using Unity.Collections;
namespace UnityEngine.Animations.Rigging
{
///
/// The MultiRotation constraint job.
///
[Unity.Burst.BurstCompile]
public struct MultiRotationConstraintJob : IWeightedAnimationJob
{
const float k_Epsilon = 1e-5f;
/// The Transform handle for the constrained object Transform.
public ReadWriteTransformHandle driven;
/// The Transform handle for the constrained object parent Transform.
public ReadOnlyTransformHandle drivenParent;
/// The post-rotation offset applied to the constrained object.
public Vector3Property drivenOffset;
/// List of Transform handles for the source objects.
public NativeArray sourceTransforms;
/// List of weights for the source objects.
public NativeArray sourceWeights;
/// List of offsets to apply to source rotations if maintainOffset is enabled.
public NativeArray sourceOffsets;
/// Buffer used to store weights during job execution.
public NativeArray weightBuffer;
/// Axes mask. Rotation will apply on the local axis for a value of 1.0, and will be kept as is for a value of 0.0.
public Vector3 axesMask;
///
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)
{
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);
}
}
///
/// This interface defines the data mapping for the MultiRotation constraint.
///
public interface IMultiRotationConstraintData
{
/// The Transform affected by the constraint Source Transforms.
Transform constrainedObject { get; }
///
/// The list of Transforms that influence the constrained Transform rotation.
/// Each source has a weight from 0 to 1.
///
WeightedTransformArray sourceObjects { get; }
/// This is used to maintain the current rotation offset from the constrained GameObject to the source GameObjects.
bool maintainOffset { get; }
/// The path to the offset property in the constraint component.
string offsetVector3Property { get; }
/// The path to the source objects property in the constraint component.
string sourceObjectsProperty { get; }
/// Toggles whether the constrained transform will rotate along the X axis.
bool constrainedXAxis { get; }
/// Toggles whether the constrained transform will rotate along the Y axis.
bool constrainedYAxis { get; }
/// Toggles whether the constrained transform will rotate along the Z axis.
bool constrainedZAxis { get; }
}
///
/// The MultiRotation constraint job binder.
///
/// The constraint data type
public class MultiRotationConstraintJobBinder : AnimationJobBinder
where T : struct, IAnimationJobData, IMultiRotationConstraintData
{
///
public override MultiRotationConstraintJob Create(Animator animator, ref T data, Component component)
{
var job = new MultiRotationConstraintJob();
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(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
job.weightBuffer = new NativeArray(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
Quaternion drivenRot = data.constrainedObject.rotation;
for (int i = 0; i < sourceObjects.Count; ++i)
{
job.sourceOffsets[i] = data.maintainOffset ?
(Quaternion.Inverse(sourceObjects[i].transform.rotation) * drivenRot) : Quaternion.identity;
}
job.axesMask = new Vector3(
System.Convert.ToSingle(data.constrainedXAxis),
System.Convert.ToSingle(data.constrainedYAxis),
System.Convert.ToSingle(data.constrainedZAxis)
);
return job;
}
///
public override void Destroy(MultiRotationConstraintJob job)
{
job.sourceTransforms.Dispose();
job.sourceWeights.Dispose();
job.sourceOffsets.Dispose();
job.weightBuffer.Dispose();
}
}
}