コード例 #1
0
        /// <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)
            {
                // Retrieve root and tip rotation.
                Quaternion rootRotation = rootTarget.GetRotation(stream);
                Quaternion tipRotation  = tipTarget.GetRotation(stream);

                // Interpolate rotation on chain.
                chain[0].SetRotation(stream, Quaternion.Lerp(chain[0].GetRotation(stream), rootRotation, w));
                for (int i = 1; i < chain.Length - 1; ++i)
                {
                    chain[i].SetRotation(stream, Quaternion.Lerp(chain[i].GetRotation(stream), rotations[i] * Quaternion.Lerp(rootRotation, tipRotation, weights[i]), w));
                }
                chain[chain.Length - 1].SetRotation(stream, Quaternion.Lerp(chain[chain.Length - 1].GetRotation(stream), tipRotation, w));

#if UNITY_EDITOR
                // Update position of tip handle for easier visualization.
                rootTarget.SetPosition(stream, chain[0].GetPosition(stream));
                tipTarget.SetPosition(stream, chain[chain.Length - 1].GetPosition(stream));
#endif
            }
            else
            {
                for (int i = 0; i < chain.Length; ++i)
                {
                    AnimationRuntimeUtils.PassThrough(stream, chain[i]);
                }
            }
        }
コード例 #2
0
        public void ProcessAnimation(AnimationStream stream)
        {
            // Retrieve root and tip rotation.
            Quaternion rootRotation = rootTarget.GetRotation(stream);
            Quaternion tipRotation  = tipTarget.GetRotation(stream);

            float mainWeight = jobWeight.Get(stream);

            // Interpolate rotation on chain.
            for (int i = 0; i < chain.Length; ++i)
            {
                chain[i].SetRotation(stream, Quaternion.Lerp(chain[i].GetRotation(stream), Quaternion.Lerp(rootRotation, tipRotation, weights[i]), mainWeight));
            }

            // Update position of tip handle for easier visualization.
            rootTarget.SetPosition(stream, chain[0].GetPosition(stream));
            tipTarget.SetPosition(stream, chain[chain.Length - 1].GetPosition(stream));
        }
コード例 #3
0
        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);
            }
        }
コード例 #4
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);
        }
コード例 #5
0
        /// <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)
            {
                AnimationStreamHandleUtility.ReadFloats(stream, sourceWeights, weightBuffer);

                float sumWeights = AnimationRuntimeUtils.Sum(weightBuffer);
                if (sumWeights < k_Epsilon)
                {
                    AnimationRuntimeUtils.PassThrough(stream, driven);
                    return;
                }

                float weightScale = sumWeights > 1f ? 1f / sumWeights : 1f;

                float      accumWeights = 0f;
                Quaternion accumRot     = QuaternionExt.zero;
                for (int i = 0; i < sourceTransforms.Length; ++i)
                {
                    var normalizedWeight = weightBuffer[i] * weightScale;
                    if (normalizedWeight < k_Epsilon)
                    {
                        continue;
                    }

                    ReadOnlyTransformHandle sourceTransform = sourceTransforms[i];
                    accumRot = QuaternionExt.Add(accumRot, QuaternionExt.Scale(sourceTransform.GetRotation(stream) * sourceOffsets[i], normalizedWeight));

                    // Required to update handles with binding info.
                    sourceTransforms[i] = sourceTransform;
                    accumWeights       += normalizedWeight;
                }

                accumRot = QuaternionExt.NormalizeSafe(accumRot);
                if (accumWeights < 1f)
                {
                    accumRot = Quaternion.Lerp(driven.GetRotation(stream), accumRot, accumWeights);
                }

                // Convert accumRot to local space
                if (drivenParent.IsValid(stream))
                {
                    accumRot = Quaternion.Inverse(drivenParent.GetRotation(stream)) * accumRot;
                }

                Quaternion currentLRot = driven.GetLocalRotation(stream);
                if (Vector3.Dot(axesMask, axesMask) < 3f)
                {
                    accumRot = Quaternion.Euler(AnimationRuntimeUtils.Lerp(currentLRot.eulerAngles, accumRot.eulerAngles, axesMask));
                }

                var offset = drivenOffset.Get(stream);
                if (Vector3.Dot(offset, offset) > 0f)
                {
                    accumRot *= Quaternion.Euler(offset);
                }

                driven.SetLocalRotation(stream, Quaternion.Lerp(currentLRot, accumRot, w));
            }
            else
            {
                AnimationRuntimeUtils.PassThrough(stream, driven);
            }
        }