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