Apply() публичный Метод

public Apply ( Skeleton skeleton, float lastTime, float time, ExposedList firedEvents, float alpha, bool setupPose, bool mixingOut ) : void
skeleton Skeleton
lastTime float
time float
firedEvents ExposedList
alpha float
setupPose bool
mixingOut bool
Результат void
Пример #1
0
	static void ParseRotateTimeline (Skeleton skeleton, RotateTimeline timeline, AnimationClip clip) {
		var boneData = skeleton.Data.Bones[timeline.BoneIndex];
		var bone = skeleton.Bones[timeline.BoneIndex];

		AnimationCurve curve = new AnimationCurve();

		float endTime = timeline.Frames[(timeline.FrameCount * 2) - 2];

		float currentTime = timeline.Frames[0];

		List<Keyframe> keys = new List<Keyframe>();

		float rotation = timeline.Frames[1] + boneData.Rotation;

		keys.Add(new Keyframe(timeline.Frames[0], rotation, 0, 0));

		int listIndex = 1;
		int frameIndex = 1;
		int f = 2;
		float[] frames = timeline.Frames;
		skeleton.SetToSetupPose();
		float lastTime = 0;
		float angle = rotation;
		while (currentTime < endTime) {
			int pIndex = listIndex - 1;
			float curveType = timeline.GetCurveType(frameIndex - 1);

			if (curveType == 0) {
				//linear
				Keyframe pk = keys[pIndex];

				float time = frames[f];

				rotation = frames[f + 1] + boneData.Rotation;
				angle += Mathf.DeltaAngle(angle, rotation);
				float r = angle;

				float rOut = (r - pk.value) / (time - pk.time);

				pk.outTangent = rOut;

				keys.Add(new Keyframe(time, r, rOut, 0));

				keys[pIndex] = pk;

				currentTime = time;

				timeline.Apply(skeleton, lastTime, currentTime, null, 1);

				lastTime = time;
				listIndex++;
			} else if (curveType == 1) {
				//stepped

				Keyframe pk = keys[pIndex];

				float time = frames[f];

				rotation = frames[f + 1] + boneData.Rotation;
				angle += Mathf.DeltaAngle(angle, rotation);
				float r = angle;

				float rOut = float.PositiveInfinity;

				pk.outTangent = rOut;

				keys.Add(new Keyframe(time, r, rOut, 0));

				keys[pIndex] = pk;

				currentTime = time;

				timeline.Apply(skeleton, lastTime, currentTime, null, 1);

				lastTime = time;
				listIndex++;
			} else if (curveType == 2) {
				//bezier
				Keyframe pk = keys[pIndex];

				float time = frames[f];

				timeline.Apply(skeleton, lastTime, currentTime, null, 1);
				skeleton.UpdateWorldTransform();

				rotation = frames[f + 1] + boneData.Rotation;
				angle += Mathf.DeltaAngle(angle, rotation);
				float r = angle;

				int steps = Mathf.FloorToInt((time - pk.time) / bakeIncrement);

				for (int i = 1; i <= steps; i++) {
					currentTime += bakeIncrement;
					if (i == steps)
						currentTime = time;

					timeline.Apply(skeleton, lastTime, currentTime, null, 1);
					skeleton.UpdateWorldTransform();
					pk = keys[listIndex - 1];

					rotation = bone.Rotation;
					angle += Mathf.DeltaAngle(angle, rotation);
					r = angle;

					float rOut = (r - pk.value) / (currentTime - pk.time);

					pk.outTangent = rOut;

					keys.Add(new Keyframe(currentTime, r, rOut, 0));

					keys[listIndex - 1] = pk;

					listIndex++;
					lastTime = currentTime;
				}
			}

			frameIndex++;
			f += 2;
		}

		curve = EnsureCurveKeyCount(new AnimationCurve(keys.ToArray()));

		string path = GetPath(boneData);
		string propertyName = "localEulerAnglesBaked";

		EditorCurveBinding xBind = EditorCurveBinding.FloatCurve(path, typeof(Transform), propertyName + ".x");
		AnimationUtility.SetEditorCurve(clip, xBind, new AnimationCurve());
		EditorCurveBinding yBind = EditorCurveBinding.FloatCurve(path, typeof(Transform), propertyName + ".y");
		AnimationUtility.SetEditorCurve(clip, yBind, new AnimationCurve());
		EditorCurveBinding zBind = EditorCurveBinding.FloatCurve(path, typeof(Transform), propertyName + ".z");
		AnimationUtility.SetEditorCurve(clip, zBind, curve);

	}
Пример #2
0
        private static void ApplyRotateTimeline(RotateTimeline rotateTimeline, Skeleton skeleton, float time, float alpha, MixPose pose, float[] timelinesRotation, int i, bool firstFrame)
        {
            if (firstFrame)
            {
                timelinesRotation[i] = 0f;
            }
            if (alpha == 1f)
            {
                rotateTimeline.Apply(skeleton, 0f, time, null, 1f, pose, MixDirection.In);
                return;
            }
            Bone bone = skeleton.bones.Items[rotateTimeline.boneIndex];

            float[] frames = rotateTimeline.frames;
            if (time < frames[0])
            {
                if (pose == MixPose.Setup)
                {
                    bone.rotation = bone.data.rotation;
                }
                return;
            }
            float num;

            if (time >= frames[frames.Length - 2])
            {
                num = bone.data.rotation + frames[frames.Length + -1];
            }
            else
            {
                int   num2         = Animation.BinarySearch(frames, time, 2);
                float num3         = frames[num2 + -1];
                float num4         = frames[num2];
                float curvePercent = rotateTimeline.GetCurvePercent((num2 >> 1) - 1, 1f - (time - num4) / (frames[num2 + -2] - num4));
                num  = frames[num2 + 1] - num3;
                num -= (float)((16384 - (int)(16384.499999999996 - (double)(num / 360f))) * 360);
                num  = num3 + num * curvePercent + bone.data.rotation;
                num -= (float)((16384 - (int)(16384.499999999996 - (double)(num / 360f))) * 360);
            }
            float num5 = (pose != 0) ? bone.rotation : bone.data.rotation;
            float num6 = num - num5;
            float num7;

            if (num6 == 0f)
            {
                num7 = timelinesRotation[i];
            }
            else
            {
                num6 -= (float)((16384 - (int)(16384.499999999996 - (double)(num6 / 360f))) * 360);
                float num8;
                float value;
                if (firstFrame)
                {
                    num8  = 0f;
                    value = num6;
                }
                else
                {
                    num8  = timelinesRotation[i];
                    value = timelinesRotation[i + 1];
                }
                bool flag  = num6 > 0f;
                bool flag2 = num8 >= 0f;
                if (Math.Sign(value) != Math.Sign(num6) && Math.Abs(value) <= 90f)
                {
                    if (Math.Abs(num8) > 180f)
                    {
                        num8 += (float)(360 * Math.Sign(num8));
                    }
                    flag2 = flag;
                }
                num7 = num6 + num8 - num8 % 360f;
                if (flag2 != flag)
                {
                    num7 += (float)(360 * Math.Sign(num8));
                }
                timelinesRotation[i] = num7;
            }
            timelinesRotation[i + 1] = num6;
            num5         += num7 * alpha;
            bone.rotation = num5 - (float)((16384 - (int)(16384.499999999996 - (double)(num5 / 360f))) * 360);
        }
Пример #3
0
        static private void ApplyRotateTimeline(RotateTimeline rotateTimeline, Skeleton skeleton, float time, float alpha, bool setupPose,
                                                float[] timelinesRotation, int i, bool firstFrame)
        {
            if (firstFrame)
            {
                timelinesRotation[i] = 0;
            }

            if (alpha == 1)
            {
                rotateTimeline.Apply(skeleton, 0, time, null, 1, setupPose, false);
                return;
            }

            Bone bone = skeleton.bones.Items[rotateTimeline.boneIndex];

            float[] frames = rotateTimeline.frames;
            if (time < frames[0])
            {
                if (setupPose)
                {
                    bone.rotation = bone.data.rotation;
                }
                return;
            }

            float r2;

            if (time >= frames[frames.Length - RotateTimeline.ENTRIES])             // Time is after last frame.
            {
                r2 = bone.data.rotation + frames[frames.Length + RotateTimeline.PREV_ROTATION];
            }
            else
            {
                // Interpolate between the previous frame and the current frame.
                int   frame        = Animation.BinarySearch(frames, time, RotateTimeline.ENTRIES);
                float prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
                float frameTime    = frames[frame];
                float percent      = rotateTimeline.GetCurvePercent((frame >> 1) - 1,
                                                                    1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));

                r2  = frames[frame + RotateTimeline.ROTATION] - prevRotation;
                r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360;
                r2  = prevRotation + r2 * percent + bone.data.rotation;
                r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360;
            }

            // Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
            float r1 = setupPose ? bone.data.rotation : bone.rotation;
            float total, diff = r2 - r1;

            if (diff == 0)
            {
                total = timelinesRotation[i];
            }
            else
            {
                diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
                float lastTotal, lastDiff;
                if (firstFrame)
                {
                    lastTotal = 0;
                    lastDiff  = diff;
                }
                else
                {
                    lastTotal = timelinesRotation[i];                     // Angle and direction of mix, including loops.
                    lastDiff  = timelinesRotation[i + 1];                 // Difference between bones.
                }
                bool current = diff > 0, dir = lastTotal >= 0;
                // Detect cross at 0 (not 180).
                if (Math.Sign(lastDiff) != Math.Sign(diff) && Math.Abs(lastDiff) <= 90)
                {
                    // A cross after a 360 rotation is a loop.
                    if (Math.Abs(lastTotal) > 180)
                    {
                        lastTotal += 360 * Math.Sign(lastTotal);
                    }
                    dir = current;
                }
                total = diff + lastTotal - lastTotal % 360;                 // Store loops as part of lastTotal.
                if (dir != current)
                {
                    total += 360 * Math.Sign(lastTotal);
                }
                timelinesRotation[i] = total;
            }
            timelinesRotation[i + 1] = diff;
            r1           += total * alpha;
            bone.rotation = r1 - (16384 - (int)(16384.499999999996 - r1 / 360)) * 360;
        }
Пример #4
0
 private static void ApplyRotateTimeline(RotateTimeline rotateTimeline, Skeleton skeleton, float time, float alpha, MixPose pose, float[] timelinesRotation, int i, bool firstFrame)
 {
     if (firstFrame)
     {
         timelinesRotation[i] = 0f;
     }
     if (alpha == 1f)
     {
         rotateTimeline.Apply(skeleton, 0f, time, null, 1f, pose, MixDirection.In);
     }
     else
     {
         Bone    bone   = skeleton.bones.Items[rotateTimeline.boneIndex];
         float[] frames = rotateTimeline.frames;
         if (time < frames[0])
         {
             if (pose == MixPose.Setup)
             {
                 bone.rotation = bone.data.rotation;
             }
         }
         else
         {
             float num;
             float num7;
             if (time >= frames[frames.Length - 2])
             {
                 num = bone.data.rotation + frames[frames.Length + -1];
             }
             else
             {
                 int   index        = Animation.BinarySearch(frames, time, 2);
                 float num3         = frames[index + -1];
                 float num4         = frames[index];
                 float curvePercent = rotateTimeline.GetCurvePercent((index >> 1) - 1, 1f - ((time - num4) / (frames[index + -2] - num4)));
                 num  = frames[index + 1] - num3;
                 num -= (0x4000 - ((int)(16384.499999999996 - (num / 360f)))) * 360;
                 num  = (num3 + (num * curvePercent)) + bone.data.rotation;
                 num -= (0x4000 - ((int)(16384.499999999996 - (num / 360f)))) * 360;
             }
             float num6 = (pose != MixPose.Setup) ? bone.rotation : bone.data.rotation;
             float num8 = num - num6;
             if (num8 == 0f)
             {
                 num7 = timelinesRotation[i];
             }
             else
             {
                 float num9;
                 float num10;
                 num8 -= (0x4000 - ((int)(16384.499999999996 - (num8 / 360f)))) * 360;
                 if (firstFrame)
                 {
                     num9  = 0f;
                     num10 = num8;
                 }
                 else
                 {
                     num9  = timelinesRotation[i];
                     num10 = timelinesRotation[i + 1];
                 }
                 bool flag  = num8 > 0f;
                 bool flag2 = num9 >= 0f;
                 if ((Math.Sign(num10) != Math.Sign(num8)) && (Math.Abs(num10) <= 90f))
                 {
                     if (Math.Abs(num9) > 180f)
                     {
                         num9 += 360 * Math.Sign(num9);
                     }
                     flag2 = flag;
                 }
                 num7 = (num8 + num9) - (num9 % 360f);
                 if (flag2 != flag)
                 {
                     num7 += 360 * Math.Sign(num9);
                 }
                 timelinesRotation[i] = num7;
             }
             timelinesRotation[i + 1] = num8;
             num6         += num7 * alpha;
             bone.rotation = num6 - ((0x4000 - ((int)(16384.499999999996 - (num6 / 360f)))) * 360);
         }
     }
 }