Esempio n. 1
0
        public override TwistChainStep1Job Create(Animator animator, ref TwistChainStep1Data data, Component component)
        {
            // Retrieve chain in-between root and tip transforms.
            Transform[] chain = ConstraintsUtils.ExtractChain(data.root, data.tip);

            // Extract steps from chain.
            float[] steps = ConstraintsUtils.ExtractSteps(chain);

            // Build Job.
            var job = new TwistChainStep1Job();

            job.chain      = new NativeArray <ReadWriteTransformHandle>(chain.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.steps      = new NativeArray <float>(chain.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.rootTarget = ReadWriteTransformHandle.Bind(animator, data.rootTarget);
            job.tipTarget  = ReadWriteTransformHandle.Bind(animator, data.tipTarget);

            // Set values in NativeArray.
            for (int i = 0; i < chain.Length; ++i)
            {
                job.chain[i] = ReadWriteTransformHandle.Bind(animator, chain[i]);
                job.steps[i] = steps[i];
            }

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

            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 <Vector3>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            job.weightBuffer = new NativeArray <float>(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;
            }

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

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

            job.driven  = ReadWriteTransformHandle.Bind(animator, data.constrainedObject);
            job.sourceA = ReadOnlyTransformHandle.Bind(animator, data.sourceObjectA);
            job.sourceB = ReadOnlyTransformHandle.Bind(animator, data.sourceObjectB);

            job.sourceAOffset = job.sourceBOffset = AffineTransform.identity;
            if (data.maintainPositionOffsets)
            {
                var drivenPos = data.constrainedObject.position;
                job.sourceAOffset.translation = drivenPos - data.sourceObjectA.position;
                job.sourceBOffset.translation = drivenPos - data.sourceObjectB.position;
            }

            if (data.maintainRotationOffsets)
            {
                var drivenRot = data.constrainedObject.rotation;
                job.sourceAOffset.rotation = Quaternion.Inverse(data.sourceObjectA.rotation) * drivenRot;
                job.sourceBOffset.rotation = Quaternion.Inverse(data.sourceObjectB.rotation) * drivenRot;
            }

            job.blendPosition  = BoolProperty.Bind(animator, component, data.blendPositionBoolProperty);
            job.blendRotation  = BoolProperty.Bind(animator, component, data.blendRotationBoolProperty);
            job.positionWeight = FloatProperty.Bind(animator, component, data.positionWeightFloatProperty);
            job.rotationWeight = FloatProperty.Bind(animator, component, data.rotationWeightFloatProperty);

            return(job);
        }
        /// <summary>
        /// Defines what to do when processing the animation.
        /// </summary>
        /// <param name="stream">The animation stream to work on.</param>
        public void ProcessAnimation(AnimationStream stream)
        {
            float w = jobWeight.Get(stream);

            if (w > 0f)
            {
                if (twistTransforms.Length == 0)
                {
                    return;
                }

                AnimationStreamHandleUtility.ReadFloats(stream, twistWeights, weightBuffer);

                Quaternion twistRot    = TwistRotation(axisMask, sourceInverseBindRotation * source.GetLocalRotation(stream));
                Quaternion invTwistRot = Quaternion.Inverse(twistRot);
                for (int i = 0; i < twistTransforms.Length; ++i)
                {
                    ReadWriteTransformHandle twistTransform = twistTransforms[i];

                    float      twistWeight = Mathf.Clamp(weightBuffer[i], -1f, 1f);
                    Quaternion rot         = Quaternion.Lerp(Quaternion.identity, Mathf.Sign(twistWeight) < 0f ? invTwistRot : twistRot, Mathf.Abs(twistWeight));
                    twistTransform.SetLocalRotation(stream, Quaternion.Lerp(twistBindRotations[i], rot, w));

                    // Required to update handles with binding info.
                    twistTransforms[i] = twistTransform;
                }
            }
            else
            {
                for (int i = 0; i < twistTransforms.Length; ++i)
                {
                    AnimationRuntimeUtils.PassThrough(stream, twistTransforms[i]);
                }
            }
        }
        public override DampedTransformJob Create(Animator animator, ref T data, Component component)
        {
            var job = new DampedTransformJob();

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

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

            job.localBindTx  = sourceTx.InverseMul(drivenTx);
            job.prevDrivenTx = drivenTx;

            job.dampPosition = FloatProperty.Bind(animator, component, data.dampPositionFloatProperty);
            job.dampRotation = FloatProperty.Bind(animator, component, data.dampRotationFloatProperty);

            if (data.maintainAim && AnimationRuntimeUtils.SqrDistance(data.constrainedObject.position, data.sourceObject.position) > 0f)
            {
                job.aimBindAxis = Quaternion.Inverse(data.constrainedObject.rotation) * (sourceTx.translation - drivenTx.translation).normalized;
            }
            else
            {
                job.aimBindAxis = Vector3.zero;
            }

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

            job.root   = ReadWriteTransformHandle.Bind(animator, data.root);
            job.mid    = ReadWriteTransformHandle.Bind(animator, data.mid);
            job.tip    = ReadWriteTransformHandle.Bind(animator, data.tip);
            job.target = ReadOnlyTransformHandle.Bind(animator, data.target);

            if (data.hint != null)
            {
                job.hint = ReadOnlyTransformHandle.Bind(animator, data.hint);
            }

            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.linkLengths[0] = Vector3.Distance(data.root.position, data.mid.position);
            job.linkLengths[1] = Vector3.Distance(data.mid.position, data.tip.position);

            job.targetPositionWeight = FloatProperty.Bind(animator, component, data.targetPositionWeightFloatProperty);
            job.targetRotationWeight = FloatProperty.Bind(animator, component, data.targetRotationWeightFloatProperty);
            job.hintWeight           = FloatProperty.Bind(animator, component, data.hintWeightFloatProperty);

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

            for (int index = 0; index < weightedTransformArray.Count; ++index)
            {
                transforms[index] = ReadWriteTransformHandle.Bind(animator, weightedTransformArray[index].transform);
            }
        }
Esempio n. 8
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        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 static ReadWriteTransformHandle Bind(Animator animator, Transform transform)
        {
            ReadWriteTransformHandle handle = new ReadWriteTransformHandle();

            if (transform == null || !transform.IsChildOf(animator.transform))
            {
                return(handle);
            }

            handle.m_Handle = animator.BindStreamTransform(transform);
            return(handle);
        }
        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);
        }
        public override MultiReferentialConstraintJob Create(Animator animator, ref T data, Component component)
        {
            var job = new MultiReferentialConstraintJob();

            var sources = data.sourceObjects;

            job.driver       = IntProperty.Bind(animator, component, data.driverIntProperty);
            job.sources      = new NativeArray <ReadWriteTransformHandle>(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]      = ReadWriteTransformHandle.Bind(animator, sources[i].transform);
                job.sourceBindTx[i] = new AffineTransform(sources[i].position, sources[i].rotation);
            }

            job.UpdateOffsets(data.driverValue);

            return(job);
        }
        /// <inheritdoc />
        public override TwistChainConstraintJob Create(Animator animator, ref T data, Component component)
        {
            // Retrieve chain in-between root and tip transforms.
            Transform[] chain = ConstraintsUtils.ExtractChain(data.root, data.tip);

            // Extract steps from chain.
            float[] steps = ConstraintsUtils.ExtractSteps(chain);

            // Build Job.
            var job = new TwistChainConstraintJob();

            job.chain      = new NativeArray <ReadWriteTransformHandle>(chain.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.steps      = new NativeArray <float>(chain.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.weights    = new NativeArray <float>(chain.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.rotations  = new NativeArray <Quaternion>(chain.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            job.rootTarget = ReadWriteTransformHandle.Bind(animator, data.rootTarget);
            job.tipTarget  = ReadWriteTransformHandle.Bind(animator, data.tipTarget);

            // Set values in NativeArray.
            for (int i = 0; i < chain.Length; ++i)
            {
                job.chain[i]   = ReadWriteTransformHandle.Bind(animator, chain[i]);
                job.steps[i]   = steps[i];
                job.weights[i] = Mathf.Clamp01(data.curve.Evaluate(steps[i]));
            }

            job.rotations[0] = Quaternion.identity;
            job.rotations[chain.Length - 1] = Quaternion.identity;
            for (int i = 1; i < chain.Length - 1; ++i)
            {
                job.rotations[i] = Quaternion.Inverse(Quaternion.Lerp(chain[0].rotation, chain[chain.Length - 1].rotation, job.weights[i])) * chain[i].rotation;
            }


            return(job);
        }
Esempio n. 15
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        public static void SolveTwoBoneIK(
            AnimationStream stream,
            ReadWriteTransformHandle root,
            ReadWriteTransformHandle mid,
            ReadWriteTransformHandle tip,
            ReadOnlyTransformHandle target,
            ReadOnlyTransformHandle hint,
            float posWeight,
            float rotWeight,
            float hintWeight,
            AffineTransform targetOffset
            )
        {
            Vector3 aPosition = root.GetPosition(stream);
            Vector3 bPosition = mid.GetPosition(stream);
            Vector3 cPosition = tip.GetPosition(stream);

            target.GetGlobalTR(stream, out Vector3 targetPos, out Quaternion targetRot);
            Vector3    tPosition = Vector3.Lerp(cPosition, targetPos + targetOffset.translation, posWeight);
            Quaternion tRotation = Quaternion.Lerp(tip.GetRotation(stream), targetRot * targetOffset.rotation, rotWeight);
            bool       hasHint   = hint.IsValid(stream) && hintWeight > 0f;

            Vector3 ab = bPosition - aPosition;
            Vector3 bc = cPosition - bPosition;
            Vector3 ac = cPosition - aPosition;
            Vector3 at = tPosition - aPosition;

            float abLen = ab.magnitude;
            float bcLen = bc.magnitude;
            float acLen = ac.magnitude;
            float atLen = at.magnitude;

            float oldAbcAngle = TriangleAngle(acLen, abLen, bcLen);
            float newAbcAngle = TriangleAngle(atLen, abLen, bcLen);

            // Bend normal strategy is to take whatever has been provided in the animation
            // stream to minimize configuration changes, however if this is collinear
            // try computing a bend normal given the desired target position.
            // If this also fails, try resolving axis using hint if provided.
            Vector3 axis = Vector3.Cross(ab, bc);

            if (axis.sqrMagnitude < k_SqrEpsilon)
            {
                axis = hasHint ? Vector3.Cross(hint.GetPosition(stream) - aPosition, bc) : Vector3.zero;

                if (axis.sqrMagnitude < k_SqrEpsilon)
                {
                    axis = Vector3.Cross(at, bc);
                }

                if (axis.sqrMagnitude < k_SqrEpsilon)
                {
                    axis = Vector3.up;
                }
            }
            axis = Vector3.Normalize(axis);

            float      a      = 0.5f * (oldAbcAngle - newAbcAngle);
            float      sin    = Mathf.Sin(a);
            float      cos    = Mathf.Cos(a);
            Quaternion deltaR = new Quaternion(axis.x * sin, axis.y * sin, axis.z * sin, cos);

            mid.SetRotation(stream, deltaR * mid.GetRotation(stream));

            cPosition = tip.GetPosition(stream);
            ac        = cPosition - aPosition;
            root.SetRotation(stream, QuaternionExt.FromToRotation(ac, at) * root.GetRotation(stream));

            if (hasHint)
            {
                float acSqrMag = ac.sqrMagnitude;
                if (acSqrMag > 0f)
                {
                    bPosition = mid.GetPosition(stream);
                    cPosition = tip.GetPosition(stream);
                    ab        = bPosition - aPosition;
                    ac        = cPosition - aPosition;

                    Vector3 acNorm = ac / Mathf.Sqrt(acSqrMag);
                    Vector3 ah     = hint.GetPosition(stream) - aPosition;
                    Vector3 abProj = ab - acNorm * Vector3.Dot(ab, acNorm);
                    Vector3 ahProj = ah - acNorm * Vector3.Dot(ah, acNorm);

                    float maxReach = abLen + bcLen;
                    if (abProj.sqrMagnitude > (maxReach * maxReach * 0.001f) && ahProj.sqrMagnitude > 0f)
                    {
                        Quaternion hintR = QuaternionExt.FromToRotation(abProj, ahProj);
                        hintR.x *= hintWeight;
                        hintR.y *= hintWeight;
                        hintR.z *= hintWeight;
                        root.SetRotation(stream, hintR * root.GetRotation(stream));
                    }
                }
            }

            tip.SetRotation(stream, tRotation);
        }
Esempio n. 16
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 public static void PassThrough(AnimationStream stream, ReadWriteTransformHandle handle)
 {
     handle.GetLocalTRS(stream, out Vector3 position, out Quaternion rotation, out Vector3 scale);
     handle.SetLocalTRS(stream, position, rotation, scale);
 }