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Adding HelloWorld constraint + sample scene and minor using clean up

/main
Olivier Dionne 5 年前
当前提交
8f4ec0fb
共有 14 个文件被更改,包括 587 次插入5 次删除
  1. 2
      Assets/Constraints/ConstraintsUtils.cs
  2. 1
      Assets/Constraints/TwistChain.cs
  3. 1
      Assets/Constraints/TwistChainStep0.cs
  4. 1
      Assets/Constraints/TwistChainStep1.cs
  5. 69
      Assets/Constraints/HelloWorld.cs
  6. 11
      Assets/Constraints/HelloWorld.cs.meta
  7. 8
      Assets/Materials/HelloWorld.meta
  8. 296
      Assets/Scenes/HelloWorld.unity
  9. 7
      Assets/Scenes/HelloWorld.unity.meta
  10. 90
      Assets/Materials/HelloWorld/Blue.mat
  11. 8
      Assets/Materials/HelloWorld/Blue.mat.meta
  12. 90
      Assets/Materials/HelloWorld/Red.mat
  13. 8
      Assets/Materials/HelloWorld/Red.mat.meta

2
Assets/Constraints/ConstraintsUtils.cs


using System.Collections.Generic;
using UnityEditor;
using Unity.Collections;
namespace UnityEngine.Animations.Rigging
{

1
Assets/Constraints/TwistChain.cs


using System.Collections.Generic;
using UnityEditor;
using Unity.Collections;
namespace UnityEngine.Animations.Rigging

1
Assets/Constraints/TwistChainStep0.cs


using System.Collections.Generic;
using UnityEditor;
using Unity.Collections;
namespace UnityEngine.Animations.Rigging

1
Assets/Constraints/TwistChainStep1.cs


using System.Collections.Generic;
using UnityEditor;
using Unity.Collections;
namespace UnityEngine.Animations.Rigging

69
Assets/Constraints/HelloWorld.cs


using UnityEngine;
using UnityEngine.Animations.Rigging;
using UnityEngine.Experimental.Animations;
using Unity.Burst;
using Unity.Mathematics;
[BurstCompile]
public struct HelloWorldJob : IWeightedAnimationJob
{
public ReadWriteTransformHandle constrained;
public ReadOnlyTransformHandle source;
public FloatProperty jobWeight { get; set; }
public void ProcessRootMotion(AnimationStream stream) { }
public void ProcessAnimation(AnimationStream stream)
{
float w = jobWeight.Get(stream);
if (w > 0f)
{
constrained.SetPosition(
stream,
math.lerp(constrained.GetPosition(stream), -source.GetPosition(stream), w)
);
}
}
}
[System.Serializable]
public struct HelloWorldData : IAnimationJobData
{
public Transform constrainedObject;
[SyncSceneToStream] public Transform sourceObject;
public bool IsValid()
{
return !(constrainedObject == null || sourceObject == null);
}
public void SetDefaultValues()
{
constrainedObject = null;
sourceObject = null;
}
}
public class HelloWorldBinder : AnimationJobBinder<HelloWorldJob, HelloWorldData>
{
public override HelloWorldJob Create(Animator animator, ref HelloWorldData data, Component component)
{
return new HelloWorldJob()
{
constrained = ReadWriteTransformHandle.Bind(animator, data.constrainedObject),
source = ReadOnlyTransformHandle.Bind(animator, data.sourceObject)
};
}
public override void Destroy(HelloWorldJob job) { }
}
[DisallowMultipleComponent, AddComponentMenu("SIGGRAPH 2019/Hello World")]
public class HelloWorld : RigConstraint<
HelloWorldJob,
HelloWorldData,
HelloWorldBinder
>
{
}

11
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