Animation Rigging 包可以在运行时为动画骨架启用程序化的运动,该示例项目演示了设置的工作流程步骤。
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using System.Collections.Generic;
using Unity.Collections;
namespace UnityEngine.Animations.Rigging
{
using Experimental.Animations;
[Unity.Burst.BurstCompile]
public struct TwistChainStep1Job : IWeightedAnimationJob
{
public ReadWriteTransformHandle rootTarget;
public ReadWriteTransformHandle tipTarget;
public NativeArray<ReadWriteTransformHandle> chain;
public NativeArray<float> steps;
public FloatProperty jobWeight { get; set; }
public void ProcessRootMotion(AnimationStream stream) {}
public void ProcessAnimation(AnimationStream stream)
{
// 1. Retrieve root and tip rotation.
// ...
// 2. Interpolate rotation on chain.
// ...
// 3. Update position of tip handle for easier visualization.
// ...
}
}
[System.Serializable]
public struct TwistChainStep1Data : IAnimationJobData
{
public Transform root;
public Transform tip;
[SyncSceneToStream] public Transform rootTarget;
[SyncSceneToStream] public Transform tipTarget;
bool IAnimationJobData.IsValid() => !(root == null || tip == null || !tip.IsChildOf(root) || rootTarget == null || tipTarget == null);
void IAnimationJobData.SetDefaultValues()
{
root = tip = rootTarget = tipTarget = null;
}
}
public class TwistChainStep1JobBinder : AnimationJobBinder<TwistChainStep1Job, TwistChainStep1Data>
{
public override TwistChainStep1Job Create(Animator animator, ref TwistChainStep1Data data, Component component)
{
// Retrieve chain in-between root and tip transforms.
Transform[] chain = ConstraintsUtils.ExtractChain(data.root, data.tip);
// Extract steps from chain.
float[] steps = ConstraintsUtils.ExtractSteps(chain);
// Build Job.
var job = new TwistChainStep1Job();
job.chain = new NativeArray<ReadWriteTransformHandle>(chain.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
job.steps = new NativeArray<float>(chain.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
job.rootTarget = ReadWriteTransformHandle.Bind(animator, data.rootTarget);
job.tipTarget = ReadWriteTransformHandle.Bind(animator, data.tipTarget);
// Set values in NativeArray.
for (int i = 0; i < chain.Length; ++i)
{
job.chain[i] = ReadWriteTransformHandle.Bind(animator, chain[i]);
job.steps[i] = steps[i];
}
return job;
}
public override void Destroy(TwistChainStep1Job job)
{
}
public override void Update(TwistChainStep1Job job, ref TwistChainStep1Data data)
{
}
}
[DisallowMultipleComponent, AddComponentMenu("SIGGRAPH 2019/Twist Chain Step 1")]
public class TwistChainStep1 : RigConstraint<
TwistChainStep1Job,
TwistChainStep1Data,
TwistChainStep1JobBinder
>
{
}
}