summaryrefslogtreecommitdiff
path: root/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Animation/AnimationTrack.cs
diff options
context:
space:
mode:
Diffstat (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Animation/AnimationTrack.cs')
-rw-r--r--Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Animation/AnimationTrack.cs971
1 files changed, 971 insertions, 0 deletions
diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Animation/AnimationTrack.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Animation/AnimationTrack.cs
new file mode 100644
index 0000000..21e811d
--- /dev/null
+++ b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Animation/AnimationTrack.cs
@@ -0,0 +1,971 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine.Animations;
+using UnityEngine.Experimental.Animations;
+using UnityEngine.Playables;
+using UnityEngine.Serialization;
+
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+namespace UnityEngine.Timeline
+{
+ /// <summary>
+ /// Flags specifying which offset fields to match
+ /// </summary>
+ [Flags]
+ public enum MatchTargetFields
+ {
+ /// <summary>
+ /// Translation X value
+ /// </summary>
+ PositionX = 1 << 0,
+ /// <summary>
+ /// Translation Y value
+ /// </summary>
+ PositionY = 1 << 1,
+ /// <summary>
+ /// Translation Z value
+ /// </summary>
+ PositionZ = 1 << 2,
+ /// <summary>
+ /// Rotation Euler Angle X value
+ /// </summary>
+ RotationX = 1 << 3,
+ /// <summary>
+ /// Rotation Euler Angle Y value
+ /// </summary>
+ RotationY = 1 << 4,
+ /// <summary>
+ /// Rotation Euler Angle Z value
+ /// </summary>
+ RotationZ = 1 << 5
+ }
+
+ /// <summary>
+ /// Describes what is used to set the starting position and orientation of each Animation Track.
+ /// </summary>
+ /// <remarks>
+ /// By default, each Animation Track uses ApplyTransformOffsets to start from a set position and orientation.
+ /// To offset each Animation Track based on the current position and orientation in the scene, use ApplySceneOffsets.
+ /// </remarks>
+ public enum TrackOffset
+ {
+ /// <summary>
+ /// Use this setting to offset each Animation Track based on a set position and orientation.
+ /// </summary>
+ ApplyTransformOffsets,
+ /// <summary>
+ /// Use this setting to offset each Animation Track based on the current position and orientation in the scene.
+ /// </summary>
+ ApplySceneOffsets,
+ /// <summary>
+ /// Use this setting to offset root transforms based on the state of the animator.
+ /// </summary>
+ /// <remarks>
+ /// Only use this setting to support legacy Animation Tracks. This mode may be deprecated in a future release.
+ ///
+ /// In Auto mode, when the animator bound to the animation track contains an AnimatorController, it offsets all animations similar to ApplySceneOffsets.
+ /// If no controller is assigned, then all offsets are set to start from a fixed position and orientation, similar to ApplyTransformOffsets.
+ /// In Auto mode, in most cases, root transforms are not affected by local scale or Animator.humanScale, unless the animator has an AnimatorController and Animator.applyRootMotion is set to true.
+ /// </remarks>
+ Auto
+ }
+
+
+ // offset mode
+ enum AppliedOffsetMode
+ {
+ NoRootTransform,
+ TransformOffset,
+ SceneOffset,
+ TransformOffsetLegacy,
+ SceneOffsetLegacy,
+ SceneOffsetEditor, // scene offset mode in editor
+ SceneOffsetLegacyEditor,
+ }
+
+
+ // separate from the enum to hide them from UI elements
+ static class MatchTargetFieldConstants
+ {
+ public static MatchTargetFields All = MatchTargetFields.PositionX | MatchTargetFields.PositionY |
+ MatchTargetFields.PositionZ | MatchTargetFields.RotationX |
+ MatchTargetFields.RotationY | MatchTargetFields.RotationZ;
+
+ public static MatchTargetFields None = 0;
+
+ public static MatchTargetFields Position = MatchTargetFields.PositionX | MatchTargetFields.PositionY |
+ MatchTargetFields.PositionZ;
+
+ public static MatchTargetFields Rotation = MatchTargetFields.RotationX | MatchTargetFields.RotationY |
+ MatchTargetFields.RotationZ;
+
+ public static bool HasAny(this MatchTargetFields me, MatchTargetFields fields)
+ {
+ return (me & fields) != None;
+ }
+
+ public static MatchTargetFields Toggle(this MatchTargetFields me, MatchTargetFields flag)
+ {
+ return me ^ flag;
+ }
+ }
+
+
+ /// <summary>
+ /// A Timeline track used for playing back animations on an Animator.
+ /// </summary>
+ [Serializable]
+ [TrackClipType(typeof(AnimationPlayableAsset), false)]
+ [TrackBindingType(typeof(Animator))]
+ [ExcludeFromPreset]
+ public partial class AnimationTrack : TrackAsset, ILayerable
+ {
+ const string k_DefaultInfiniteClipName = "Recorded";
+ const string k_DefaultRecordableClipName = "Recorded";
+
+ [SerializeField, FormerlySerializedAs("m_OpenClipPreExtrapolation")]
+ TimelineClip.ClipExtrapolation m_InfiniteClipPreExtrapolation = TimelineClip.ClipExtrapolation.None;
+
+ [SerializeField, FormerlySerializedAs("m_OpenClipPostExtrapolation")]
+ TimelineClip.ClipExtrapolation m_InfiniteClipPostExtrapolation = TimelineClip.ClipExtrapolation.None;
+
+ [SerializeField, FormerlySerializedAs("m_OpenClipOffsetPosition")]
+ Vector3 m_InfiniteClipOffsetPosition = Vector3.zero;
+
+ [SerializeField, FormerlySerializedAs("m_OpenClipOffsetEulerAngles")]
+ Vector3 m_InfiniteClipOffsetEulerAngles = Vector3.zero;
+
+ [SerializeField, FormerlySerializedAs("m_OpenClipTimeOffset")]
+ double m_InfiniteClipTimeOffset;
+
+ [SerializeField, FormerlySerializedAs("m_OpenClipRemoveOffset")]
+ bool m_InfiniteClipRemoveOffset; // cached value for remove offset
+
+ [SerializeField]
+ bool m_InfiniteClipApplyFootIK = true;
+
+ [SerializeField, HideInInspector]
+ AnimationPlayableAsset.LoopMode mInfiniteClipLoop = AnimationPlayableAsset.LoopMode.UseSourceAsset;
+
+ [SerializeField]
+ MatchTargetFields m_MatchTargetFields = MatchTargetFieldConstants.All;
+ [SerializeField]
+ Vector3 m_Position = Vector3.zero;
+ [SerializeField]
+ Vector3 m_EulerAngles = Vector3.zero;
+
+
+ [SerializeField] AvatarMask m_AvatarMask;
+ [SerializeField] bool m_ApplyAvatarMask = true;
+
+ [SerializeField] TrackOffset m_TrackOffset = TrackOffset.ApplyTransformOffsets;
+
+ [SerializeField, HideInInspector] AnimationClip m_InfiniteClip;
+
+
+#if UNITY_EDITOR
+ private AnimationClip m_DefaultPoseClip;
+ private AnimationClip m_CachedPropertiesClip;
+
+ AnimationOffsetPlayable m_ClipOffset;
+
+ private Vector3 m_SceneOffsetPosition = Vector3.zero;
+ private Vector3 m_SceneOffsetRotation = Vector3.zero;
+
+ private bool m_HasPreviewComponents = false;
+#endif
+
+ /// <summary>
+ /// The translation offset of the entire track.
+ /// </summary>
+ public Vector3 position
+ {
+ get { return m_Position; }
+ set { m_Position = value; }
+ }
+
+ /// <summary>
+ /// The rotation offset of the entire track, expressed as a quaternion.
+ /// </summary>
+ public Quaternion rotation
+ {
+ get { return Quaternion.Euler(m_EulerAngles); }
+ set { m_EulerAngles = value.eulerAngles; }
+ }
+
+ /// <summary>
+ /// The euler angle representation of the rotation offset of the entire track.
+ /// </summary>
+ public Vector3 eulerAngles
+ {
+ get { return m_EulerAngles; }
+ set { m_EulerAngles = value; }
+ }
+
+ /// <summary>
+ /// Specifies whether to apply track offsets to all clips on the track.
+ /// </summary>
+ /// <remarks>
+ /// This can be used to offset all clips on a track, in addition to the clips individual offsets.
+ /// </remarks>
+ [Obsolete("applyOffset is deprecated. Use trackOffset instead", true)]
+ public bool applyOffsets
+ {
+ get { return false; }
+ set {}
+ }
+
+ /// <summary>
+ /// Specifies what is used to set the starting position and orientation of an Animation Track.
+ /// </summary>
+ /// <remarks>
+ /// Track Offset is only applied when the Animation Track contains animation that modifies the root Transform.
+ /// </remarks>
+ public TrackOffset trackOffset
+ {
+ get { return m_TrackOffset; }
+ set { m_TrackOffset = value; }
+ }
+
+ /// <summary>
+ /// Specifies which fields to match when aligning offsets of clips.
+ /// </summary>
+ public MatchTargetFields matchTargetFields
+ {
+ get { return m_MatchTargetFields; }
+ set { m_MatchTargetFields = value & MatchTargetFieldConstants.All; }
+ }
+
+ /// <summary>
+ /// An AnimationClip storing the data for an infinite track.
+ /// </summary>
+ /// <remarks>
+ /// The value of this property is null when the AnimationTrack is in Clip Mode.
+ /// </remarks>
+ public AnimationClip infiniteClip
+ {
+ get { return m_InfiniteClip; }
+ internal set { m_InfiniteClip = value; }
+ }
+
+ // saved value for converting to/from infinite mode
+ internal bool infiniteClipRemoveOffset
+ {
+ get { return m_InfiniteClipRemoveOffset; }
+ set { m_InfiniteClipRemoveOffset = value; }
+ }
+
+ /// <summary>
+ /// Specifies the AvatarMask to be applied to all clips on the track.
+ /// </summary>
+ /// <remarks>
+ /// Applying an AvatarMask to an animation track will allow discarding portions of the animation being applied on the track.
+ /// </remarks>
+ public AvatarMask avatarMask
+ {
+ get { return m_AvatarMask; }
+ set { m_AvatarMask = value; }
+ }
+
+ /// <summary>
+ /// Specifies whether to apply the AvatarMask to the track.
+ /// </summary>
+ public bool applyAvatarMask
+ {
+ get { return m_ApplyAvatarMask; }
+ set { m_ApplyAvatarMask = value; }
+ }
+
+ // is this track compilable
+
+ internal override bool CanCompileClips()
+ {
+ return !muted && (m_Clips.Count > 0 || (m_InfiniteClip != null && !m_InfiniteClip.empty));
+ }
+
+ /// <inheritdoc/>
+ public override IEnumerable<PlayableBinding> outputs
+ {
+ get { yield return AnimationPlayableBinding.Create(name, this); }
+ }
+
+
+ /// <summary>
+ /// Specifies whether the Animation Track has clips, or is in infinite mode.
+ /// </summary>
+ public bool inClipMode
+ {
+ get { return clips != null && clips.Length != 0; }
+ }
+
+ /// <summary>
+ /// The translation offset of a track in infinite mode.
+ /// </summary>
+ public Vector3 infiniteClipOffsetPosition
+ {
+ get { return m_InfiniteClipOffsetPosition; }
+ set { m_InfiniteClipOffsetPosition = value; }
+ }
+
+ /// <summary>
+ /// The rotation offset of a track in infinite mode.
+ /// </summary>
+ public Quaternion infiniteClipOffsetRotation
+ {
+ get { return Quaternion.Euler(m_InfiniteClipOffsetEulerAngles); }
+ set { m_InfiniteClipOffsetEulerAngles = value.eulerAngles; }
+ }
+
+ /// <summary>
+ /// The euler angle representation of the rotation offset of the track when in infinite mode.
+ /// </summary>
+ public Vector3 infiniteClipOffsetEulerAngles
+ {
+ get { return m_InfiniteClipOffsetEulerAngles; }
+ set { m_InfiniteClipOffsetEulerAngles = value; }
+ }
+
+ internal bool infiniteClipApplyFootIK
+ {
+ get { return m_InfiniteClipApplyFootIK; }
+ set { m_InfiniteClipApplyFootIK = value; }
+ }
+
+ internal double infiniteClipTimeOffset
+ {
+ get { return m_InfiniteClipTimeOffset; }
+ set { m_InfiniteClipTimeOffset = value; }
+ }
+
+ /// <summary>
+ /// The saved state of pre-extrapolation for clips converted to infinite mode.
+ /// </summary>
+ public TimelineClip.ClipExtrapolation infiniteClipPreExtrapolation
+ {
+ get { return m_InfiniteClipPreExtrapolation; }
+ set { m_InfiniteClipPreExtrapolation = value; }
+ }
+
+ /// <summary>
+ /// The saved state of post-extrapolation for clips when converted to infinite mode.
+ /// </summary>
+ public TimelineClip.ClipExtrapolation infiniteClipPostExtrapolation
+ {
+ get { return m_InfiniteClipPostExtrapolation; }
+ set { m_InfiniteClipPostExtrapolation = value; }
+ }
+
+ /// <summary>
+ /// The saved state of animation clip loop state when converted to infinite mode
+ /// </summary>
+ internal AnimationPlayableAsset.LoopMode infiniteClipLoop
+ {
+ get { return mInfiniteClipLoop; }
+ set { mInfiniteClipLoop = value; }
+ }
+
+ [ContextMenu("Reset Offsets")]
+ void ResetOffsets()
+ {
+ m_Position = Vector3.zero;
+ m_EulerAngles = Vector3.zero;
+ UpdateClipOffsets();
+ }
+
+ /// <summary>
+ /// Creates a TimelineClip on this track that uses an AnimationClip.
+ /// </summary>
+ /// <param name="clip">Source animation clip of the resulting TimelineClip.</param>
+ /// <returns>A new TimelineClip which has an AnimationPlayableAsset asset attached.</returns>
+ public TimelineClip CreateClip(AnimationClip clip)
+ {
+ if (clip == null)
+ return null;
+
+ var newClip = CreateClip<AnimationPlayableAsset>();
+ AssignAnimationClip(newClip, clip);
+ return newClip;
+ }
+
+ /// <summary>
+ /// Creates an AnimationClip that stores the data for an infinite track.
+ /// </summary>
+ /// <remarks>
+ /// If an infiniteClip already exists, this method produces no result, even if you provide a different value
+ /// for infiniteClipName.
+ /// </remarks>
+ /// <remarks>
+ /// This method can't create an infinite clip for an AnimationTrack that contains one or more Timeline clips.
+ /// Use AnimationTrack.inClipMode to determine whether it is possible to create an infinite clip on an AnimationTrack.
+ /// </remarks>
+ /// <remarks>
+ /// When used from the editor, this method attempts to save the created infinite clip to the TimelineAsset.
+ /// The TimelineAsset must already exist in the AssetDatabase to save the infinite clip. If the TimelineAsset
+ /// does not exist, the infinite clip is still created but it is not saved.
+ /// </remarks>
+ /// <param name="infiniteClipName">
+ /// The name of the AnimationClip to create.
+ /// This method does not ensure unique names. If you want a unique clip name, you must provide one.
+ /// See ObjectNames.GetUniqueName for information on a method that creates unique names.
+ /// </param>
+ public void CreateInfiniteClip(string infiniteClipName)
+ {
+ if (inClipMode)
+ {
+ Debug.LogWarning("CreateInfiniteClip cannot create an infinite clip for an AnimationTrack that contains one or more Timeline Clips.");
+ return;
+ }
+
+ if (m_InfiniteClip != null)
+ return;
+
+ m_InfiniteClip = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(infiniteClipName) ? k_DefaultInfiniteClipName : infiniteClipName, this, false);
+ }
+
+ /// <summary>
+ /// Creates a TimelineClip, AnimationPlayableAsset and an AnimationClip. Use this clip to record in a timeline.
+ /// </summary>
+ /// <remarks>
+ /// When used from the editor, this method attempts to save the created recordable clip to the TimelineAsset.
+ /// The TimelineAsset must already exist in the AssetDatabase to save the recordable clip. If the TimelineAsset
+ /// does not exist, the recordable clip is still created but it is not saved.
+ /// </remarks>
+ /// <param name="animClipName">
+ /// The name of the AnimationClip to create.
+ /// This method does not ensure unique names. If you want a unique clip name, you must provide one.
+ /// See ObjectNames.GetUniqueName for information on a method that creates unique names.
+ /// </param>
+ /// <returns>
+ /// Returns a new TimelineClip with an AnimationPlayableAsset asset attached.
+ /// </returns>
+ public TimelineClip CreateRecordableClip(string animClipName)
+ {
+ var clip = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(animClipName) ? k_DefaultRecordableClipName : animClipName, this, false);
+
+ var timelineClip = CreateClip(clip);
+ timelineClip.displayName = animClipName;
+ timelineClip.recordable = true;
+ timelineClip.start = 0;
+ timelineClip.duration = 1;
+
+ var apa = timelineClip.asset as AnimationPlayableAsset;
+ if (apa != null)
+ apa.removeStartOffset = false;
+
+ return timelineClip;
+ }
+
+#if UNITY_EDITOR
+ internal Vector3 sceneOffsetPosition
+ {
+ get { return m_SceneOffsetPosition; }
+ set { m_SceneOffsetPosition = value; }
+ }
+
+ internal Vector3 sceneOffsetRotation
+ {
+ get { return m_SceneOffsetRotation; }
+ set { m_SceneOffsetRotation = value; }
+ }
+
+ internal bool hasPreviewComponents
+ {
+ get
+ {
+ if (m_HasPreviewComponents)
+ return true;
+
+ var parentTrack = parent as AnimationTrack;
+ if (parentTrack != null)
+ {
+ return parentTrack.hasPreviewComponents;
+ }
+
+ return false;
+ }
+ }
+#endif
+
+ /// <summary>
+ /// Used to initialize default values on a newly created clip
+ /// </summary>
+ /// <param name="clip">The clip added to the track</param>
+ protected override void OnCreateClip(TimelineClip clip)
+ {
+ var extrapolation = TimelineClip.ClipExtrapolation.None;
+ if (!isSubTrack)
+ extrapolation = TimelineClip.ClipExtrapolation.Hold;
+ clip.preExtrapolationMode = extrapolation;
+ clip.postExtrapolationMode = extrapolation;
+ }
+
+ protected internal override int CalculateItemsHash()
+ {
+ return GetAnimationClipHash(m_InfiniteClip).CombineHash(base.CalculateItemsHash());
+ }
+
+ internal void UpdateClipOffsets()
+ {
+#if UNITY_EDITOR
+ if (m_ClipOffset.IsValid())
+ {
+ m_ClipOffset.SetPosition(position);
+ m_ClipOffset.SetRotation(rotation);
+ }
+#endif
+ }
+
+ Playable CompileTrackPlayable(PlayableGraph graph, TrackAsset track, GameObject go, IntervalTree<RuntimeElement> tree, AppliedOffsetMode mode)
+ {
+ var mixer = AnimationMixerPlayable.Create(graph, track.clips.Length);
+ for (int i = 0; i < track.clips.Length; i++)
+ {
+ var c = track.clips[i];
+ var asset = c.asset as PlayableAsset;
+ if (asset == null)
+ continue;
+
+ var animationAsset = asset as AnimationPlayableAsset;
+ if (animationAsset != null)
+ animationAsset.appliedOffsetMode = mode;
+
+ var source = asset.CreatePlayable(graph, go);
+ if (source.IsValid())
+ {
+ var clip = new RuntimeClip(c, source, mixer);
+ tree.Add(clip);
+ graph.Connect(source, 0, mixer, i);
+ mixer.SetInputWeight(i, 0.0f);
+ }
+ }
+
+ return ApplyTrackOffset(graph, mixer, go, mode);
+ }
+
+ Playable ILayerable.CreateLayerMixer(PlayableGraph graph, GameObject go, int inputCount)
+ {
+ return Playable.Null;
+ }
+
+ internal override Playable OnCreateClipPlayableGraph(PlayableGraph graph, GameObject go, IntervalTree<RuntimeElement> tree)
+ {
+ if (isSubTrack)
+ throw new InvalidOperationException("Nested animation tracks should never be asked to create a graph directly");
+
+ List<AnimationTrack> flattenTracks = new List<AnimationTrack>();
+ if (CanCompileClips())
+ flattenTracks.Add(this);
+
+
+ bool animatesRootTransform = AnimatesRootTransform();
+ foreach (var subTrack in GetChildTracks())
+ {
+ var child = subTrack as AnimationTrack;
+ if (child != null && child.CanCompileClips())
+ {
+ animatesRootTransform |= child.AnimatesRootTransform();
+ flattenTracks.Add(child);
+ }
+ }
+
+ // figure out which mode to apply
+ AppliedOffsetMode mode = GetOffsetMode(go, animatesRootTransform);
+ var layerMixer = CreateGroupMixer(graph, go, flattenTracks.Count);
+ for (int c = 0; c < flattenTracks.Count; c++)
+ {
+ var compiledTrackPlayable = flattenTracks[c].inClipMode ?
+ CompileTrackPlayable(graph, flattenTracks[c], go, tree, mode) :
+ flattenTracks[c].CreateInfiniteTrackPlayable(graph, go, tree, mode);
+ graph.Connect(compiledTrackPlayable, 0, layerMixer, c);
+ layerMixer.SetInputWeight(c, flattenTracks[c].inClipMode ? 0 : 1);
+ if (flattenTracks[c].applyAvatarMask && flattenTracks[c].avatarMask != null)
+ {
+ layerMixer.SetLayerMaskFromAvatarMask((uint)c, flattenTracks[c].avatarMask);
+ }
+ }
+
+ bool requiresMotionXPlayable = RequiresMotionXPlayable(mode, go);
+
+ Playable mixer = layerMixer;
+ mixer = CreateDefaultBlend(graph, go, mixer, requiresMotionXPlayable);
+
+ // motionX playable not required in scene offset mode, or root transform mode
+ if (requiresMotionXPlayable)
+ {
+ // If we are animating a root transform, add the motionX to delta playable as the root node
+ var motionXToDelta = AnimationMotionXToDeltaPlayable.Create(graph);
+ graph.Connect(mixer, 0, motionXToDelta, 0);
+ motionXToDelta.SetInputWeight(0, 1.0f);
+ motionXToDelta.SetAbsoluteMotion(UsesAbsoluteMotion(mode));
+ mixer = (Playable)motionXToDelta;
+ }
+
+
+#if UNITY_EDITOR
+ if (!Application.isPlaying)
+ {
+ var animator = GetBinding(go != null ? go.GetComponent<PlayableDirector>() : null);
+ if (animator != null)
+ {
+ GameObject targetGO = animator.gameObject;
+ IAnimationWindowPreview[] previewComponents = targetGO.GetComponents<IAnimationWindowPreview>();
+
+ m_HasPreviewComponents = previewComponents.Length > 0;
+ if (m_HasPreviewComponents)
+ {
+ foreach (var component in previewComponents)
+ {
+ mixer = component.BuildPreviewGraph(graph, mixer);
+ }
+ }
+ }
+ }
+#endif
+
+ return mixer;
+ }
+
+ // Creates a layer mixer containing default blends
+ // the base layer is a default clip of all driven properties
+ // the next layer is optionally the desired default pose (in the case of humanoid, the tpose
+ private Playable CreateDefaultBlend(PlayableGraph graph, GameObject go, Playable mixer, bool requireOffset)
+ {
+#if UNITY_EDITOR
+ if (Application.isPlaying)
+ return mixer;
+
+ int inputs = 1 + ((m_CachedPropertiesClip != null) ? 1 : 0) + ((m_DefaultPoseClip != null) ? 1 : 0);
+ if (inputs == 1)
+ return mixer;
+
+ var defaultPoseMixer = AnimationLayerMixerPlayable.Create(graph, inputs);
+
+ int mixerInput = 0;
+ if (m_CachedPropertiesClip)
+ {
+ var cachedPropertiesClip = AnimationClipPlayable.Create(graph, m_CachedPropertiesClip);
+ cachedPropertiesClip.SetApplyFootIK(false);
+ var defaults = (Playable) cachedPropertiesClip;
+ if (requireOffset)
+ defaults = AttachOffsetPlayable(graph, defaults, m_SceneOffsetPosition, Quaternion.Euler(m_SceneOffsetRotation));
+ graph.Connect(defaults, 0, defaultPoseMixer, mixerInput);
+ defaultPoseMixer.SetInputWeight(mixerInput, 1.0f);
+ mixerInput++;
+ }
+
+ if (m_DefaultPoseClip)
+ {
+ var defaultPose = AnimationClipPlayable.Create(graph, m_DefaultPoseClip);
+ defaultPose.SetApplyFootIK(false);
+ var blendDefault = (Playable) defaultPose;
+ if (requireOffset)
+ blendDefault = AttachOffsetPlayable(graph, blendDefault, m_SceneOffsetPosition, Quaternion.Euler(m_SceneOffsetRotation));
+
+ graph.Connect(blendDefault, 0, defaultPoseMixer, mixerInput);
+ defaultPoseMixer.SetInputWeight(mixerInput, 1.0f);
+ mixerInput++;
+ }
+
+
+ graph.Connect(mixer, 0, defaultPoseMixer, mixerInput);
+ defaultPoseMixer.SetInputWeight(mixerInput, 1.0f);
+
+ return defaultPoseMixer;
+#else
+ return mixer;
+#endif
+ }
+
+ private Playable AttachOffsetPlayable(PlayableGraph graph, Playable playable, Vector3 pos, Quaternion rot)
+ {
+ var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1);
+ offsetPlayable.SetInputWeight(0, 1.0f);
+ graph.Connect(playable, 0, offsetPlayable, 0);
+ return offsetPlayable;
+ }
+
+#if UNITY_EDITOR
+ private static string k_DefaultHumanoidClipPath = "Packages/com.unity.timeline/Editor/StyleSheets/res/HumanoidDefault.anim";
+ private static AnimationClip s_DefaultHumanoidClip = null;
+
+ AnimationClip GetDefaultHumanoidClip()
+ {
+ if (s_DefaultHumanoidClip == null)
+ {
+ s_DefaultHumanoidClip = EditorGUIUtility.LoadRequired(k_DefaultHumanoidClipPath) as AnimationClip;
+ if (s_DefaultHumanoidClip == null)
+ Debug.LogError("Could not load default humanoid animation clip for Timeline");
+ }
+
+ return s_DefaultHumanoidClip;
+ }
+
+#endif
+
+ bool RequiresMotionXPlayable(AppliedOffsetMode mode, GameObject gameObject)
+ {
+ if (mode == AppliedOffsetMode.NoRootTransform)
+ return false;
+ if (mode == AppliedOffsetMode.SceneOffsetLegacy)
+ {
+ var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null);
+ return animator != null && animator.hasRootMotion;
+ }
+ return true;
+ }
+
+ static bool UsesAbsoluteMotion(AppliedOffsetMode mode)
+ {
+#if UNITY_EDITOR
+ // in editor, previewing is always done in absolute motion
+ if (!Application.isPlaying)
+ return true;
+#endif
+ return mode != AppliedOffsetMode.SceneOffset &&
+ mode != AppliedOffsetMode.SceneOffsetLegacy;
+ }
+
+ bool HasController(GameObject gameObject)
+ {
+ var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null);
+
+ return animator != null && animator.runtimeAnimatorController != null;
+ }
+
+ internal Animator GetBinding(PlayableDirector director)
+ {
+ if (director == null)
+ return null;
+
+ UnityEngine.Object key = this;
+ if (isSubTrack)
+ key = parent;
+
+ UnityEngine.Object binding = null;
+ if (director != null)
+ binding = director.GetGenericBinding(key);
+
+ Animator animator = null;
+ if (binding != null) // the binding can be an animator or game object
+ {
+ animator = binding as Animator;
+ var gameObject = binding as GameObject;
+ if (animator == null && gameObject != null)
+ animator = gameObject.GetComponent<Animator>();
+ }
+
+ return animator;
+ }
+
+ static AnimationLayerMixerPlayable CreateGroupMixer(PlayableGraph graph, GameObject go, int inputCount)
+ {
+ return AnimationLayerMixerPlayable.Create(graph, inputCount);
+ }
+
+ Playable CreateInfiniteTrackPlayable(PlayableGraph graph, GameObject go, IntervalTree<RuntimeElement> tree, AppliedOffsetMode mode)
+ {
+ if (m_InfiniteClip == null)
+ return Playable.Null;
+
+ var mixer = AnimationMixerPlayable.Create(graph, 1);
+
+ // In infinite mode, we always force the loop mode of the clip off because the clip keys are offset in infinite mode
+ // which causes loop to behave different.
+ // The inline curve editor never shows loops in infinite mode.
+ var playable = AnimationPlayableAsset.CreatePlayable(graph, m_InfiniteClip, m_InfiniteClipOffsetPosition, m_InfiniteClipOffsetEulerAngles, false, mode, infiniteClipApplyFootIK, AnimationPlayableAsset.LoopMode.Off);
+ if (playable.IsValid())
+ {
+ tree.Add(new InfiniteRuntimeClip(playable));
+ graph.Connect(playable, 0, mixer, 0);
+ mixer.SetInputWeight(0, 1.0f);
+ }
+
+ return ApplyTrackOffset(graph, mixer, go, mode);
+ }
+
+ Playable ApplyTrackOffset(PlayableGraph graph, Playable root, GameObject go, AppliedOffsetMode mode)
+ {
+#if UNITY_EDITOR
+ m_ClipOffset = AnimationOffsetPlayable.Null;
+#endif
+
+ // offsets don't apply in scene offset, or if there is no root transform (globally or on this track)
+ if (mode == AppliedOffsetMode.SceneOffsetLegacy ||
+ mode == AppliedOffsetMode.SceneOffset ||
+ mode == AppliedOffsetMode.NoRootTransform ||
+ !AnimatesRootTransform()
+ )
+ return root;
+
+
+ var pos = position;
+ var rot = rotation;
+
+#if UNITY_EDITOR
+ // in the editor use the preview position to playback from if available
+ if (mode == AppliedOffsetMode.SceneOffsetEditor)
+ {
+ pos = m_SceneOffsetPosition;
+ rot = Quaternion.Euler(m_SceneOffsetRotation);
+ }
+#endif
+
+ var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1);
+#if UNITY_EDITOR
+ m_ClipOffset = offsetPlayable;
+#endif
+ graph.Connect(root, 0, offsetPlayable, 0);
+ offsetPlayable.SetInputWeight(0, 1);
+
+ return offsetPlayable;
+ }
+
+ // the evaluation time is large so that the properties always get evaluated
+ internal override void GetEvaluationTime(out double outStart, out double outDuration)
+ {
+ if (inClipMode)
+ {
+ base.GetEvaluationTime(out outStart, out outDuration);
+ }
+ else
+ {
+ outStart = 0;
+ outDuration = TimelineClip.kMaxTimeValue;
+ }
+ }
+
+ internal override void GetSequenceTime(out double outStart, out double outDuration)
+ {
+ if (inClipMode)
+ {
+ base.GetSequenceTime(out outStart, out outDuration);
+ }
+ else
+ {
+ outStart = 0;
+ outDuration = Math.Max(GetNotificationDuration(), TimeUtility.GetAnimationClipLength(m_InfiniteClip));
+ }
+ }
+
+ void AssignAnimationClip(TimelineClip clip, AnimationClip animClip)
+ {
+ if (clip == null || animClip == null)
+ return;
+
+ if (animClip.legacy)
+ throw new InvalidOperationException("Legacy Animation Clips are not supported");
+
+ AnimationPlayableAsset asset = clip.asset as AnimationPlayableAsset;
+ if (asset != null)
+ {
+ asset.clip = animClip;
+ asset.name = animClip.name;
+ var duration = asset.duration;
+ if (!double.IsInfinity(duration) && duration >= TimelineClip.kMinDuration && duration < TimelineClip.kMaxTimeValue)
+ clip.duration = duration;
+ }
+ clip.displayName = animClip.name;
+ }
+
+ /// <summary>
+ /// Called by the Timeline Editor to gather properties requiring preview.
+ /// </summary>
+ /// <param name="director">The PlayableDirector invoking the preview</param>
+ /// <param name="driver">PropertyCollector used to gather previewable properties</param>
+ public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
+ {
+#if UNITY_EDITOR
+ m_SceneOffsetPosition = Vector3.zero;
+ m_SceneOffsetRotation = Vector3.zero;
+
+ var animator = GetBinding(director);
+ if (animator == null)
+ return;
+
+ var animClips = new List<AnimationClip>(this.clips.Length + 2);
+ GetAnimationClips(animClips);
+
+ var hasHumanMotion = animClips.Exists(clip => clip.humanMotion);
+
+ m_SceneOffsetPosition = animator.transform.localPosition;
+ m_SceneOffsetRotation = animator.transform.localEulerAngles;
+
+ // Create default pose clip from collected properties
+ if (hasHumanMotion)
+ animClips.Add(GetDefaultHumanoidClip());
+
+ var bindings = AnimationPreviewUtilities.GetBindings(animator.gameObject, animClips);
+
+ m_CachedPropertiesClip = AnimationPreviewUtilities.CreateDefaultClip(animator.gameObject, bindings);
+ AnimationPreviewUtilities.PreviewFromCurves(animator.gameObject, bindings); // faster to preview from curves then an animation clip
+ m_DefaultPoseClip = hasHumanMotion ? GetDefaultHumanoidClip() : null;
+#endif
+ }
+
+ /// <summary>
+ /// Gather all the animation clips for this track
+ /// </summary>
+ /// <param name="animClips"></param>
+ private void GetAnimationClips(List<AnimationClip> animClips)
+ {
+ foreach (var c in clips)
+ {
+ var a = c.asset as AnimationPlayableAsset;
+ if (a != null && a.clip != null)
+ animClips.Add(a.clip);
+ }
+
+ if (m_InfiniteClip != null)
+ animClips.Add(m_InfiniteClip);
+
+ foreach (var childTrack in GetChildTracks())
+ {
+ var animChildTrack = childTrack as AnimationTrack;
+ if (animChildTrack != null)
+ animChildTrack.GetAnimationClips(animClips);
+ }
+ }
+
+ // calculate which offset mode to apply
+ AppliedOffsetMode GetOffsetMode(GameObject go, bool animatesRootTransform)
+ {
+ if (!animatesRootTransform)
+ return AppliedOffsetMode.NoRootTransform;
+
+ if (m_TrackOffset == TrackOffset.ApplyTransformOffsets)
+ return AppliedOffsetMode.TransformOffset;
+
+ if (m_TrackOffset == TrackOffset.ApplySceneOffsets)
+ return (Application.isPlaying) ? AppliedOffsetMode.SceneOffset : AppliedOffsetMode.SceneOffsetEditor;
+
+ if (HasController(go))
+ {
+ if (!Application.isPlaying)
+ return AppliedOffsetMode.SceneOffsetLegacyEditor;
+ return AppliedOffsetMode.SceneOffsetLegacy;
+ }
+
+ return AppliedOffsetMode.TransformOffsetLegacy;
+ }
+
+ internal bool AnimatesRootTransform()
+ {
+ // infinite mode
+ if (AnimationPlayableAsset.HasRootTransforms(m_InfiniteClip))
+ return true;
+
+ // clip mode
+ foreach (var c in GetClips())
+ {
+ var apa = c.asset as AnimationPlayableAsset;
+ if (apa != null && apa.hasRootTransforms)
+ return true;
+ }
+
+ return false;
+ }
+ }
+}