private void ConvertToRecordableClip(AnimationTrack track)
        {
            if (track == null || !track.hasClips)
            {
                return;
            }

            UndoExtensions.RegisterTrack(track, L10n.Tr("ConvertToRecordableClip"));

            var clip     = track.GetClips().First();
            var delta    = (float)clip.start;
            var duration = clip.duration;

            var animationAsset = clip.asset as AnimationPlayableAsset;

            if (animationAsset == null)
            {
                return;
            }
            var animationClipSource = animationAsset.clip;
            var animationName       = animationClipSource.name;

            foreach (var c in track.GetClips())
            {
                track.DeleteClip(c);
            }

            var recordableClip = track.CreateRecordableClip(animationName);

            recordableClip.start    = delta;
            recordableClip.duration = duration;
            var newAnimationClip = (recordableClip.asset as AnimationPlayableAsset).clip;


            newAnimationClip.name = animationName;
            var setting = AnimationUtility.GetAnimationClipSettings(animationClipSource);

            AnimationUtility.SetAnimationClipSettings(newAnimationClip, setting);
            newAnimationClip.frameRate = animationClipSource.frameRate;
            EditorCurveBinding[] curveBindings = AnimationUtility.GetCurveBindings(animationClipSource);
            for (int i = 0; i < curveBindings.Length; i++)
            {
                AnimationUtility.SetEditorCurve(newAnimationClip, curveBindings[i],
                                                AnimationUtility.GetEditorCurve(animationClipSource, curveBindings[i]));
            }


            EditorUtility.SetDirty(track);
        }
        public void ExportSingleTimelineClipTest()
        {
            string cubeSpecialPath = FindPathInUnitTests("Scene/CubeSpecial.prefab");

            GameObject myCube     = AddAssetToScene(cubeSpecialPath);
            string     folderPath = GetRandomFileNamePath(extName: "");
            string     filePath   = null;
            var        exportData = new Dictionary <GameObject, IExportData>();

            PlayableDirector pd = myCube.GetComponent <PlayableDirector> ();

            if (pd != null)
            {
                foreach (PlayableBinding output in pd.playableAsset.outputs)
                {
                    AnimationTrack at = output.sourceObject as AnimationTrack;

                    var atComponent = pd.GetGenericBinding(at) as Component;
                    Assert.That(atComponent, Is.Not.Null);

                    var atObject = atComponent.gameObject;

                    // One file by animation clip
                    foreach (TimelineClip timeLineClip in at.GetClips())
                    {
                        Assert.That(timeLineClip.animationClip, Is.Not.Null);

                        filePath             = string.Format("{0}/{1}@{2}", folderPath, atObject.name, "Recorded.fbx");
                        exportData[atObject] = ModelExporter.GetExportData(atObject, timeLineClip.animationClip);
                        break;
                    }
                }
            }
            Assert.That(filePath, Is.Not.Null);
            Assert.That(exportData, Is.Not.Null);

            // This version of ExportObjects is private. Use reflection
            // ModelExporter.ExportObjects(filePath, new Object[1]{myCube}, null, exportData);
            var internalMethod = typeof(ModelExporter).GetMethod("ExportObjects",
                                                                 BindingFlags.Static | BindingFlags.NonPublic,
                                                                 null,
                                                                 new Type[] { typeof(string), typeof(UnityEngine.Object[]), typeof(IExportOptions), typeof(Dictionary <GameObject, IExportData>) },
                                                                 null);

            internalMethod.Invoke(null, new object[] { filePath, new UnityEngine.Object[1] {
                                                           myCube
                                                       }, null, exportData });
            FileAssert.Exists(filePath);
        }
示例#3
0
        public void ExportSingleTimelineClipTest()
        {
            string cubeSpecialPath = FindPathInUnitTests("Scene/CubeSpecial.prefab");

            GameObject   myCube               = AddAssetToScene(cubeSpecialPath);
            string       folderPath           = GetRandomFileNamePath(extName: "");
            string       filePath             = null;
            TimelineClip timelineClipToExport = null;

            UnityEditor.Selection.activeObject = myCube;

            PlayableDirector pd = myCube.GetComponent <PlayableDirector>();

            if (pd != null)
            {
                foreach (PlayableBinding output in pd.playableAsset.outputs)
                {
                    AnimationTrack at = output.sourceObject as AnimationTrack;

                    var atComponent = pd.GetGenericBinding(at) as Component;
                    Assert.That(atComponent, Is.Not.Null);

                    var atObject = atComponent.gameObject;

                    // One file by animation clip
                    foreach (TimelineClip timeLineClip in at.GetClips())
                    {
                        Assert.That(timeLineClip.animationClip, Is.Not.Null);

                        filePath             = $"{folderPath}/{atObject.name}@Recorded.fbx";
                        timelineClipToExport = timeLineClip;
                        break;
                    }
                }
            }
            Assert.That(filePath, Is.Not.Null);

            var exportOptions = new ExportModelSettingsSerialize();

            exportOptions.SetModelAnimIncludeOption(ExportSettings.Include.Anim);

            ModelExporter.ExportTimelineClip(filePath, timelineClipToExport, pd, exportOptions);
            FileAssert.Exists(filePath);
        }
示例#4
0
        public void ExportSingleTimelineClipFromExportDataTest()
        {
            string cubeSpecialPath = FindPathInUnitTests("Scene/CubeSpecial.prefab");

            GameObject myCube     = AddAssetToScene(cubeSpecialPath);
            string     folderPath = GetRandomFileNamePath(extName: "");
            string     filePath   = null;
            var        exportData = new Dictionary <GameObject, IExportData>();

            PlayableDirector pd = myCube.GetComponent <PlayableDirector>();

            if (pd != null)
            {
                foreach (PlayableBinding output in pd.playableAsset.outputs)
                {
                    AnimationTrack at = output.sourceObject as AnimationTrack;

                    var atComponent = pd.GetGenericBinding(at) as Component;
                    Assert.That(atComponent, Is.Not.Null);

                    var atObject = atComponent.gameObject;

                    // One file by animation clip
                    foreach (TimelineClip timeLineClip in at.GetClips())
                    {
                        Assert.That(timeLineClip.animationClip, Is.Not.Null);

                        filePath             = $"{folderPath}/{atObject.name}@Recorded.fbx";
                        exportData[atObject] = ModelExporter.GetExportData(atObject, timeLineClip.animationClip);
                        break;
                    }
                }
            }
            Assert.That(filePath, Is.Not.Null);
            Assert.That(exportData, Is.Not.Null);
            ModelExporter.ExportObjects(filePath, new UnityEngine.Object[1] {
                myCube
            }, null, exportData);
            FileAssert.Exists(filePath);
        }
        // 导出AnimationTrack
        private int ExportAnimationTrack(AnimationTrack animationTrack, JSONObject trackListArr, JSONObject clipListArr)
        {
            JSONObject trackJSON = GenerateBaseTrack(animationTrack, PlaybaleTrackTypeMap["AnimationTrack"]);

            trackJSON.AddField("applyAvatarMask", animationTrack.applyAvatarMask);
            JSONObject infiniteClipOffsetPositionArr = new JSONObject(JSONObject.Type.ARRAY);
            JSONObject infiniteClipOffsetRotationArr = new JSONObject(JSONObject.Type.ARRAY);

            trackJSON.AddField("infiniteClipOffsetPosition", infiniteClipOffsetPositionArr);
            trackJSON.AddField("infiniteClipOffsetRotation", infiniteClipOffsetRotationArr);
#if UNITY_2018_3_OR_NEWER
            trackJSON.AddField("trackOffset", TrackOffsetMap[animationTrack.trackOffset]);
#else
            if (animationTrack.applyOffsets)
            {
                trackJSON.AddField("trackOffset", TrackOffsetMap["ApplyTransformOffsets"]);
            }
            else
            {
                trackJSON.AddField("trackOffset", TrackOffsetMap["Auto"]);
            }
#endif
#if UNITY_2019_1_OR_NEWER
            infiniteClipOffsetPositionArr.Add(-animationTrack.infiniteClipOffsetPosition.x);
            infiniteClipOffsetPositionArr.Add(animationTrack.infiniteClipOffsetPosition.y);
            infiniteClipOffsetPositionArr.Add(animationTrack.infiniteClipOffsetPosition.z);
            infiniteClipOffsetRotationArr.Add(-animationTrack.infiniteClipOffsetRotation.x);
            infiniteClipOffsetRotationArr.Add(animationTrack.infiniteClipOffsetRotation.y);
            infiniteClipOffsetRotationArr.Add(animationTrack.infiniteClipOffsetRotation.z);
            infiniteClipOffsetRotationArr.Add(-animationTrack.infiniteClipOffsetRotation.w);
#else
            infiniteClipOffsetPositionArr.Add(-animationTrack.openClipOffsetPosition.x);
            infiniteClipOffsetPositionArr.Add(animationTrack.openClipOffsetPosition.y);
            infiniteClipOffsetPositionArr.Add(animationTrack.openClipOffsetPosition.z);
            infiniteClipOffsetRotationArr.Add(-animationTrack.openClipOffsetRotation.x);
            infiniteClipOffsetRotationArr.Add(animationTrack.openClipOffsetRotation.y);
            infiniteClipOffsetRotationArr.Add(animationTrack.openClipOffsetRotation.z);
            infiniteClipOffsetRotationArr.Add(-animationTrack.openClipOffsetRotation.w);
#endif
            if (animationTrack.avatarMask != null)
            {
                WXAvatarMask mask = new WXAvatarMask(animationTrack.avatarMask);
                string       uid  = AddDependencies(mask);
                trackJSON.AddField("avatarMask", uid);
            }
            else
            {
                trackJSON.AddField("avatarMask", new JSONObject(JSONObject.Type.NULL));
            }

            JSONObject positionArr = new JSONObject(JSONObject.Type.ARRAY);
            positionArr.Add(-animationTrack.position.x);
            positionArr.Add(animationTrack.position.y);
            positionArr.Add(animationTrack.position.z);
            trackJSON.AddField("position", positionArr);

            JSONObject rotationArr = new JSONObject(JSONObject.Type.ARRAY);
            rotationArr.Add(-animationTrack.rotation.x);
            rotationArr.Add(animationTrack.rotation.y);
            rotationArr.Add(animationTrack.rotation.z);
            rotationArr.Add(-animationTrack.rotation.w);
            trackJSON.AddField("rotation", rotationArr);

            JSONObject matchTargetFieldsJSON = new JSONObject(JSONObject.Type.OBJECT);
            trackJSON.AddField("matchTargetFields", matchTargetFieldsJSON);
            matchTargetFieldsJSON.AddField("PositionX", (animationTrack.matchTargetFields & MatchTargetFields.PositionX) == MatchTargetFields.PositionX);
            matchTargetFieldsJSON.AddField("PositionY", (animationTrack.matchTargetFields & MatchTargetFields.PositionY) == MatchTargetFields.PositionY);
            matchTargetFieldsJSON.AddField("PositionZ", (animationTrack.matchTargetFields & MatchTargetFields.PositionZ) == MatchTargetFields.PositionZ);
            matchTargetFieldsJSON.AddField("RotationX", (animationTrack.matchTargetFields & MatchTargetFields.RotationX) == MatchTargetFields.RotationX);
            matchTargetFieldsJSON.AddField("RotationY", (animationTrack.matchTargetFields & MatchTargetFields.RotationY) == MatchTargetFields.RotationY);
            matchTargetFieldsJSON.AddField("RotationZ", (animationTrack.matchTargetFields & MatchTargetFields.RotationZ) == MatchTargetFields.RotationZ);

            UnityEditor.SerializedObject   serializedObject = new UnityEditor.SerializedObject(animationTrack);
            UnityEditor.SerializedProperty serializedClip   = serializedObject.FindProperty("m_Clips");

            JSONObject clipsIndexArr = trackJSON.GetField("clips");
            if (animationTrack.inClipMode) // 普通clip
            // 貌似有时候序列化的m_Clips顺序跟 timelineClipList 的顺序对不上,但是很难复现。没有找到顺序可以必定对上的方法,先这样吧
            {
                IEnumerable <TimelineClip> timelineClipList = animationTrack.GetClips();
                int num = 0;
                foreach (TimelineClip timelineClip in timelineClipList)
                {
                    JSONObject clipJSON = GenerateBaseTimelineClip(timelineClip, PlaybaleClipTypeMap["Animation"]);
                    JSONObject clipData = new JSONObject(JSONObject.Type.OBJECT);
                    float      m_PostExtrapolationTime = (float)serializedClip.FindPropertyRelative("Array.data[" + num + "].m_PostExtrapolationTime").doubleValue;
                    float      m_PreExtrapolationTime  = (float)serializedClip.FindPropertyRelative("Array.data[" + num + "].m_PreExtrapolationTime").doubleValue;
                    clipJSON.SetField("postExtrapolationTime", m_PostExtrapolationTime);
                    clipJSON.SetField("preExtrapolationTime", m_PreExtrapolationTime);
                    clipJSON.AddField("data", clipData);

                    bool m_Recordable = serializedClip.FindPropertyRelative("Array.data[" + num + "].m_Recordable").boolValue;
                    clipData.AddField("recordable", m_Recordable);

                    string clipPath = ExportAnimationClip(timelineClip.animationClip);
                    if (string.IsNullOrEmpty(clipPath))
                    {
                        clipData.AddField("clip", JSONObject.nullJO);
                    }
                    else
                    {
                        clipData.AddField("clip", clipPath);
                    }


                    AnimationPlayableAsset asset = (AnimationPlayableAsset)timelineClip.asset;
                    // clipData.AddField("clipCaps", ClipCapsMap.ContainsKey(timelineClip.clipCaps) ? ClipCapsMap[timelineClip.clipCaps] : ClipCapsMap[ClipCaps.None]);
                    // clipData.AddField("duration", (float)asset.duration);
#if UNITY_2018_3_OR_NEWER
                    // 2018_3才开始支持
                    clipData.AddField("applyFootIK", asset.applyFootIK);
#else
                    clipData.AddField("applyFootIK", false);
#endif

#if UNITY_2019_1_OR_NEWER
                    // 2019_1才开始支持
                    clipData.AddField("loop", LoopModeMap[asset.loop]);
#else
                    clipData.AddField("loop", LoopModeMap["UseSourceAsset"]);
#endif

                    clipData.AddField("useTrackMatchFields", asset.useTrackMatchFields);

                    JSONObject clipMatchTargetFieldsJSON = new JSONObject(JSONObject.Type.OBJECT);
                    clipData.AddField("matchTargetFields", clipMatchTargetFieldsJSON);
                    clipMatchTargetFieldsJSON.AddField("PositionX", (asset.matchTargetFields & MatchTargetFields.PositionX) == MatchTargetFields.PositionX);
                    clipMatchTargetFieldsJSON.AddField("PositionY", (asset.matchTargetFields & MatchTargetFields.PositionY) == MatchTargetFields.PositionY);
                    clipMatchTargetFieldsJSON.AddField("PositionZ", (asset.matchTargetFields & MatchTargetFields.PositionZ) == MatchTargetFields.PositionZ);
                    clipMatchTargetFieldsJSON.AddField("RotationX", (asset.matchTargetFields & MatchTargetFields.RotationX) == MatchTargetFields.RotationX);
                    clipMatchTargetFieldsJSON.AddField("RotationY", (asset.matchTargetFields & MatchTargetFields.RotationY) == MatchTargetFields.RotationY);
                    clipMatchTargetFieldsJSON.AddField("RotationZ", (asset.matchTargetFields & MatchTargetFields.RotationZ) == MatchTargetFields.RotationZ);

                    JSONObject clipPositionArr = new JSONObject(JSONObject.Type.ARRAY);
                    clipPositionArr.Add(-asset.position.x);
                    clipPositionArr.Add(asset.position.y);
                    clipPositionArr.Add(asset.position.z);
                    clipData.AddField("position", clipPositionArr);

                    JSONObject clipRotationArr = new JSONObject(JSONObject.Type.ARRAY);
                    clipRotationArr.Add(-asset.rotation.x);
                    clipRotationArr.Add(asset.rotation.y);
                    clipRotationArr.Add(asset.rotation.z);
                    clipRotationArr.Add(-asset.rotation.w);
                    clipData.AddField("rotation", clipRotationArr);

                    clipsIndexArr.Add(ExportTimelineClip(clipJSON, clipListArr));
                    num++;
                }
            }
            else // infiniteClip
            {
#if UNITY_2019_1_OR_NEWER
                // 2019_1才开始支持
                AnimationClip infiniteClip = animationTrack.infiniteClip;
#else
                // 序列化取出私有变量
                UnityEditor.SerializedObject   trackSerializedObject = new UnityEditor.SerializedObject(animationTrack);
                UnityEditor.SerializedProperty animClipSerialize     = trackSerializedObject.FindProperty("m_AnimClip");
                AnimationClip infiniteClip = animClipSerialize.objectReferenceValue as AnimationClip;
#endif
                string infinityClipPath = ExportAnimationClip(infiniteClip);
                if (string.IsNullOrEmpty(infinityClipPath))
                {
                    trackJSON.SetField("infinityClip", JSONObject.nullJO);
                }
                else
                {
                    trackJSON.SetField("infinityClip", infinityClipPath);
                }
            }
            // 导出子track
            JSONObject childrenJSON = trackJSON.GetField("children");
            IEnumerable <TrackAsset> childTrackAssetList = animationTrack.GetChildTracks();
            List <int> indexList = ExportTrackList(childTrackAssetList, trackListArr, clipListArr);
            foreach (int index in indexList)
            {
                childrenJSON.Add(index);
            }
            return(ExportTrack(trackJSON, trackListArr));
        }
            public bool SetTrack(string trackName, int layerIndex, apAnimPlayUnit.BLEND_METHOD blendMethod, apPortrait portrait, apAnimPlayManager animPlayManager)
            {
#if UNITY_2017_1_OR_NEWER
                //PlayableDirector playDirector = _parentTrackSet._playableDirector;
                PlayableAsset playAsset = _parentTrackSet._playableAsset;
#endif

                _trackName  = trackName;
                _layerIndex = layerIndex;
#if UNITY_2017_1_OR_NEWER
                _layerOrder = _layerIndex;
#endif
                _blendMethod = blendMethod;

                if (string.IsNullOrEmpty(_trackName))
                {
                    //이름이 빈칸이거나 null이다.
                    return(false);
                }

                _clipData = new List <TimelineClipData>();
#if UNITY_2017_1_OR_NEWER
                _timelineClips   = new List <TimelineClip>();
                _clipDataByTrack = new Dictionary <TimelineClip, TimelineClipData>();
#endif

                _nClipData = 0;

                //연결을 하자
                bool isFind = false;
#if UNITY_2017_1_OR_NEWER
                _animationTrack = null;
#endif

                //그 전에 AnimClip <-> AnimationClipAsset을 서로 연결해야한다.
                apAnimClip    curAnimClip           = null;
                AnimationClip curAnimationClipAsset = null;
                Dictionary <AnimationClip, apAnimClip> animClipAsset2AnimClip = new Dictionary <AnimationClip, apAnimClip>();

                for (int i = 0; i < portrait._animClips.Count; i++)
                {
                    curAnimClip = portrait._animClips[i];
                    if (curAnimClip == null)
                    {
                        continue;
                    }
                    curAnimationClipAsset = curAnimClip._animationClipForMecanim;
                    if (curAnimationClipAsset == null)
                    {
                        continue;
                    }

                    if (animClipAsset2AnimClip.ContainsKey(curAnimationClipAsset))
                    {
                        continue;
                    }

                    animClipAsset2AnimClip.Add(curAnimationClipAsset, curAnimClip);
                }

                //apAnimClip에 해당하는 apOptRootUnit을 알아야 한다.
                //apAnimPlayData에 그 정보가 저장되어 있으니 참조하자
                apAnimPlayData curPlayData = null;
                Dictionary <apAnimClip, apOptRootUnit> animClip2RootUnit = new Dictionary <apAnimClip, apOptRootUnit>();

                for (int i = 0; i < animPlayManager._animPlayDataList.Count; i++)
                {
                    curPlayData = animPlayManager._animPlayDataList[i];
                    if (curPlayData == null)
                    {
                        continue;
                    }
                    if (curPlayData._linkedAnimClip == null || curPlayData._linkedOptRootUnit == null)
                    {
                        continue;
                    }

                    if (animClip2RootUnit.ContainsKey(curPlayData._linkedAnimClip))
                    {
                        continue;
                    }

                    //apAnimClip -> apOptRootUnit으로 연결 데이터 추가
                    animClip2RootUnit.Add(curPlayData._linkedAnimClip, curPlayData._linkedOptRootUnit);
                }


#if UNITY_2017_1_OR_NEWER
                foreach (PlayableBinding playableBinding in playAsset.outputs)
                {
#endif
#if UNITY_2018_1_OR_NEWER
                bool isAnimTrack = playableBinding.sourceObject != null && playableBinding.sourceObject is AnimationTrack;
#elif UNITY_2017_1_OR_NEWER
                bool isAnimTrack = playableBinding.streamType == DataStreamType.Animation;
#endif
                //if (playableBinding.streamType != DataStreamType.Animation)
#if UNITY_2017_1_OR_NEWER
                if (!isAnimTrack)
                {
                    //애니메이션 타입이 아니라면 패스
                    continue;
                }

                AnimationTrack animTrack = playableBinding.sourceObject as AnimationTrack;
                if (animTrack == null)
                {
                    continue;
                }
                //if(animTrack.isEmpty)
                //{
                //	//클립이 아예 없는데용
                //	continue;
                //}

                if (!animTrack.name.Equals(_trackName))
                {
                    //이름이 다르다.
                    continue;
                }

                if (animTrack.isEmpty)
                {
                    //클립이 아예 없는데용
                    //continue;
                    Debug.LogWarning("AnyPortrait : ( Warning ) No Clip in the requested track. [ " + trackName + " ]");
                    //일단 처리는 하자
                }

                //이름도 같고 유효한 트랙을 찾았다!
                isFind          = true;
                _animationTrack = animTrack;


                AnimationClip animClipInTrack = null;
                apAnimClip targetAnimClip     = null;
                apOptRootUnit targetRootUnit  = null;

                foreach (TimelineClip timelineClip in _animationTrack.GetClips())
                {
                    //Track의 TimelineClip 중에서 유효한 AnimationClip만 선택한다.
                    animClipInTrack = timelineClip.animationClip;

                    if (!animClipAsset2AnimClip.ContainsKey(animClipInTrack))
                    {
                        //유효한 AnimationClip이 아니다.
                        continue;
                    }

                    targetAnimClip = animClipAsset2AnimClip[animClipInTrack];

                    if (targetAnimClip == null)
                    {
                        //animClip이 비어있다.
                        continue;
                    }

                    if (!animClip2RootUnit.ContainsKey(targetAnimClip))
                    {
                        //apAnimClip -> apOptRootUnit을 조회할 수 없다.
                        continue;
                    }

                    targetRootUnit = animClip2RootUnit[targetAnimClip];
                    if (targetRootUnit == null)
                    {
                        //RootUnit이 null이다.
                        continue;
                    }


                    TimelineClipData newClipData = new TimelineClipData(timelineClip, targetAnimClip, targetRootUnit);
                    _clipData.Add(newClipData);

                    _timelineClips.Add(timelineClip);
                    _clipDataByTrack.Add(timelineClip, newClipData);
                    //_clipDataByAnimClip.Add(targetAnimClip, newClipData);
                    _nClipData++;
                }

                //Debug.Log("Track [" + trackName + "] Added");

                //<<추가>> 시간대에 따라서 Sort
                _clipData.Sort(delegate(TimelineClipData a, TimelineClipData b)
                {
                    return((int)((a._timelineClip.start - b._timelineClip.start) * 100.0));
                });

                if (isFind)
                {
                    break;
                }
            }
#endif
                if (!isFind)
                {
                    Debug.LogError("AnyPortrait : No track with the requested name. [" + trackName + "]");
                }
                return(isFind);
            }