public override FootIKConstraintJob Create(Animator animator, ref FootIKConstraintData data, Component component) { var job = new FootIKConstraintJob(); job.leftToe = ReadOnlyTransformHandle.Bind(animator, data.leftToe); job.leftAnkle = ReadOnlyTransformHandle.Bind(animator, data.leftAnkle); job.rightToe = ReadOnlyTransformHandle.Bind(animator, data.rightToe); job.rightAnkle = ReadOnlyTransformHandle.Bind(animator, data.rightAnkle); job.leftEffector = ReadWriteTransformHandle.Bind(animator, data.leftEffector); job.rightEffector = ReadWriteTransformHandle.Bind(animator, data.rightEffector); job.hips = ReadWriteTransformHandle.Bind(animator, data.hips); job.weightShiftAngle = FloatProperty.Bind(animator, component, data.weightShiftAngleProperty); job.weightShiftHorizontal = FloatProperty.Bind(animator, component, data.weightShiftHorizontalProperty); job.weightShiftVertical = FloatProperty.Bind(animator, component, data.weightShiftVerticalProperty); job.maxFootRotationOffset = FloatProperty.Bind(animator, component, data.maxFootRotationOffsetProperty); job.ikOffset = Vector2Property.Bind(animator, component, data.ikOffsetProperty); job.normalLeftFoot = Vector3Property.Bind(animator, component, data.normalLeftFootProperty); job.normalRightFoot = Vector3Property.Bind(animator, component, data.normalRightFootProperty); return(job); }
/// <inheritdoc /> public override MultiRotationInverseConstraintJob Create(Animator animator, ref T data, Component component) { var job = new MultiRotationInverseConstraintJob(); job.driven = ReadOnlyTransformHandle.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.BindReadWriteTransforms(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); Quaternion drivenRotInv = Quaternion.Inverse(data.constrainedObject.rotation); for (int i = 0; i < sourceObjects.Count; ++i) { job.sourceOffsets[i] = data.maintainOffset ? (drivenRotInv * sourceObjects[i].transform.rotation) : Quaternion.identity; } return(job); }
public override MultiAimInverseConstraintJob Create(Animator animator, ref T data, Component component) { var job = new MultiAimInverseConstraintJob(); job.driven = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject); job.drivenParent = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject.parent); job.drivenOffset = Vector3Property.Bind(animator, component, data.offsetVector3Property); job.aimAxis = data.aimAxis; WeightedTransformArray sourceObjects = data.sourceObjects; WeightedTransformArrayBinder.BindReadWriteTransforms(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); for (int i = 0; i < sourceObjects.Count; ++i) { if (data.maintainOffset) { var aimDirection = data.constrainedObject.rotation * data.aimAxis; var dataToSource = sourceObjects[i].transform.position - data.constrainedObject.position; var rot = QuaternionExt.FromToRotation(dataToSource, aimDirection); job.sourceOffsets[i] = Quaternion.Inverse(rot); } else { job.sourceOffsets[i] = Quaternion.identity; } } job.weightBuffer = new NativeArray <float>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); return(job); }
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 override MultiPositionInverseConstraintJob Create(Animator animator, ref T data, Component component) { var job = new MultiPositionInverseConstraintJob(); job.driven = ReadOnlyTransformHandle.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.BindReadWriteTransforms(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); 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; } return(job); }