first commit
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Animations.Rigging;
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namespace UnityEditor.Animations.Rigging
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{
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/// <summary>
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/// The MultiAim inverse constraint job.
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/// </summary>
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[Unity.Burst.BurstCompile]
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public struct MultiAimInverseConstraintJob : IWeightedAnimationJob
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{
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const float k_Epsilon = 1e-5f;
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/// <summary>The Transform handle for the constrained object Transform.</summary>
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public ReadOnlyTransformHandle driven;
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/// <summary>The Transform handle for the constrained object parent Transform.</summary>
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public ReadOnlyTransformHandle drivenParent;
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/// <summary>The post-rotation offset applied to the constrained object.</summary>
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public Vector3Property drivenOffset;
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/// <summary>List of Transform handles for the source objects.</summary>
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public NativeArray<ReadWriteTransformHandle> sourceTransforms;
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/// <summary>List of weights for the source objects.</summary>
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public NativeArray<PropertyStreamHandle> sourceWeights;
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/// <summary>List of offsets to apply to source rotations if maintainOffset is enabled.</summary>
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public NativeArray<Quaternion> sourceOffsets;
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/// <summary>Buffer used to store weights during job execution.</summary>
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public NativeArray<float> weightBuffer;
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/// <summary>Local axis of the constrained object Transform.</summary>
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public Vector3 aimAxis;
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/// <inheritdoc />
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public FloatProperty jobWeight { get; set; }
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/// <summary>
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/// Defines what to do when processing the root motion.
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/// </summary>
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/// <param name="stream">The animation stream to work on.</param>
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public void ProcessRootMotion(AnimationStream stream) { }
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/// <summary>
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/// Defines what to do when processing the animation.
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/// </summary>
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/// <param name="stream">The animation stream to work on.</param>
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public void ProcessAnimation(AnimationStream stream)
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{
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jobWeight.Set(stream, 1f);
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var lRot = driven.GetLocalRotation(stream);
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var offset = drivenOffset.Get(stream);
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if (Vector3.Dot(offset, offset) > 0f)
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lRot *= Quaternion.Inverse(Quaternion.Euler(offset));
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var localToWorld = Quaternion.identity;
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var wPos = driven.GetPosition(stream);
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if (drivenParent.IsValid(stream))
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localToWorld = drivenParent.GetRotation(stream);
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for (int i = 0; i < sourceTransforms.Length; ++i)
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{
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sourceWeights[i].SetFloat(stream, 1f);
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var sourceTransform = sourceTransforms[i];
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sourceTransform.SetPosition(stream, wPos + localToWorld * sourceOffsets[i] * lRot * aimAxis);
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// Required to update handles with binding info.
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sourceTransforms[i] = sourceTransform;
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}
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}
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}
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/// <summary>
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/// The MultiAim inverse constraint job binder.
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/// </summary>
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/// <typeparam name="T">The constraint data type</typeparam>
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public class MultiAimInverseConstraintJobBinder<T> : AnimationJobBinder<MultiAimInverseConstraintJob, T>
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where T : struct, IAnimationJobData, IMultiAimConstraintData
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{
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/// <inheritdoc />
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public override MultiAimInverseConstraintJob Create(Animator animator, ref T data, Component component)
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{
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var job = new MultiAimInverseConstraintJob();
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job.driven = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject);
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job.drivenParent = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject.parent);
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job.drivenOffset = Vector3Property.Bind(animator, component, data.offsetVector3Property);
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job.aimAxis = data.aimAxis;
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WeightedTransformArray sourceObjects = data.sourceObjects;
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WeightedTransformArrayBinder.BindReadWriteTransforms(animator, component, sourceObjects, out job.sourceTransforms);
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WeightedTransformArrayBinder.BindWeights(animator, component, sourceObjects, data.sourceObjectsProperty, out job.sourceWeights);
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job.sourceOffsets = new NativeArray<Quaternion>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
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for (int i = 0; i < sourceObjects.Count; ++i)
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{
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if (data.maintainOffset)
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{
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var aimDirection = data.constrainedObject.rotation * data.aimAxis;
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var dataToSource = sourceObjects[i].transform.position - data.constrainedObject.position;
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var rot = QuaternionExt.FromToRotation(dataToSource, aimDirection);
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job.sourceOffsets[i] = Quaternion.Inverse(rot);
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}
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else
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{
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job.sourceOffsets[i] = Quaternion.identity;
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}
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}
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job.weightBuffer = new NativeArray<float>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
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return job;
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}
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/// <inheritdoc />
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public override void Destroy(MultiAimInverseConstraintJob job)
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{
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job.sourceTransforms.Dispose();
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job.sourceWeights.Dispose();
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job.sourceOffsets.Dispose();
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job.weightBuffer.Dispose();
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 05face438934c204d87b0e772c7c0a71
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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||||
icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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@@ -0,0 +1,116 @@
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Animations.Rigging;
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namespace UnityEditor.Animations.Rigging
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{
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/// <summary>
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/// The MultiParent inverse constraint job.
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/// </summary>
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[Unity.Burst.BurstCompile]
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public struct MultiParentInverseConstraintJob : IWeightedAnimationJob
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{
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const float k_Epsilon = 1e-5f;
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/// <summary>The Transform handle for the constrained object Transform.</summary>
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public ReadOnlyTransformHandle driven;
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/// <summary>The Transform handle for the constrained object parent Transform.</summary>
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public ReadOnlyTransformHandle drivenParent;
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/// <summary>List of Transform handles for the source objects.</summary>
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public NativeArray<ReadWriteTransformHandle> sourceTransforms;
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/// <summary>List of weights for the source objects.</summary>
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public NativeArray<PropertyStreamHandle> sourceWeights;
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/// <summary>List of offsets to apply to source rotations if maintainOffset is enabled.</summary>
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public NativeArray<AffineTransform> sourceOffsets;
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/// <inheritdoc />
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public FloatProperty jobWeight { get; set; }
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/// <summary>
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/// Defines what to do when processing the root motion.
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/// </summary>
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/// <param name="stream">The animation stream to work on.</param>
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public void ProcessRootMotion(AnimationStream stream) { }
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/// <summary>
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/// Defines what to do when processing the animation.
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/// </summary>
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/// <param name="stream">The animation stream to work on.</param>
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public void ProcessAnimation(AnimationStream stream)
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{
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jobWeight.Set(stream, 1f);
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driven.GetGlobalTR(stream, out Vector3 currentWPos, out Quaternion currentWRot);
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var drivenTx = new AffineTransform(currentWPos, currentWRot);
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for (int i = 0; i < sourceTransforms.Length; ++i)
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{
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sourceWeights[i].SetFloat(stream, 1f);
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var sourceTransform = sourceTransforms[i];
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sourceTransform.GetGlobalTR(stream, out var sourcePosition, out var sourceRotation);
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var result = drivenTx;
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result *= sourceOffsets[i];
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sourceTransform.SetGlobalTR(stream, result.translation, result.rotation);
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sourceTransforms[i] = sourceTransform;
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}
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}
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}
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/// <summary>
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/// The MultiParent inverse constraint job binder.
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/// </summary>
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/// <typeparam name="T">The constraint data type</typeparam>
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public class MultiParentInverseConstraintJobBinder<T> : AnimationJobBinder<MultiParentInverseConstraintJob, T>
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where T : struct, IAnimationJobData, IMultiParentConstraintData
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{
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/// <inheritdoc />
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public override MultiParentInverseConstraintJob Create(Animator animator, ref T data, Component component)
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{
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var job = new MultiParentInverseConstraintJob();
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job.driven = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject);
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job.drivenParent = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject.parent);
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WeightedTransformArray sourceObjects = data.sourceObjects;
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WeightedTransformArrayBinder.BindReadWriteTransforms(animator, component, sourceObjects, out job.sourceTransforms);
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WeightedTransformArrayBinder.BindWeights(animator, component, sourceObjects, data.sourceObjectsProperty, out job.sourceWeights);
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job.sourceOffsets = new NativeArray<AffineTransform>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
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var drivenTx = new AffineTransform(data.constrainedObject.position, data.constrainedObject.rotation);
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for (int i = 0; i < sourceObjects.Count; ++i)
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{
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var sourceTransform = sourceObjects[i].transform;
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var srcTx = new AffineTransform(sourceTransform.position, sourceTransform.rotation);
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var srcOffset = AffineTransform.identity;
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var tmp = srcTx.InverseMul(drivenTx);
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if (data.maintainPositionOffset)
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srcOffset.translation = tmp.translation;
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if (data.maintainRotationOffset)
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srcOffset.rotation = tmp.rotation;
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srcOffset = srcOffset.Inverse();
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job.sourceOffsets[i] = srcOffset;
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}
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return job;
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}
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/// <inheritdoc />
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public override void Destroy(MultiParentInverseConstraintJob job)
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{
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job.sourceTransforms.Dispose();
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job.sourceWeights.Dispose();
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job.sourceOffsets.Dispose();
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 288c55302720e3e498d76fcd7909373d
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||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,116 @@
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Animations.Rigging;
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namespace UnityEditor.Animations.Rigging
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{
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/// <summary>
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/// The MultiPosition inverse constraint job.
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/// </summary>
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[Unity.Burst.BurstCompile]
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public struct MultiPositionInverseConstraintJob : IWeightedAnimationJob
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{
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const float k_Epsilon = 1e-5f;
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/// <summary>The Transform handle for the constrained object Transform.</summary>
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public ReadOnlyTransformHandle driven;
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/// <summary>The Transform handle for the constrained object parent Transform.</summary>
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public ReadOnlyTransformHandle drivenParent;
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/// <summary>The post-translation offset applied to the constrained object.</summary>
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public Vector3Property drivenOffset;
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/// <summary>List of Transform handles for the source objects.</summary>
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public NativeArray<ReadWriteTransformHandle> sourceTransforms;
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/// <summary>List of weights for the source objects.</summary>
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public NativeArray<PropertyStreamHandle> sourceWeights;
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/// <summary>List of offsets to apply to source rotations if maintainOffset is enabled.</summary>
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public NativeArray<Vector3> sourceOffsets;
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/// <inheritdoc />
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public FloatProperty jobWeight { get; set; }
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|
||||
/// <summary>
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/// Defines what to do when processing the root motion.
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/// </summary>
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/// <param name="stream">The animation stream to work on.</param>
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public void ProcessRootMotion(AnimationStream stream) { }
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/// <summary>
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/// Defines what to do when processing the animation.
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/// </summary>
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/// <param name="stream">The animation stream to work on.</param>
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public void ProcessAnimation(AnimationStream stream)
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{
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jobWeight.Set(stream, 1f);
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var parentTx = new AffineTransform();
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if (drivenParent.IsValid(stream))
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{
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drivenParent.GetGlobalTR(stream, out Vector3 parentWPos, out Quaternion parentWRot);
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parentTx = new AffineTransform(parentWPos, parentWRot);
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}
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var drivenPos = driven.GetPosition(stream);
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drivenPos = parentTx.InverseTransform(drivenPos);
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var offset = drivenOffset.Get(stream);
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var lPos = drivenPos - offset;
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var wPos = parentTx.Transform(lPos);
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for (int i = 0; i < sourceTransforms.Length; ++i)
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{
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sourceWeights[i].SetFloat(stream, 1f);
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ReadWriteTransformHandle sourceTransform = sourceTransforms[i];
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sourceTransform.SetPosition(stream, wPos - sourceOffsets[i]);
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// Required to update handles with binding info.
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sourceTransforms[i] = sourceTransform;
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}
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}
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}
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|
||||
/// <summary>
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/// The MultiPosition inverse constraint job binder.
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/// </summary>
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/// <typeparam name="T">The constraint data type</typeparam>
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public class MultiPositionInverseConstraintJobBinder<T> : AnimationJobBinder<MultiPositionInverseConstraintJob, T>
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where T : struct, IAnimationJobData, IMultiPositionConstraintData
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{
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/// <inheritdoc />
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public override MultiPositionInverseConstraintJob Create(Animator animator, ref T data, Component component)
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{
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var job = new MultiPositionInverseConstraintJob();
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job.driven = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject);
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job.drivenParent = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject.parent);
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job.drivenOffset = Vector3Property.Bind(animator, component, data.offsetVector3Property);
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WeightedTransformArray sourceObjects = data.sourceObjects;
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WeightedTransformArrayBinder.BindReadWriteTransforms(animator, component, sourceObjects, out job.sourceTransforms);
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WeightedTransformArrayBinder.BindWeights(animator, component, sourceObjects, data.sourceObjectsProperty, out job.sourceWeights);
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job.sourceOffsets = new NativeArray<Vector3>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
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Vector3 drivenPos = data.constrainedObject.position;
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for (int i = 0; i < sourceObjects.Count; ++i)
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{
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job.sourceOffsets[i] = data.maintainOffset ? (drivenPos - sourceObjects[i].transform.position) : Vector3.zero;
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}
|
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return job;
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}
|
||||
|
||||
/// <inheritdoc />
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public override void Destroy(MultiPositionInverseConstraintJob job)
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{
|
||||
job.sourceTransforms.Dispose();
|
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job.sourceWeights.Dispose();
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job.sourceOffsets.Dispose();
|
||||
}
|
||||
}
|
||||
}
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||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd9bd1ef777641d4b8ec163f15579bf2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,96 @@
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||||
using UnityEngine;
|
||||
using UnityEngine.Animations;
|
||||
using UnityEngine.Animations.Rigging;
|
||||
using Unity.Collections;
|
||||
|
||||
namespace UnityEditor.Animations.Rigging
|
||||
{
|
||||
/// <summary>
|
||||
/// The MultiReferential inverse constraint job.
|
||||
/// </summary>
|
||||
[Unity.Burst.BurstCompile]
|
||||
public struct MultiReferentialInverseConstraintJob : IWeightedAnimationJob
|
||||
{
|
||||
/// <summary>The list of Transforms that are affected by the specified driver.</summary>
|
||||
public NativeArray<ReadWriteTransformHandle> sources;
|
||||
/// <summary>List of AffineTransform to apply to driven source objects.</summary>
|
||||
public NativeArray<AffineTransform> offsetTx;
|
||||
|
||||
/// <inheritdoc />
|
||||
public FloatProperty jobWeight { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Defines what to do when processing the root motion.
|
||||
/// </summary>
|
||||
/// <param name="stream">The animation stream to work on.</param>
|
||||
public void ProcessRootMotion(AnimationStream stream) { }
|
||||
|
||||
/// <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)
|
||||
{
|
||||
jobWeight.Set(stream, 1f);
|
||||
|
||||
sources[0].GetGlobalTR(stream, out Vector3 driverWPos, out Quaternion driverWRot);
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var driverTx = new AffineTransform(driverWPos, driverWRot);
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||||
|
||||
int offset = 0;
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||||
for (int i = 1; i < sources.Length; ++i)
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||||
{
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var tx = driverTx * offsetTx[offset];
|
||||
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||||
var src = sources[i];
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||||
src.GetGlobalTR(stream, out Vector3 srcWPos, out Quaternion srcWRot);
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src.SetGlobalTR(stream, tx.translation, tx.rotation);
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offset++;
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sources[i] = src;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The MultiReferential inverse constraint job binder.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The constraint data type</typeparam>
|
||||
public class MultiReferentialInverseConstraintJobBinder<T> : AnimationJobBinder<MultiReferentialInverseConstraintJob, T>
|
||||
where T : struct, IAnimationJobData, IMultiReferentialConstraintData
|
||||
{
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||||
/// <inheritdoc />
|
||||
public override MultiReferentialInverseConstraintJob Create(Animator animator, ref T data, Component component)
|
||||
{
|
||||
var job = new MultiReferentialInverseConstraintJob();
|
||||
|
||||
var sources = data.sourceObjects;
|
||||
job.sources = new NativeArray<ReadWriteTransformHandle>(sources.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
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||||
job.offsetTx = new NativeArray<AffineTransform>(sources.Length - 1, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
|
||||
|
||||
var sourceBindTx = new AffineTransform[sources.Length];
|
||||
|
||||
for (int i = 0; i < sources.Length; ++i)
|
||||
{
|
||||
job.sources[i] = ReadWriteTransformHandle.Bind(animator, sources[i].transform);
|
||||
sourceBindTx[i] = new AffineTransform(sources[i].position, sources[i].rotation);
|
||||
}
|
||||
|
||||
int offset = 0;
|
||||
var invDriverTx = sourceBindTx[0].Inverse();
|
||||
for (int i = 1; i < sourceBindTx.Length; ++i)
|
||||
{
|
||||
job.offsetTx[offset] = invDriverTx * sourceBindTx[i];
|
||||
offset++;
|
||||
}
|
||||
|
||||
return job;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Destroy(MultiReferentialInverseConstraintJob job)
|
||||
{
|
||||
job.sources.Dispose();
|
||||
job.offsetTx.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 07e9ec99cb928a0428b3391e587dfa9c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,120 @@
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Animations;
|
||||
using UnityEngine.Animations.Rigging;
|
||||
|
||||
namespace UnityEditor.Animations.Rigging
|
||||
{
|
||||
/// <summary>
|
||||
/// The MultiRotation inverse constraint job.
|
||||
/// </summary>
|
||||
[Unity.Burst.BurstCompile]
|
||||
public struct MultiRotationInverseConstraintJob : IWeightedAnimationJob
|
||||
{
|
||||
const float k_Epsilon = 1e-5f;
|
||||
|
||||
/// <summary>The Transform handle for the constrained object Transform.</summary>
|
||||
public ReadOnlyTransformHandle driven;
|
||||
/// <summary>The Transform handle for the constrained object parent Transform.</summary>
|
||||
public ReadOnlyTransformHandle drivenParent;
|
||||
/// <summary>The post-rotation offset applied to the constrained object.</summary>
|
||||
public Vector3Property drivenOffset;
|
||||
|
||||
/// <summary>List of Transform handles for the source objects.</summary>
|
||||
public NativeArray<ReadWriteTransformHandle> sourceTransforms;
|
||||
/// <summary>List of weights for the source objects.</summary>
|
||||
public NativeArray<PropertyStreamHandle> sourceWeights;
|
||||
/// <summary>List of offsets to apply to source rotations if maintainOffset is enabled.</summary>
|
||||
public NativeArray<Quaternion> sourceOffsets;
|
||||
|
||||
/// <summary>Buffer used to store weights during job execution.</summary>
|
||||
public NativeArray<float> weightBuffer;
|
||||
|
||||
/// <inheritdoc />
|
||||
public FloatProperty jobWeight { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Defines what to do when processing the root motion.
|
||||
/// </summary>
|
||||
/// <param name="stream">The animation stream to work on.</param>
|
||||
public void ProcessRootMotion(AnimationStream stream) { }
|
||||
|
||||
/// <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)
|
||||
{
|
||||
jobWeight.Set(stream, 1f);
|
||||
|
||||
var lRot = driven.GetLocalRotation(stream);
|
||||
var offset = drivenOffset.Get(stream);
|
||||
|
||||
if (Vector3.Dot(offset, offset) > 0f)
|
||||
lRot *= Quaternion.Inverse(Quaternion.Euler(offset));
|
||||
|
||||
var wRot = lRot;
|
||||
if (drivenParent.IsValid(stream))
|
||||
{
|
||||
wRot = drivenParent.GetRotation(stream) * wRot;
|
||||
}
|
||||
|
||||
for (int i = 0; i < sourceTransforms.Length; ++i)
|
||||
{
|
||||
sourceWeights[i].SetFloat(stream, 1f);
|
||||
|
||||
ReadWriteTransformHandle sourceTransform = sourceTransforms[i];
|
||||
|
||||
sourceTransform.SetRotation(stream, wRot * sourceOffsets[i]);
|
||||
|
||||
// Required to update handles with binding info.
|
||||
sourceTransforms[i] = sourceTransform;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The MultiRotation inverse constraint job binder.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The constraint data type</typeparam>
|
||||
public class MultiRotationInverseConstraintJobBinder<T> : AnimationJobBinder<MultiRotationInverseConstraintJob, T>
|
||||
where T : struct, IAnimationJobData, IMultiRotationConstraintData
|
||||
{
|
||||
/// <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;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Destroy(MultiRotationInverseConstraintJob job)
|
||||
{
|
||||
job.sourceTransforms.Dispose();
|
||||
job.sourceWeights.Dispose();
|
||||
job.sourceOffsets.Dispose();
|
||||
job.weightBuffer.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e68f0e2daa979074da79ea4fa6e40660
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,74 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Animations;
|
||||
using UnityEngine.Animations.Rigging;
|
||||
|
||||
namespace UnityEditor.Animations.Rigging
|
||||
{
|
||||
/// <summary>
|
||||
/// The TwistChain inverse constraint job.
|
||||
/// </summary>
|
||||
[Unity.Burst.BurstCompile]
|
||||
public struct TwistChainInverseConstraintJob : IWeightedAnimationJob
|
||||
{
|
||||
/// <summary>The Transform handle for the root Transform of the chain.</summary>
|
||||
public ReadOnlyTransformHandle root;
|
||||
/// <summary>The Transform handle for the tip Transform of the chain.</summary>
|
||||
public ReadOnlyTransformHandle tip;
|
||||
|
||||
/// <summary>The Transform handle for the root target Transform.</summary>
|
||||
public ReadWriteTransformHandle rootTarget;
|
||||
/// <summary>The Transform handle for the tip target Transform.</summary>
|
||||
public ReadWriteTransformHandle tipTarget;
|
||||
|
||||
/// <inheritdoc />
|
||||
public FloatProperty jobWeight { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Defines what to do when processing the root motion.
|
||||
/// </summary>
|
||||
/// <param name="stream">The animation stream to work on.</param>
|
||||
public void ProcessRootMotion(AnimationStream stream) { }
|
||||
|
||||
/// <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)
|
||||
{
|
||||
jobWeight.Set(stream, 1f);
|
||||
|
||||
rootTarget.SetPosition(stream, root.GetPosition(stream));
|
||||
rootTarget.SetRotation(stream, root.GetRotation(stream));
|
||||
|
||||
tipTarget.SetPosition(stream, tip.GetPosition(stream));
|
||||
tipTarget.SetRotation(stream, tip.GetRotation(stream));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The TwistChain inverse constraint job binder.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The constraint data type</typeparam>
|
||||
public class TwistChainInverseConstraintJobBinder<T> : AnimationJobBinder<TwistChainInverseConstraintJob, T>
|
||||
where T : struct, IAnimationJobData, ITwistChainConstraintData
|
||||
{
|
||||
/// <inheritdoc />
|
||||
public override TwistChainInverseConstraintJob Create(Animator animator, ref T data, Component component)
|
||||
{
|
||||
var job = new TwistChainInverseConstraintJob();
|
||||
|
||||
job.root = ReadOnlyTransformHandle.Bind(animator, data.root);
|
||||
job.tip = ReadOnlyTransformHandle.Bind(animator, data.tip);
|
||||
|
||||
job.rootTarget = ReadWriteTransformHandle.Bind(animator, data.rootTarget);
|
||||
job.tipTarget = ReadWriteTransformHandle.Bind(animator, data.tipTarget);
|
||||
|
||||
return job;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Destroy(TwistChainInverseConstraintJob job)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2c669908f1bcf4a829cb78b6398d008f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,99 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Animations;
|
||||
using UnityEngine.Animations.Rigging;
|
||||
|
||||
namespace UnityEditor.Animations.Rigging
|
||||
{
|
||||
/// <summary>
|
||||
/// The TwoBoneIK inverse constraint job.
|
||||
/// </summary>
|
||||
[Unity.Burst.BurstCompile]
|
||||
public struct TwoBoneIKInverseConstraintJob : IWeightedAnimationJob
|
||||
{
|
||||
const float k_SqrEpsilon = 1e-8f;
|
||||
|
||||
/// <summary>The transform handle for the root transform.</summary>
|
||||
public ReadOnlyTransformHandle root;
|
||||
/// <summary>The transform handle for the mid transform.</summary>
|
||||
public ReadOnlyTransformHandle mid;
|
||||
/// <summary>The transform handle for the tip transform.</summary>
|
||||
public ReadOnlyTransformHandle tip;
|
||||
|
||||
/// <summary>The transform handle for the hint transform.</summary>
|
||||
public ReadWriteTransformHandle hint;
|
||||
/// <summary>The transform handle for the target transform.</summary>
|
||||
public ReadWriteTransformHandle target;
|
||||
|
||||
/// <summary>The offset applied to the target transform if maintainTargetPositionOffset or maintainTargetRotationOffset is enabled.</summary>
|
||||
public AffineTransform targetOffset;
|
||||
|
||||
/// <summary>The weight for which target position has an effect on IK calculations. This is a value in between 0 and 1.</summary>
|
||||
public FloatProperty targetPositionWeight;
|
||||
/// <summary>The weight for which target rotation has an effect on IK calculations. This is a value in between 0 and 1.</summary>
|
||||
public FloatProperty targetRotationWeight;
|
||||
/// <summary>The weight for which hint transform has an effect on IK calculations. This is a value in between 0 and 1.</summary>
|
||||
public FloatProperty hintWeight;
|
||||
|
||||
/// <inheritdoc />
|
||||
public FloatProperty jobWeight { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Defines what to do when processing the root motion.
|
||||
/// </summary>
|
||||
/// <param name="stream">The animation stream to work on.</param>
|
||||
public void ProcessRootMotion(AnimationStream stream) { }
|
||||
|
||||
/// <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)
|
||||
{
|
||||
jobWeight.Set(stream, 1f);
|
||||
|
||||
AnimationRuntimeUtils.InverseSolveTwoBoneIK(stream, root, mid, tip, target, hint,
|
||||
targetPositionWeight.Get(stream),
|
||||
targetRotationWeight.Get(stream),
|
||||
hintWeight.Get(stream), targetOffset);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The TwoBoneIK inverse constraint job binder.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The constraint data type</typeparam>
|
||||
public class TwoBoneIKInverseConstraintJobBinder<T> : AnimationJobBinder<TwoBoneIKInverseConstraintJob, T>
|
||||
where T : struct, IAnimationJobData, ITwoBoneIKConstraintData
|
||||
{
|
||||
/// <inheritdoc />
|
||||
public override TwoBoneIKInverseConstraintJob Create(Animator animator, ref T data, Component component)
|
||||
{
|
||||
var job = new TwoBoneIKInverseConstraintJob();
|
||||
|
||||
job.root = ReadOnlyTransformHandle.Bind(animator, data.root);
|
||||
job.mid = ReadOnlyTransformHandle.Bind(animator, data.mid);
|
||||
job.tip = ReadOnlyTransformHandle.Bind(animator, data.tip);
|
||||
job.target = ReadWriteTransformHandle.Bind(animator, data.target);
|
||||
|
||||
if (data.hint != null)
|
||||
job.hint = ReadWriteTransformHandle.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.tip.rotation) * data.target.rotation;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Destroy(TwoBoneIKInverseConstraintJob job)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97b56b4e0dccdff47b19d995fcc12954
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user