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129 lines
5.0 KiB
C#

1 year ago
using UnityEngine;
using UnityEngine.Playables;
namespace Timeline.Samples
{
// The runtime instance of a Tween track. It is responsible for blending and setting
// the final data on the transform binding.
public class TweenMixerBehaviour : PlayableBehaviour
{
static AnimationCurve s_DefaultCurve = AnimationCurve.Linear(0.0f, 0.0f, 1.0f, 1.0f);
bool m_ShouldInitializeTransform = true;
Vector3 m_InitialPosition;
Quaternion m_InitialRotation;
// Performs blend of position and rotation of all clips connected to a track mixer
// The result is applied to the track binding's (playerData) transform.
public override void ProcessFrame(Playable playable, FrameData info, object playerData)
{
Transform trackBinding = playerData as Transform;
if (trackBinding == null)
return;
// Get the initial position and rotation of the track binding, only when ProcessFrame is first called
InitializeIfNecessary(trackBinding);
Vector3 accumPosition = Vector3.zero;
Quaternion accumRotation = QuaternionUtils.zero;
float totalPositionWeight = 0.0f;
float totalRotationWeight = 0.0f;
// Iterate on all mixer's inputs (ie each clip on the track)
int inputCount = playable.GetInputCount();
for (int i = 0; i < inputCount; i++)
{
float inputWeight = playable.GetInputWeight(i);
if (inputWeight <= 0)
continue;
Playable input = playable.GetInput(i);
float normalizedInputTime = (float)(input.GetTime() / input.GetDuration());
// get the clip's behaviour and evaluate the progression along the curve
TweenBehaviour tweenInput = GetTweenBehaviour(input);
float tweenProgress = GetCurve(tweenInput).Evaluate(normalizedInputTime);
// calculate the position's progression along the curve according to the input's (clip) weight
if (tweenInput.shouldTweenPosition)
{
totalPositionWeight += inputWeight;
accumPosition += TweenPosition(tweenInput, tweenProgress, inputWeight);
}
// calculate the rotation's progression along the curve according to the input's (clip) weight
if (tweenInput.shouldTweenRotation)
{
totalRotationWeight += inputWeight;
accumRotation = TweenRotation(tweenInput, accumRotation, tweenProgress, inputWeight);
}
}
// Apply the final position and rotation values in the track binding
trackBinding.position = accumPosition + m_InitialPosition * (1.0f - totalPositionWeight);
trackBinding.rotation = accumRotation.Blend(m_InitialRotation, 1.0f - totalRotationWeight);
trackBinding.rotation.Normalize();
}
void InitializeIfNecessary(Transform transform)
{
if (m_ShouldInitializeTransform)
{
m_InitialPosition = transform.position;
m_InitialRotation = transform.rotation;
m_ShouldInitializeTransform = false;
}
}
Vector3 TweenPosition(TweenBehaviour tweenInput, float progress, float weight)
{
Vector3 startPosition = m_InitialPosition;
if (tweenInput.startLocation != null)
{
startPosition = tweenInput.startLocation.position;
}
Vector3 endPosition = m_InitialPosition;
if (tweenInput.endLocation != null)
{
endPosition = tweenInput.endLocation.position;
}
return Vector3.Lerp(startPosition, endPosition, progress) * weight;
}
Quaternion TweenRotation(TweenBehaviour tweenInput, Quaternion accumRotation, float progress, float weight)
{
Quaternion startRotation = m_InitialRotation;
if (tweenInput.startLocation != null)
{
startRotation = tweenInput.startLocation.rotation;
}
Quaternion endRotation = m_InitialRotation;
if (tweenInput.endLocation != null)
{
endRotation = tweenInput.endLocation.rotation;
}
Quaternion desiredRotation = Quaternion.Lerp(startRotation, endRotation, progress);
return accumRotation.Blend(desiredRotation.NormalizeSafe(), weight);
}
static TweenBehaviour GetTweenBehaviour(Playable playable)
{
ScriptPlayable<TweenBehaviour> tweenInput = (ScriptPlayable<TweenBehaviour>)playable;
return tweenInput.GetBehaviour();
}
static AnimationCurve GetCurve(TweenBehaviour tween)
{
if (tween == null || tween.curve == null)
return s_DefaultCurve;
return tween.curve;
}
}
}