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); }