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

143 lines
6.5 KiB
C#

namespace UnityEngine.Animations.Rigging
{
/// <summary>
/// The TwoBoneIK constraint job.
/// </summary>
[Unity.Burst.BurstCompile]
public struct TwoBoneIKConstraintJob : IWeightedAnimationJob
{
/// <summary>The transform handle for the root transform.</summary>
public ReadWriteTransformHandle root;
/// <summary>The transform handle for the mid transform.</summary>
public ReadWriteTransformHandle mid;
/// <summary>The transform handle for the tip transform.</summary>
public ReadWriteTransformHandle tip;
/// <summary>The transform handle for the hint transform.</summary>
public ReadOnlyTransformHandle hint;
/// <summary>The transform handle for the target transform.</summary>
public ReadOnlyTransformHandle 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;
/// <summary>The main weight given to the constraint. This is a value in between 0 and 1.</summary>
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)
{
AnimationRuntimeUtils.SolveTwoBoneIK(
stream, root, mid, tip, target, hint,
targetPositionWeight.Get(stream) * w,
targetRotationWeight.Get(stream) * w,
hintWeight.Get(stream) * w,
targetOffset
);
}
else
{
AnimationRuntimeUtils.PassThrough(stream, root);
AnimationRuntimeUtils.PassThrough(stream, mid);
AnimationRuntimeUtils.PassThrough(stream, tip);
}
}
}
/// <summary>
/// This interface defines the data mapping for the TwoBoneIK constraint.
/// </summary>
public interface ITwoBoneIKConstraintData
{
/// <summary>The root transform of the two bones hierarchy.</summary>
Transform root { get; }
/// <summary>The mid transform of the two bones hierarchy.</summary>
Transform mid { get; }
/// <summary>The tip transform of the two bones hierarchy.</summary>
Transform tip { get; }
/// <summary>The IK target transform.</summary>
Transform target { get; }
/// <summary>The IK hint transform.</summary>
Transform hint { get; }
/// <summary>This is used to maintain the offset of the tip position to the target position.</summary>
bool maintainTargetPositionOffset { get; }
/// <summary>This is used to maintain the offset of the tip rotation to the target rotation.</summary>
bool maintainTargetRotationOffset { get; }
/// <summary>The path to the target position weight property in the constraint component.</summary>
string targetPositionWeightFloatProperty { get; }
/// <summary>The path to the target rotation weight property in the constraint component.</summary>
string targetRotationWeightFloatProperty { get; }
/// <summary>The path to the hint weight property in the constraint component.</summary>
string hintWeightFloatProperty { get; }
}
/// <summary>
/// The TwoBoneIK constraint job binder.
/// </summary>
/// <typeparam name="T">The constraint data type</typeparam>
public class TwoBoneIKConstraintJobBinder<T> : AnimationJobBinder<TwoBoneIKConstraintJob, T>
where T : struct, IAnimationJobData, ITwoBoneIKConstraintData
{
/// <summary>
/// Creates the animation job.
/// </summary>
/// <param name="animator">The animated hierarchy Animator component.</param>
/// <param name="data">The constraint data.</param>
/// <param name="component">The constraint component.</param>
/// <returns>Returns a new job interface.</returns>
public override TwoBoneIKConstraintJob Create(Animator animator, ref T data, Component component)
{
var job = new TwoBoneIKConstraintJob();
job.root = ReadWriteTransformHandle.Bind(animator, data.root);
job.mid = ReadWriteTransformHandle.Bind(animator, data.mid);
job.tip = ReadWriteTransformHandle.Bind(animator, data.tip);
job.target = ReadOnlyTransformHandle.Bind(animator, data.target);
if (data.hint != null)
job.hint = ReadOnlyTransformHandle.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.target.rotation) * data.tip.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;
}
/// <summary>
/// Destroys the animation job.
/// </summary>
/// <param name="job">The animation job to destroy.</param>
public override void Destroy(TwoBoneIKConstraintJob job)
{
}
}
}