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94 lines
3.2 KiB
C#
94 lines
3.2 KiB
C#
1 year ago
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using System.Collections.Generic;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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// Does a post processing of the weights on an animation track to properly normalize
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// the mixer weights so that blending does not bring default poses and subtracks, layers and
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// layer graphs blend correctly
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class AnimationOutputWeightProcessor : ITimelineEvaluateCallback
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{
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struct WeightInfo
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{
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public Playable mixer;
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public Playable parentMixer;
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public int port;
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}
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AnimationPlayableOutput m_Output;
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AnimationMotionXToDeltaPlayable m_MotionXPlayable;
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readonly List<WeightInfo> m_Mixers = new List<WeightInfo>();
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public AnimationOutputWeightProcessor(AnimationPlayableOutput output)
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{
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m_Output = output;
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output.SetWeight(0);
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FindMixers();
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}
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void FindMixers()
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{
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var playable = m_Output.GetSourcePlayable();
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var outputPort = m_Output.GetSourceOutputPort();
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m_Mixers.Clear();
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// only write the final output in playmode. it should always be 1 in editor because we blend to the defaults
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FindMixers(playable, outputPort, playable.GetInput(outputPort));
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}
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// Recursively accumulates mixers.
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void FindMixers(Playable parent, int port, Playable node)
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{
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if (!node.IsValid())
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return;
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var type = node.GetPlayableType();
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if (type == typeof(AnimationMixerPlayable) || type == typeof(AnimationLayerMixerPlayable))
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{
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// use post fix traversal so children come before parents
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int subCount = node.GetInputCount();
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for (int j = 0; j < subCount; j++)
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{
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FindMixers(node, j, node.GetInput(j));
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}
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// if we encounter a layer mixer, we assume there is nesting occuring
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// and we modulate the weight instead of overwriting it.
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var weightInfo = new WeightInfo
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{
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parentMixer = parent,
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mixer = node,
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port = port,
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};
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m_Mixers.Add(weightInfo);
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}
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else
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{
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var count = node.GetInputCount();
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for (var i = 0; i < count; i++)
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{
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FindMixers(parent, port, node.GetInput(i));
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}
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}
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}
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public void Evaluate()
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{
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float weight = 1;
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m_Output.SetWeight(1);
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for (int i = 0; i < m_Mixers.Count; i++)
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{
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var mixInfo = m_Mixers[i];
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weight = WeightUtility.NormalizeMixer(mixInfo.mixer);
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mixInfo.parentMixer.SetInputWeight(mixInfo.port, weight);
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}
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// only write the final weight in player/playmode. In editor, we are blending to the appropriate defaults
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// the last mixer in the list is the final blend, since the list is composed post-order.
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if (Application.isPlaying)
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m_Output.SetWeight(weight);
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}
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}
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}
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