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 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 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 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 static void BindReadOnlyTransforms(Animator animator, Component component, WeightedTransformArray weightedTransformArray, out NativeArray <ReadOnlyTransformHandle> transforms) { transforms = new NativeArray <ReadOnlyTransformHandle>(weightedTransformArray.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); for (int index = 0; index < weightedTransformArray.Count; ++index) { transforms[index] = ReadOnlyTransformHandle.Bind(animator, weightedTransformArray[index].transform); } }
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 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; Vector3 currentWPos = driven.GetPosition(stream); Vector3 accumPos = currentWPos; for (int i = 0; i < sourceTransforms.Length; ++i) { var normalizedWeight = weightBuffer[i] * weightScale; if (normalizedWeight < k_Epsilon) { continue; } ReadOnlyTransformHandle sourceTransform = sourceTransforms[i]; accumPos += (sourceTransform.GetPosition(stream) + sourceOffsets[i] - currentWPos) * normalizedWeight; // Required to update handles with binding info. sourceTransforms[i] = sourceTransform; } // Convert accumPos to local space if (drivenParent.IsValid(stream)) { drivenParent.GetGlobalTR(stream, out Vector3 parentWPos, out Quaternion parentWRot); var parentTx = new AffineTransform(parentWPos, parentWRot); accumPos = parentTx.InverseTransform(accumPos); } Vector3 currentLPos = driven.GetLocalPosition(stream); if (Vector3.Dot(axesMask, axesMask) < 3f) { accumPos = AnimationRuntimeUtils.Lerp(currentLPos, accumPos, axesMask); } driven.SetLocalPosition(stream, Vector3.Lerp(currentLPos, accumPos + drivenOffset.Get(stream), w)); } else { AnimationRuntimeUtils.PassThrough(stream, driven); } }
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); }
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); }
public static ReadOnlyTransformHandle Bind(Animator animator, Transform transform) { ReadOnlyTransformHandle handle = new ReadOnlyTransformHandle(); if (transform == null) { return(handle); } handle.m_InStream = (byte)(transform.IsChildOf(animator.transform) ? 1 : 0); if (handle.m_InStream == 1) { handle.m_StreamHandle = animator.BindStreamTransform(transform); } else { handle.m_SceneHandle = animator.BindSceneTransform(transform); } return(handle); }
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) { return; } float weightScale = sumWeights > 1f ? 1f / sumWeights : 1f; Vector2 minMaxAngles = new Vector2(minLimit.Get(stream), maxLimit.Get(stream)); driven.GetGlobalTR(stream, out Vector3 currentWPos, out Quaternion currentWRot); Vector3 currentDir = currentWRot * aimAxis; Quaternion accumDeltaRot = QuaternionExt.zero; float accumWeights = 0f; for (int i = 0; i < sourceTransforms.Length; ++i) { var normalizedWeight = weightBuffer[i] * weightScale; if (normalizedWeight < k_Epsilon) { continue; } ReadOnlyTransformHandle sourceTransform = sourceTransforms[i]; var toDir = sourceTransform.GetPosition(stream) - currentWPos; if (toDir.sqrMagnitude < k_Epsilon) { continue; } var rotToSource = Quaternion.AngleAxis( Mathf.Clamp(Vector3.Angle(currentDir, toDir), minMaxAngles.x, minMaxAngles.y), Vector3.Cross(currentDir, toDir).normalized ); accumDeltaRot = QuaternionExt.Add( accumDeltaRot, QuaternionExt.Scale(sourceOffsets[i] * rotToSource, normalizedWeight) ); // Required to update handles with binding info. sourceTransforms[i] = sourceTransform; accumWeights += normalizedWeight; } accumDeltaRot = QuaternionExt.NormalizeSafe(accumDeltaRot); if (accumWeights < 1f) { accumDeltaRot = Quaternion.Lerp(Quaternion.identity, accumDeltaRot, accumWeights); } Quaternion newRot = accumDeltaRot * currentWRot; // Convert newRot to local space if (drivenParent.IsValid(stream)) { newRot = Quaternion.Inverse(drivenParent.GetRotation(stream)) * newRot; } Quaternion currentLRot = driven.GetLocalRotation(stream); if (Vector3.Dot(axesMask, axesMask) < 3f) { newRot = Quaternion.Euler(AnimationRuntimeUtils.Lerp(currentLRot.eulerAngles, newRot.eulerAngles, axesMask)); } var offset = drivenOffset.Get(stream); if (Vector3.Dot(offset, offset) > 0f) { newRot *= Quaternion.Euler(offset); } driven.SetLocalRotation(stream, Quaternion.Lerp(currentLRot, newRot, w)); } else { AnimationRuntimeUtils.PassThrough(stream, driven); } }
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); }
/// <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); } }
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; Vector2 minMaxAngles = new Vector2(minLimit.Get(stream), maxLimit.Get(stream)); var drivenWPos = driven.GetPosition(stream); var drivenLRot = driven.GetLocalRotation(stream); var drivenParentInvRot = Quaternion.Inverse(drivenParent.GetRotation(stream)); Quaternion accumDeltaRot = QuaternionExt.zero; var fromDir = drivenLRot * aimAxis; float accumWeights = 0f; for (int i = 0; i < sourceTransforms.Length; ++i) { var normalizedWeight = weightBuffer[i] * weightScale; if (normalizedWeight < k_Epsilon) { continue; } ReadOnlyTransformHandle sourceTransform = sourceTransforms[i]; var toDir = drivenParentInvRot * (sourceTransform.GetPosition(stream) - drivenWPos); if (toDir.sqrMagnitude < k_Epsilon) { continue; } var crossDir = Vector3.Cross(fromDir, toDir).normalized; if (Vector3.Dot(axesMask, axesMask) < 3f) { crossDir = AnimationRuntimeUtils.Select(Vector3.zero, crossDir, axesMask).normalized; if (Vector3.Dot(crossDir, crossDir) > k_Epsilon) { fromDir = AnimationRuntimeUtils.ProjectOnPlane(fromDir, crossDir); toDir = AnimationRuntimeUtils.ProjectOnPlane(toDir, crossDir); } else { toDir = fromDir; } } var rotToSource = Quaternion.AngleAxis( Mathf.Clamp(Vector3.Angle(fromDir, toDir), minMaxAngles.x, minMaxAngles.y), crossDir ); accumDeltaRot = QuaternionExt.Add( accumDeltaRot, QuaternionExt.Scale(sourceOffsets[i] * rotToSource, normalizedWeight) ); // Required to update handles with binding info. sourceTransforms[i] = sourceTransform; accumWeights += normalizedWeight; } accumDeltaRot = QuaternionExt.NormalizeSafe(accumDeltaRot); if (accumWeights < 1f) { accumDeltaRot = Quaternion.Lerp(Quaternion.identity, accumDeltaRot, accumWeights); } Quaternion newRot = accumDeltaRot * drivenLRot; if (Vector3.Dot(axesMask, axesMask) < 3f) { newRot = Quaternion.Euler(AnimationRuntimeUtils.Select(drivenLRot.eulerAngles, newRot.eulerAngles, axesMask)); } var offset = drivenOffset.Get(stream); if (Vector3.Dot(offset, offset) > 0f) { newRot *= Quaternion.Euler(offset); } driven.SetLocalRotation(stream, Quaternion.Lerp(drivenLRot, newRot, w)); } else { AnimationRuntimeUtils.PassThrough(stream, driven); } }
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) { return; } float weightScale = sumWeights > 1f ? 1f / sumWeights : 1f; float accumWeights = 0f; var accumTx = new AffineTransform(Vector3.zero, QuaternionExt.zero); for (int i = 0; i < sourceTransforms.Length; ++i) { ReadOnlyTransformHandle sourceTransform = sourceTransforms[i]; var normalizedWeight = weightBuffer[i] * weightScale; if (normalizedWeight < k_Epsilon) { continue; } sourceTransform.GetGlobalTR(stream, out Vector3 srcWPos, out Quaternion srcWRot); var sourceTx = new AffineTransform(srcWPos, srcWRot); sourceTx *= sourceOffsets[i]; accumTx.translation += sourceTx.translation * normalizedWeight; accumTx.rotation = QuaternionExt.Add(accumTx.rotation, QuaternionExt.Scale(sourceTx.rotation, normalizedWeight)); // Required to update handles with binding info. sourceTransforms[i] = sourceTransform; accumWeights += normalizedWeight; } accumTx.rotation = QuaternionExt.NormalizeSafe(accumTx.rotation); if (accumWeights < 1f) { driven.GetGlobalTR(stream, out Vector3 currentWPos, out Quaternion currentWRot); accumTx.translation += currentWPos * (1f - accumWeights); accumTx.rotation = Quaternion.Lerp(currentWRot, accumTx.rotation, accumWeights); } // Convert accumTx to local space if (drivenParent.IsValid(stream)) { drivenParent.GetGlobalTR(stream, out Vector3 parentWPos, out Quaternion parentWRot); var parentTx = new AffineTransform(parentWPos, parentWRot); accumTx = parentTx.InverseMul(accumTx); } driven.GetLocalTRS(stream, out Vector3 currentLPos, out Quaternion currentLRot, out Vector3 currentLScale); if (Vector3.Dot(positionAxesMask, positionAxesMask) < 3f) { accumTx.translation = AnimationRuntimeUtils.Lerp(currentLPos, accumTx.translation, positionAxesMask); } if (Vector3.Dot(rotationAxesMask, rotationAxesMask) < 3f) { accumTx.rotation = Quaternion.Euler(AnimationRuntimeUtils.Lerp(currentLRot.eulerAngles, accumTx.rotation.eulerAngles, rotationAxesMask)); } driven.SetLocalTRS( stream, Vector3.Lerp(currentLPos, accumTx.translation, w), Quaternion.Lerp(currentLRot, accumTx.rotation, w), currentLScale ); } else { AnimationRuntimeUtils.PassThrough(stream, driven); } }