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 TwistChainJob : IWeightedAnimationJob
{
public ReadWriteTransformHandle rootTarget;
public ReadWriteTransformHandle tipTarget;
public NativeArray<ReadWriteTransformHandle> chain;
public NativeArray<float> steps;
public NativeArray<float> weights;
public FloatProperty jobWeight { get; set; }
public void ProcessRootMotion(AnimationStream stream) { }
public void ProcessAnimation(AnimationStream stream)
{
// Retrieve root and tip rotation.
Quaternion rootRotation = rootTarget.GetRotation(stream);
Quaternion tipRotation = tipTarget.GetRotation(stream);
float mainWeight = jobWeight.Get(stream);
// Interpolate rotation on chain.
for (int i = 0; i < chain.Length; ++i)
{
chain[i].SetRotation(stream, Quaternion.Lerp(chain[i].GetRotation(stream), Quaternion.Lerp(rootRotation, tipRotation, weights[i]), mainWeight));
}
// Update position of tip handle for easier visualization.
rootTarget.SetPosition(stream, chain[0].GetPosition(stream));
tipTarget.SetPosition(stream, chain[chain.Length - 1].GetPosition(stream));
}
}
[System.Serializable]
public struct TwistChainData : IAnimationJobData
{
public Transform root;
public Transform tip;
[SyncSceneToStream] public Transform rootTarget;
[SyncSceneToStream] public Transform tipTarget;
public AnimationCurve curve;
bool IAnimationJobData.IsValid() => !(root == null || tip == null || !tip.IsChildOf(root) || rootTarget == null || tipTarget == null || curve == null);
void IAnimationJobData.SetDefaultValues()
{
root = tip = rootTarget = tipTarget = null;
curve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
}
}
public class TwistChainJobBinder : AnimationJobBinder<TwistChainJob, TwistChainData>
{
public override TwistChainJob Create(Animator animator, ref TwistChainData data, Component component)
{
// Retrieve chain in-between root and tip transforms.
Transform[] chain = ConstraintsUtils.ExtractChain(data.root, data.tip);
// Build Job.
var job = new TwistChainJob();
job.chain = new NativeArray<ReadWriteTransformHandle>(chain.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
job.steps = new NativeArray<float>(chain.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
job.weights = new NativeArray<float>(chain.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
job.rootTarget = ReadWriteTransformHandle.Bind(animator, data.rootTarget);
job.tipTarget = ReadWriteTransformHandle.Bind(animator, data.tipTarget);
for (int i = 0; i < chain.Length; ++i)
{
job.chain[i] = ReadWriteTransformHandle.Bind(animator, chain[i]);
}
// Extract steps from chain.
float[] steps = ConstraintsUtils.ExtractSteps(chain);
// Update weights based on curve.
for (int i = 0; i < steps.Length; ++i)
{
job.steps[i] = steps[i];
job.weights[i] = Mathf.Clamp01(data.curve.Evaluate(steps[i]));
}
return job;
}
public override void Destroy(TwistChainJob job)
{
job.chain.Dispose();
job.weights.Dispose();
job.steps.Dispose();
}
public override void Update(TwistChainJob job, ref TwistChainData data)
{
// Update weights based on curve.
for (int i = 0; i < job.steps.Length; ++i)
{
job.weights[i] = Mathf.Clamp01(data.curve.Evaluate(job.steps[i]));
}
}
}
[DisallowMultipleComponent, AddComponentMenu("SIGGRAPH 2019/Twist Chain")]
public class TwistChain : RigConstraint<
TwistChainJob,
TwistChainData,
TwistChainJobBinder
>
{
}
}