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

            job.driven       = ReadOnlyTransformHandle.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.BindReadWriteTransforms(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 drivenRotInv = Quaternion.Inverse(data.constrainedObject.rotation);

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

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

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

            WeightedTransformArray sourceObjects = data.sourceObjects;

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

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

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

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

            WeightedTransformArray sourceObjects = data.sourceObjects;

            WeightedTransformArrayBinder.BindReadWriteTransforms(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);

            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;
                }

                srcOffset = srcOffset.Inverse();

                job.sourceOffsets[i] = srcOffset;
            }

            return(job);
        }
Exemple #4
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        public override MultiPositionInverseConstraintJob Create(Animator animator, ref T data, Component component)
        {
            var job = new MultiPositionInverseConstraintJob();

            job.driven       = ReadOnlyTransformHandle.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.BindReadWriteTransforms(animator, component, sourceObjects, out job.sourceTransforms);
            WeightedTransformArrayBinder.BindWeights(animator, component, sourceObjects, data.sourceObjectsProperty, out job.sourceWeights);

            job.sourceOffsets = new NativeArray <Vector3>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            Vector3 drivenPos = data.constrainedObject.position;

            for (int i = 0; i < sourceObjects.Count; ++i)
            {
                job.sourceOffsets[i] = data.maintainOffset ? (drivenPos - sourceObjects[i].transform.position) : Vector3.zero;
            }

            return(job);
        }