holopy3/Assets/PlattarExporter/UnityGLTF/Scripts/GLTFUtils.cs

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2021-01-28 12:07:52 +00:00
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text.RegularExpressions;
using Ionic.Zip;
using System;
using UnityGLTF.Extensions;
using System.Reflection;
using CurveExtended;
using System.ComponentModel;
public class GLTFUtils
{
public enum BoundsExportOption {
Default = 1,
SceneViewerFix = 2
}
public static BoundsExportOption boundsExportOption = BoundsExportOption.Default;
public enum WorkflowMode
{
Specular,
Metallic,
Dielectric
}
public enum BlendMode
{
Opaque,
Cutout,
Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency
Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply
}
public enum SmoothnessMapChannel
{
SpecularMetallicAlpha,
AlbedoAlpha,
}
public static Transform[] getSceneTransforms()
{
var scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
var gameObjects = scene.GetRootGameObjects();
return Array.ConvertAll(gameObjects, gameObject => gameObject.transform);
}
public static Transform[] getSelectedTransforms()
{
if (Selection.transforms.Length <= 0)
throw new Exception("No objects selected, cannot export.");
return Selection.transforms;
}
public static string UnityToSystemPath(string path)
{
char unitySeparator = '/';
char pathSeparator = Path.DirectorySeparatorChar;
path = path.Replace("Assets", Application.dataPath).Replace(unitySeparator, pathSeparator);
return path;
}
public static string SystemToUnityPath(string path)
{
char unitySeparator = '/';
char pathSeparator = Path.DirectorySeparatorChar;
path = path.Replace(pathSeparator, unitySeparator).Replace(Application.dataPath, "Assets");
return path;
}
public static string unifyPathSeparator(string path)
{
return path.Replace("\\\\", "/").Replace("\\", "/");
}
public static string getPathProjectFromAbsolute(string absolutePath)
{
return unifyPathSeparator(absolutePath.Replace(Application.dataPath, "Assets"));
}
public static string getPathAbsoluteFromProject(string projectPath)
{
return unifyPathSeparator(projectPath.Replace("Assets", Application.dataPath));
}
public static bool isFolderInProjectDirectory(string path)
{
return path.Contains(Application.dataPath);
}
public static Regex rgx = new Regex("[^a-zA-Z0-9 -_.]");
static public string cleanName(string s)
{
return rgx.Replace(s, "").Replace("/", " ").Replace("\\", " ").Replace(":", "_").Replace("\"", "");
}
static public bool isValidMeshObject(GameObject gameObject)
{
return gameObject.GetComponent<MeshFilter>() != null && gameObject.GetComponent<MeshFilter>().sharedMesh != null ||
gameObject.GetComponent<SkinnedMeshRenderer>() != null && gameObject.GetComponent<SkinnedMeshRenderer>().sharedMesh != null;
}
public static void removeEmptyDirectory(string directoryPath)
{
if (!Directory.Exists(directoryPath))
return;
DirectoryInfo info = new DirectoryInfo(directoryPath);
if (info.GetFiles().Length == 0)
Directory.Delete(directoryPath, true);
}
public static void removeFileList(string[] fileList)
{
foreach (string file in fileList)
{
if (File.Exists(file))
File.Delete(file);
}
foreach (string dir in fileList)
{
if (Directory.Exists(dir))
Directory.Delete(dir);
}
}
public static Matrix4x4 convertMatrixLeftToRightHandedness(Matrix4x4 mat)
{
Vector3 position = mat.GetColumn(3);
convertVector3LeftToRightHandedness(ref position);
Quaternion rotation = Quaternion.LookRotation(mat.GetColumn(2), mat.GetColumn(1));
convertQuatLeftToRightHandedness(ref rotation);
Vector3 scale = new Vector3(mat.GetColumn(0).magnitude, mat.GetColumn(1).magnitude, mat.GetColumn(2).magnitude);
float epsilon = 0.00001f;
// Some issues can occurs with non uniform scales
if (Mathf.Abs(scale.x - scale.y) > epsilon || Mathf.Abs(scale.y - scale.z) > epsilon || Mathf.Abs(scale.x - scale.z) > epsilon)
{
Debug.LogWarning("A matrix with non uniform scale is being converted from left to right handed system. This code is not working correctly in this case");
}
// Handle negative scale component in matrix decomposition
if (Matrix4x4.Determinant(mat) < 0)
{
Quaternion rot = Quaternion.LookRotation(mat.GetColumn(2), mat.GetColumn(1));
Matrix4x4 corr = Matrix4x4.TRS(mat.GetColumn(3), rot, Vector3.one).inverse;
Matrix4x4 extractedScale = corr * mat;
scale = new Vector3(extractedScale.m00, extractedScale.m11, extractedScale.m22);
}
// convert transform values from left handed to right handed
mat.SetTRS(position, rotation, scale);
Debug.Log("INVERSIOON");
return mat;
}
public static void convertVector3LeftToRightHandedness(ref Vector3 vect)
{
vect.z = -vect.z;
}
public static void convertVector4LeftToRightHandedness(ref Vector4 vect)
{
vect.z = -vect.z;
vect.w = -vect.w;
}
public static void convertQuatLeftToRightHandedness(ref Quaternion quat)
{
quat.w = -quat.w;
quat.z = -quat.z;
}
/// Specifies the path and filename for the GLTF Json and binary
/// </summary>
/// <param name="filesToZip">Dictionnary where keys are original absolute file paths, and value is directory in zip</param>
/// <param name="zipPath">Path of the output zip archive</param>
/// <param name="deleteOriginals">Remove original files after building the zip</param>
public static void buildZip(Dictionary<string, string> filesToZip, string zipPath, bool deleteOriginals)
{
if(filesToZip.Count == 0)
{
Debug.LogError("GLTFUtils: no files to zip");
}
ZipFile zip = new ZipFile();
foreach (string originFilePath in filesToZip.Keys)
{
if(!File.Exists(originFilePath))
{
Debug.LogError("GLTFUtils.buildZip: File " + originFilePath +" not found.");
}
zip.AddFile(originFilePath, filesToZip[originFilePath]);
}
try
{
zip.Save(zipPath);
}
catch(IOException e)
{
Debug.LogError("Failed to save zip file." + e);
}
// Remove all files
if(deleteOriginals)
{
foreach (string pa in filesToZip.Keys)
{
if (System.IO.File.Exists(pa))
System.IO.File.Delete(pa);
}
}
}
public static string buildImageName(Texture2D image)
{
string extension = GLTFTextureUtils.useJPGTexture(image) ? ".jpg": ".png";
//return image.GetInstanceID().ToString().Replace("-", "") + "_" + image.name + extension;
return image.name + extension;
}
public static bool getPixelsFromTexture(ref Texture2D texture, out Color[] pixels)
{
//Make texture readable
TextureImporter im = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture)) as TextureImporter;
if (!im)
{
pixels = new Color[1];
return false;
}
bool readable = im.isReadable;
TextureImporterCompression format = im.textureCompression;
TextureImporterType type = im.textureType;
bool isConvertedBump = im.convertToNormalmap;
bool srgb = im.sRGBTexture;
im.sRGBTexture = false;
if (!readable)
im.isReadable = true;
if (type != TextureImporterType.Default)
im.textureType = TextureImporterType.Default;
im.textureCompression = TextureImporterCompression.Uncompressed;
im.SaveAndReimport();
pixels = texture.GetPixels();
if (!readable)
im.isReadable = false;
if (type != TextureImporterType.Default)
im.textureType = type;
if (isConvertedBump)
im.convertToNormalmap = true;
im.sRGBTexture = srgb;
im.textureCompression = format;
im.SaveAndReimport();
return true;
}
public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)
{
switch (blendMode)
{
case BlendMode.Opaque:
material.SetOverrideTag("RenderType", "");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = -1;
break;
case BlendMode.Cutout:
material.SetOverrideTag("RenderType", "TransparentCutout");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.EnableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
break;
case BlendMode.Fade:
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.EnableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
break;
case BlendMode.Transparent:
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
break;
}
}
public static SmoothnessMapChannel GetSmoothnessMapChannel(Material material)
{
int ch = (int)material.GetFloat("_SmoothnessTextureChannel");
if (ch == (int)SmoothnessMapChannel.AlbedoAlpha)
return SmoothnessMapChannel.AlbedoAlpha;
else
return SmoothnessMapChannel.SpecularMetallicAlpha;
}
public static void SetMaterialKeywords(Material material, WorkflowMode workflowMode)
{
// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
// (MaterialProperty value might come from renderer material property block)
SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
if (workflowMode == WorkflowMode.Specular)
SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
else if (workflowMode == WorkflowMode.Metallic)
SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
MaterialEditor.FixupEmissiveFlag(material);
//bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
SetKeyword(material, "_EMISSION", material.GetTexture("_EmissionMap"));
if (material.HasProperty("_SmoothnessTextureChannel"))
{
SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha);
}
}
public static void MaterialChanged(Material material, WorkflowMode workflowMode)
{
SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
SetMaterialKeywords(material, workflowMode);
}
public static void SetKeyword(Material m, string keyword, bool state)
{
if (state)
m.EnableKeyword(keyword);
else
m.DisableKeyword(keyword);
}
public static AnimationCurve[] createCurvesFromArrays(float[] times, Vector3[] keyframes, bool isStepInterpolation = false, bool switchHandedness=false)
{
AnimationCurve[] curves = new AnimationCurve[3];
curves[0] = new AnimationCurve();
curves[1] = new AnimationCurve();
curves[2] = new AnimationCurve();
int nbKeys = Mathf.Min(times.Length, keyframes.Length);
for (int i = 0; i < nbKeys; ++i)
{
Vector3 value = keyframes[i];
if (switchHandedness)
value = value.switchHandedness();
curves[0].AddKey(CurveExtension.KeyframeUtil.GetNew(times[i], value.x, CurveExtension.TangentMode.Linear));
curves[1].AddKey(CurveExtension.KeyframeUtil.GetNew(times[i], value.y, CurveExtension.TangentMode.Linear));
curves[2].AddKey(CurveExtension.KeyframeUtil.GetNew(times[i], value.z, CurveExtension.TangentMode.Linear));
}
return curves;
}
public static AnimationCurve[] createCurvesFromArrays(float[] times, Vector4[] keyframes, bool isStepInterpolation = false)
{
AnimationCurve[] curves = new AnimationCurve[4];
curves[0] = new AnimationCurve();
curves[1] = new AnimationCurve();
curves[2] = new AnimationCurve();
curves[3] = new AnimationCurve();
int nbKeys = Mathf.Min(times.Length, keyframes.Length);
for (int i = 0; i < nbKeys; ++i)
{
Vector4 value = keyframes[i].switchHandedness();
curves[0].AddKey(CurveExtension.KeyframeUtil.GetNew(times[i], value.x, CurveExtension.TangentMode.Linear));
curves[1].AddKey(CurveExtension.KeyframeUtil.GetNew(times[i], value.y, CurveExtension.TangentMode.Linear));
curves[2].AddKey(CurveExtension.KeyframeUtil.GetNew(times[i], value.z, CurveExtension.TangentMode.Linear));
curves[3].AddKey(CurveExtension.KeyframeUtil.GetNew(times[i], value.w, CurveExtension.TangentMode.Linear));
}
return curves;
}
public static string buildBlendShapeName(int meshIndex, int targetIndex)
{
return "Target_" + meshIndex + "_" + targetIndex;
}
public static AnimationCurve[] buildMorphAnimationCurves(float[] times, float[] values, int nbTargets, bool isStepInterpolation=false)
{
AnimationCurve[] curves = new AnimationCurve[nbTargets];
for (int i = 0; i < nbTargets; ++i)
{
curves[i] = new AnimationCurve();
}
for (int t=0; t < times.Length; ++t)
{
for(int i =0; i< nbTargets; ++i)
{
curves[i].AddKey(CurveExtension.KeyframeUtil.GetNew(times[t], values[t * nbTargets + i], CurveExtension.TangentMode.Linear));
}
}
return curves;
}
public static void addMorphAnimationCurvesToClip(AnimationCurve[] curves, string targetPath, string[] morphTargetNames, ref AnimationClip clip)
{
// We expect all curves to have the same length here (glTF provides a weight for all targets at each time)
if(curves[0].keys.Length > 0)
{
for (int c=0; c < curves.Length; ++c)
{
CurveExtension.UpdateAllLinearTangents(curves[c]);
clip.SetCurve(targetPath, typeof(SkinnedMeshRenderer), "blendShape."+ morphTargetNames[c], curves[c]);
}
}
}
public static void addTranslationCurvesToClip(AnimationCurve[] translationCurves, string targetPath, ref AnimationClip clip)
{
if (translationCurves[0].keys.Length > 1){
CurveExtension.UpdateAllLinearTangents(translationCurves[0]);
clip.SetCurve(targetPath, typeof(Transform), "m_LocalPosition.x", translationCurves[0]);
}
if (translationCurves[1].keys.Length > 1){
CurveExtension.UpdateAllLinearTangents(translationCurves[1]);
clip.SetCurve(targetPath, typeof(Transform), "m_LocalPosition.y", translationCurves[1]);
}
if (translationCurves[2].keys.Length > 1){
CurveExtension.UpdateAllLinearTangents(translationCurves[2]);
clip.SetCurve(targetPath, typeof(Transform), "m_LocalPosition.z", translationCurves[2]);
}
}
public static float framerate = 10;
public static void addRotationCurvesToClip(AnimationCurve[] rotationCurves, string targetPath, ref AnimationClip clip)
{
// Quaternions keyframes: all curves are expected to have the same number of keys.
if (rotationCurves[0].keys.Length > 1){
//FIXME?
// Rotation curves need to be resampled to avoid having weird tangents/interpolation
// in unity. The issue is not clear yet, but curves go crazy between two keyframe (with same or very
// close values) when the time difference is more than a certain threshold.
// It appears to be a Quaternion->Euler->Quaternion conversion related issue (according to forum posts)
// The only solution for now is to sample curves with a rate that prevent tangents for going crazy.
CurveExtension.resampleRotationCurves(rotationCurves, framerate);
clip.SetCurve(targetPath, typeof(Transform), "m_LocalRotation.x", rotationCurves[0]);
clip.SetCurve(targetPath, typeof(Transform), "m_LocalRotation.y", rotationCurves[1]);
clip.SetCurve(targetPath, typeof(Transform), "m_LocalRotation.z", rotationCurves[2]);
clip.SetCurve(targetPath, typeof(Transform), "m_LocalRotation.w", rotationCurves[3]);
}
}
public static void addScaleCurvesToClip(AnimationCurve[] scaleCurves, string targetPath, ref AnimationClip clip)
{
if (scaleCurves[0].keys.Length > 1){
CurveExtension.UpdateAllLinearTangents(scaleCurves[0]);
clip.SetCurve(targetPath, typeof(Transform), "m_LocalScale.x", scaleCurves[0]);
}
if (scaleCurves[1].keys.Length > 1){
CurveExtension.UpdateAllLinearTangents(scaleCurves[1]);
clip.SetCurve(targetPath, typeof(Transform), "m_LocalScale.y", scaleCurves[1]);
}
if (scaleCurves[2].keys.Length > 1){
CurveExtension.UpdateAllLinearTangents(scaleCurves[2]);
clip.SetCurve(targetPath, typeof(Transform), "m_LocalScale.z", scaleCurves[2]);
}
}
public static float[] Vector4ToArray(Vector4 vector)
{
float[] arr = new float[4];
arr[0] = vector.x;
arr[1] = vector.y;
arr[2] = vector.z;
arr[3] = vector.w;
return arr;
}
public static float[] normalizeBoneWeights(Vector4 weights)
{
float sum = weights.x + weights.y + weights.z + weights.w;
if (sum != 1.0f)
{
weights = weights / sum;
}
return Vector4ToArray(weights);
}
}
namespace CurveExtended
{
public static class CurveExtension
{
public static void resampleRotationCurves(AnimationCurve[] curves, float framerate)
{
if (curves.Length != 4)
{
Debug.Log("Invalid rotation curves. Aborting");
return;
}
// Here we assume all curves have the same number of keyframes, at the same times (since they
// are quaternion keyframes)
float start = curves[0].keys[0].time;
float end = curves[0].keys[curves[0].keys.Length - 1].time;
float deltatime = 1.0f / framerate;
for(float t = start; t < end; t+=deltatime)
{
curves[0].AddKey(new Keyframe(t, curves[0].Evaluate(t)));
curves[1].AddKey(new Keyframe(t, curves[1].Evaluate(t)));
curves[2].AddKey(new Keyframe(t, curves[2].Evaluate(t)));
curves[3].AddKey(new Keyframe(t, curves[3].Evaluate(t)));
}
}
public static void UpdateAllLinearTangents(this AnimationCurve curve)
{
for (int i = 0; i < curve.keys.Length; i++)
{
UpdateTangentsFromMode(curve, i);
}
}
// UnityEditor.CurveUtility.cs (c) Unity Technologies
public static void UpdateTangentsFromMode(AnimationCurve curve, int index)
{
if (index < 0 || index >= curve.length)
return;
Keyframe key = curve[index];
if (KeyframeUtil.GetKeyTangentMode(key, 0) == TangentMode.Linear && index >= 1)
{
key.inTangent = CalculateLinearTangent(curve, index, index - 1);
curve.MoveKey(index, key);
}
if (KeyframeUtil.GetKeyTangentMode(key, 1) == TangentMode.Linear && index + 1 < curve.length)
{
key.outTangent = CalculateLinearTangent(curve, index, index + 1);
curve.MoveKey(index, key);
}
if (KeyframeUtil.GetKeyTangentMode(key, 0) != TangentMode.Smooth && KeyframeUtil.GetKeyTangentMode(key, 1) != TangentMode.Smooth)
return;
curve.SmoothTangents(index, 0.0f);
}
// UnityEditor.CurveUtility.cs (c) Unity Technologies
private static float CalculateLinearTangent(AnimationCurve curve, int index, int toIndex)
{
return (float)(((double)curve[index].value - (double)curve[toIndex].value) / ((double)curve[index].time - (double)curve[toIndex].time));
}
public enum TangentMode
{
Editable = 0,
Smooth = 1,
Linear = 2,
Stepped = Linear | Smooth,
}
public enum TangentDirection
{
Left,
Right
}
public class KeyframeUtil
{
public static Keyframe GetNew(float time, float value, TangentMode leftAndRight)
{
return GetNew(time, value, leftAndRight, leftAndRight);
}
public static Keyframe GetNew(float time, float value, TangentMode left, TangentMode right)
{
object boxed = new Keyframe(time, value); // cant use struct in reflection
SetKeyBroken(boxed, true);
SetKeyTangentMode(boxed, 0, left);
SetKeyTangentMode(boxed, 1, right);
Keyframe keyframe = (Keyframe)boxed;
if (left == TangentMode.Stepped)
keyframe.inTangent = float.PositiveInfinity;
if (right == TangentMode.Stepped)
keyframe.outTangent = float.PositiveInfinity;
return keyframe;
}
// UnityEditor.CurveUtility.cs (c) Unity Technologies
public static void SetKeyTangentMode(object keyframe, int leftRight, TangentMode mode)
{
Type t = typeof(UnityEngine.Keyframe);
FieldInfo field = t.GetField("m_TangentMode", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
int tangentMode = (int)field.GetValue(keyframe);
if (leftRight == 0)
{
tangentMode &= -7;
tangentMode |= (int)mode << 1;
}
else
{
tangentMode &= -25;
tangentMode |= (int)mode << 3;
}
field.SetValue(keyframe, tangentMode);
if (GetKeyTangentMode(tangentMode, leftRight) == mode)
return;
Debug.Log("bug");
}
// UnityEditor.CurveUtility.cs (c) Unity Technologies
public static TangentMode GetKeyTangentMode(int tangentMode, int leftRight)
{
if (leftRight == 0)
return (TangentMode)((tangentMode & 6) >> 1);
else
return (TangentMode)((tangentMode & 24) >> 3);
}
// UnityEditor.CurveUtility.cs (c) Unity Technologies
public static TangentMode GetKeyTangentMode(Keyframe keyframe, int leftRight)
{
Type t = typeof(UnityEngine.Keyframe);
FieldInfo field = t.GetField("m_TangentMode", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
int tangentMode = (int)field.GetValue(keyframe);
if (leftRight == 0)
return (TangentMode)((tangentMode & 6) >> 1);
else
return (TangentMode)((tangentMode & 24) >> 3);
}
// UnityEditor.CurveUtility.cs (c) Unity Technologies
public static void SetKeyBroken(object keyframe, bool broken)
{
Type t = typeof(UnityEngine.Keyframe);
FieldInfo field = t.GetField("m_TangentMode", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
int tangentMode = (int)field.GetValue(keyframe);
if (broken)
tangentMode |= 1;
else
tangentMode &= -2;
field.SetValue(keyframe, tangentMode);
}
}
}
}