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

89 lines
3.3 KiB
C#

namespace UnityEngine.Animations.Rigging
{
/// <summary>
/// The MultiRotation constraint job.
/// </summary>
[System.Serializable]
public struct MultiRotationConstraintData : IAnimationJobData, IMultiRotationConstraintData
{
[SerializeField] Transform m_ConstrainedObject;
[SyncSceneToStream, SerializeField, WeightRange(0f, 1f)] WeightedTransformArray m_SourceObjects;
[SyncSceneToStream, SerializeField] Vector3 m_Offset;
[NotKeyable, SerializeField] Vector3Bool m_ConstrainedAxes;
[NotKeyable, SerializeField] bool m_MaintainOffset;
/// <inheritdoc />
public Transform constrainedObject { get => m_ConstrainedObject; set => m_ConstrainedObject = value; }
/// <inheritdoc />
public WeightedTransformArray sourceObjects
{
get => m_SourceObjects;
set => m_SourceObjects = value;
}
/// <inheritdoc />
public bool maintainOffset { get => m_MaintainOffset; set => m_MaintainOffset = value; }
/// <summary>Post-Rotation offset applied to the constrained Transform.</summary>
public Vector3 offset { get => m_Offset; set => m_Offset = value; }
/// <inheritdoc />
public bool constrainedXAxis { get => m_ConstrainedAxes.x; set => m_ConstrainedAxes.x = value; }
/// <inheritdoc />
public bool constrainedYAxis { get => m_ConstrainedAxes.y; set => m_ConstrainedAxes.y = value; }
/// <inheritdoc />
public bool constrainedZAxis { get => m_ConstrainedAxes.z; set => m_ConstrainedAxes.z = value; }
/// <inheritdoc />
string IMultiRotationConstraintData.offsetVector3Property => ConstraintsUtils.ConstructConstraintDataPropertyName(nameof(m_Offset));
/// <inheritdoc />
string IMultiRotationConstraintData.sourceObjectsProperty => ConstraintsUtils.ConstructConstraintDataPropertyName(nameof(m_SourceObjects));
/// <inheritdoc />
bool IAnimationJobData.IsValid()
{
if (m_ConstrainedObject == null || m_SourceObjects.Count == 0)
return false;
foreach (var src in m_SourceObjects)
if (src.transform == null)
return false;
return true;
}
/// <inheritdoc />
void IAnimationJobData.SetDefaultValues()
{
m_ConstrainedObject = null;
m_ConstrainedAxes = new Vector3Bool(true);
m_SourceObjects.Clear();
m_MaintainOffset = false;
m_Offset = Vector3.zero;
}
}
/// <summary>
/// MultiRotation constraint.
/// </summary>
[DisallowMultipleComponent, AddComponentMenu("Animation Rigging/Multi-Rotation Constraint")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.3/manual/constraints/MultiRotationConstraint.html")]
public class MultiRotationConstraint : RigConstraint<
MultiRotationConstraintJob,
MultiRotationConstraintData,
MultiRotationConstraintJobBinder<MultiRotationConstraintData>
>
{
/// <inheritdoc />
protected override void OnValidate()
{
base.OnValidate();
var weights = m_Data.sourceObjects;
WeightedTransformArray.OnValidate(ref weights);
m_Data.sourceObjects = weights;
}
}
}