]["k"].Count];
            }

            // Animated opacity
            if (b.opacitySets.Length > 0)
            {
                for (int i = 0; i < n["ks"]["o"]["k"].Count; i++)
                {
                    JSONNode k = n["ks"]["o"]["k"][i];
                    b.opacitySets[i] = new BodymovinAnimatedProperties
                    {
                        t = k["t"],
                        i = new Vector2(k["i"]["x"][0].AsFloat, k["i"]["y"][0].AsFloat),
                        o = new Vector2(k["o"]["x"][0].AsFloat, k["o"]["y"][0].AsFloat),

                        sf = k["s"][0].AsFloat,
                        ef = k["e"][0].AsFloat
                    };

                    //Debug.Log(i + " - " + b.rotationXSets[i].i + "  " + b.rotationXSets[i].o + "  " + b.rotationXSets[i].sf + "  " + b.rotationXSets[i].ef + "  " + b.rotationXSets[i].t);
                }
            }

            // Rotation X
            if (b.rotationXSets.Length > 0)
            {
                for (int i = 0; i < n["ks"]["rx"]["k"].Count; i++)
                {
                    JSONNode k = n["ks"]["rx"]["k"][i];
                    b.rotationXSets[i] = new BodymovinAnimatedProperties
                    {
                        t = k["t"],
                        i = new Vector2(k["i"]["x"][0].AsFloat, k["i"]["y"][0].AsFloat),
                        o = new Vector2(k["o"]["x"][0].AsFloat, k["o"]["y"][0].AsFloat),

                        sf = -k["s"][0].AsFloat,
                        ef = -k["e"][0].AsFloat
                    };

                    //Debug.Log(i + " - " + b.rotationXSets[i].i + "  " + b.rotationXSets[i].o + "  " + b.rotationXSets[i].sf + "  " + b.rotationXSets[i].ef + "  " + b.rotationXSets[i].t);
                }

                b.rotationEuler.x = b.rotationXSets[0].sf;
            }


            // Rotation Y
            if (b.rotationYSets.Length > 0)
            {
                for (int i = 0; i < n["ks"]["ry"]["k"].Count; i++)
                {
                    JSONNode k = n["ks"]["ry"]["k"][i];
                    b.rotationYSets[i] = new BodymovinAnimatedProperties
                    {
                        t = k["t"],
                        i = new Vector2(k["i"]["x"][0].AsFloat, k["i"]["y"][0].AsFloat),
                        o = new Vector2(k["o"]["x"][0].AsFloat, k["o"]["y"][0].AsFloat),

                        sf = k["s"][0].AsFloat,
                        ef = k["e"][0].AsFloat
                    };

                    //Debug.Log(i + " - " + b.rotationYSets[i].i + "  " + b.rotationYSets[i].o + "  " + b.rotationYSets[i].sf + "  " + b.rotationYSets[i].ef + "  " + b.rotationYSets[i].t);
                }

                b.rotationEuler.y = b.rotationYSets[0].sf;
            }


            // Rotation Z
            if (b.rotationZSets.Length > 0)
            {
                string r = rotation2DAnimated > 0 ? "r" : "rz";

                for (int i = 0; i < n["ks"][r]["k"].Count; i++)
                {
                    JSONNode k = n["ks"][r]["k"][i];
                    b.rotationZSets[i] = new BodymovinAnimatedProperties
                    {
                        t = k["t"],
                        i = new Vector2(k["i"]["x"][0].AsFloat, k["i"]["y"][0].AsFloat),
                        o = new Vector2(k["o"]["x"][0].AsFloat, k["o"]["y"][0].AsFloat),

                        sf = -k["s"][0].AsFloat,
                        ef = -k["e"][0].AsFloat
                    };

                    //Debug.Log(i + " - " + b.rotationZSets[i].i + "  " + b.rotationZSets[i].o + "  " + b.rotationZSets[i].sf + "  " + b.rotationZSets[i].ef + "  " + b.rotationZSets[i].t);
                }

                b.rotationEuler.z = b.rotationZSets[0].sf;
            }

            b.rotation = Quaternion.Euler(b.rotationEuler);


            // Scale
            if (b.scaleSets.Length > 0)
            {
                for (int i = 0; i < n["ks"]["s"]["k"].Count; i++)
                {
                    JSONNode k = n["ks"]["s"]["k"][i];
                    b.scaleSets[i] = new BodymovinAnimatedProperties
                    {
                        t  = k["t"],
                        ix = k["i"]["x"],
                        iy = k["i"]["y"],
                        ox = k["o"]["x"],
                        oy = k["o"]["y"],

                        s = k["s"],
                        e = k["e"]
                    };

                    b.scaleSets[i].s *= 0.01f;
                    b.scaleSets[i].e *= 0.01f;

                    //Debug.Log(i + " scale - " + b.scaleSets[i].ix + "  " + b.scaleSets[i].ox + "  " + b.scaleSets[i].s + "  " + b.scaleSets[i].e + "  " + b.scaleSets[i].t);
                }

                b.scale = b.scaleSets[0].s;
            }


            // Position
            if (b.positionSets.Length > 0)
            {
                for (int i = 0; i < n["ks"]["p"]["k"].Count; i++)
                {
                    JSONNode k = n["ks"]["p"]["k"][i];
                    b.positionSets[i] = new BodymovinAnimatedProperties
                    {
                        t  = k["t"],
                        i  = k["i"],
                        o  = k["o"],
                        to = k["to"],
                        ti = k["ti"],

                        s = k["s"],
                        e = k["e"]
                    };

                    b.positionSets[i].s.y = -b.positionSets[i].s.y;
                    b.positionSets[i].e.y = -b.positionSets[i].e.y;

                    //Debug.Log(i + " - " + b.positionSets[i].i + "  " + b.positionSets[i].o + "  " + b.positionSets[i].s + "  " + b.positionSets[i].e + "  " + b.positionSets[i].t);
                }

                b.position = b.positionSets[0].s;
            }



            // Anchor point
            if (b.anchorSets.Length > 0)
            {
                for (int i = 0; i < n["ks"]["a"]["k"].Count; i++)
                {
                    JSONNode k = n["ks"]["a"]["k"][i];
                    b.anchorSets[i] = new BodymovinAnimatedProperties
                    {
                        t  = k["t"],
                        i  = k["i"],
                        o  = k["o"],
                        to = k["to"],
                        ti = k["ti"],

                        s = k["s"],
                        e = k["e"]
                    };

                    b.anchorSets[i].s.y = -b.anchorSets[i].s.y;
                    b.anchorSets[i].e.y = -b.anchorSets[i].e.y;
                }

                b.anchorPoint = b.anchorSets[0].s;
            }


            // Items
            for (int i = 0; i < n["shapes"].Count; i++)
            {
                JSONNode       d = n["shapes"][i];
                BodymovinShape s = new BodymovinShape {
                    ty = d["ty"]
                };

                ParseItems(ref s, d);
                b.shapes[j] = s;
                j++;
            }
        }
コード例 #5
0
ファイル: MovinShape.cs プロジェクト: juusee/InfiniteHappines
        public MovinShape(MovinLayer layer, BodymovinShape content)
        {
            this.content = content;
            if (content.paths == null || content.paths.Length < 1)
            {
                Debug.Log("DON'T DRAW SHAPE -> NO PTS"); return;
            }

            this.layer = layer;
            this.movin = layer.movin;
            Transform parent = layer.transform;


            /* FIRST SHAPE PROPS */

            points    = (BodyPoint[])content.paths[0].points.Clone();
            motionSet = content.paths[0].animSets;
            closed    = content.paths[0].closed;



            /* ANIM SETUP */

            MotionSetup(ref animated, ref motion, motionSet);
            MotionSetup(ref strokeColorAnimated, ref mstrokec, content.strokeColorSets);
            MotionSetup(ref fillColorAnimated, ref mfillc, content.fillColorSets);



            /* GAMEOBJECT, MESH, MATERIAL */

            gameObject = new GameObject(content.item.ty + " pts: " + points.Length + "  closed: " + closed);
            transform.SetParent(parent, false);
            transform.localPosition = -layer.content.anchorPoint;

            mesh        = new Mesh();
            filter      = gameObject.AddComponent <MeshFilter>();
            filter.mesh = mesh;

            renderer          = gameObject.AddComponent <MeshRenderer>();
            renderer.material = new Material(Shader.Find("Sprites/Default"));
            //renderer.material = new Material(Shader.Find("Unlit/Vector"));

            sorting = gameObject.AddComponent <SortingGroup>();
            sorting.sortingOrder = movin.sort + layer.sort;


            /* SETUP VECTOR */

            Color stClr = (content.strokeColor == null) ? new Color(1, 1, 1) : new Color(content.strokeColor[0], content.strokeColor[1], content.strokeColor[2]);
            Color flClr = (content.fillColor == null) ? new Color(1, 1, 1) : new Color(content.fillColor[0], content.fillColor[1], content.fillColor[2]);

            currentStrokeColor = new Vector3(stClr.r, stClr.g, stClr.b);
            currentFillColor   = new Vector3(flClr.r, flClr.g, flClr.b);

            fill = content.fillHidden || content.fillColor == null ? null : new SolidFill()
            {
                Color = flClr
            };
            stroke = content.strokeHidden || content.strokeColor == null ? null : new Stroke()
            {
                Color = stClr, HalfThickness = content.strokeWidth * movin.strokeWidth
            };
            props = new PathProperties()
            {
                Stroke = stroke
            };

            shape = new Shape()
            {
                Fill          = fill,
                PathProps     = props,
                FillTransform = Matrix2D.identity
            };

            options = movin.options;

            scene = new Scene()
            {
                Root = new SceneNode()
                {
                    Shapes = new List <Shape> {
                        shape
                    }
                }
            };

            UpdateMesh();



            // ADDITIONAL SHAPE PATHS

            slaves = new MovinShapeSlave[content.paths.Length - 1];
            for (int i = 1; i <= slaves.Length; i++)
            {
                slaves[i - 1] = new MovinShapeSlave(this, content.paths[i], movin.strokeWidth);
            }
        }