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); }
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 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 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); }
/// <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); }