RoboticArms/Library/PackageCache/com.unity.animation.rigging@68167b505d2b/Runtime/AnimationJobs/MultiAimConstraintJob.cs
2025-11-17 15:16:36 +07:00

356 lines
16 KiB
C#

using System;
using Unity.Collections;
namespace UnityEngine.Animations.Rigging
{
/// <summary>
/// The MultiAim constraint job.
/// </summary>
[Unity.Burst.BurstCompile]
public struct MultiAimConstraintJob : IWeightedAnimationJob
{
const float k_Epsilon = 1e-5f;
/// <summary>
/// Specifies how the world up vector used by the Multi-Aim constraint is defined.
/// </summary>
public enum WorldUpType
{
/// <summary>Neither defines nor uses a world up vector.</summary>
None,
/// <summary>Uses and defines the world up vector as the Unity Scene up vector (the Y axis).</summary>
SceneUp,
/// <summary>Uses and defines the world up vector as a vector from the constrained object, in the direction of the up object.</summary>
ObjectUp,
/// <summary>Uses and defines the world up vector as relative to the local space of the object.</summary>
ObjectRotationUp,
/// <summary>Uses and defines the world up vector as a vector specified by the user.</summary>
Vector
};
/// <summary>The Transform handle for the constrained object Transform.</summary>
public ReadWriteTransformHandle 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<ReadOnlyTransformHandle> 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;
/// <summary>Local aim axis of the constrained object Transform.</summary>
public Vector3 aimAxis;
/// <summary>Local up axis of the constrained object Transform.</summary>
public Vector3 upAxis;
/// <summary>
/// Specifies which mode to use to keep the upward direction of the constrained Object.
/// </summary>
public WorldUpType worldUpType;
/// <summary>
/// A static vector in world coordinates that is the general upward direction. This is used when World Up Type is set to WorldUpType.Vector.
/// </summary>
public Vector3 worldUpAxis;
/// <summary>
/// The Transform handle for the world up object. This is used when World Up Type is set to WorldUpType.ObjectUp or WorldUpType.ObjectRotationUp.
/// </summary>
public ReadOnlyTransformHandle worldUpObject;
/// <summary>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.</summary>
public Vector3 axesMask;
/// <summary>Minimum rotation value.</summary>
public FloatProperty minLimit;
/// <summary>Maximum rotation value.</summary>
public FloatProperty maxLimit;
/// <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)
{
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;
}
var weightScale = sumWeights > 1f ? 1f / sumWeights : 1f;
var drivenParentInvRot = Quaternion.Inverse(drivenParent.GetRotation(stream));
var drivenParentInvWorldMatrix = Matrix4x4.Inverse(drivenParent.GetLocalToWorldMatrix(stream));
var accumWeights = 0f;
var accumDeltaRot = QuaternionExt.zero;
var drivenWPos = driven.GetPosition(stream);
var drivenLRot = driven.GetLocalRotation(stream);
var worldUpVector = ComputeWorldUpVector(stream);
var upVector = AnimationRuntimeUtils.Select(Vector3.zero, upAxis, axesMask);
var hasMasks = Vector3.Dot(axesMask, axesMask) < 3f;
var hasUpAxisCorrection = worldUpType != WorldUpType.None && Vector3.Dot(upVector, upVector) > k_Epsilon;
var minMaxAngles = new Vector2(minLimit.Get(stream), maxLimit.Get(stream));
for (int i = 0; i < sourceTransforms.Length; ++i)
{
var normalizedWeight = weightBuffer[i] * weightScale;
if (normalizedWeight < k_Epsilon)
continue;
var sourceTransform = sourceTransforms[i];
var fromDir = drivenLRot * aimAxis;
var toDir = drivenParentInvWorldMatrix.MultiplyVector(sourceTransform.GetPosition(stream) - drivenWPos);
if (toDir.sqrMagnitude < k_Epsilon)
continue;
var crossDir = Vector3.Cross(fromDir, toDir).normalized;
if (hasMasks)
{
crossDir = AnimationRuntimeUtils.Select(Vector3.zero, crossDir, axesMask).normalized;
if (Vector3.Dot(crossDir, crossDir) > k_Epsilon)
{
fromDir = AnimationRuntimeUtils.ProjectOnPlane(fromDir, crossDir);
toDir = AnimationRuntimeUtils.ProjectOnPlane(toDir, crossDir);
}
else
{
toDir = fromDir;
}
}
var rotToSource = Quaternion.AngleAxis(
Mathf.Clamp(Vector3.Angle(fromDir, toDir), minMaxAngles.x, minMaxAngles.y),
crossDir
);
if (hasUpAxisCorrection)
{
var wupProject = Vector3.Cross(Vector3.Cross(drivenParentInvRot * worldUpVector, toDir).normalized, toDir).normalized;
var rupProject = Vector3.Cross(Vector3.Cross(rotToSource * drivenLRot * upVector, toDir).normalized, toDir).normalized;
rotToSource = QuaternionExt.FromToRotation(rupProject, wupProject) * rotToSource;
}
accumDeltaRot = QuaternionExt.Add(
accumDeltaRot,
QuaternionExt.Scale(sourceOffsets[i] * rotToSource, normalizedWeight)
);
// Required to update handles with binding info.
sourceTransforms[i] = sourceTransform;
accumWeights += normalizedWeight;
}
accumDeltaRot = QuaternionExt.NormalizeSafe(accumDeltaRot);
if (accumWeights < 1f)
accumDeltaRot = Quaternion.Lerp(Quaternion.identity, accumDeltaRot, accumWeights);
var newRot = accumDeltaRot * drivenLRot;
if (hasMasks)
newRot = Quaternion.Euler(AnimationRuntimeUtils.Select(drivenLRot.eulerAngles, newRot.eulerAngles, axesMask));
var offset = drivenOffset.Get(stream);
if (Vector3.Dot(offset, offset) > 0f)
newRot *= Quaternion.Euler(offset);
driven.SetLocalRotation(stream, Quaternion.Lerp(drivenLRot, newRot, w));
}
else
AnimationRuntimeUtils.PassThrough(stream, driven);
}
Vector3 ComputeWorldUpVector(AnimationStream stream)
{
var result = Vector3.up;
switch (worldUpType)
{
case WorldUpType.None:
result = Vector3.zero;
break;
case WorldUpType.SceneUp:
// the scene Up vector and the World Up vector are the same thing
break;
case WorldUpType.ObjectUp:
{
// the target's Up vector points to the up object
var referencePos = Vector3.zero;
if (worldUpObject.IsValid(stream))
referencePos = worldUpObject.GetPosition(stream);
var targetPos = driven.GetPosition(stream);
result = (referencePos - targetPos).normalized;
break;
}
case WorldUpType.ObjectRotationUp:
{
var upRotation = Quaternion.identity;
if (worldUpObject.IsValid(stream))
upRotation = worldUpObject.GetRotation(stream);
// if no object is specified, the up vector is defined relative to the scene world space
result = upRotation * worldUpAxis;
break;
}
case WorldUpType.Vector:
result = worldUpAxis;
break;
default:
break;
}
return result;
}
}
/// <summary>
/// This interface defines the data mapping for the MultiAim constraint.
/// </summary>
public interface IMultiAimConstraintData
{
/// <summary>The Transform affected by the constraint Source Transforms.</summary>
Transform constrainedObject { get; }
/// <summary>
/// The list of Transforms that influence the constrained Transform orientation.
/// Each source has a weight from 0 to 1.
/// </summary>
WeightedTransformArray sourceObjects { get; }
/// <summary>
/// This is used to maintain the current rotation offset from the constrained GameObject to the source GameObjects.
/// </summary>
bool maintainOffset { get; }
/// <summary>Specifies the local aim axis of the constrained Transform to use in order to orient itself to the Source Transforms.</summary>
Vector3 aimAxis { get; }
/// <summary>Specified the local up axis of the constrained Transform to use in order to orient itself to the Source Transforms.</summary>
Vector3 upAxis { get; }
/// <summary>
/// Specifies which mode to use to keep the upward direction of the constrained Object.
/// </summary>
/// <seealso cref="MultiAimConstraintJob.WorldUpType"/>
int worldUpType { get; }
/// <summary>
/// A static vector in world coordinates that is the general upward direction. This is used when World Up Type is set to WorldUpType.Vector.
/// </summary>
Vector3 worldUpAxis { get; }
/// <summary>
/// The Transform used to calculate the upward direction. This is used when World Up Type is set to WorldUpType.ObjectUp or WorldUpType.ObjectRotationUp.
/// </summary>
Transform worldUpObject { get; }
/// <summary>Toggles whether the constrained Transform will rotate along the X axis.</summary>
bool constrainedXAxis { get; }
/// <summary>Toggles whether the constrained Transform will rotate along the Y axis.</summary>
bool constrainedYAxis { get; }
/// <summary>Toggles whether the constrained Transform will rotate along the Z axis.</summary>
bool constrainedZAxis { get; }
/// <summary>The path to the offset property in the constraint component.</summary>
string offsetVector3Property { get; }
/// <summary>The path to the minimum limit property in the constraint component.</summary>
string minLimitFloatProperty { get; }
/// <summary>The path to the maximum limit property in the constraint component.</summary>
string maxLimitFloatProperty { get; }
/// <summary>The path to the source objects property in the constraint component.</summary>
string sourceObjectsProperty { get; }
}
/// <summary>
/// The MultiAim constraint job binder.
/// </summary>
/// <typeparam name="T">The constraint data type</typeparam>
public class MultiAimConstraintJobBinder<T> : AnimationJobBinder<MultiAimConstraintJob, T>
where T : struct, IAnimationJobData, IMultiAimConstraintData
{
/// <inheritdoc />
public override MultiAimConstraintJob Create(Animator animator, ref T data, Component component)
{
var job = new MultiAimConstraintJob();
job.driven = ReadWriteTransformHandle.Bind(animator, data.constrainedObject);
job.drivenParent = ReadOnlyTransformHandle.Bind(animator, data.constrainedObject.parent);
job.aimAxis = data.aimAxis;
job.upAxis = data.upAxis;
job.worldUpType = (MultiAimConstraintJob.WorldUpType)data.worldUpType;
job.worldUpAxis = data.worldUpAxis;
if (data.worldUpObject != null)
job.worldUpObject = ReadOnlyTransformHandle.Bind(animator, data.worldUpObject);
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<Quaternion>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
job.weightBuffer = new NativeArray<float>(sourceObjects.Count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
for (int i = 0; i < sourceObjects.Count; ++i)
{
if (data.maintainOffset)
{
var constrainedAim = data.constrainedObject.rotation * data.aimAxis;
job.sourceOffsets[i] = QuaternionExt.FromToRotation(
sourceObjects[i].transform.position - data.constrainedObject.position,
constrainedAim
);
}
else
job.sourceOffsets[i] = Quaternion.identity;
}
job.minLimit = FloatProperty.Bind(animator, component, data.minLimitFloatProperty);
job.maxLimit = FloatProperty.Bind(animator, component, data.maxLimitFloatProperty);
job.drivenOffset = Vector3Property.Bind(animator, component, data.offsetVector3Property);
job.axesMask = new Vector3(
System.Convert.ToSingle(data.constrainedXAxis),
System.Convert.ToSingle(data.constrainedYAxis),
System.Convert.ToSingle(data.constrainedZAxis)
);
return job;
}
/// <inheritdoc />
public override void Destroy(MultiAimConstraintJob job)
{
job.sourceTransforms.Dispose();
job.sourceWeights.Dispose();
job.sourceOffsets.Dispose();
job.weightBuffer.Dispose();
}
}
}