示例#1
0
    public void MultiAimConstraint_TransferMotionToConstraint(
        [Values(false, true)] bool applySourceOffsets,
        [Values(false, true)] bool applyDrivenOffset)
    {
        var data       = MultiAimConstraintTests.SetupConstraintRig();
        var constraint = data.constraint;

        var rootGO     = data.rigData.rootGO;
        var rigBuilder = rootGO.GetComponent <RigBuilder>();

        var constrainedObject = constraint.data.constrainedObject;
        var sources           = constraint.data.sourceObjects;

        constraint.data.maintainOffset   = applySourceOffsets;
        constraint.data.offset           = applyDrivenOffset ? new Vector3(90f, 1f, 1f) : Vector3.zero;
        constraint.data.constrainedXAxis = true;
        constraint.data.constrainedYAxis = true;
        constraint.data.constrainedZAxis = true;

        var src0 = sources[0].transform;
        var src1 = sources[1].transform;

        src0.transform.position += Vector3.forward;
        src1.transform.position += Vector3.up;

        var clip = new AnimationClip();

        var constraintPath        = AnimationUtility.CalculateTransformPath(constraint.transform, rootGO.transform);
        var constrainedObjectPath = AnimationUtility.CalculateTransformPath(constraint.data.constrainedObject, rootGO.transform);

        var weight0Attribute = ((IMultiAimConstraintData)constraint.data).sourceObjectsProperty + ".m_Item0.weight";
        var weight1Attribute = ((IMultiAimConstraintData)constraint.data).sourceObjectsProperty + ".m_Item1.weight";

        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(constraintPath, typeof(MultiAimConstraint), weight0Attribute), AnimationCurve.Constant(0f, 1f, 0.5f));
        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(constraintPath, typeof(MultiAimConstraint), weight1Attribute), AnimationCurve.Constant(0f, 1f, 0.5f));

        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(constrainedObjectPath, typeof(Transform), "localEulerAnglesRaw.x"), AnimationCurve.Linear(0f, -20f, 1f, 20f));
        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(constrainedObjectPath, typeof(Transform), "localEulerAnglesRaw.y"), AnimationCurve.Constant(0f, 1f, 0f));
        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(constrainedObjectPath, typeof(Transform), "localEulerAnglesRaw.z"), AnimationCurve.Constant(0f, 1f, 0f));

        RuntimeRiggingEditorTestFixture.TestTransferMotionToConstraint(constraint, rigBuilder, clip, new Transform[] { constrainedObject }, CompareFlags.TR);
    }
示例#2
0
    public void MultiAimConstraint_TransferMotionToSkeleton()
    {
        var data       = MultiAimConstraintTests.SetupConstraintRig();
        var constraint = data.constraint;

        var rootGO     = data.rigData.rootGO;
        var rigBuilder = rootGO.GetComponent <RigBuilder>();

        var constrainedObject = constraint.data.constrainedObject;
        var sources           = constraint.data.sourceObjects;

        var clip = new AnimationClip();

        var src0 = sources[0].transform;
        var src1 = sources[1].transform;

        var constraintPath = AnimationUtility.CalculateTransformPath(constraint.transform, rootGO.transform);
        var src0Path       = AnimationUtility.CalculateTransformPath(src0, rootGO.transform);
        var src1Path       = AnimationUtility.CalculateTransformPath(src1, rootGO.transform);

        var weight0Attribute = ((IMultiAimConstraintData)constraint.data).sourceObjectsProperty + ".m_Item0.weight";
        var weight1Attribute = ((IMultiAimConstraintData)constraint.data).sourceObjectsProperty + ".m_Item1.weight";

        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(src0Path, typeof(Transform), "m_LocalPosition.x"), AnimationCurve.Constant(0f, 1f, src0.localPosition.x));
        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(src0Path, typeof(Transform), "m_LocalPosition.y"), AnimationCurve.Linear(0f, src0.localPosition.y, 1f, src0.localPosition.y + 0.5f));
        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(src0Path, typeof(Transform), "m_LocalPosition.z"), AnimationCurve.Constant(0f, 1f, src0.localPosition.z));

        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(constraintPath, typeof(MultiAimConstraint), weight0Attribute), AnimationCurve.Linear(0f, 0f, 1f, 1f));

        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(src1Path, typeof(Transform), "m_LocalPosition.x"), AnimationCurve.Linear(0f, src1.localPosition.x, 1f, src1.localPosition.x + 0.5f));
        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(src1Path, typeof(Transform), "m_LocalPosition.y"), AnimationCurve.Constant(0f, 1f, src1.localPosition.y));
        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(src1Path, typeof(Transform), "m_LocalPosition.z"), AnimationCurve.Constant(0f, 1f, src1.localPosition.z));

        AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve(constraintPath, typeof(MultiAimConstraint), weight1Attribute), AnimationCurve.Linear(0f, 1f, 0f, 0f));

        RuntimeRiggingEditorTestFixture.TestTransferMotionToSkeleton(constraint, rigBuilder, clip, new Transform[] { constrainedObject }, CompareFlags.TR);
    }