You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1427 lines
44 KiB
1427 lines
44 KiB
2 years ago
|
/******************************************************************************
|
||
|
* Spine Runtimes Software License v2.5
|
||
|
*
|
||
|
* Copyright (c) 2013-2016, Esoteric Software
|
||
|
* All rights reserved.
|
||
|
*
|
||
|
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||
|
* non-transferable license to use, install, execute, and perform the Spine
|
||
|
* Runtimes software and derivative works solely for personal or internal
|
||
|
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||
|
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||
|
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||
|
* or other intellectual property or proprietary rights notices on or in the
|
||
|
* Software, including any copy thereof. Redistributions in binary or source
|
||
|
* form must include this license and terms.
|
||
|
*
|
||
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||
|
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||
|
* POSSIBILITY OF SUCH DAMAGE.
|
||
|
*****************************************************************************/
|
||
|
|
||
|
// Contributed by: Mitch Thompson
|
||
|
|
||
|
#define SPINE_SKELETON_ANIMATOR
|
||
|
|
||
|
using UnityEngine;
|
||
|
using UnityEditor;
|
||
|
using UnityEditorInternal;
|
||
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using System.Linq;
|
||
|
using System.Reflection;
|
||
|
using System.IO;
|
||
|
using Spine;
|
||
|
|
||
|
namespace Spine.Unity.Editor {
|
||
|
|
||
|
/// <summary>
|
||
|
/// [SUPPORTS]
|
||
|
/// Linear, Constant, and Bezier Curves*
|
||
|
/// Inverse Kinematics*
|
||
|
/// Inherit Rotation
|
||
|
/// Translate Timeline
|
||
|
/// Rotate Timeline
|
||
|
/// Scale Timeline**
|
||
|
/// Event Timeline***
|
||
|
/// Attachment Timeline
|
||
|
///
|
||
|
/// RegionAttachment
|
||
|
/// MeshAttachment (optionally Skinned)
|
||
|
///
|
||
|
/// [LIMITATIONS]
|
||
|
/// *Bezier Curves are baked into the animation at 60fps and are not realtime. Use bakeIncrement constant to adjust key density if desired.
|
||
|
/// *Inverse Kinematics is baked into the animation at 60fps and are not realtime. Use bakeIncrement constant to adjust key density if desired.
|
||
|
/// ***Events may only fire 1 type of data per event in Unity safely so priority to String data if present in Spine key, otherwise a Float is sent whether the Spine key was Int or Float with priority given to Int.
|
||
|
///
|
||
|
/// [DOES NOT SUPPORT]
|
||
|
/// FFD (Unity does not provide access to BlendShapes with code)
|
||
|
/// Color Keys (Maybe one day when Unity supports full FBX standard and provides access with code)
|
||
|
/// Draw Order Keyframes
|
||
|
/// </summary>
|
||
|
public static class SkeletonBaker {
|
||
|
|
||
|
#region SkeletonAnimator's Mecanim Clips
|
||
|
#if SPINE_SKELETON_ANIMATOR
|
||
|
public static void GenerateMecanimAnimationClips (SkeletonDataAsset skeletonDataAsset) {
|
||
|
var data = skeletonDataAsset.GetSkeletonData(true);
|
||
|
if (data == null) {
|
||
|
Debug.LogError("SkeletonData loading failed!", skeletonDataAsset);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
string dataPath = AssetDatabase.GetAssetPath(skeletonDataAsset);
|
||
|
string controllerPath = dataPath.Replace(SpineEditorUtilities.SkeletonDataSuffix, "_Controller").Replace(".asset", ".controller");
|
||
|
UnityEditor.Animations.AnimatorController controller;
|
||
|
if (skeletonDataAsset.controller != null) {
|
||
|
controller = (UnityEditor.Animations.AnimatorController)skeletonDataAsset.controller;
|
||
|
controllerPath = AssetDatabase.GetAssetPath(controller);
|
||
|
} else {
|
||
|
if (File.Exists(controllerPath)) {
|
||
|
if (EditorUtility.DisplayDialog("Controller Overwrite Warning", "Unknown Controller already exists at: " + controllerPath, "Update", "Overwrite")) {
|
||
|
controller = (UnityEditor.Animations.AnimatorController)AssetDatabase.LoadAssetAtPath(controllerPath, typeof(RuntimeAnimatorController));
|
||
|
} else {
|
||
|
controller = (UnityEditor.Animations.AnimatorController)UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(controllerPath);
|
||
|
}
|
||
|
} else {
|
||
|
controller = (UnityEditor.Animations.AnimatorController)UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(controllerPath);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
skeletonDataAsset.controller = controller;
|
||
|
EditorUtility.SetDirty(skeletonDataAsset);
|
||
|
|
||
|
UnityEngine.Object[] objs = AssetDatabase.LoadAllAssetsAtPath(controllerPath);
|
||
|
|
||
|
var unityAnimationClipTable = new Dictionary<string, AnimationClip>();
|
||
|
var spineAnimationTable = new Dictionary<string, Spine.Animation>();
|
||
|
|
||
|
foreach (var o in objs) {
|
||
|
//Debug.LogFormat("({0}){1} : {3} + {2} + {4}", o.GetType(), o.name, o.hideFlags, o.GetInstanceID(), o.GetHashCode());
|
||
|
// There is a bug in Unity 5.3.3 (and likely before) that creates
|
||
|
// a duplicate AnimationClip when you duplicate a Mecanim Animator State.
|
||
|
// These duplicates seem to be identifiable by their HideFlags, so we'll exclude them.
|
||
|
if (o is AnimationClip) {
|
||
|
var clip = o as AnimationClip;
|
||
|
if (!clip.HasFlag(HideFlags.HideInHierarchy)) {
|
||
|
if (unityAnimationClipTable.ContainsKey(clip.name)) {
|
||
|
Debug.LogWarningFormat("Duplicate AnimationClips were found named {0}", clip.name);
|
||
|
}
|
||
|
unityAnimationClipTable.Add(clip.name, clip);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
foreach (var animations in data.Animations) {
|
||
|
string animationName = animations.Name; // Review for unsafe names. Requires runtime implementation too.
|
||
|
spineAnimationTable.Add(animationName, animations);
|
||
|
|
||
|
if (unityAnimationClipTable.ContainsKey(animationName) == false) {
|
||
|
AnimationClip newClip = new AnimationClip {
|
||
|
name = animationName
|
||
|
};
|
||
|
//AssetDatabase.CreateAsset(newClip, Path.GetDirectoryName(dataPath) + "/" + animationName + ".asset");
|
||
|
AssetDatabase.AddObjectToAsset(newClip, controller);
|
||
|
unityAnimationClipTable.Add(animationName, newClip);
|
||
|
}
|
||
|
|
||
|
AnimationClip clip = unityAnimationClipTable[animationName];
|
||
|
clip.SetCurve("", typeof(GameObject), "dummy", AnimationCurve.Linear(0, 0, animations.Duration, 0));
|
||
|
var settings = AnimationUtility.GetAnimationClipSettings(clip);
|
||
|
settings.stopTime = animations.Duration;
|
||
|
SetAnimationSettings(clip, settings);
|
||
|
|
||
|
AnimationUtility.SetAnimationEvents(clip, new AnimationEvent[0]);
|
||
|
foreach (Timeline t in animations.Timelines) {
|
||
|
if (t is EventTimeline)
|
||
|
ParseEventTimeline((EventTimeline)t, clip, SendMessageOptions.DontRequireReceiver);
|
||
|
}
|
||
|
|
||
|
EditorUtility.SetDirty(clip);
|
||
|
unityAnimationClipTable.Remove(animationName);
|
||
|
}
|
||
|
|
||
|
foreach (var clip in unityAnimationClipTable.Values) {
|
||
|
AnimationClip.DestroyImmediate(clip, true);
|
||
|
}
|
||
|
|
||
|
AssetDatabase.Refresh();
|
||
|
AssetDatabase.SaveAssets();
|
||
|
}
|
||
|
|
||
|
static bool HasFlag (this UnityEngine.Object o, HideFlags flagToCheck) {
|
||
|
return (o.hideFlags & flagToCheck) == flagToCheck;
|
||
|
}
|
||
|
#endif
|
||
|
#endregion
|
||
|
|
||
|
#region Prefab and AnimationClip Baking
|
||
|
/// <summary>
|
||
|
/// Interval between key sampling for Bezier curves, IK controlled bones, and Inherit Rotation effected bones.
|
||
|
/// </summary>
|
||
|
const float BakeIncrement = 1 / 60f;
|
||
|
|
||
|
public static void BakeToPrefab (SkeletonDataAsset skeletonDataAsset, ExposedList<Skin> skins, string outputPath = "", bool bakeAnimations = true, bool bakeIK = true, SendMessageOptions eventOptions = SendMessageOptions.DontRequireReceiver) {
|
||
|
if (skeletonDataAsset == null || skeletonDataAsset.GetSkeletonData(true) == null) {
|
||
|
Debug.LogError("Could not export Spine Skeleton because SkeletonDataAsset is null or invalid!");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (outputPath == "") {
|
||
|
outputPath = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(skeletonDataAsset)) + "/Baked";
|
||
|
System.IO.Directory.CreateDirectory(outputPath);
|
||
|
}
|
||
|
|
||
|
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
|
||
|
bool hasAnimations = bakeAnimations && skeletonData.Animations.Count > 0;
|
||
|
UnityEditor.Animations.AnimatorController controller = null;
|
||
|
if (hasAnimations) {
|
||
|
string controllerPath = outputPath + "/" + skeletonDataAsset.skeletonJSON.name + " Controller.controller";
|
||
|
bool newAnimContainer = false;
|
||
|
|
||
|
var runtimeController = AssetDatabase.LoadAssetAtPath(controllerPath, typeof(RuntimeAnimatorController));
|
||
|
|
||
|
if (runtimeController != null) {
|
||
|
controller = (UnityEditor.Animations.AnimatorController)runtimeController;
|
||
|
} else {
|
||
|
controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(controllerPath);
|
||
|
newAnimContainer = true;
|
||
|
}
|
||
|
|
||
|
var existingClipTable = new Dictionary<string, AnimationClip>();
|
||
|
var unusedClipNames = new List<string>();
|
||
|
Object[] animObjs = AssetDatabase.LoadAllAssetsAtPath(controllerPath);
|
||
|
|
||
|
foreach (Object o in animObjs) {
|
||
|
if (o is AnimationClip) {
|
||
|
var clip = (AnimationClip)o;
|
||
|
existingClipTable.Add(clip.name, clip);
|
||
|
unusedClipNames.Add(clip.name);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Dictionary<int, List<string>> slotLookup = new Dictionary<int, List<string>>();
|
||
|
|
||
|
int skinCount = skins.Count;
|
||
|
|
||
|
for (int s = 0; s < skeletonData.Slots.Count; s++) {
|
||
|
List<string> attachmentNames = new List<string>();
|
||
|
for (int i = 0; i < skinCount; i++) {
|
||
|
var skin = skins.Items[i];
|
||
|
List<string> temp = new List<string>();
|
||
|
skin.FindNamesForSlot(s, temp);
|
||
|
foreach (string str in temp) {
|
||
|
if (!attachmentNames.Contains(str))
|
||
|
attachmentNames.Add(str);
|
||
|
}
|
||
|
}
|
||
|
slotLookup.Add(s, attachmentNames);
|
||
|
}
|
||
|
|
||
|
foreach (var anim in skeletonData.Animations) {
|
||
|
|
||
|
AnimationClip clip = null;
|
||
|
if (existingClipTable.ContainsKey(anim.Name)) {
|
||
|
clip = existingClipTable[anim.Name];
|
||
|
}
|
||
|
|
||
|
clip = ExtractAnimation(anim.Name, skeletonData, slotLookup, bakeIK, eventOptions, clip);
|
||
|
|
||
|
if (unusedClipNames.Contains(clip.name)) {
|
||
|
unusedClipNames.Remove(clip.name);
|
||
|
} else {
|
||
|
AssetDatabase.AddObjectToAsset(clip, controller);
|
||
|
controller.AddMotion(clip);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (newAnimContainer) {
|
||
|
EditorUtility.SetDirty(controller);
|
||
|
AssetDatabase.SaveAssets();
|
||
|
AssetDatabase.ImportAsset(controllerPath, ImportAssetOptions.ForceUpdate);
|
||
|
AssetDatabase.Refresh();
|
||
|
} else {
|
||
|
|
||
|
foreach (string str in unusedClipNames) {
|
||
|
AnimationClip.DestroyImmediate(existingClipTable[str], true);
|
||
|
}
|
||
|
|
||
|
EditorUtility.SetDirty(controller);
|
||
|
AssetDatabase.SaveAssets();
|
||
|
AssetDatabase.ImportAsset(controllerPath, ImportAssetOptions.ForceUpdate);
|
||
|
AssetDatabase.Refresh();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
foreach (var skin in skins) {
|
||
|
bool newPrefab = false;
|
||
|
|
||
|
string prefabPath = outputPath + "/" + skeletonDataAsset.skeletonJSON.name + " (" + skin.Name + ").prefab";
|
||
|
|
||
|
|
||
|
Object prefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject));
|
||
|
if (prefab == null) {
|
||
|
prefab = PrefabUtility.CreateEmptyPrefab(prefabPath);
|
||
|
newPrefab = true;
|
||
|
}
|
||
|
|
||
|
Dictionary<string, Mesh> meshTable = new Dictionary<string, Mesh>();
|
||
|
List<string> unusedMeshNames = new List<string>();
|
||
|
Object[] assets = AssetDatabase.LoadAllAssetsAtPath(prefabPath);
|
||
|
foreach (var obj in assets) {
|
||
|
if (obj is Mesh) {
|
||
|
meshTable.Add(obj.name, (Mesh)obj);
|
||
|
unusedMeshNames.Add(obj.name);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
GameObject prefabRoot = new GameObject("root");
|
||
|
|
||
|
Dictionary<string, Transform> slotTable = new Dictionary<string, Transform>();
|
||
|
Dictionary<string, Transform> boneTable = new Dictionary<string, Transform>();
|
||
|
List<Transform> boneList = new List<Transform>();
|
||
|
|
||
|
//create bones
|
||
|
for (int i = 0; i < skeletonData.Bones.Count; i++) {
|
||
|
var boneData = skeletonData.Bones.Items[i];
|
||
|
Transform boneTransform = new GameObject(boneData.Name).transform;
|
||
|
boneTransform.parent = prefabRoot.transform;
|
||
|
boneTable.Add(boneTransform.name, boneTransform);
|
||
|
boneList.Add(boneTransform);
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < skeletonData.Bones.Count; i++) {
|
||
|
|
||
|
var boneData = skeletonData.Bones.Items[i];
|
||
|
Transform boneTransform = boneTable[boneData.Name];
|
||
|
Transform parentTransform = null;
|
||
|
if (i > 0)
|
||
|
parentTransform = boneTable[boneData.Parent.Name];
|
||
|
else
|
||
|
parentTransform = boneTransform.parent;
|
||
|
|
||
|
boneTransform.parent = parentTransform;
|
||
|
boneTransform.localPosition = new Vector3(boneData.X, boneData.Y, 0);
|
||
|
var tm = boneData.TransformMode;
|
||
|
if (tm.InheritsRotation())
|
||
|
boneTransform.localRotation = Quaternion.Euler(0, 0, boneData.Rotation);
|
||
|
else
|
||
|
boneTransform.rotation = Quaternion.Euler(0, 0, boneData.Rotation);
|
||
|
|
||
|
if (tm.InheritsScale())
|
||
|
boneTransform.localScale = new Vector3(boneData.ScaleX, boneData.ScaleY, 1);
|
||
|
}
|
||
|
|
||
|
//create slots and attachments
|
||
|
for (int i = 0; i < skeletonData.Slots.Count; i++) {
|
||
|
var slotData = skeletonData.Slots.Items[i];
|
||
|
Transform slotTransform = new GameObject(slotData.Name).transform;
|
||
|
slotTransform.parent = prefabRoot.transform;
|
||
|
slotTable.Add(slotData.Name, slotTransform);
|
||
|
|
||
|
List<Attachment> attachments = new List<Attachment>();
|
||
|
List<string> attachmentNames = new List<string>();
|
||
|
|
||
|
skin.FindAttachmentsForSlot(i, attachments);
|
||
|
skin.FindNamesForSlot(i, attachmentNames);
|
||
|
|
||
|
if (skin != skeletonData.DefaultSkin) {
|
||
|
skeletonData.DefaultSkin.FindAttachmentsForSlot(i, attachments);
|
||
|
skeletonData.DefaultSkin.FindNamesForSlot(i, attachmentNames);
|
||
|
}
|
||
|
|
||
|
for (int a = 0; a < attachments.Count; a++) {
|
||
|
var attachment = attachments[a];
|
||
|
string attachmentName = attachmentNames[a];
|
||
|
string attachmentMeshName = "[" + slotData.Name + "] " + attachmentName;
|
||
|
Vector3 offset = Vector3.zero;
|
||
|
float rotation = 0;
|
||
|
Mesh mesh = null;
|
||
|
Material material = null;
|
||
|
bool isWeightedMesh = false;
|
||
|
|
||
|
if (meshTable.ContainsKey(attachmentMeshName))
|
||
|
mesh = meshTable[attachmentMeshName];
|
||
|
if (attachment is RegionAttachment) {
|
||
|
var regionAttachment = (RegionAttachment)attachment;
|
||
|
offset.x = regionAttachment.X;
|
||
|
offset.y = regionAttachment.Y;
|
||
|
rotation = regionAttachment.Rotation;
|
||
|
mesh = ExtractRegionAttachment(attachmentMeshName, regionAttachment, mesh);
|
||
|
material = attachment.GetMaterial();
|
||
|
unusedMeshNames.Remove(attachmentMeshName);
|
||
|
if (newPrefab || meshTable.ContainsKey(attachmentMeshName) == false)
|
||
|
AssetDatabase.AddObjectToAsset(mesh, prefab);
|
||
|
} else if (attachment is MeshAttachment) {
|
||
|
var meshAttachment = (MeshAttachment)attachment;
|
||
|
isWeightedMesh = (meshAttachment.Bones != null);
|
||
|
offset.x = 0;
|
||
|
offset.y = 0;
|
||
|
rotation = 0;
|
||
|
|
||
|
if (isWeightedMesh)
|
||
|
mesh = ExtractWeightedMeshAttachment(attachmentMeshName, meshAttachment, i, skeletonData, boneList, mesh);
|
||
|
else
|
||
|
mesh = ExtractMeshAttachment(attachmentMeshName, meshAttachment, mesh);
|
||
|
|
||
|
material = attachment.GetMaterial();
|
||
|
unusedMeshNames.Remove(attachmentMeshName);
|
||
|
if (newPrefab || meshTable.ContainsKey(attachmentMeshName) == false)
|
||
|
AssetDatabase.AddObjectToAsset(mesh, prefab);
|
||
|
} else
|
||
|
continue;
|
||
|
|
||
|
Transform attachmentTransform = new GameObject(attachmentName).transform;
|
||
|
|
||
|
attachmentTransform.parent = slotTransform;
|
||
|
attachmentTransform.localPosition = offset;
|
||
|
attachmentTransform.localRotation = Quaternion.Euler(0, 0, rotation);
|
||
|
|
||
|
if (isWeightedMesh) {
|
||
|
attachmentTransform.position = Vector3.zero;
|
||
|
attachmentTransform.rotation = Quaternion.identity;
|
||
|
var skinnedMeshRenderer = attachmentTransform.gameObject.AddComponent<SkinnedMeshRenderer>();
|
||
|
skinnedMeshRenderer.rootBone = boneList[0];
|
||
|
skinnedMeshRenderer.bones = boneList.ToArray();
|
||
|
skinnedMeshRenderer.sharedMesh = mesh;
|
||
|
} else {
|
||
|
attachmentTransform.gameObject.AddComponent<MeshFilter>().sharedMesh = mesh;
|
||
|
attachmentTransform.gameObject.AddComponent<MeshRenderer>();
|
||
|
}
|
||
|
|
||
|
attachmentTransform.GetComponent<Renderer>().sharedMaterial = material;
|
||
|
attachmentTransform.GetComponent<Renderer>().sortingOrder = i;
|
||
|
|
||
|
if (attachmentName != slotData.AttachmentName)
|
||
|
attachmentTransform.gameObject.SetActive(false);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
foreach (var slotData in skeletonData.Slots) {
|
||
|
Transform slotTransform = slotTable[slotData.Name];
|
||
|
slotTransform.parent = boneTable[slotData.BoneData.Name];
|
||
|
slotTransform.localPosition = Vector3.zero;
|
||
|
slotTransform.localRotation = Quaternion.identity;
|
||
|
slotTransform.localScale = Vector3.one;
|
||
|
}
|
||
|
|
||
|
if (hasAnimations) {
|
||
|
var animator = prefabRoot.AddComponent<Animator>();
|
||
|
animator.applyRootMotion = false;
|
||
|
animator.runtimeAnimatorController = (RuntimeAnimatorController)controller;
|
||
|
EditorGUIUtility.PingObject(controller);
|
||
|
}
|
||
|
|
||
|
|
||
|
if (newPrefab) {
|
||
|
PrefabUtility.ReplacePrefab(prefabRoot, prefab, ReplacePrefabOptions.ConnectToPrefab);
|
||
|
} else {
|
||
|
|
||
|
foreach (string str in unusedMeshNames) {
|
||
|
Mesh.DestroyImmediate(meshTable[str], true);
|
||
|
}
|
||
|
|
||
|
PrefabUtility.ReplacePrefab(prefabRoot, prefab, ReplacePrefabOptions.ReplaceNameBased);
|
||
|
}
|
||
|
|
||
|
EditorGUIUtility.PingObject(prefab);
|
||
|
|
||
|
AssetDatabase.Refresh();
|
||
|
AssetDatabase.SaveAssets();
|
||
|
|
||
|
GameObject.DestroyImmediate(prefabRoot);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
#region Attachment Baking
|
||
|
static Bone DummyBone;
|
||
|
static Slot DummySlot;
|
||
|
|
||
|
internal static Bone GetDummyBone () {
|
||
|
if (DummyBone != null)
|
||
|
return DummyBone;
|
||
|
|
||
|
SkeletonData skelData = new SkeletonData();
|
||
|
BoneData data = new BoneData(0, "temp", null) {
|
||
|
ScaleX = 1,
|
||
|
ScaleY = 1,
|
||
|
Length = 100
|
||
|
};
|
||
|
|
||
|
skelData.Bones.Add(data);
|
||
|
|
||
|
Skeleton skeleton = new Skeleton(skelData);
|
||
|
|
||
|
Bone bone = new Bone(data, skeleton, null);
|
||
|
bone.UpdateWorldTransform();
|
||
|
|
||
|
DummyBone = bone;
|
||
|
|
||
|
return DummyBone;
|
||
|
}
|
||
|
|
||
|
internal static Slot GetDummySlot () {
|
||
|
if (DummySlot != null)
|
||
|
return DummySlot;
|
||
|
|
||
|
Bone bone = GetDummyBone();
|
||
|
|
||
|
SlotData data = new SlotData(0, "temp", bone.Data);
|
||
|
Slot slot = new Slot(data, bone);
|
||
|
DummySlot = slot;
|
||
|
return DummySlot;
|
||
|
}
|
||
|
|
||
|
internal static Mesh ExtractRegionAttachment (string name, RegionAttachment attachment, Mesh mesh = null, bool centered = true) {
|
||
|
var bone = GetDummyBone();
|
||
|
|
||
|
if (centered) {
|
||
|
bone.X = -attachment.X;
|
||
|
bone.Y = -attachment.Y;
|
||
|
}
|
||
|
|
||
|
bone.UpdateWorldTransform();
|
||
|
|
||
|
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||
|
float[] floatVerts = new float[8];
|
||
|
attachment.ComputeWorldVertices(bone, floatVerts, 0);
|
||
|
Vector3[] verts = ExtractVerts(floatVerts);
|
||
|
|
||
|
//unrotate verts now that they're centered
|
||
|
if (centered) {
|
||
|
for (int i = 0; i < verts.Length; i++)
|
||
|
verts[i] = Quaternion.Euler(0, 0, -attachment.Rotation) * verts[i];
|
||
|
}
|
||
|
|
||
|
int[] triangles = { 1, 3, 0, 2, 3, 1 };
|
||
|
Color color = attachment.GetColor();
|
||
|
|
||
|
if (mesh == null)
|
||
|
mesh = new Mesh();
|
||
|
|
||
|
mesh.triangles = new int[0];
|
||
|
|
||
|
mesh.vertices = verts;
|
||
|
mesh.uv = uvs;
|
||
|
mesh.triangles = triangles;
|
||
|
mesh.colors = new [] { color, color, color, color };
|
||
|
mesh.RecalculateBounds();
|
||
|
mesh.RecalculateNormals();
|
||
|
mesh.name = name;
|
||
|
|
||
|
return mesh;
|
||
|
}
|
||
|
|
||
|
internal static Mesh ExtractMeshAttachment (string name, MeshAttachment attachment, Mesh mesh = null) {
|
||
|
var slot = GetDummySlot();
|
||
|
|
||
|
slot.Bone.X = 0;
|
||
|
slot.Bone.Y = 0;
|
||
|
slot.Bone.UpdateWorldTransform();
|
||
|
|
||
|
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||
|
float[] floatVerts = new float[attachment.WorldVerticesLength];
|
||
|
attachment.ComputeWorldVertices(slot, floatVerts);
|
||
|
Vector3[] verts = ExtractVerts(floatVerts);
|
||
|
|
||
|
int[] triangles = attachment.Triangles;
|
||
|
Color color = attachment.GetColor();
|
||
|
|
||
|
if (mesh == null)
|
||
|
mesh = new Mesh();
|
||
|
|
||
|
mesh.triangles = new int[0];
|
||
|
|
||
|
mesh.vertices = verts;
|
||
|
mesh.uv = uvs;
|
||
|
mesh.triangles = triangles;
|
||
|
Color[] colors = new Color[verts.Length];
|
||
|
for (int i = 0; i < verts.Length; i++)
|
||
|
colors[i] = color;
|
||
|
|
||
|
mesh.colors = colors;
|
||
|
mesh.RecalculateBounds();
|
||
|
mesh.RecalculateNormals();
|
||
|
mesh.name = name;
|
||
|
|
||
|
return mesh;
|
||
|
}
|
||
|
|
||
|
public class BoneWeightContainer {
|
||
|
public struct Pair {
|
||
|
public Transform bone;
|
||
|
public float weight;
|
||
|
|
||
|
public Pair (Transform bone, float weight) {
|
||
|
this.bone = bone;
|
||
|
this.weight = weight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public List<Transform> bones;
|
||
|
public List<float> weights;
|
||
|
public List<Pair> pairs;
|
||
|
|
||
|
|
||
|
public BoneWeightContainer () {
|
||
|
this.bones = new List<Transform>();
|
||
|
this.weights = new List<float>();
|
||
|
this.pairs = new List<Pair>();
|
||
|
}
|
||
|
|
||
|
public void Add (Transform transform, float weight) {
|
||
|
bones.Add(transform);
|
||
|
weights.Add(weight);
|
||
|
|
||
|
pairs.Add(new Pair(transform, weight));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal static Mesh ExtractWeightedMeshAttachment (string name, MeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) {
|
||
|
if (!attachment.IsWeighted())
|
||
|
throw new System.ArgumentException("Mesh is not weighted.", "attachment");
|
||
|
|
||
|
Skeleton skeleton = new Skeleton(skeletonData);
|
||
|
skeleton.UpdateWorldTransform();
|
||
|
|
||
|
float[] floatVerts = new float[attachment.WorldVerticesLength];
|
||
|
attachment.ComputeWorldVertices(skeleton.Slots.Items[slotIndex], floatVerts);
|
||
|
|
||
|
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||
|
Vector3[] verts = ExtractVerts(floatVerts);
|
||
|
|
||
|
int[] triangles = attachment.Triangles;
|
||
|
Color color = new Color(attachment.R, attachment.G, attachment.B, attachment.A);
|
||
|
|
||
|
mesh = mesh ?? new Mesh();
|
||
|
|
||
|
mesh.triangles = new int[0];
|
||
|
|
||
|
mesh.vertices = verts;
|
||
|
mesh.uv = uvs;
|
||
|
mesh.triangles = triangles;
|
||
|
Color[] colors = new Color[verts.Length];
|
||
|
for (int i = 0; i < verts.Length; i++)
|
||
|
colors[i] = color;
|
||
|
|
||
|
mesh.colors = colors;
|
||
|
mesh.name = name;
|
||
|
mesh.RecalculateNormals();
|
||
|
mesh.RecalculateBounds();
|
||
|
|
||
|
// Handle weights and binding
|
||
|
var weightTable = new Dictionary<int, BoneWeightContainer>();
|
||
|
var warningBuilder = new System.Text.StringBuilder();
|
||
|
|
||
|
int[] bones = attachment.Bones;
|
||
|
float[] weights = attachment.Vertices;
|
||
|
for (int w = 0, v = 0, b = 0, n = bones.Length; v < n; w += 2) {
|
||
|
|
||
|
int nn = bones[v++] + v;
|
||
|
for (; v < nn; v++, b += 3) {
|
||
|
Transform boneTransform = boneList[bones[v]];
|
||
|
int vIndex = w / 2;
|
||
|
BoneWeightContainer container;
|
||
|
if (weightTable.ContainsKey(vIndex))
|
||
|
container = weightTable[vIndex];
|
||
|
else {
|
||
|
container = new BoneWeightContainer();
|
||
|
weightTable.Add(vIndex, container);
|
||
|
}
|
||
|
|
||
|
float weight = weights[b + 2];
|
||
|
container.Add(boneTransform, weight);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BoneWeight[] boneWeights = new BoneWeight[weightTable.Count];
|
||
|
|
||
|
for (int i = 0; i < weightTable.Count; i++) {
|
||
|
BoneWeight bw = new BoneWeight();
|
||
|
var container = weightTable[i];
|
||
|
|
||
|
var pairs = container.pairs.OrderByDescending(pair => pair.weight).ToList();
|
||
|
|
||
|
for (int b = 0; b < pairs.Count; b++) {
|
||
|
if (b > 3) {
|
||
|
if (warningBuilder.Length == 0)
|
||
|
warningBuilder.Insert(0, "[Weighted Mesh: " + name + "]\r\nUnity only supports 4 weight influences per vertex! The 4 strongest influences will be used.\r\n");
|
||
|
|
||
|
warningBuilder.AppendFormat("{0} ignored on vertex {1}!\r\n", pairs[b].bone.name, i);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
int boneIndex = boneList.IndexOf(pairs[b].bone);
|
||
|
float weight = pairs[b].weight;
|
||
|
|
||
|
switch (b) {
|
||
|
case 0:
|
||
|
bw.boneIndex0 = boneIndex;
|
||
|
bw.weight0 = weight;
|
||
|
break;
|
||
|
case 1:
|
||
|
bw.boneIndex1 = boneIndex;
|
||
|
bw.weight1 = weight;
|
||
|
break;
|
||
|
case 2:
|
||
|
bw.boneIndex2 = boneIndex;
|
||
|
bw.weight2 = weight;
|
||
|
break;
|
||
|
case 3:
|
||
|
bw.boneIndex3 = boneIndex;
|
||
|
bw.weight3 = weight;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
boneWeights[i] = bw;
|
||
|
}
|
||
|
|
||
|
Matrix4x4[] bindPoses = new Matrix4x4[boneList.Count];
|
||
|
for (int i = 0; i < boneList.Count; i++) {
|
||
|
bindPoses[i] = boneList[i].worldToLocalMatrix;
|
||
|
}
|
||
|
|
||
|
mesh.boneWeights = boneWeights;
|
||
|
mesh.bindposes = bindPoses;
|
||
|
|
||
|
string warningString = warningBuilder.ToString();
|
||
|
if (warningString.Length > 0)
|
||
|
Debug.LogWarning(warningString);
|
||
|
|
||
|
|
||
|
return mesh;
|
||
|
}
|
||
|
|
||
|
internal static Vector2[] ExtractUV (float[] floats) {
|
||
|
Vector2[] arr = new Vector2[floats.Length / 2];
|
||
|
|
||
|
for (int i = 0; i < floats.Length; i += 2) {
|
||
|
arr[i / 2] = new Vector2(floats[i], floats[i + 1]);
|
||
|
}
|
||
|
|
||
|
return arr;
|
||
|
}
|
||
|
|
||
|
internal static Vector3[] ExtractVerts (float[] floats) {
|
||
|
Vector3[] arr = new Vector3[floats.Length / 2];
|
||
|
|
||
|
for (int i = 0; i < floats.Length; i += 2) {
|
||
|
arr[i / 2] = new Vector3(floats[i], floats[i + 1], 0);// *scale;
|
||
|
}
|
||
|
|
||
|
return arr;
|
||
|
}
|
||
|
#endregion
|
||
|
|
||
|
#region Animation Baking
|
||
|
static AnimationClip ExtractAnimation (string name, SkeletonData skeletonData, Dictionary<int, List<string>> slotLookup, bool bakeIK, SendMessageOptions eventOptions, AnimationClip clip = null) {
|
||
|
var animation = skeletonData.FindAnimation(name);
|
||
|
|
||
|
var timelines = animation.Timelines;
|
||
|
|
||
|
if (clip == null) {
|
||
|
clip = new AnimationClip();
|
||
|
} else {
|
||
|
clip.ClearCurves();
|
||
|
AnimationUtility.SetAnimationEvents(clip, new AnimationEvent[0]);
|
||
|
}
|
||
|
|
||
|
clip.name = name;
|
||
|
|
||
|
Skeleton skeleton = new Skeleton(skeletonData);
|
||
|
|
||
|
List<int> ignoreRotateTimelineIndexes = new List<int>();
|
||
|
|
||
|
if (bakeIK) {
|
||
|
foreach (IkConstraint i in skeleton.IkConstraints) {
|
||
|
foreach (Bone b in i.Bones) {
|
||
|
int index = skeleton.FindBoneIndex(b.Data.Name);
|
||
|
ignoreRotateTimelineIndexes.Add(index);
|
||
|
BakeBoneConstraints(b, animation, clip);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
foreach (Bone b in skeleton.Bones) {
|
||
|
if (!b.Data.TransformMode.InheritsRotation()) {
|
||
|
int index = skeleton.FindBoneIndex(b.Data.Name);
|
||
|
|
||
|
if (ignoreRotateTimelineIndexes.Contains(index) == false) {
|
||
|
ignoreRotateTimelineIndexes.Add(index);
|
||
|
BakeBoneConstraints(b, animation, clip);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
foreach (Timeline t in timelines) {
|
||
|
skeleton.SetToSetupPose();
|
||
|
|
||
|
if (t is ScaleTimeline) {
|
||
|
ParseScaleTimeline(skeleton, (ScaleTimeline)t, clip);
|
||
|
} else if (t is TranslateTimeline) {
|
||
|
ParseTranslateTimeline(skeleton, (TranslateTimeline)t, clip);
|
||
|
} else if (t is RotateTimeline) {
|
||
|
//bypass any rotation keys if they're going to get baked anyway to prevent localEulerAngles vs Baked collision
|
||
|
if (ignoreRotateTimelineIndexes.Contains(((RotateTimeline)t).BoneIndex) == false)
|
||
|
ParseRotateTimeline(skeleton, (RotateTimeline)t, clip);
|
||
|
} else if (t is AttachmentTimeline) {
|
||
|
ParseAttachmentTimeline(skeleton, (AttachmentTimeline)t, slotLookup, clip);
|
||
|
} else if (t is EventTimeline) {
|
||
|
ParseEventTimeline((EventTimeline)t, clip, eventOptions);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
var settings = AnimationUtility.GetAnimationClipSettings(clip);
|
||
|
settings.loopTime = true;
|
||
|
settings.stopTime = Mathf.Max(clip.length, 0.001f);
|
||
|
|
||
|
SetAnimationSettings(clip, settings);
|
||
|
|
||
|
clip.EnsureQuaternionContinuity();
|
||
|
|
||
|
EditorUtility.SetDirty(clip);
|
||
|
|
||
|
return clip;
|
||
|
}
|
||
|
|
||
|
static int BinarySearch (float[] values, float target) {
|
||
|
int low = 0;
|
||
|
int high = values.Length - 2;
|
||
|
if (high == 0) return 1;
|
||
|
int current = (int)((uint)high >> 1);
|
||
|
while (true) {
|
||
|
if (values[(current + 1)] <= target)
|
||
|
low = current + 1;
|
||
|
else
|
||
|
high = current;
|
||
|
|
||
|
if (low == high) return (low + 1);
|
||
|
current = (int)((uint)(low + high) >> 1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void BakeBoneConstraints (Bone bone, Spine.Animation animation, AnimationClip clip) {
|
||
|
Skeleton skeleton = bone.Skeleton;
|
||
|
bool inheritRotation = bone.Data.TransformMode.InheritsRotation();
|
||
|
|
||
|
animation.PoseSkeleton(skeleton, 0);
|
||
|
skeleton.UpdateWorldTransform();
|
||
|
float duration = animation.Duration;
|
||
|
|
||
|
AnimationCurve curve = new AnimationCurve();
|
||
|
|
||
|
List<Keyframe> keys = new List<Keyframe>();
|
||
|
|
||
|
float rotation = bone.AppliedRotation;
|
||
|
if (!inheritRotation)
|
||
|
rotation = GetUninheritedAppliedRotation(bone);
|
||
|
|
||
|
keys.Add(new Keyframe(0, rotation, 0, 0));
|
||
|
|
||
|
int listIndex = 1;
|
||
|
|
||
|
float r = rotation;
|
||
|
|
||
|
int steps = Mathf.CeilToInt(duration / BakeIncrement);
|
||
|
|
||
|
float currentTime = 0;
|
||
|
float angle = rotation;
|
||
|
|
||
|
for (int i = 1; i <= steps; i++) {
|
||
|
currentTime += BakeIncrement;
|
||
|
if (i == steps)
|
||
|
currentTime = duration;
|
||
|
|
||
|
animation.PoseSkeleton(skeleton, currentTime, true);
|
||
|
skeleton.UpdateWorldTransform();
|
||
|
|
||
|
int pIndex = listIndex - 1;
|
||
|
|
||
|
Keyframe pk = keys[pIndex];
|
||
|
|
||
|
pk = keys[pIndex];
|
||
|
|
||
|
rotation = inheritRotation ? bone.AppliedRotation : GetUninheritedAppliedRotation(bone);
|
||
|
|
||
|
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[pIndex] = pk;
|
||
|
|
||
|
listIndex++;
|
||
|
}
|
||
|
|
||
|
curve = EnsureCurveKeyCount(new AnimationCurve(keys.ToArray()));
|
||
|
|
||
|
string path = GetPath(bone.Data);
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
static void ParseTranslateTimeline (Skeleton skeleton, TranslateTimeline timeline, AnimationClip clip) {
|
||
|
var boneData = skeleton.Data.Bones.Items[timeline.BoneIndex];
|
||
|
var bone = skeleton.Bones.Items[timeline.BoneIndex];
|
||
|
|
||
|
AnimationCurve xCurve = new AnimationCurve();
|
||
|
AnimationCurve yCurve = new AnimationCurve();
|
||
|
AnimationCurve zCurve = new AnimationCurve();
|
||
|
|
||
|
float endTime = timeline.Frames[(timeline.FrameCount * 3) - 3];
|
||
|
|
||
|
float currentTime = timeline.Frames[0];
|
||
|
|
||
|
List<Keyframe> xKeys = new List<Keyframe>();
|
||
|
List<Keyframe> yKeys = new List<Keyframe>();
|
||
|
|
||
|
xKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] + boneData.X, 0, 0));
|
||
|
yKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[2] + boneData.Y, 0, 0));
|
||
|
|
||
|
int listIndex = 1;
|
||
|
int frameIndex = 1;
|
||
|
int f = 3;
|
||
|
float[] frames = timeline.Frames;
|
||
|
skeleton.SetToSetupPose();
|
||
|
float lastTime = 0;
|
||
|
while (currentTime < endTime) {
|
||
|
int pIndex = listIndex - 1;
|
||
|
|
||
|
float curveType = timeline.GetCurveType(frameIndex - 1);
|
||
|
if (curveType == 0) {
|
||
|
//linear
|
||
|
Keyframe px = xKeys[pIndex];
|
||
|
Keyframe py = yKeys[pIndex];
|
||
|
|
||
|
float time = frames[f];
|
||
|
float x = frames[f + 1] + boneData.X;
|
||
|
float y = frames[f + 2] + boneData.Y;
|
||
|
|
||
|
float xOut = (x - px.value) / (time - px.time);
|
||
|
float yOut = (y - py.value) / (time - py.time);
|
||
|
|
||
|
px.outTangent = xOut;
|
||
|
py.outTangent = yOut;
|
||
|
|
||
|
xKeys.Add(new Keyframe(time, x, xOut, 0));
|
||
|
yKeys.Add(new Keyframe(time, y, yOut, 0));
|
||
|
|
||
|
xKeys[pIndex] = px;
|
||
|
yKeys[pIndex] = py;
|
||
|
|
||
|
currentTime = time;
|
||
|
|
||
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||
|
|
||
|
lastTime = time;
|
||
|
listIndex++;
|
||
|
} else if (curveType == 1) {
|
||
|
//stepped
|
||
|
Keyframe px = xKeys[pIndex];
|
||
|
Keyframe py = yKeys[pIndex];
|
||
|
|
||
|
float time = frames[f];
|
||
|
float x = frames[f + 1] + boneData.X;
|
||
|
float y = frames[f + 2] + boneData.Y;
|
||
|
|
||
|
float xOut = float.PositiveInfinity;
|
||
|
float yOut = float.PositiveInfinity;
|
||
|
|
||
|
px.outTangent = xOut;
|
||
|
py.outTangent = yOut;
|
||
|
|
||
|
xKeys.Add(new Keyframe(time, x, xOut, 0));
|
||
|
yKeys.Add(new Keyframe(time, y, yOut, 0));
|
||
|
|
||
|
xKeys[pIndex] = px;
|
||
|
yKeys[pIndex] = py;
|
||
|
|
||
|
currentTime = time;
|
||
|
|
||
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||
|
|
||
|
lastTime = time;
|
||
|
listIndex++;
|
||
|
} else if (curveType == 2) {
|
||
|
|
||
|
//bezier
|
||
|
Keyframe px = xKeys[pIndex];
|
||
|
Keyframe py = yKeys[pIndex];
|
||
|
|
||
|
float time = frames[f];
|
||
|
|
||
|
int steps = Mathf.FloorToInt((time - px.time) / BakeIncrement);
|
||
|
|
||
|
for (int i = 1; i <= steps; i++) {
|
||
|
currentTime += BakeIncrement;
|
||
|
if (i == steps)
|
||
|
currentTime = time;
|
||
|
|
||
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||
|
|
||
|
px = xKeys[listIndex - 1];
|
||
|
py = yKeys[listIndex - 1];
|
||
|
|
||
|
float xOut = (bone.X - px.value) / (currentTime - px.time);
|
||
|
float yOut = (bone.Y - py.value) / (currentTime - py.time);
|
||
|
|
||
|
px.outTangent = xOut;
|
||
|
py.outTangent = yOut;
|
||
|
|
||
|
xKeys.Add(new Keyframe(currentTime, bone.X, xOut, 0));
|
||
|
yKeys.Add(new Keyframe(currentTime, bone.Y, yOut, 0));
|
||
|
|
||
|
xKeys[listIndex - 1] = px;
|
||
|
yKeys[listIndex - 1] = py;
|
||
|
|
||
|
listIndex++;
|
||
|
lastTime = currentTime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
frameIndex++;
|
||
|
f += 3;
|
||
|
}
|
||
|
|
||
|
xCurve = EnsureCurveKeyCount(new AnimationCurve(xKeys.ToArray()));
|
||
|
yCurve = EnsureCurveKeyCount(new AnimationCurve(yKeys.ToArray()));
|
||
|
|
||
|
|
||
|
|
||
|
string path = GetPath(boneData);
|
||
|
const string propertyName = "localPosition";
|
||
|
|
||
|
clip.SetCurve(path, typeof(Transform), propertyName + ".x", xCurve);
|
||
|
clip.SetCurve(path, typeof(Transform), propertyName + ".y", yCurve);
|
||
|
clip.SetCurve(path, typeof(Transform), propertyName + ".z", zCurve);
|
||
|
}
|
||
|
|
||
|
static void ParseScaleTimeline (Skeleton skeleton, ScaleTimeline timeline, AnimationClip clip) {
|
||
|
var boneData = skeleton.Data.Bones.Items[timeline.BoneIndex];
|
||
|
var bone = skeleton.Bones.Items[timeline.BoneIndex];
|
||
|
|
||
|
AnimationCurve xCurve = new AnimationCurve();
|
||
|
AnimationCurve yCurve = new AnimationCurve();
|
||
|
AnimationCurve zCurve = new AnimationCurve();
|
||
|
|
||
|
float endTime = timeline.Frames[(timeline.FrameCount * 3) - 3];
|
||
|
|
||
|
float currentTime = timeline.Frames[0];
|
||
|
|
||
|
List<Keyframe> xKeys = new List<Keyframe>();
|
||
|
List<Keyframe> yKeys = new List<Keyframe>();
|
||
|
|
||
|
xKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] * boneData.ScaleX, 0, 0));
|
||
|
yKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[2] * boneData.ScaleY, 0, 0));
|
||
|
|
||
|
int listIndex = 1;
|
||
|
int frameIndex = 1;
|
||
|
int f = 3;
|
||
|
float[] frames = timeline.Frames;
|
||
|
skeleton.SetToSetupPose();
|
||
|
float lastTime = 0;
|
||
|
while (currentTime < endTime) {
|
||
|
int pIndex = listIndex - 1;
|
||
|
float curveType = timeline.GetCurveType(frameIndex - 1);
|
||
|
|
||
|
if (curveType == 0) {
|
||
|
//linear
|
||
|
Keyframe px = xKeys[pIndex];
|
||
|
Keyframe py = yKeys[pIndex];
|
||
|
|
||
|
float time = frames[f];
|
||
|
float x = frames[f + 1] * boneData.ScaleX;
|
||
|
float y = frames[f + 2] * boneData.ScaleY;
|
||
|
|
||
|
float xOut = (x - px.value) / (time - px.time);
|
||
|
float yOut = (y - py.value) / (time - py.time);
|
||
|
|
||
|
px.outTangent = xOut;
|
||
|
py.outTangent = yOut;
|
||
|
|
||
|
xKeys.Add(new Keyframe(time, x, xOut, 0));
|
||
|
yKeys.Add(new Keyframe(time, y, yOut, 0));
|
||
|
|
||
|
xKeys[pIndex] = px;
|
||
|
yKeys[pIndex] = py;
|
||
|
|
||
|
currentTime = time;
|
||
|
|
||
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||
|
|
||
|
lastTime = time;
|
||
|
listIndex++;
|
||
|
} else if (curveType == 1) {
|
||
|
//stepped
|
||
|
Keyframe px = xKeys[pIndex];
|
||
|
Keyframe py = yKeys[pIndex];
|
||
|
|
||
|
float time = frames[f];
|
||
|
float x = frames[f + 1] * boneData.ScaleX;
|
||
|
float y = frames[f + 2] * boneData.ScaleY;
|
||
|
|
||
|
float xOut = float.PositiveInfinity;
|
||
|
float yOut = float.PositiveInfinity;
|
||
|
|
||
|
px.outTangent = xOut;
|
||
|
py.outTangent = yOut;
|
||
|
|
||
|
xKeys.Add(new Keyframe(time, x, xOut, 0));
|
||
|
yKeys.Add(new Keyframe(time, y, yOut, 0));
|
||
|
|
||
|
xKeys[pIndex] = px;
|
||
|
yKeys[pIndex] = py;
|
||
|
|
||
|
currentTime = time;
|
||
|
|
||
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||
|
|
||
|
lastTime = time;
|
||
|
listIndex++;
|
||
|
} else if (curveType == 2) {
|
||
|
//bezier
|
||
|
Keyframe px = xKeys[pIndex];
|
||
|
Keyframe py = yKeys[pIndex];
|
||
|
|
||
|
float time = frames[f];
|
||
|
|
||
|
int steps = Mathf.FloorToInt((time - px.time) / BakeIncrement);
|
||
|
|
||
|
for (int i = 1; i <= steps; i++) {
|
||
|
currentTime += BakeIncrement;
|
||
|
if (i == steps)
|
||
|
currentTime = time;
|
||
|
|
||
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||
|
|
||
|
px = xKeys[listIndex - 1];
|
||
|
py = yKeys[listIndex - 1];
|
||
|
|
||
|
float xOut = (bone.ScaleX - px.value) / (currentTime - px.time);
|
||
|
float yOut = (bone.ScaleY - py.value) / (currentTime - py.time);
|
||
|
|
||
|
px.outTangent = xOut;
|
||
|
py.outTangent = yOut;
|
||
|
|
||
|
xKeys.Add(new Keyframe(currentTime, bone.ScaleX, xOut, 0));
|
||
|
yKeys.Add(new Keyframe(currentTime, bone.ScaleY, yOut, 0));
|
||
|
|
||
|
xKeys[listIndex - 1] = px;
|
||
|
yKeys[listIndex - 1] = py;
|
||
|
|
||
|
listIndex++;
|
||
|
lastTime = currentTime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
frameIndex++;
|
||
|
f += 3;
|
||
|
}
|
||
|
|
||
|
xCurve = EnsureCurveKeyCount(new AnimationCurve(xKeys.ToArray()));
|
||
|
yCurve = EnsureCurveKeyCount(new AnimationCurve(yKeys.ToArray()));
|
||
|
|
||
|
string path = GetPath(boneData);
|
||
|
string propertyName = "localScale";
|
||
|
|
||
|
clip.SetCurve(path, typeof(Transform), propertyName + ".x", xCurve);
|
||
|
clip.SetCurve(path, typeof(Transform), propertyName + ".y", yCurve);
|
||
|
clip.SetCurve(path, typeof(Transform), propertyName + ".z", zCurve);
|
||
|
}
|
||
|
|
||
|
static void ParseRotateTimeline (Skeleton skeleton, RotateTimeline timeline, AnimationClip clip) {
|
||
|
var boneData = skeleton.Data.Bones.Items[timeline.BoneIndex];
|
||
|
var bone = skeleton.Bones.Items[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, MixPose.Setup, MixDirection.In);
|
||
|
|
||
|
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, MixPose.Setup, MixDirection.In);
|
||
|
|
||
|
lastTime = time;
|
||
|
listIndex++;
|
||
|
} else if (curveType == 2) {
|
||
|
//bezier
|
||
|
Keyframe pk = keys[pIndex];
|
||
|
|
||
|
float time = frames[f];
|
||
|
|
||
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||
|
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, MixPose.Setup, MixDirection.In);
|
||
|
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);
|
||
|
const 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);
|
||
|
}
|
||
|
|
||
|
static void ParseEventTimeline (EventTimeline timeline, AnimationClip clip, SendMessageOptions eventOptions) {
|
||
|
|
||
|
float[] frames = timeline.Frames;
|
||
|
var events = timeline.Events;
|
||
|
|
||
|
List<AnimationEvent> animEvents = new List<AnimationEvent>();
|
||
|
for (int i = 0; i < frames.Length; i++) {
|
||
|
var ev = events[i];
|
||
|
|
||
|
AnimationEvent ae = new AnimationEvent();
|
||
|
//MITCH: left todo: Deal with Mecanim's zero-time missed event
|
||
|
ae.time = frames[i];
|
||
|
ae.functionName = ev.Data.Name;
|
||
|
ae.messageOptions = eventOptions;
|
||
|
|
||
|
if (!string.IsNullOrEmpty(ev.String)) {
|
||
|
ae.stringParameter = ev.String;
|
||
|
} else {
|
||
|
if (ev.Int == 0 && ev.Float == 0) {
|
||
|
//do nothing, raw function
|
||
|
} else {
|
||
|
if (ev.Int != 0)
|
||
|
ae.floatParameter = (float)ev.Int;
|
||
|
else
|
||
|
ae.floatParameter = ev.Float;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
animEvents.Add(ae);
|
||
|
}
|
||
|
|
||
|
AnimationUtility.SetAnimationEvents(clip, animEvents.ToArray());
|
||
|
}
|
||
|
|
||
|
static void ParseAttachmentTimeline (Skeleton skeleton, AttachmentTimeline timeline, Dictionary<int, List<string>> slotLookup, AnimationClip clip) {
|
||
|
var attachmentNames = slotLookup[timeline.SlotIndex];
|
||
|
|
||
|
string bonePath = GetPath(skeleton.Slots.Items[timeline.SlotIndex].Bone.Data);
|
||
|
string slotPath = bonePath + "/" + skeleton.Slots.Items[timeline.SlotIndex].Data.Name;
|
||
|
|
||
|
Dictionary<string, AnimationCurve> curveTable = new Dictionary<string, AnimationCurve>();
|
||
|
|
||
|
foreach (string str in attachmentNames) {
|
||
|
curveTable.Add(str, new AnimationCurve());
|
||
|
}
|
||
|
|
||
|
float[] frames = timeline.Frames;
|
||
|
|
||
|
if (frames[0] != 0) {
|
||
|
string startingName = skeleton.Slots.Items[timeline.SlotIndex].Data.AttachmentName;
|
||
|
foreach (var pair in curveTable) {
|
||
|
if (startingName == "" || startingName == null) {
|
||
|
pair.Value.AddKey(new Keyframe(0, 0, float.PositiveInfinity, float.PositiveInfinity));
|
||
|
} else {
|
||
|
if (pair.Key == startingName) {
|
||
|
pair.Value.AddKey(new Keyframe(0, 1, float.PositiveInfinity, float.PositiveInfinity));
|
||
|
} else {
|
||
|
pair.Value.AddKey(new Keyframe(0, 0, float.PositiveInfinity, float.PositiveInfinity));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float currentTime = timeline.Frames[0];
|
||
|
float endTime = frames[frames.Length - 1];
|
||
|
int f = 0;
|
||
|
while (currentTime < endTime) {
|
||
|
float time = frames[f];
|
||
|
|
||
|
int frameIndex = (time >= frames[frames.Length - 1] ? frames.Length : BinarySearch(frames, time)) - 1;
|
||
|
|
||
|
string name = timeline.AttachmentNames[frameIndex];
|
||
|
foreach (var pair in curveTable) {
|
||
|
if (name == "") {
|
||
|
pair.Value.AddKey(new Keyframe(time, 0, float.PositiveInfinity, float.PositiveInfinity));
|
||
|
} else {
|
||
|
if (pair.Key == name) {
|
||
|
pair.Value.AddKey(new Keyframe(time, 1, float.PositiveInfinity, float.PositiveInfinity));
|
||
|
} else {
|
||
|
pair.Value.AddKey(new Keyframe(time, 0, float.PositiveInfinity, float.PositiveInfinity));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
currentTime = time;
|
||
|
f += 1;
|
||
|
}
|
||
|
|
||
|
foreach (var pair in curveTable) {
|
||
|
string path = slotPath + "/" + pair.Key;
|
||
|
string prop = "m_IsActive";
|
||
|
|
||
|
clip.SetCurve(path, typeof(GameObject), prop, pair.Value);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static AnimationCurve EnsureCurveKeyCount (AnimationCurve curve) {
|
||
|
if (curve.length == 1)
|
||
|
curve.AddKey(curve.keys[0].time + 0.25f, curve.keys[0].value);
|
||
|
|
||
|
return curve;
|
||
|
}
|
||
|
|
||
|
static float GetUninheritedAppliedRotation (Bone b) {
|
||
|
Bone parent = b.Parent;
|
||
|
float angle = b.AppliedRotation;
|
||
|
|
||
|
while (parent != null) {
|
||
|
angle -= parent.AppliedRotation;
|
||
|
parent = parent.Parent;
|
||
|
}
|
||
|
|
||
|
return angle;
|
||
|
}
|
||
|
#endregion
|
||
|
#endregion
|
||
|
|
||
|
static string GetPath (BoneData b) {
|
||
|
return GetPathRecurse(b).Substring(1);
|
||
|
}
|
||
|
|
||
|
static string GetPathRecurse (BoneData b) {
|
||
|
if (b == null) return "";
|
||
|
return GetPathRecurse(b.Parent) + "/" + b.Name;
|
||
|
}
|
||
|
|
||
|
static void SetAnimationSettings (AnimationClip clip, AnimationClipSettings settings) {
|
||
|
AnimationUtility.SetAnimationClipSettings(clip, settings);
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|