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