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

            if (jobWeight > 0f)
            {
                AffineTransform overrideTx;
                if (source.IsValid(stream))
                {
                    var sourceLocalTx    = new AffineTransform(source.GetLocalPosition(stream), source.GetLocalRotation(stream));
                    var sourceToSpaceRot = cache.Get <Quaternion>(sourceToCurrSpaceRotIdx);
                    overrideTx = Quaternion.Inverse(sourceToSpaceRot) * (sourceInvLocalBindTx * sourceLocalTx) * sourceToSpaceRot;
                }
                else
                {
                    overrideTx = new AffineTransform(cache.Get <Vector3>(positionIdx), Quaternion.Euler(cache.Get <Vector3>(rotationIdx)));
                }

                Space overrideSpace = (Space)cache.GetRaw(spaceIdx);
                var   posW          = cache.GetRaw(positionWeightIdx) * jobWeight;
                var   rotW          = cache.GetRaw(rotationWeightIdx) * jobWeight;
                switch (overrideSpace)
                {
                case Space.World:
                    driven.SetPosition(stream, Vector3.Lerp(driven.GetPosition(stream), overrideTx.translation, posW));
                    driven.SetRotation(stream, Quaternion.Lerp(driven.GetRotation(stream), overrideTx.rotation, rotW));
                    break;

                case Space.Local:
                    driven.SetLocalPosition(stream, Vector3.Lerp(driven.GetLocalPosition(stream), overrideTx.translation, posW));
                    driven.SetLocalRotation(stream, Quaternion.Lerp(driven.GetLocalRotation(stream), overrideTx.rotation, rotW));
                    break;

                case Space.Pivot:
                    var drivenLocalTx = new AffineTransform(driven.GetLocalPosition(stream), driven.GetLocalRotation(stream));
                    overrideTx = drivenLocalTx * overrideTx;
                    driven.SetLocalPosition(stream, Vector3.Lerp(drivenLocalTx.translation, overrideTx.translation, posW));
                    driven.SetLocalRotation(stream, Quaternion.Lerp(drivenLocalTx.rotation, overrideTx.rotation, rotW));
                    break;

                default:
                    break;
                }
            }
            else
            {
                AnimationRuntimeUtils.PassThrough(stream, driven);
            }
        }
Esempio n. 2
0
        public void ProcessAnimation(AnimationStream stream)
        {
            float jobWeight = stream.GetInputWeight(0);

            if (jobWeight > 0f)
            {
                var flags = (int)cache.GetRaw(optionsIdx);
                if ((flags & k_BlendTranslationMask) != 0)
                {
                    Vector3 posBlend = Vector3.Lerp(
                        sourceA.GetPosition(stream) + sourceAOffset.translation,
                        sourceB.GetPosition(stream) + sourceBOffset.translation,
                        cache.GetRaw(positionWeightIdx)
                        );
                    driven.SetPosition(stream, Vector3.Lerp(driven.GetPosition(stream), posBlend, jobWeight));
                }
                else
                {
                    driven.SetLocalPosition(stream, driven.GetLocalPosition(stream));
                }

                if ((flags & k_BlendRotationMask) != 0)
                {
                    Quaternion rotBlend = Quaternion.Lerp(
                        sourceA.GetRotation(stream) * sourceAOffset.rotation,
                        sourceB.GetRotation(stream) * sourceBOffset.rotation,
                        cache.GetRaw(rotationWeightIdx)
                        );
                    driven.SetRotation(stream, Quaternion.Lerp(driven.GetRotation(stream), rotBlend, jobWeight));
                }
                else
                {
                    driven.SetLocalRotation(stream, driven.GetLocalRotation(stream));
                }
            }
            else
            {
                AnimationRuntimeUtils.PassThrough(stream, driven);
            }
        }
Esempio n. 3
0
        public void ProcessAnimation(AnimationStream stream)
        {
            float jobWeight = stream.GetInputWeight(0);

            if (jobWeight > 0f)
            {
                var sourceTx = new AffineTransform(source.GetPosition(stream), source.GetRotation(stream));
                var targetTx = sourceTx * localBindTx;

                var drivenPos = driven.GetPosition(stream);
                targetTx.translation = Vector3.Lerp(drivenPos, targetTx.translation, jobWeight);
                var factorDeltaTime = k_DampFactor * stream.deltaTime;
                var dampPosW        = 1f - cache.GetRaw(dampPositionIdx);
                var finalPos        = Vector3.Lerp(prevDrivenTx.translation, targetTx.translation, dampPosW * dampPosW * factorDeltaTime);

                var drivenRot = driven.GetRotation(stream);
                if (Vector3.Dot(aimBindAxis, aimBindAxis) > 0f)
                {
                    var fromDir = drivenRot * aimBindAxis;
                    var toDir   = sourceTx.translation - finalPos;
                    targetTx.rotation = Quaternion.AngleAxis(Vector3.Angle(fromDir, toDir), Vector3.Cross(fromDir, toDir).normalized) * drivenRot;
                }
                targetTx.rotation = Quaternion.Lerp(drivenRot, targetTx.rotation, jobWeight);
                var dampRotW = 1f - cache.GetRaw(dampRotationIdx);
                var finalRot = Quaternion.Lerp(prevDrivenTx.rotation, targetTx.rotation, dampRotW * dampRotW * factorDeltaTime);

                driven.SetPosition(stream, finalPos);
                driven.SetRotation(stream, finalRot);
                prevDrivenTx.translation = finalPos;
                prevDrivenTx.rotation    = finalRot;
            }
            else
            {
                AnimationRuntimeUtils.PassThrough(stream, driven);
            }
        }
Esempio n. 4
0
        public static void SolveTwoBoneIK(
            AnimationStream stream,
            TransformHandle root,
            TransformHandle mid,
            TransformHandle tip,
            TransformHandle target,
            TransformHandle hint,
            float posWeight,
            float rotWeight,
            float hintWeight,
            Vector2 limbLengths,
            AffineTransform targetOffset
            )
        {
            Vector3    aPosition = root.GetPosition(stream);
            Vector3    bPosition = mid.GetPosition(stream);
            Vector3    cPosition = tip.GetPosition(stream);
            Vector3    tPosition = Vector3.Lerp(cPosition, target.GetPosition(stream) + targetOffset.translation, posWeight);
            Quaternion tRotation = Quaternion.Lerp(tip.GetRotation(stream), target.GetRotation(stream) * 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 oldAbcAngle = TriangleAngle(ac.magnitude, limbLengths[0], limbLengths[1]);
            float newAbcAngle = TriangleAngle(at.magnitude, limbLengths[0], limbLengths[1]);

            // 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 = Vector3.Cross(at, bc);
                if (axis.sqrMagnitude < k_SqrEpsilon)
                {
                    axis = hasHint ? Vector3.Cross(hint.GetPosition(stream) - aPosition, bc) : 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 = limbLengths[0] + limbLengths[1];
                    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);
        }