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 UnityEngine;
using UnityEngine.Animations.Rigging;
using UnityEngine.Experimental.Animations;
using Unity.Burst;
using Unity.Mathematics;
[BurstCompile]
public struct CopyLocationJob : IWeightedAnimationJob
{
public ReadWriteTransformHandle constrained;
public ReadOnlyTransformHandle source;
public float3 invert;
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) * invert, w)
);
}
}
}
[System.Serializable]
public struct CopyLocationData : IAnimationJobData
{
public Transform constrainedObject;
[SyncSceneToStream] public Transform sourceObject;
[SyncSceneToStream] public bool xInvert;
[SyncSceneToStream] public bool yInvert;
[SyncSceneToStream] public bool zInvert;
public bool IsValid()
{
return !(constrainedObject == null || sourceObject == null);
}
public void SetDefaultValues()
{
constrainedObject = null;
sourceObject = null;
xInvert = yInvert = zInvert = false;
}
}
public class CopyLocationBinder : AnimationJobBinder<CopyLocationJob, CopyLocationData>
{
public override CopyLocationJob Create(Animator animator, ref CopyLocationData data, Component component)
{
return new CopyLocationJob()
{
constrained = ReadWriteTransformHandle.Bind(animator, data.constrainedObject),
source = ReadOnlyTransformHandle.Bind(animator, data.sourceObject),
invert = new float3(data.xInvert ? -1f : 1f, data.yInvert ? -1f : 1f, data.zInvert ? -1f: 1f)
};
}
public override void Destroy(CopyLocationJob job) { }
}
[DisallowMultipleComponent, AddComponentMenu("SIGGRAPH 2019/Copy Location")]
public class CopyLocation : RigConstraint<
CopyLocationJob,
CopyLocationData,
CopyLocationBinder
>
{
}