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#pragma once
#include "Runtime/GameCode/Behaviour.h"
#include "Runtime/Animation/AvatarPlayback.h"
#include "Runtime/Misc/UserList.h"
#include "Runtime/mecanim/statemachine/statemachine.h"
namespace math
{
struct xform;
}
class Avatar;
class Renderer;
class Transform;
class AnimationClip;
class AnimatorController;
class RuntimeAnimatorController;
class AnimatorOverrideController;
namespace mecanim
{
namespace animation
{
struct AvatarConstant;
struct AvatarInput;
struct AvatarOutput;
struct AvatarMemory;
struct AvatarWorkspace;
struct ControllerConstant;
struct ControllerMemory;
struct AnimatorOverrideController;
struct AnimationSetMemory;
struct BlendTreeNodeConstant;
struct BlendTreeWorkspace;
}
namespace skeleton
{
struct SkeletonPose;
}
namespace human
{
struct HumanPose;
}
}
namespace UnityEngine
{
namespace Animation
{
struct AvatarBindingConstant;
struct AnimatorGenericBindingConstant;
struct AnimatorTransformBindingConstant;
struct AnimationSetBindings;
}
}
enum GetSetValueResult { kGetSetSuccess = 0, kParameterMismatchFailure = 1, kParameterDoesNotExist = 2, kAnimatorNotInitialized = 3, kParameterIsControlledByCurve = 4, kAnimatorInPlaybackMode = 5 };
struct AnimationInfo
{
PPtr<AnimationClip> clip;
float weight;
AnimationInfo()
{
Clear();
}
void Clear()
{
weight = 0;
}
};
/// This struct must be kept in sync with the C# version in AnimatorBindings.txt
struct AnimatorTransitionInfo
{
int nameHash;
int userNameHash;
float normalizedTime;
AnimatorTransitionInfo()
{
Clear();
}
void Clear()
{
nameHash = 0;
userNameHash = 0;
normalizedTime = 0;
}
};
/// This struct must be kept in sync with the C# version in AnimatorBindings.txt
struct AnimatorStateInfo
{
int nameHash;
int pathHash;
float normalizedTime;
float length;
int tagHash;
int loop;
AnimatorStateInfo()
{
Clear();
}
void Clear()
{
pathHash = 0;
nameHash = 0;
normalizedTime = 0;
length = 0;
tagHash = 0;
loop = 0;
}
};
/// This struct must be kept in sync with the C# version in AnimatorBindings.txt
struct MatchTargetWeightMask
{
MatchTargetWeightMask(Vector3f positionXYZWeight, float rotationWeight)
: m_PositionXYZWeight(positionXYZWeight), m_RotationWeight(rotationWeight) {}
Vector3f m_PositionXYZWeight;
float m_RotationWeight;
};
enum RecorderMode
{
eNormal = 0,
ePlayback= 1,
eRecord =2
};
typedef std::vector<PPtr<AnimationClip> > AnimationClipVector;
class Animator: public Behaviour
{
public:
enum CullingMode { kCullAlwaysAnimate = 0, kCullBasedOnRenderers = 1 };
REGISTER_DERIVED_CLASS (Animator, Behaviour)
DECLARE_OBJECT_SERIALIZE (Animator)
static void InitializeClass ();
static void CleanupClass ();
Animator (MemLabelId label, ObjectCreationMode mode);
virtual void AwakeFromLoad(AwakeFromLoadMode mode);
virtual void Deactivate (DeactivateOperation operation);
virtual void Reset ();
virtual void CheckConsistency();
virtual void AddToManager ();
virtual void RemoveFromManager ();
void Update (float deltaTime);
bool Sample (AnimationClip& clip, float inTime);
virtual void TransformChanged (int changeMask);
void OnAddComponent(Component* com);
bool IsValid() const;
bool IsInManagerList() const;
RuntimeAnimatorController* GetRuntimeAnimatorController() const;
void SetRuntimeAnimatorController(RuntimeAnimatorController* animation) ;
AnimatorController* GetAnimatorController() const;
AnimatorOverrideController* GetAnimatorOverrideController() const;
Avatar* GetAvatar();
void SetAvatar(Avatar* avatar);
const mecanim::animation::AvatarConstant* GetAvatarConstant();
bool IsOptimizable() const;
bool IsHuman() const;
bool HasRootMotion() const;
float GetHumanScale() const;
GetSetValueResult GetFloat(int id, float& value);
GetSetValueResult SetFloat(int id, float value);
GetSetValueResult SetFloatDamp(int id, float value, float dampTime, float deltaTime);
GetSetValueResult GetInteger(int id, int& output);
GetSetValueResult SetInteger(int id, int integer);
GetSetValueResult GetBool(int id, bool& output);
GetSetValueResult SetBool(int id, bool value);
GetSetValueResult ResetTrigger(int id);
GetSetValueResult SetTrigger(int id);
bool HasParameter(int id);
bool GetMuscleValue(int id, float *value);
GetSetValueResult ParameterControlledByCurve(int id);
Vector3f GetAvatarPosition();
Quaternionf GetAvatarRotation();
Vector3f GetAvatarScale();
void SetAvatarPosition(const Vector3f& rootPosition);
void SetAvatarRotation(const Quaternionf& rootRotation);
void SetAvatarScale(const Vector3f&rootScale);
Vector3f GetDeltaPosition();
Quaternionf GetDeltaRotation();
Vector3f GetBodyPosition();
Quaternionf GetBodyRotation();
void SetBodyPosition(const Vector3f& rootPosition);
void SetBodyRotation(const Quaternionf& rootRotation);
float GetPivotWeight();
Vector3f GetPivotPosition();
bool GetApplyRootMotion () const { return m_ApplyRootMotion; }
void SetApplyRootMotion (bool rootMotion);
bool GetAnimatePhysics () const { return m_AnimatePhysics; }
void SetAnimatePhysics (bool animatePhysics);
float GetGravityWeight();
bool SupportsOnAnimatorMove();
void MatchTarget(Vector3f const& matchPosition, Quaternionf const& matchRotation, int targetIndex, const MatchTargetWeightMask& mask, float startNormalizedTime, float targetNormalizedTime);
void InterruptMatchTarget(bool completeMatch = true);
bool IsMatchingTarget()const;
void SetSpeed(float speed);
float GetSpeed() const ;
void GotoState(int layer, int stateId, float normalizedTime, float transitionDuration, float transitionTime = 0.0F);
void SetTarget(int targetIndex, float targetNormalizedTime);
Vector3f GetTargetPosition();
Quaternionf GetTargetRotation();
bool IsBoneTransform(Transform *transform);
Transform* GetBoneTransform(int humanBoneId);
Vector3f GetGoalPosition(int index);
void SetGoalPosition(int index, Vector3f const& pos);
Quaternionf GetGoalRotation(int index);
void SetGoalRotation(int index, Quaternionf const& rot);
void SetGoalWeightPosition(int index, float value);
void SetGoalWeightRotation(int index, float value);
float GetGoalWeightPosition(int index);
float GetGoalWeightRotation(int index);
void SetLookAtPosition(Vector3f lookAtPosition);
void SetLookAtClampWeight(float weight);
void SetLookAtBodyWeight(float weight);
void SetLookAtHeadWeight(float weight);
void SetLookAtEyesWeight(float weight);
int GetLayerCount()const;
std::string GetLayerName(int layerIndex);
float GetLayerWeight(int layerIndex);
void SetLayerWeight(int layerIndex, float w);
void SetCullingMode (CullingMode mode);
CullingMode GetCullingMode () const { return m_CullingMode; }
bool IsInTransition(int layerIndex)const;
bool ShouldInterruptMatchTarget()const;
bool GetAnimatorStateInfo (int layerIndex, bool currentState, AnimatorStateInfo& output);
bool GetAnimatorTransitionInfo (int layerIndex, AnimatorTransitionInfo& output);
string GetAnimatorStateName (int layerIndex, bool currentState);
bool GetAnimationClipState(int layerIndex, bool currentState, dynamic_array<AnimationInfo>& output);
void GetRootBlendTreeConstantAndWorkspace (int layerIndex, int stateHash, mecanim::animation::BlendTreeNodeConstant const* & constant, mecanim::animation::BlendTreeWorkspace*& workspace);
float GetFeetPivotActive();
void SetFeetPivotActive(float value);
bool GetStabilizeFeet();
void SetStabilizeFeet(bool value);
float GetLeftFeetBottomHeight();
float GetRightFeetBottomHeight();
void WriteHumanPose(mecanim::human::HumanPose &pose);
void WriteDefaultPose();
const mecanim::skeleton::SkeletonPose* GetGlobalSpaceSkeletonPose () const;
void StartPlayback();
void SetPlaybackTime(float time);
float GetPlaybackTime();
void StopPlayback();
void PrepareForPlayback();
void StartRecording(int frameCount = 0);
void StopRecording();
float GetRecorderStartTime();
float GetRecorderStopTime();
int GetBehaviourIndex () { return m_BehaviourIndex; }
void SetBehaviourIndex (int index) { m_BehaviourIndex = index; }
int GetFixedBehaviourIndex () { return m_FixedBehaviourIndex; }
void SetFixedBehaviourIndex (int index) { m_FixedBehaviourIndex = index; }
static void UpdateAvatars (Animator** inputAvatars, size_t inputSize, float deltaTime, bool doFKMove, bool doRetargetIKWrite);
bool IsAvatarInitialize() const;
bool IsInitialize() const;
void ValidateParameterString (GetSetValueResult result, const std::string& parameterName);
void ValidateParameterID (GetSetValueResult result, int identifier);
void SetLayersAffectMassCenter(bool value);
bool GetLayersAffectMassCenter() const ;
void SetHasTransformHierarchy (bool value);
bool GetHasTransformHierarchy () const { return m_HasTransformHierarchy; }
void EvaluateSM();
GET_SET(bool, LogWarnings, m_LogWarnings);
GET_SET(bool, FireEvents, m_FireEvents);
std::string GetPerformanceHints();
AnimationClipVector GetAnimationClips()const;
UnityEngine::Animation::AnimationSetBindings* GetAnimationSetBindings()const;
Transform* GetAvatarRoot();
protected:
struct MecanimDataSet
{
MecanimDataSet():
m_AvatarConstant(0),
m_AvatarInput(0),
m_AvatarOutput(0),
m_AvatarMemory(0),
m_AvatarWorkspace(0),
m_ControllerConstant(0),
m_ControllerMemory(0),
m_AnimationSetMemory(0),
m_GenericBindingConstant(0),
m_AvatarBindingConstant(0),
m_AvatarMemorySize(0),
m_OwnsAvatar(false)
{
}
mecanim::animation::AvatarConstant const* m_AvatarConstant;
mecanim::animation::AvatarInput* m_AvatarInput;
mecanim::animation::AvatarOutput* m_AvatarOutput;
mecanim::animation::AvatarMemory* m_AvatarMemory;
mecanim::animation::AvatarWorkspace* m_AvatarWorkspace;
mecanim::animation::ControllerConstant const* m_ControllerConstant;
mecanim::animation::ControllerMemory* m_ControllerMemory;
mecanim::animation::AnimationSetMemory* m_AnimationSetMemory;
UnityEngine::Animation::AnimatorGenericBindingConstant* m_GenericBindingConstant;
UnityEngine::Animation::AvatarBindingConstant* m_AvatarBindingConstant;
size_t m_AvatarMemorySize;
bool m_OwnsAvatar;
void Reset()
{
m_AvatarConstant=0;
m_AvatarInput=0;
m_AvatarOutput=0;
m_AvatarMemory=0;
m_AvatarWorkspace=0;
m_ControllerConstant=0;
m_ControllerMemory=0;
m_AnimationSetMemory=0;
m_GenericBindingConstant=0;
m_AvatarBindingConstant=0;
m_AvatarMemorySize=0;
m_OwnsAvatar = false;
}
};
// Used by Animator::Sample to auto unregister bindings.
struct AutoMecanimDataSet
{
mecanim::memory::ChainedAllocator m_Alloc;
MecanimDataSet m_MecanimDataSet;
AutoMecanimDataSet(size_t size):m_Alloc(size){}
~AutoMecanimDataSet();
Animator::MecanimDataSet const* operator ->() const{ return &m_MecanimDataSet; }
Animator::MecanimDataSet * operator ->(){ return &m_MecanimDataSet; }
Animator::MecanimDataSet const& operator *()const{ return m_MecanimDataSet; }
Animator::MecanimDataSet& operator *(){ return m_MecanimDataSet; }
void Reset();
};
void ClearObject();
void CreateObject();
void SetupAvatarMecanimDataSet(mecanim::animation::AvatarConstant const* avatarConstant, mecanim::memory::Allocator& allocator, Animator::MecanimDataSet& outMecanimDataSet);
void SetupControllerMecanimDataSet(mecanim::animation::ControllerConstant const* controllerConstant, UnityEngine::Animation::AnimationSetBindings const* animationSetBindings, mecanim::memory::Allocator& allocator, Animator::MecanimDataSet& outMecanimDataSet);
void WriteSkeletonPose(mecanim::skeleton::SkeletonPose& pose);
bool IsInTransitionInternal(int layerIndex)const;
bool Prepare();
void InitStep(float deltaTime);
void FKStep();
void RetargetStep();
void AvatarIKAndEndStep();
void AvatarWriteStep();
void ApplyOnAnimatorIK(int layerIndex);
void ApplyOnAnimatorMove();
void ApplyBuiltinRootMotion();
void FireAnimationEvents();
void Record(float deltaTime);
// Visibility culling
void ClearContainedRenderers ();
void RecomputeContainedRenderersRecurse (Transform& transform);
void InitializeVisibilityCulling ();
void SetVisibleRenderers(bool visible);
bool IsAnyRendererVisible () const;
void RemoveContainedRenderer (void* renderer);
static void AnimatorVisibilityCallback (void* userData, void* sender, int visibilityEvent);
static void* FKStepStatic (void* userData);
static void* RetargetStepStatic (void* userData);
static void* AvatarIKAndEndStepStatic (void* userData);
static void* AvatarWriteStepStatic (void* userData);
int m_BehaviourIndex;
int m_FixedBehaviourIndex;
bool m_Visible;
CullingMode m_CullingMode; ///< enum { Always Animate = 0, Based On Renderers = 1 }
PPtr<Avatar> m_Avatar;
PPtr<RuntimeAnimatorController> m_Controller;
mecanim::memory::MecanimAllocator mAlloc;
MecanimDataSet m_EvaluationDataSet;
AutoMecanimDataSet m_SamplingDataSet;
Vector3f m_DeltaPosition;
Quaternionf m_DeltaRotation;
Vector3f m_PivotPosition;
Vector3f m_TargetPosition;
Quaternionf m_TargetRotation;
float m_MatchStartTime;
int m_MatchStateID;
Vector3f m_MatchPosition;
Quaternionf m_MatchRotation;
MatchTargetWeightMask m_MatchTargetMask;
bool m_MustCompleteMatch;
bool m_ApplyRootMotion;
bool m_AnimatePhysics;
float m_Speed;
bool m_LogWarnings;
bool m_FireEvents;
typedef dynamic_array<Renderer*> ContainedRenderers;
ContainedRenderers m_ContainedRenderers;
UserListNode m_AnimatorAvatarNode;
UserListNode m_AnimatorControllerNode;
AvatarPlayback m_AvatarPlayback;
RecorderMode m_RecorderMode;
float m_PlaybackDeltaTime;
float m_PlaybackTime; // for query back
bool IsPlayingBack();
bool IsAutoPlayingBack();
bool m_HasTransformHierarchy;
void SetPlaybackTimeInternal(float time);
void UpdateInManager();
int GetLayerClipOffset(int layerIndex);
void TargetMatch(bool matchCurrentFrame = false);
bool ValidateGoalIndex(int index);
bool ValidateTargetIndex(int index);
bool ValidateLayerIndex(int index)const;
bool ValidateSubLayerIndex(int index, int subLayerIndex);
template<typename T>
GetSetValueResult SetValue(mecanim::uint32_t id, T const& value);
template<typename T>
GetSetValueResult GetValue(mecanim::uint32_t id, T& value);
void WarningStringIfLoggingActive(const char* warning) const;
void WarningStringIfLoggingActive(const std::string& warning) const;
};
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