Esempio n. 1
0
    void OnEnable()
    {
        Transform midJoint = endJoint.parent;

        if (midJoint == null)
        {
            return;
        }
        Transform topJoint = midJoint.parent;

        if (topJoint == null)
        {
            return;
        }

        graph = PlayableGraph.Create("TwoBoneIK");
        graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
        var output = AnimationPlayableOutput.Create(graph, "ouput", animator);

        //animator.fireEvents = false;

        var twoBoneIKJob = new TwoBoneIKJob();

        twoBoneIKJob.Setup(animator, topJoint, midJoint, endJoint, targetTransform);

        playable = AnimationScriptPlayable.Create(graph, twoBoneIKJob);
        //m_LookAtPlayable.AddInput(AnimationClipPlayable.Create(m_Graph, idleClip), 0, 1.0f);

        output.SetSourcePlayable(playable);
        graph.Play();
    }
Esempio n. 2
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        public TwoBoneIkAnimNode(Animator animator, Skeleton skeleton, PlayableGraph graph, AnimGraph_TwoBoneIk settings)
        {
            m_graph = graph;

            var targetBone = skeleton.bones[skeleton.GetBoneIndex(settings.targetBone.GetHashCode())];
            var drivenBone = skeleton.bones[skeleton.GetBoneIndex(settings.drivenBone.GetHashCode())];


            // Setup settings
            var ikSettings = new TwoBoneIKJob.IkChain();

            ikSettings.target.target          = targetBone;
            ikSettings.target.readFrom        = TwoBoneIKJob.TargetType.Stream;
            ikSettings.driven.type            = TwoBoneIKJob.IkType.Generic;
            ikSettings.driven.genericEndJoint = drivenBone;
//            ikSettings.driven.humanoidLimb = AvatarIKGoal.LeftFoot;

            // Create job
            var leftArmIkJob = new TwoBoneIKJob();
            var initialized  = leftArmIkJob.Setup(animator, ikSettings, typeof(AnimStateController),
                                                  "leftArmIK.weight.value", "leftArmIK.weight.propertyOffset", "leftArmIK.target.offset");

            GameDebug.Assert(initialized, "Failed to initialize TwoBoneIKJob");
            m_ikPlayable = AnimationScriptPlayable.Create(graph, leftArmIkJob, 1);
            m_ikPlayable.SetInputWeight(0, 1);
        }
Esempio n. 3
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        public Instance(EntityManager entityManager, Entity owner, PlayableGraph graph, Entity animStateOwner, AnimGraph_AimDrag settings)
        {
            m_settings       = settings;
            m_EntityManager  = entityManager;
            m_Owner          = owner;
            m_AnimStateOwner = animStateOwner;
            m_graph          = graph;

            GameDebug.Assert(entityManager.HasComponent <Animator>(owner), "Owner has no Animator component");
            var animator = entityManager.GetComponentObject <Animator>(owner);

            GameDebug.Assert(entityManager.HasComponent <Skeleton>(owner), "Owner has no Skeleton component");
            var skeleton = entityManager.GetComponentObject <Skeleton>(owner);


            var weaponHandBone = skeleton.bones[skeleton.GetBoneIndex(settings.weaponHandBone.GetHashCode())];
            var weaponBone     = skeleton.bones[skeleton.GetBoneIndex(settings.weaponBone.GetHashCode())];
            var resultBone     = animator.transform.Find(settings.applyResultOnBone);

            // Weapon sway
            var aimDragJobSettings = new AimDragJob.EditorSettings();

            aimDragJobSettings.weaponHandBone = weaponHandBone;
            aimDragJobSettings.weaponBone     = weaponBone;
            aimDragJobSettings.applyResultOn  = resultBone;
            aimDragJobSettings.settings       = settings.aimDragSettings;

            var dragJob = new AimDragJob();

            m_DragHistory = new NativeQueue <Quaternion>(Allocator.Persistent);
            var initialized = dragJob.Setup(animator, aimDragJobSettings, 2312, m_DragHistory);

            GameDebug.Assert(initialized, "Failed to initialize AimDragJob");
            m_AimDragPlayable = AnimationScriptPlayable.Create(graph, dragJob, 1);
            m_AimDragPlayable.SetInputWeight(0, 1);

            // Hand IK
            var ikSettings = new TwoBoneIKJob.IkChain();

            ikSettings.target.target          = resultBone;
            ikSettings.target.readFrom        = TwoBoneIKJob.TargetType.Scene;
            ikSettings.driven.type            = TwoBoneIKJob.IkType.Generic;
            ikSettings.driven.genericEndJoint = weaponHandBone;
            ikSettings.driven.humanoidLimb    = AvatarIKGoal.LeftFoot;

            var rightArmIkJob = new TwoBoneIKJob();

            initialized = rightArmIkJob.Setup(animator, ikSettings, typeof(AnimStateController), "rightArmIK.weight.value",
                                              "rightArmIK.weight.propertyOffset", "rightArmIK.target.offset");
            GameDebug.Assert(initialized, "Failed to initialize TwoBoneIKJob");

            m_IKPlayable = AnimationScriptPlayable.Create(graph, rightArmIkJob);
            m_IKPlayable.AddInput(m_AimDragPlayable, 0, 1f);
        }
Esempio n. 4
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    void OnEnable()
    {
        var idleClip = SampleUtility.LoadAnimationClipFromFbx("DefaultMale/Models/DefaultMale_Generic", "Idle");

        if (idleClip == null)
        {
            return;
        }

        if (endJoint == null)
        {
            return;
        }

        m_MidJoint = endJoint.parent;
        if (m_MidJoint == null)
        {
            return;
        }

        m_TopJoint = m_MidJoint.parent;
        if (m_TopJoint == null)
        {
            return;
        }

        m_Effector = SampleUtility.CreateEffector("Effector_" + endJoint.name, endJoint.position, endJoint.rotation);

        m_Graph = PlayableGraph.Create("TwoBoneIK");
        m_Graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
        var output = AnimationPlayableOutput.Create(m_Graph, "ouput", GetComponent <Animator>());

        var twoBoneIKJob = new TwoBoneIKJob();

        twoBoneIKJob.Setup(GetComponent <Animator>(), m_TopJoint, m_MidJoint, endJoint, m_Effector.transform);

        m_IKPlayable = AnimationScriptPlayable.Create(m_Graph, twoBoneIKJob);
        m_IKPlayable.AddInput(AnimationClipPlayable.Create(m_Graph, idleClip), 0, 1.0f);

        output.SetSourcePlayable(m_IKPlayable);
        m_Graph.Play();
    }