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

75 lines
3.1 KiB
C#

namespace UnityEngine.Animations.Rigging
{
/// <summary>
/// The DampedTransform constraint data.
/// </summary>
[System.Serializable]
public struct DampedTransformData : IAnimationJobData, IDampedTransformData
{
[SerializeField] Transform m_ConstrainedObject;
[SyncSceneToStream, SerializeField] Transform m_Source;
[SyncSceneToStream, SerializeField, Range(0f, 1f)] float m_DampPosition;
[SyncSceneToStream, SerializeField, Range(0f, 1f)] float m_DampRotation;
[NotKeyable, SerializeField] bool m_MaintainAim;
/// <inheritdoc />
public Transform constrainedObject { get => m_ConstrainedObject; set => m_ConstrainedObject = value; }
/// <inheritdoc />
public Transform sourceObject { get => m_Source; set => m_Source = value; }
/// <summary>
/// Damp position weight. Defines how much of constrained object position follows source object position.
/// Constrained position will closely follow source object when set to 0, and will
/// not move when set to 1.
/// </summary>
public float dampPosition { get => m_DampPosition; set => m_DampPosition = Mathf.Clamp01(value); }
/// <summary>
/// Damp rotation weight. Defines how much of constrained object rotation follows source object rotation.
/// Constrained rotation will closely follow source object when set to 0, and will
/// not move when set to 1.
/// </summary>
public float dampRotation { get => m_DampRotation; set => m_DampRotation = Mathf.Clamp01(value); }
/// <inheritdoc />
public bool maintainAim { get => m_MaintainAim; set => m_MaintainAim = value; }
/// <inheritdoc />
string IDampedTransformData.dampPositionFloatProperty => ConstraintsUtils.ConstructConstraintDataPropertyName(nameof(m_DampPosition));
/// <inheritdoc />
string IDampedTransformData.dampRotationFloatProperty => ConstraintsUtils.ConstructConstraintDataPropertyName(nameof(m_DampRotation));
/// <inheritdoc />
bool IAnimationJobData.IsValid() => !(m_ConstrainedObject == null || m_Source == null);
/// <inheritdoc />
void IAnimationJobData.SetDefaultValues()
{
m_ConstrainedObject = null;
m_Source = null;
m_DampPosition = 0.5f;
m_DampRotation = 0.5f;
m_MaintainAim = true;
}
}
/// <summary>
/// DampedTransform constraint.
/// </summary>
[DisallowMultipleComponent, AddComponentMenu("Animation Rigging/Damped Transform")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.3/manual/constraints/DampedTransform.html")]
public class DampedTransform : RigConstraint<
DampedTransformJob,
DampedTransformData,
DampedTransformJobBinder<DampedTransformData>
>
{
/// <inheritdoc />
protected override void OnValidate()
{
base.OnValidate();
m_Data.dampPosition = Mathf.Clamp01(m_Data.dampPosition);
m_Data.dampRotation = Mathf.Clamp01(m_Data.dampRotation);
}
}
}