Example #1
0
        public override MultiAimConstraintJob Create(Animator animator, ref T data)
        {
            var job          = new MultiAimConstraintJob();
            var cacheBuilder = new AnimationJobCacheBuilder();

            job.driven       = TransformHandle.Bind(animator, data.constrainedObject);
            job.drivenParent = TransformHandle.Bind(animator, data.constrainedObject.parent);
            job.drivenOffset = cacheBuilder.Add(data.offset);
            job.limitsIdx    = cacheBuilder.Add(data.limits);
            job.aimAxis      = data.aimAxis;

            var src        = data.sourceObjects;
            var srcWeights = data.sourceWeights;

            job.sources              = new NativeArray <TransformHandle>(src.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.sourceOffsets        = new NativeArray <Quaternion>(src.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.sourceWeightStartIdx = cacheBuilder.AllocateChunk(src.Length);

            for (int i = 0; i < src.Length; ++i)
            {
                job.sources[i] = TransformHandle.Bind(animator, src[i]);
                cacheBuilder.SetValue(job.sourceWeightStartIdx, i, srcWeights[i]);
                if (data.maintainOffset)
                {
                    var constrainedAim = data.constrainedObject.rotation * data.aimAxis;
                    job.sourceOffsets[i] = QuaternionExt.FromToRotation(
                        src[i].position - data.constrainedObject.position,
                        constrainedAim
                        );
                }
                else
                {
                    job.sourceOffsets[i] = Quaternion.identity;
                }
            }

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

            return(job);
        }
        public override ChainIKConstraintJob Create(Animator animator, ref T data, Component component)
        {
            Transform[] chain = ConstraintsUtils.ExtractChain(data.root, data.tip);

            var job = new ChainIKConstraintJob();

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

            int tipIndex = chain.Length - 1;

            for (int i = 0; i < chain.Length; ++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 MultiReferentialConstraintJob Create(Animator animator, ref T data)
        {
            var job          = new MultiReferentialConstraintJob();
            var cacheBuilder = new AnimationJobCacheBuilder();

            job.driverIdx = cacheBuilder.Add(data.driver);

            var sources = data.sourceObjects;

            job.sources      = new NativeArray <TransformHandle>(sources.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.sourceBindTx = new NativeArray <AffineTransform>(sources.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.offsetTx     = new NativeArray <AffineTransform>(sources.Length - 1, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            for (int i = 0; i < sources.Length; ++i)
            {
                job.sources[i]      = TransformHandle.Bind(animator, sources[i].transform);
                job.sourceBindTx[i] = new AffineTransform(sources[i].position, sources[i].rotation);
            }
            job.cache = cacheBuilder.Build();
            job.UpdateOffsets();

            return(job);
        }
Example #4
0
        public override TwistCorrectionJob Create(Animator animator, ref T data)
        {
            var job          = new TwistCorrectionJob();
            var cacheBuilder = new AnimationJobCacheBuilder();

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

            var twistNodes       = data.twistNodes;
            var twistNodeWeights = data.twistNodeWeights;

            job.twistNodes          = new NativeArray <TransformHandle>(twistNodes.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.twistWeightStartIdx = cacheBuilder.AllocateChunk(twistNodes.Length);

            for (int i = 0; i < twistNodes.Length; ++i)
            {
                job.twistNodes[i] = TransformHandle.Bind(animator, twistNodes[i]);
                cacheBuilder.SetValue(job.twistWeightStartIdx, i, twistNodeWeights[i]);
            }
            job.cache = cacheBuilder.Build();

            return(job);
        }