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#pragma once
#include <limits>
#include "Runtime/Graphics/Transform.h"
#include "Runtime/Utilities/dynamic_array.h"
#include "Runtime/mecanim/generic/valuearray.h"
#include "Runtime/mecanim/skeleton/skeleton.h"
#include "Runtime/mecanim/animation/avatar.h"
typedef UInt32 BindingHash;
namespace Unity { class GameObject; }
namespace UnityEngine
{
namespace Animation
{
struct AnimationClipBindingConstant;
struct AnimationSetBindings;
struct BoundCurve;
struct ExposedTransform
{
Transform* transform;
int skeletonIndex;
int skeletonIndexForUpdateTransform;
};
struct AvatarBindingConstant
{
// For non-optimized mode (the Transform hierarchy is there)
size_t skeletonBindingsCount;
Transform** skeletonBindings;
int transformChangedMask;
// For optimized mode
size_t exposedTransformCount;
ExposedTransform* exposedTransforms;
};
struct AnimatorGenericBindingConstant
{
size_t transformBindingsCount;
BoundCurve* transformBindings;
size_t genericBindingsCount;
BoundCurve* genericBindings;
size_t genericPPtrBindingsCount;
BoundCurve* genericPPtrBindings;
int transformChangedMask;
mecanim::animation::ControllerBindingConstant* controllerBindingConstant;
bool allowConstantClipSamplingOptimization;
};
AvatarBindingConstant* CreateAvatarBindingConstant (Transform& root, const mecanim::animation::AvatarConstant* avatar, mecanim::memory::Allocator& allocator);
AvatarBindingConstant* CreateAvatarBindingConstantOpt (Transform& root, const mecanim::animation::AvatarConstant* avatar, mecanim::memory::Allocator& allocator);
void DestroyAvatarBindingConstant (AvatarBindingConstant* bindingConstant, mecanim::memory::Allocator& allocator);
/// Bind multiple animation clips against a GameObject
/// outputCurveIndexToBindingIndex is an array of arrays that remaps from the curve index of each clip into the bound curves array
/// returns a binding constant.
AnimatorGenericBindingConstant* CreateAnimatorGenericBindings (const AnimationSetBindings& animationSet, Transform& root, const mecanim::animation::AvatarConstant* avatar, const mecanim::animation::ControllerConstant* controller, mecanim::memory::Allocator& allocator);
AnimatorGenericBindingConstant* CreateAnimatorGenericBindingsOpt (const AnimationSetBindings& animationSet, Transform& root, const mecanim::animation::AvatarConstant* avatar, const mecanim::animation::ControllerConstant* controller, mecanim::memory::Allocator& allocator);
void DestroyAnimatorGenericBindings (AnimatorGenericBindingConstant* bindingConstant, mecanim::memory::Allocator& allocator);
/// Batch assign an array of values to the bound locations (Also calls AwakeFromLoad)
/// Must always be called from the main thread
void SetGenericFloatPropertyValues (const AnimatorGenericBindingConstant& bindings, const mecanim::ValueArray& values);
void SetGenericPPtrPropertyValues (const AnimatorGenericBindingConstant& bindings, const mecanim::ValueArray& values);
/// Batch assign transform properties to the bound Transform components
/// Can be invoked from another thread if we are sure no one will delete Transforms at the same time on another thread.
void SetGenericTransformPropertyValues (const AnimatorGenericBindingConstant& bindings, const mecanim::ValueArray& values, Transform *skipTransform);
void SetHumanTransformPropertyValues (const AvatarBindingConstant& bindings, const mecanim::skeleton::SkeletonPose& pose);
/// Invoke TransformChanged callbacks and SetDirty
/// Must always be called from the main thread
void SetTransformPropertyApplyMainThread (Transform& root, const AnimatorGenericBindingConstant& bindings, const AvatarBindingConstant& avatarBindings, bool skipRoot);
void SetTransformPropertyApplyMainThread (Transform& root, const AvatarBindingConstant& avatarBindings, bool skipRoot, int mask = std::numeric_limits<int>::max() );
/// Set transforms for optimized characters
/// Must always be called from the main thread
void SetFlattenedSkeletonTransformsMainThread (const AvatarBindingConstant& bindings, const mecanim::skeleton::SkeletonPose& globalSpacePose, const mecanim::animation::AvatarConstant& avatar);
void UnregisterAvatarBindingObjects(AvatarBindingConstant* bindingConstant);
void UnregisterGenericBindingObjects(AnimatorGenericBindingConstant* bindingConstant);
}
}
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