/// <inheritdoc /> public override void Destroy(TwistChainConstraintJob job) { job.chain.Dispose(); job.weights.Dispose(); job.steps.Dispose(); job.rotations.Dispose(); }
/// <inheritdoc /> public override void Update(TwistChainConstraintJob job, ref T data) { // Update weights based on curve. for (int i = 0; i < job.steps.Length; ++i) { job.weights[i] = Mathf.Clamp01(data.curve.Evaluate(job.steps[i])); } }
/// <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); }