Esempio n. 1
0
        public void ProcessAnimation(AnimationStream stream)
        {
            float w = jobWeight.Get(stream);

            if (w > 0f)
            {
                //We only need to process if the weight is greater than 0
                float   minOffset = offsetFromGround.Get(stream);
                Vector3 normal    = groundNormal.Get(stream);

                float angle = Vector3.Angle(Vector3.up, normal);

                float offset = minOffset / math.sin(math.radians(90 - angle));

                Vector3 targetPosition = groundPoint.Get(stream) + Vector3.up * offset;
                Vector3 sourcePosition = source.GetPosition(stream);

                if (targetPosition.y > sourcePosition.y)
                {
                    constrained.SetPosition(stream, math.lerp(sourcePosition, targetPosition, w));

                    Quaternion rotation = quaternion.LookRotation(source.GetRotation(stream) * Vector3.forward, normal);
                    constrained.SetRotation(stream, rotation);
                }
                else
                {
                    constrained.SetPosition(stream, sourcePosition);
                    constrained.SetRotation(stream, source.GetRotation(stream));
                }
            }
        }
        public void ProcessAnimation(AnimationStream stream)
        {
            float w = jobWeight.Get(stream);

            if (w > 0f)
            {
                if (blendPosition.Get(stream))
                {
                    Vector3 posBlend = Vector3.Lerp(
                        sourceA.GetPosition(stream) + sourceAOffset.translation,
                        sourceB.GetPosition(stream) + sourceBOffset.translation,
                        positionWeight.Get(stream)
                        );
                    driven.SetPosition(stream, Vector3.Lerp(driven.GetPosition(stream), posBlend, w));
                }
                else
                {
                    driven.SetLocalPosition(stream, driven.GetLocalPosition(stream));
                }

                if (blendRotation.Get(stream))
                {
                    Quaternion rotBlend = Quaternion.Lerp(
                        sourceA.GetRotation(stream) * sourceAOffset.rotation,
                        sourceB.GetRotation(stream) * sourceBOffset.rotation,
                        rotationWeight.Get(stream)
                        );
                    driven.SetRotation(stream, Quaternion.Lerp(driven.GetRotation(stream), rotBlend, w));
                }
                else
                {
                    driven.SetLocalRotation(stream, driven.GetLocalRotation(stream));
                }
            }
            else
            {
                AnimationRuntimeUtils.PassThrough(stream, driven);
            }
        }
Esempio n. 3
0
        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);
        }