123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169 |
- // Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
- #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
- using System;
- using Unity.Collections;
- using UnityEngine;
- using UnityEngine.Animations;
- namespace Animancer.Samples.Jobs
- {
- /// <summary>
- /// A wrapper that manages an Animation Job (the <see cref="Job"/> struct nested inside this class)
- /// which rotates a set of bones to allow the character to dynamically lean over independantly of their animations.
- /// </summary>
- ///
- /// <remarks>
- /// The axis around which the bones are rotated can be set to achieve several different effects:
- /// <list type="number">
- /// <item>The right axis allows bending forwards and backwards.</item>
- /// <item>The up axis allows turning to either side.</item>
- /// <item>The forward axis allows leaning to either side.</item>
- /// </list>
- /// <see cref="https://github.com/KybernetikGames/animancer/issues/48#issuecomment-632336377">
- /// This script is based on an implementation by ted-hou on GitHub.</see>
- /// <para></para>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/jobs/hit-impacts">
- /// Hit Impacts</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.Jobs/SimpleLean
- ///
- public class SimpleLean : AnimancerJob<SimpleLean.Job>, IDisposable
- {
- /************************************************************************************************************************/
- #region Initialization
- /************************************************************************************************************************/
- public SimpleLean(
- AnimancerGraph animancer,
- Vector3 axis,
- NativeArray<TransformStreamHandle> leanBones)
- {
- Animator animator = animancer.Component.Animator;
- _Job = new()
- {
- root = animator.BindStreamTransform(animator.transform),
- bones = leanBones,
- axis = axis,
- angle = AnimancerUtilities.CreateNativeReference<float>(),
- };
- CreatePlayable(animancer);
- animancer.Disposables.Add(this);
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Control
- /************************************************************************************************************************/
- // The Axis probably won't change often so the setter can just get the job data and change it.
- /************************************************************************************************************************/
- public Vector3 Axis
- {
- get => _Job.axis;
- set
- {
- if (_Job.axis == value)
- return;
- _Job.axis = value;
- _Playable.SetJobData(_Job);
- }
- }
- /************************************************************************************************************************/
- // But since the Angle could change all the time, we can exploit the fact that arrays are actualy references to avoid
- // copying the entire struct out of the job playable then back in every time.
- /************************************************************************************************************************/
- public float Angle
- {
- get => _Job.angle[0];
- set => _Job.angle[0] = value;
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Clean Up
- /************************************************************************************************************************/
- void IDisposable.Dispose() => Dispose();
- /// <summary>Cleans up the <see cref="NativeArray{T}"/>s.</summary>
- /// <remarks>Called by <see cref="AnimancerGraph.OnPlayableDestroy"/>.</remarks>
- private void Dispose()
- {
- if (_Job.angle.IsCreated)
- _Job.angle.Dispose();
- if (_Job.bones.IsCreated)
- _Job.bones.Dispose();
- }
- /// <summary>Destroys the <see cref="_Playable"/> and restores the graph connection it was intercepting.</summary>
- public override void Destroy()
- {
- Dispose();
- base.Destroy();
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Job
- /************************************************************************************************************************/
- /// <summary>An <see cref="IAnimationJob"/> that applies a lean effect to an <see cref="AnimationStream"/>.</summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/jobs/hit-impacts">
- /// Hit Impacts</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.Jobs/Job
- ///
- public struct Job : IAnimationJob
- {
- /************************************************************************************************************************/
- public TransformStreamHandle root;
- public NativeArray<TransformStreamHandle> bones;
- public Vector3 axis;
- public NativeArray<float> angle;
- /************************************************************************************************************************/
- public readonly void ProcessRootMotion(AnimationStream stream) { }
- /************************************************************************************************************************/
- public void ProcessAnimation(AnimationStream stream)
- {
- float angle = this.angle[0] / bones.Length;
- Vector3 worldAxis = root.GetRotation(stream) * axis;
- Quaternion offset = Quaternion.AngleAxis(angle, worldAxis);
- for (int i = bones.Length - 1; i >= 0; i--)
- {
- TransformStreamHandle bone = bones[i];
- bone.SetRotation(stream, offset * bone.GetRotation(stream));
- }
- }
- /************************************************************************************************************************/
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- }
- }
|