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135 lines
4.5 KiB
C#

6 months ago
using UnityEngine;
using System.Collections;
using System;
namespace RootMotion
{
/// <summary>
/// Baker for Generic/Legacy animation.
/// </summary>
public class GenericBaker : Baker
{
/// <summary>
/// If true, produced AnimationClips will be marked as Legacy and usable with the Legacy animation system.
/// </summary>
[Tooltip("If true, produced AnimationClips will be marked as Legacy and usable with the Legacy animation system.")]
public bool markAsLegacy;
/// <summary>
/// Root Transform of the hierarchy to bake.
/// </summary>
[Tooltip("Root Transform of the hierarchy to bake.")]
public Transform root;
/// <summary>
/// Root Node used for root motion.
/// </summary>
[Tooltip("Root Node used for root motion.")]
public Transform rootNode;
/// <summary>
/// List of Transforms to ignore, rotation curves will not be baked for these Transforms.
/// </summary>
[Tooltip("List of Transforms to ignore, rotation curves will not be baked for these Transforms.")]
public Transform[] ignoreList;
/// <summary>
/// LocalPosition curves will be baked for these Transforms only. If you are baking a character, the pelvis bone should be added to this array.
/// </summary>
[Tooltip("LocalPosition curves will be baked for these Transforms only. If you are baking a character, the pelvis bone should be added to this array.")]
public Transform[] bakePositionList;
private BakerTransform[] children = new BakerTransform[0];
private BakerTransform rootChild;
private int rootChildIndex = -1;
void Awake()
{
// Find all the child Transforms of the Animator
Transform[] childrenAndRoot = (Transform[])root.GetComponentsInChildren<Transform>();
children = new BakerTransform[0];
// Exlude the ignore list, construct the children array
for (int i = 0; i < childrenAndRoot.Length; i++)
{
if (!IsIgnored(childrenAndRoot[i]))
{
Array.Resize(ref children, children.Length + 1);
bool isRootNode = childrenAndRoot[i] == rootNode;
if (isRootNode) rootChildIndex = children.Length - 1;
children[children.Length - 1] = new BakerTransform(childrenAndRoot[i], root, BakePosition(childrenAndRoot[i]), isRootNode);
}
}
}
protected override Transform GetCharacterRoot()
{
return root;
}
protected override void OnStartBaking()
{
for (int i = 0; i < children.Length; i++)
{
children[i].Reset();
if (i == rootChildIndex) children[i].SetRelativeSpace(root.position, root.rotation);
}
}
protected override void OnSetLoopFrame(float time)
{
// TODO Change to SetLoopFrame like in HumanoidBaker
for (int i = 0; i < children.Length; i++) children[i].AddLoopFrame(time);
}
protected override void OnSetCurves(ref AnimationClip clip)
{
// TODO Length Multiplier
for (int i = 0; i < children.Length; i++) children[i].SetCurves(ref clip);
}
protected override void OnSetKeyframes(float time, bool lastFrame)
{
for (int i = 0; i < children.Length; i++) children[i].SetKeyframes(time);
}
// Is the specified Transform in the ignore list?
private bool IsIgnored(Transform t)
{
for (int i = 0; i < ignoreList.Length; i++)
{
if (t == ignoreList[i]) return true;
}
return false;
}
// Should we record the localPosition channels of the Transform?
private bool BakePosition(Transform t)
{
for (int i = 0; i < bakePositionList.Length; i++)
{
if (t == bakePositionList[i]) return true;
}
return false;
}
#if UNITY_EDITOR
protected override void SetClipSettings(AnimationClip clip, UnityEditor.AnimationClipSettings settings)
{
clip.legacy = markAsLegacy;
if (mode != Baker.Mode.AnimationClips)
{
clip.wrapMode = settings.loopTime ? WrapMode.Loop : WrapMode.Default;
}
}
#endif
}
}