using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Animations.Rigging;
namespace UnityEditor.Animations.Rigging
{
///
/// The TwistChain inverse constraint job.
///
[Unity.Burst.BurstCompile]
public struct TwistChainInverseConstraintJob : IWeightedAnimationJob
{
/// The Transform handle for the root Transform of the chain.
public ReadOnlyTransformHandle root;
/// The Transform handle for the tip Transform of the chain.
public ReadOnlyTransformHandle tip;
/// The Transform handle for the root target Transform.
public ReadWriteTransformHandle rootTarget;
/// The Transform handle for the tip target Transform.
public ReadWriteTransformHandle tipTarget;
///
public FloatProperty jobWeight { get; set; }
///
/// Defines what to do when processing the root motion.
///
/// The animation stream to work on.
public void ProcessRootMotion(AnimationStream stream) { }
///
/// Defines what to do when processing the animation.
///
/// The animation stream to work on.
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));
}
}
///
/// The TwistChain inverse constraint job binder.
///
/// The constraint data type
public class TwistChainInverseConstraintJobBinder : AnimationJobBinder
where T : struct, IAnimationJobData, ITwistChainConstraintData
{
///
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;
}
///
public override void Destroy(TwistChainInverseConstraintJob job)
{
}
}
}