public override MultiPositionConstraintJob Create(Animator animator, ref T data, Component component) { var job = new MultiPositionConstraintJob(); job.driven = ReadWriteTransformHandle.Bind(animator, data.constrainedObject); job.drivenParent = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject.parent); job.drivenOffset = Vector3Property.Bind(animator, component, data.offsetVector3Property); 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 <Vector3>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); job.weightBuffer = new NativeArray <float>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); Vector3 drivenPos = data.constrainedObject.position; for (int i = 0; i < sourceObjects.Count; ++i) { job.sourceOffsets[i] = data.maintainOffset ? (drivenPos - sourceObjects[i].transform.position) : Vector3.zero; } job.axesMask = new Vector3( System.Convert.ToSingle(data.constrainedXAxis), System.Convert.ToSingle(data.constrainedYAxis), System.Convert.ToSingle(data.constrainedZAxis) ); return(job); }
/// <inheritdoc /> public override TwistCorrectionJob Create(Animator animator, ref T data, Component component) { var job = new TwistCorrectionJob(); job.source = ReadOnlyTransformHandle.Bind(animator, data.source); job.sourceInverseBindRotation = Quaternion.Inverse(data.source.localRotation); job.axisMask = data.twistAxis; WeightedTransformArray twistNodes = data.twistNodes; WeightedTransformArrayBinder.BindReadWriteTransforms(animator, component, twistNodes, out job.twistTransforms); WeightedTransformArrayBinder.BindWeights(animator, component, twistNodes, data.twistNodesProperty, out job.twistWeights); job.weightBuffer = new NativeArray <float>(twistNodes.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); job.twistBindRotations = new NativeArray <Quaternion>(twistNodes.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); for (int i = 0; i < twistNodes.Count; ++i) { var sourceTransform = twistNodes[i].transform; job.twistBindRotations[i] = sourceTransform.localRotation; } return(job); }
public override MultiParentConstraintJob Create(Animator animator, ref T data, Component component) { var job = new MultiParentConstraintJob(); job.driven = ReadWriteTransformHandle.Bind(animator, data.constrainedObject); job.drivenParent = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject.parent); 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 <AffineTransform>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); job.weightBuffer = new NativeArray <float>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); var drivenTx = new AffineTransform(data.constrainedObject.position, data.constrainedObject.rotation); for (int i = 0; i < sourceObjects.Count; ++i) { var sourceTransform = sourceObjects[i].transform; var srcTx = new AffineTransform(sourceTransform.position, sourceTransform.rotation); var srcOffset = AffineTransform.identity; var tmp = srcTx.InverseMul(drivenTx); if (data.maintainPositionOffset) { srcOffset.translation = tmp.translation; } if (data.maintainRotationOffset) { srcOffset.rotation = tmp.rotation; } job.sourceOffsets[i] = srcOffset; } job.positionAxesMask = new Vector3( System.Convert.ToSingle(data.constrainedPositionXAxis), System.Convert.ToSingle(data.constrainedPositionYAxis), System.Convert.ToSingle(data.constrainedPositionZAxis) ); job.rotationAxesMask = new Vector3( System.Convert.ToSingle(data.constrainedRotationXAxis), System.Convert.ToSingle(data.constrainedRotationYAxis), System.Convert.ToSingle(data.constrainedRotationZAxis) ); 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); }