public override TwistCorrectionJob Create(Animator animator, ref T data, Component component)
        {
            var job = new TwistCorrectionJob();

            job.source = ReadOnlyTransformHandle.Bind(animator, data.source);
            job.sourceInverseBindRotation = Quaternion.Inverse(data.source.localRotation);
            job.axisMask = data.twistAxis;

            WeightedTransformArray twistNodes = data.twistNodes;

            WeightedTransformArrayBinder.BindReadWriteTransforms(animator, component, twistNodes, out job.twistTransforms);
            WeightedTransformArrayBinder.BindWeights(animator, component, twistNodes, data.twistNodesProperty, out job.twistWeights);

            job.weightBuffer = new NativeArray <float>(twistNodes.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            job.twistBindRotations = new NativeArray <Quaternion>(twistNodes.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            for (int i = 0; i < twistNodes.Count; ++i)
            {
                var sourceTransform = twistNodes[i].transform;
                job.twistBindRotations[i] = sourceTransform.localRotation;
            }

            return(job);
        }
        public override MultiRotationConstraintJob Create(Animator animator, ref T data, Component component)
        {
            var job = new MultiRotationConstraintJob();

            job.driven       = ReadWriteTransformHandle.Bind(animator, data.constrainedObject);
            job.drivenParent = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject.parent);
            job.drivenOffset = Vector3Property.Bind(animator, component, data.offsetVector3Property);

            WeightedTransformArray sourceObjects = data.sourceObjects;

            WeightedTransformArrayBinder.BindReadOnlyTransforms(animator, component, sourceObjects, out job.sourceTransforms);
            WeightedTransformArrayBinder.BindWeights(animator, component, sourceObjects, data.sourceObjectsProperty, out job.sourceWeights);

            job.sourceOffsets = new NativeArray <Quaternion>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            job.weightBuffer = new NativeArray <float>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            Quaternion drivenRot = data.constrainedObject.rotation;

            for (int i = 0; i < sourceObjects.Count; ++i)
            {
                job.sourceOffsets[i] = data.maintainOffset ?
                                       (Quaternion.Inverse(sourceObjects[i].transform.rotation) * drivenRot) : Quaternion.identity;
            }

            job.axesMask = new Vector3(
                System.Convert.ToSingle(data.constrainedXAxis),
                System.Convert.ToSingle(data.constrainedYAxis),
                System.Convert.ToSingle(data.constrainedZAxis)
                );

            return(job);
        }
        public static void BindReadOnlyTransforms(Animator animator, Component component, WeightedTransformArray weightedTransformArray, out NativeArray <ReadOnlyTransformHandle> transforms)
        {
            transforms = new NativeArray <ReadOnlyTransformHandle>(weightedTransformArray.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            for (int index = 0; index < weightedTransformArray.Count; ++index)
            {
                transforms[index] = ReadOnlyTransformHandle.Bind(animator, weightedTransformArray[index].transform);
            }
        }
Ejemplo n.º 4
0
        public override OverrideTransformJob Create(Animator animator, ref T data, Component component)
        {
            var job          = new OverrideTransformJob();
            var cacheBuilder = new AnimationJobCacheBuilder();

            job.driven = ReadWriteTransformHandle.Bind(animator, data.constrainedObject);

            if (data.sourceObject != null)
            {
                // Cache source to possible space rotation offsets (world, local and pivot)
                // at bind time so we can switch dynamically between them at runtime.

                job.source = ReadOnlyTransformHandle.Bind(animator, data.sourceObject);
                var sourceLocalTx = new AffineTransform(data.sourceObject.localPosition, data.sourceObject.localRotation);
                job.sourceInvLocalBindTx = sourceLocalTx.Inverse();

                var sourceWorldTx = new AffineTransform(data.sourceObject.position, data.sourceObject.rotation);
                var drivenWorldTx = new AffineTransform(data.constrainedObject.position, data.constrainedObject.rotation);
                job.sourceToWorldRot = sourceWorldTx.Inverse().rotation;
                job.sourceToPivotRot = sourceWorldTx.InverseMul(drivenWorldTx).rotation;

                var drivenParent = data.constrainedObject.parent;
                if (drivenParent != null)
                {
                    var drivenParentWorldTx = new AffineTransform(drivenParent.position, drivenParent.rotation);
                    job.sourceToLocalRot = sourceWorldTx.InverseMul(drivenParentWorldTx).rotation;
                }
                else
                {
                    job.sourceToLocalRot = job.sourceToPivotRot;
                }
            }

            job.spaceIdx = cacheBuilder.Add(data.space);
            if (data.space == (int)OverrideTransformJob.Space.Pivot)
            {
                job.sourceToCurrSpaceRotIdx = cacheBuilder.Add(job.sourceToPivotRot);
            }
            else if (data.space == (int)OverrideTransformJob.Space.Local)
            {
                job.sourceToCurrSpaceRotIdx = cacheBuilder.Add(job.sourceToLocalRot);
            }
            else
            {
                job.sourceToCurrSpaceRotIdx = cacheBuilder.Add(job.sourceToWorldRot);
            }

            job.position       = Vector3Property.Bind(animator, component, data.positionVector3Property);
            job.rotation       = Vector3Property.Bind(animator, component, data.rotationVector3Property);
            job.positionWeight = FloatProperty.Bind(animator, component, data.positionWeightFloatProperty);
            job.rotationWeight = FloatProperty.Bind(animator, component, data.rotationWeightFloatProperty);

            job.cache = cacheBuilder.Build();

            return(job);
        }
        public override ChainIKConstraintJob Create(Animator animator, ref T data, Component component)
        {
            List <Transform> chain = new List <Transform>();
            Transform        tmp   = data.tip;

            while (tmp != data.root)
            {
                chain.Add(tmp);
                tmp = tmp.parent;
            }
            chain.Add(data.root);
            chain.Reverse();

            var job = new ChainIKConstraintJob();

            job.chain         = new NativeArray <ReadWriteTransformHandle>(chain.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.linkLengths   = new NativeArray <float>(chain.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.linkPositions = new NativeArray <Vector3>(chain.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.maxReach      = 0f;

            int tipIndex = chain.Count - 1;

            for (int i = 0; i < chain.Count; ++i)
            {
                job.chain[i]       = ReadWriteTransformHandle.Bind(animator, chain[i]);
                job.linkLengths[i] = (i != tipIndex) ? Vector3.Distance(chain[i].position, chain[i + 1].position) : 0f;
                job.maxReach      += job.linkLengths[i];
            }

            job.target       = ReadOnlyTransformHandle.Bind(animator, data.target);
            job.targetOffset = AffineTransform.identity;
            if (data.maintainTargetPositionOffset)
            {
                job.targetOffset.translation = data.tip.position - data.target.position;
            }
            if (data.maintainTargetRotationOffset)
            {
                job.targetOffset.rotation = Quaternion.Inverse(data.target.rotation) * data.tip.rotation;
            }

            job.chainRotationWeight = FloatProperty.Bind(animator, component, data.chainRotationWeightFloatProperty);
            job.tipRotationWeight   = FloatProperty.Bind(animator, component, data.tipRotationWeightFloatProperty);

            var cacheBuilder = new AnimationJobCacheBuilder();

            job.maxIterationsIdx = cacheBuilder.Add(data.maxIterations);
            job.toleranceIdx     = cacheBuilder.Add(data.tolerance);
            job.cache            = cacheBuilder.Build();

            return(job);
        }
        public override MultiParentConstraintJob Create(Animator animator, ref T data, Component component)
        {
            var job = new MultiParentConstraintJob();

            job.driven       = ReadWriteTransformHandle.Bind(animator, data.constrainedObject);
            job.drivenParent = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject.parent);

            WeightedTransformArray sourceObjects = data.sourceObjects;

            WeightedTransformArrayBinder.BindReadOnlyTransforms(animator, component, sourceObjects, out job.sourceTransforms);
            WeightedTransformArrayBinder.BindWeights(animator, component, sourceObjects, data.sourceObjectsProperty, out job.sourceWeights);

            job.sourceOffsets = new NativeArray <AffineTransform>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            job.weightBuffer = new NativeArray <float>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            var drivenTx = new AffineTransform(data.constrainedObject.position, data.constrainedObject.rotation);

            for (int i = 0; i < sourceObjects.Count; ++i)
            {
                var sourceTransform = sourceObjects[i].transform;

                var srcTx     = new AffineTransform(sourceTransform.position, sourceTransform.rotation);
                var srcOffset = AffineTransform.identity;
                var tmp       = srcTx.InverseMul(drivenTx);

                if (data.maintainPositionOffset)
                {
                    srcOffset.translation = tmp.translation;
                }
                if (data.maintainRotationOffset)
                {
                    srcOffset.rotation = tmp.rotation;
                }

                job.sourceOffsets[i] = srcOffset;
            }

            job.positionAxesMask = new Vector3(
                System.Convert.ToSingle(data.constrainedPositionXAxis),
                System.Convert.ToSingle(data.constrainedPositionYAxis),
                System.Convert.ToSingle(data.constrainedPositionZAxis)
                );
            job.rotationAxesMask = new Vector3(
                System.Convert.ToSingle(data.constrainedRotationXAxis),
                System.Convert.ToSingle(data.constrainedRotationYAxis),
                System.Convert.ToSingle(data.constrainedRotationZAxis)
                );

            return(job);
        }
        /// <inheritdoc />
        public override MultiAimConstraintJob Create(Animator animator, ref T data, Component component)
        {
            var job = new MultiAimConstraintJob();

            job.driven       = ReadWriteTransformHandle.Bind(animator, data.constrainedObject);
            job.drivenParent = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject.parent);
            job.aimAxis      = data.aimAxis;
            job.upAxis       = data.upAxis;

            job.worldUpType   = (MultiAimConstraintJob.WorldUpType)data.worldUpType;
            job.worldUpAxis   = data.worldUpAxis;
            job.worldUpObject = ReadOnlyTransformHandle.Bind(animator, data.worldUpObject);

            WeightedTransformArray sourceObjects = data.sourceObjects;

            WeightedTransformArrayBinder.BindReadOnlyTransforms(animator, component, sourceObjects, out job.sourceTransforms);
            WeightedTransformArrayBinder.BindWeights(animator, component, sourceObjects, data.sourceObjectsProperty, out job.sourceWeights);

            job.sourceOffsets = new NativeArray <Quaternion>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            job.weightBuffer = new NativeArray <float>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            for (int i = 0; i < sourceObjects.Count; ++i)
            {
                if (data.maintainOffset)
                {
                    var constrainedAim = data.constrainedObject.rotation * data.aimAxis;
                    job.sourceOffsets[i] = QuaternionExt.FromToRotation(
                        sourceObjects[i].transform.position - data.constrainedObject.position,
                        constrainedAim
                        );
                }
                else
                {
                    job.sourceOffsets[i] = Quaternion.identity;
                }
            }

            job.minLimit     = FloatProperty.Bind(animator, component, data.minLimitFloatProperty);
            job.maxLimit     = FloatProperty.Bind(animator, component, data.maxLimitFloatProperty);
            job.drivenOffset = Vector3Property.Bind(animator, component, data.offsetVector3Property);

            job.axesMask = new Vector3(
                System.Convert.ToSingle(data.constrainedXAxis),
                System.Convert.ToSingle(data.constrainedYAxis),
                System.Convert.ToSingle(data.constrainedZAxis)
                );

            return(job);
        }