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  • RootMotionComputer 根运动计算机

    using UnityEngine;
    using System.Collections;
    
    /*
     * ----------------------------------------------------------------------------
     * Creation Info
     * ----------------------------------------------------------------------------
     * Root Motion Computer
     * Version: 1.2
     * Date: 2010.12.08
     * Author: Adam Mechtley (http://adammechtley.com)
     * Created for Mixamo, Inc. (http://mixamo.com)
     * 
     * ----------------------------------------------------------------------------
     * Description:
     * ----------------------------------------------------------------------------
     * Like many other game engines, Unity was developed with the intent that
     * character animations be created in-place, as though the characters were
     * moving and acting on a treadmill, and the characters' root nodes would then
     * be moved programmatically using physics, a character controller, or another
     * procedural mechanism. Unfortunately, many character movements, such as a
     * zombie lurching forward, do not move forward with a constant velocity.
     * Consequently, such motions can introduce foot sliding or dramatic bobbing
     * back and forth when moved procedurally.
     * 
     * The Root Motion Computer was designed to solve this problem, particularly by
     * leveraging the fact that motion-capture animations actually capture a moving
     * actor rather than an actor performing in place. Using all of the default
     * settings, the root motion computer uses the movement of the character's
     * pelvis to move move the root node. Thus, in-place motions will play back in-
     * place, while motions captured with forward or sideways movement will
     * actually move the character when looping, rather than snapping back to the
     * starting location. Users can also configure the computer's various settings
     * to instead pipe its output to another script to drive the velocity of a
     * character controller or another movement tool.
     * 
     * ----------------------------------------------------------------------------
     * Usage:
     * ----------------------------------------------------------------------------
     * You can place this script anywhere in your project folder. Because it is
     * written in C#, however, you must put it in your Plugins folder in your
     * project if you are coding in UnityScript.
     * 
     * In many cases, you can simply add the component to your character and it
     * should "just work." Otherwise you can manually specify various properties:
     * 
     * isManagedExternally: Specifies that another script will invoke Initialize()
     *     and ComputeRootMotion(). This is used if you need to manage the
     *     execution order to prevent the computer from interfering with animation
     *     requests you may make in your own Start(), Awake(), or LateUpdate()
     *     functions.
     * rootNode: The transform that is actually moved, whether by the computer or
     *     by another mechanism like a character controller.
     * anim: The animation component from which to process AnimationStates.
     * pelvis: The character's pelvis transform. This object is used to determine
     *     changes in the character's overall position or rotation.
     * pelvisForwardAxis: The axis on the pelvis that points to the character's
     *     front in the bind pose.
     * pelvisRightAxis: The axis on the pelvis that points to the character's right
     *     in the bind pose.
     * computationMode: Specifies whether the computer should compute only forward
     *     translation, all translation (forward-back and side-to-side), or all
     *     translation as well as turning rotation.
     * applyMotion: Specifies whether the computation results should be applied to
     *     rootNode. Set to false if output is going to be read and processed by
     *     another script to move a character controller, for example.
     * deltaPosition: Represents the character's change in translation since the
     *     last frame, given in the space of rootNode.
     * deltaRotation: Represents the character's change in orientation since the
     *     last frame, given in the space of rootNode.
     * deltaEulerAngles: Same as deltaRotation but converted into Euler angles.
     * isDebugMode: Renders pelvis axes in the scene view when the character is
     *     selected. Renders axis tripods to illustrate the position and
     *     orientation of the pelvis and root node when the game is playing.
     * debugGizmoSize: A scalar for the debug gizmos.
     * 
     * ----------------------------------------------------------------------------
     * Notes and Limitations:
     * ----------------------------------------------------------------------------
     * 1. The computer is currently only designed to handle movement of characters
     * forward-back and side-to-side with rotation about their up-axes. As such, it
     * offers no generalized mechanism for adjusting the height of a character
     * (e.g. jumping, going up stairs). Because the computer operates using delta 
     * values in LateUpdate(), however, you can implement your own custom logic for
     * adjusting a character's height in your own movement code and the computer
     * will simply work on top if it.
     * 
     * 2. As of Unity 2.x, there is no way to query the post-normalized weights of
     * AnimationStates. The computer attempts to work around this by rebuilding
     * normalized weights for each state using the same process that Unity uses
     * (applying weights to top-most layers first, and then working down).
     * 
     * 3. The computer currently assumes that the clip for any particular
     * AnimationState will not change. (Generally speaking, it should not once it
     * has been added to the animation component anyway.)
     * 
     * 4. The computer should support adding new clips at run-time, though the
     * feature has been tested only briefly.
     * 
     * 5. Because of how rotation computation works, if a character is on his
     * stomach and then rolls onto his back (or vice-versa), then it is inadvisable
     * to blend in other motions at the time the actual roll occurs (unless it is
     * another synchronized rolling motion).
     * */
    
    // a struct to store information about all of the animation states
    /// <summary>
    /// 存放动画状态的结构体
    /// </summary>
    public struct AnimInfo
    {
    
        /// <summary>
        /// 当前动作的规范化时间,直接指向对应动画的规范化时间
        /// </summary>
        public float currentNormalizedTime;
        /// <summary>
        /// 之前动作的规范化时间
        /// </summary>
        public float previousNormalizedTime;
        /// <summary>
        /// 当前动作的权重,直接指向对应动画的权重
        /// </summary>
        public float currentWeight; // the actual weight value queried from the AnimationState
        /// <summary>
        /// 实际播放出来的权重
        /// </summary>
        public float contributingWeight; // the weight the AnimationState is actually contributing to the final result based on layers
        /// <summary>
        /// 当前位置
        /// </summary>
        public Vector3 currentPosition;
        /// <summary>
        /// 之前的位置
        /// </summary>
        public Vector3 previousPosition;
        /// <summary>
        /// 开始位置
        /// </summary>
        public Vector3 startPosition;
        /// <summary>
        /// 结束位置
        /// </summary>
        public Vector3 endPosition;
        /// <summary>
        /// 当前的轴
        /// </summary>
        public Vector3 currentAxis;
        /// <summary>
        /// 之前的轴
        /// </summary>
        public Vector3 previousAxis;
        /// <summary>
        /// 开始的轴
        /// </summary>
        public Vector3 startAxis;
        /// <summary>
        /// 结束的轴
        /// </summary>
        public Vector3 endAxis;
        /// <summary>
        /// 全部旋转
        /// </summary>
        public Quaternion totalRotation;
    }
    
    // an enum to describe how delta values should be computed
    /// <summary>
    /// 增量值计算枚举
    /// </summary>
    public enum RootMotionComputationMode
    {
        ZTranslation,
        XZTranslation,
        TranslationAndRotation
    }
    
    /// <summary>
    /// 管理所有动画,权重,混合
    /// </summary>
    [AddComponentMenu("Mixamo/Root Motion Computer")]
    public class RootMotionComputer : MonoBehaviour
    {
        // the transform to have root motion applied
        /// <summary>
        /// 脚本所在对象
        /// </summary>
        public Transform rootNode;
    
        // the animation component where all of the clips for this model exist
        /// <summary>
        /// 当前所有的动画数组
        /// </summary>
        public Animation anim;
    
        // the pelvis joint from which the script obtains x-z motion and y-rotation for the root
        /// <summary>
        /// 模型所在的对象,设置X向Z移动、Y旋转
        /// </summary>
        public Transform pelvis;
        /// <summary>
        /// 骨盆局部的轴,右方向 也是X轴
        /// </summary>
        public Vector3 pelvisRightAxis = Vector3.right; // its local axis specifying the right direction
        /// <summary>
        /// 暂时存储骨盆的局部位置
        /// </summary>
        private Vector3 pLocalPosition; // a variable to temporarily store and set the pelvis local position after computation
    
        // parameters for computation and application of result
        /// <summary>
        /// 是否是外部管理
        /// </summary>
        public bool isManagedExternally = false; // if the computer is managed externally, then its calls are invoked manually
        /// <summary>
        /// 增量结构
        /// </summary>
        public RootMotionComputationMode computationMode = RootMotionComputationMode.TranslationAndRotation;
        /// <summary>
        /// 应用运动
        /// </summary>
        public bool applyMotion = true;
    
        // information about the computed root position
        /// <summary>
        /// 来自上一帧的三角州位置
        /// </summary>
        private Vector3 dPosition = Vector3.zero; // local-space delta position since previous frame
        /// <summary>
        /// 来自上一帧的三角州位置
        /// </summary>
        public Vector3 deltaPosition { get { return dPosition; } }
        /// <summary>
        /// 减少分配的一个容器
        /// </summary>
        private Vector3 p; // a simple container to minimize allocations
    
        // information about the computed root rotation
        /// <summary>
        /// 来自上一帧的三角州旋转
        /// </summary>
        private Quaternion dRotation = Quaternion.identity; // local-space delta rotation since previous frame
        /// <summary>
        /// 来自上一帧的三角州旋转
        /// </summary>
        public Quaternion deltaRotation { get { return dRotation; } }
        /// <summary>
        /// 来自上一帧的三角州旋转的欧拉角
        /// </summary>
        public Vector3 deltaEulerAngles { get { return dRotation.eulerAngles; } }
    
        // a hashtable storing information about each AnimationState
        /// <summary>
        /// 存放所有动画的哈希表
        /// </summary>
        private Hashtable animInfoTable;
        /// <summary>
        /// 动画状态信息结构体,为了减少分配
        /// </summary>
        private AnimInfo info; // a simple container to minimize allocations
    
        // specify whether the component should be running in debug mode
        /// <summary>
        /// 是否是调试模式下运行
        /// </summary>
        public bool isDebugMode = true;
        /// <summary>
        /// 调试线框的大小
        /// </summary>
        public float debugGizmoSize = 0.25f;
    
        // is the computation occuring on the first frame of execution?
        /// <summary>
        /// 计算上的第一帧执行?
        /// </summary>
        private bool isFirstFrame = true;
    
        // the highest and lowest layers on which there is an AnimationState
        /// <summary>
        /// 最高的层
        /// </summary>
        private int highestLayer = 0;
        /// <summary>
        /// 最低的层
        /// </summary>
        private int lowestLayer = 0;
    
        /*
         * Initialize the component if it is not managed externally
         * */
        void Start()
        {
            //如果不是外部管理
            if (!isManagedExternally) Initialize();
        }
    
        /*
         * Initialize all necessary variables and warn user as needed
         * */
        /// <summary>
        /// 必须的初始化
        /// </summary>
        public void Initialize()
        {
            // validate component references
            if (anim == null)
            {
                //取子对象的所有动画
                anim = gameObject.GetComponentInChildren(typeof(Animation)) as Animation;
                if (anim == null) Debug.LogError("No animation component has been specified.", this);
                else if (isDebugMode) Debug.LogWarning(string.Format("No animation component has been specified. Using the animation component on {0}.", gameObject.name), this);
            }
            if (rootNode == null)
            {
                //等于自身
                rootNode = transform;
                if (isDebugMode) Debug.LogWarning(string.Format("No root object has been manually specified. Assuming that {0} is the root object to be moved.", gameObject.name), this);
            }
            if (pelvis == null)
            {
                //取自身的所有组件
                Component[] hierarchy = GetComponentsInChildren(typeof(Transform));
                // first try to figure out the pelvis based on name
                //给骨盆赋值
                foreach (Transform joint in hierarchy)
                    if (pelvis == null && (joint.name.ToLower() == "hips" || joint.name.ToLower().Contains("pelvis"))) pelvis = joint;
                // if no named pelvis was found, then try to find the first skinned mesh renderer with children
                if (pelvis == null)
                {
                    foreach (Transform joint in hierarchy)
                    {
                        if (joint.GetComponent(typeof(SkinnedMeshRenderer)) == null) continue;
                        Component[] children = joint.GetComponentsInChildren(typeof(Transform));
                        if (children.Length > 1) pelvis = joint;
                    }
                }
                if (pelvis == null) Debug.LogError("No pelvis transform has been specified.", this);
                else if (isDebugMode) Debug.LogWarning(string.Format("No pelvis object as been manually specified. Assuming that {0} is the pelvis object to track.", pelvis.name));
            }
    
            // store whether or not the animation component is playing
            bool isAnimationPlaying = anim.isPlaying;
    
            // store information about each AnimationState in a hashtable for easy lookup later
            animInfoTable = new Hashtable();
            // first, figure out what all AnimationStates are currently doing
            //默认设置给每一个动画
            foreach (AnimationState aState in anim)
            {
                AddAnimInfoToTable(aState);
            }
            //动画采样
            anim.Sample(); // BUG: need to call Sample() once up front or AnimationStates in Animation component may reorder during iteration
            //停止所有动画,以确保所有的动画权重为0
            anim.Stop(); // call Stop() to ensure that all weights go to 0
            //重新启动,以确保采样时的值是正确的
            anim.enabled = true; // reenable the animation component to ensure that values will be correct when sampling
            // store properties for each state one at a time
            foreach (AnimationState aState in anim)
            {
                SetupNewAnimInfo(aState);
            }
    
            // revert the animation component to whatever it was doing beforehand
            //权重,规范化时间 再次赋值为结构体里面的!当时为何不在设置结构体的时候就直接做了呢?
            foreach (AnimationState aState in anim)
            {
                info = (AnimInfo)animInfoTable[aState];
                //尼玛。这里不是重赋值么
                aState.weight = info.currentWeight;
                aState.normalizedTime = info.currentNormalizedTime;
            }
            if (isAnimationPlaying) anim.Play();
            else anim.Stop();
        }
    
        /*
         * Add information about the provided state to the hashtable
         * */
        /// <summary>
        /// 设置一个动画的详细信息为结构体,并将之 动画名,结构体 的形式存入哈希表
        /// </summary>
        /// <param name="aState">动画</param>
        public void AddAnimInfoToTable(AnimationState aState)
        {
            // create the new info object
            AnimInfo newInfo = new AnimInfo();
    
            // store the current properties
            //设置规范化时间
            newInfo.currentNormalizedTime = aState.normalizedTime;
            //设置权重
            newInfo.currentWeight = aState.weight;
    
            // add a new hashtable entry for the AnimInfo
            //存入动画哈希表中
            animInfoTable.Add(aState, newInfo);
        }
    
        /*
         * Set up further properties for a newly-created info object after calling AddAnimInfoToTable()
         * */
        /// <summary>
        /// 设置哈希表里动画对应的结构体,重置这个动画
        /// </summary>
        /// <param name="aState">动画名</param>
        public void SetupNewAnimInfo(AnimationState aState)
        {
            //取这个动画的结构体
            AnimInfo newInfo = (AnimInfo)animInfoTable[aState];
    
            // store information about the animation state up front
            //当前的状态,应当是false 。
            bool isEnabled = aState.enabled;
            WrapMode wrapMode = aState.wrapMode;
    
            // activate the animation state 激活动画状态
            aState.weight = 1f;
            aState.enabled = true;
    
            //循环模式 确保该值在normalizedTime=1f是不一定相同normalizedTime= 0F ,官方没有 Clamp 的解释 操
            aState.wrapMode = WrapMode.Clamp; // ensures the value at normalizedTime = 1f is not necessarily the same as normalizedTime = 0f
    
            // scrub to the beginning of the animation state and store initial position and rotation values
            //净化开始动画状态的初始位置的和旋转值
            aState.normalizedTime = 0f;
            anim.Sample();
            newInfo.startPosition = GetProjectedPosition(pelvis);
            newInfo.previousPosition = GetProjectedPosition(pelvis);
            newInfo.startAxis = GetProjectedAxis(pelvis, pelvisRightAxis);
            newInfo.previousAxis = GetProjectedAxis(pelvis, pelvisRightAxis);
    
            // scrub to the end of the animation state and store final position and rotation values
            //净化结束的动画状态,并存储最后的位置和旋转值
            aState.normalizedTime = 1f;
            anim.Sample();
            newInfo.endPosition = GetProjectedPosition(pelvis);
            newInfo.endAxis = GetProjectedAxis(pelvis, pelvisRightAxis);
    
            // store the total rotation over the course of the animation
            //从开始到结束的一个旋转的四元数
            newInfo.totalRotation = Quaternion.FromToRotation(newInfo.startAxis, newInfo.endAxis);
    
            // reset the clip to its starting point and scrub it down to 0 weight
            //重置这个动画到开始的点到0的权重
            aState.normalizedTime = 0f;
            aState.weight = 0f;
            aState.enabled = isEnabled;
            aState.wrapMode = wrapMode;
            anim.Sample();
    
            //最后赋值
            animInfoTable[aState] = newInfo;
        }
    
        /*
         * All motion is applied in LateUpdate() since it is called after all animation states have been set
         * */
        //以保万一才在LatUpdate里运行,因为开头设置了。
        void LateUpdate()
        {
            if (!isManagedExternally) ComputeRootMotion();
        }
    
        /*
         * Compute the root motion variables
         * */
        /// <summary>
        /// 计算根运动变量
        /// </summary>
        public void ComputeRootMotion()
        {
            // early out if no animation is playing 没运动
            if (!anim.isPlaying) return;
    
            // store whether or not we should be bothering to compute rotation parameters存储是否我们应该费心去计算旋转参数
            bool isRotationMode = (computationMode == RootMotionComputationMode.TranslationAndRotation);
    
            #region 设置最高层低层,是否所有的动画都已加入哈希表?没有则添加并设置
            // an array to store any AnimationStates that have been added to the animation component since the last frame
            //一个数组来存储已被添加到自上一帧的动画组件任何AnimationStates,用于初始化没有添加进的动画
            ArrayList newlyAddedAnimationStates = null;
    
            // first store current actual weight and time information for all AnimationStates
            foreach (AnimationState aState in anim)
            {
                // store the highest and lowest layers for use in a later iteration
                //给最高层和最低层赋值 . 这里每次都要赋一下,让我感到很费解
                highestLayer = Mathf.Max(highestLayer, aState.layer);
                lowestLayer = Mathf.Min(lowestLayer, aState.layer);
    
                // if any new animation states have been added, then deal with them in a following iteration
                // 这里判断有没有初始化没添加到哈希表的动画
                if (!animInfoTable.ContainsKey(aState))
                {
                    AddAnimInfoToTable(aState);
                    newlyAddedAnimationStates.Add(aState);
                    continue;
                }
    
                info = (AnimInfo)animInfoTable[aState];
                //我擦。又一次分配
                info.currentNormalizedTime = aState.normalizedTime;
                info.currentWeight = aState.weight;
    
                animInfoTable[aState] = info;
    
                // scrub the weight down to 0 for the next iteration
                //为下一次做好准备??
                aState.weight = 0f;
            }
    
            // if any new AnimationStates have been added, add their info to the table
            //有新的动画添加,就设置
            if (newlyAddedAnimationStates != null && newlyAddedAnimationStates.Count > 0)
            {
                // first set all weights to 0, which will include newly added states
                foreach (AnimationState aState in anim) aState.weight = 0f;
    
                // store all the properties for the new states
                foreach (AnimationState aState in newlyAddedAnimationStates) SetupNewAnimInfo(aState);
            }
    
            #endregion
    
            #region 计算层的整合,权重的分配。这里有些不懂的地方
            // compute normalized AnimationState weights across layers since Unity does not expose them
            //计算归AnimationState的重量跨越层,因为Unity不暴露他们
            //总的权重,余下的权重
            float remainingWeight = 1f;
            //从最高层开始
            for (int i = highestLayer; i >= lowestLayer; i--)
            {
                //所有动画(指当前的层)权重的总和
                float weightOnThisLayer = 0f;
                //用循环取当前层。layer层中可能有多个动画
                foreach (AnimationState aState in anim)
                {
    
                    if (aState.layer != i) continue;
                    //取当前层的当前动画信息
                    info = (AnimInfo)animInfoTable[aState];
    
                    // find out how much weight the animation state is actually contributing this frame
                    //没有启用动画,或者已分配完
                    if (!aState.enabled || remainingWeight <= 0f)
                    {
                        info.contributingWeight = 0f;
                    }
                    else
                    {
                        //实际上播放出来的权重
                        info.contributingWeight = remainingWeight * info.currentWeight;
                        //print(aState.name + "-- layer: " + aState.layer  + "还余下的权重:" + remainingWeight + "这个动画当前的权重:"
                        //    + info.currentWeight + "实际播放出来的权重" + info.contributingWeight);
                    }
                    //将这个层上所有的动画的权重加起来
                    weightOnThisLayer += info.contributingWeight;
                    //print(weightOnThisLayer);
                    animInfoTable[aState] = info;
                }
                // if the weight on this layer is > 1, then normalize it
                // using Blend() or setting weights manually will not affect other weights on the layer, so they must be manually renormalized
                //这个层上所有动画权重相加后的数大于1了
                if (weightOnThisLayer > 1f)
                {
                    //设置一个百分数来减少实际播放出来的权重
                    float oneOverWeightOnThisLayer = 1f / weightOnThisLayer;
                    //循环这个层的动画,并做出一些播出的权重的减少
                    foreach (AnimationState aState in anim)
                    {
                        if (aState.layer != i) continue;
                        info = (AnimInfo)animInfoTable[aState];
                        info.contributingWeight = info.contributingWeight * oneOverWeightOnThisLayer;
                        animInfoTable[aState] = info;
                    }
                    //重置为1
                    weightOnThisLayer = 1f;
                }
                //余下的权重 等于 减去分配后的权重
                remainingWeight -= weightOnThisLayer;
            }
    
            #endregion
    
            // reset the delta values for this frame
            //重设此帧的增量值
            dPosition = Vector3.zero;
            dRotation = Quaternion.identity;
    
            // compute each AnimationState's individual contribution to the current frame's delta values
            //计算每个动画的贡献,以当前帧的增量值
            foreach (AnimationState aState in anim)
            {
                info = (AnimInfo)animInfoTable[aState];
    
                // early out if this state was contributing nothing this frame
                //如果没有权重,下一位
                if (info.contributingWeight == 0f) continue;
    
                // early out if aState uses additive blending
                // NOTE: Not entirely sure if this is ideal or not, but it generally should be
                //如果混合模式为附加,则下一位
                if (aState.blendMode == AnimationBlendMode.Additive) continue;
    
                // scrub the weight up to 1 for sampling values
                //设置权重为1
                aState.weight = 1f;
    
                // sample the values for the projected root configuration back one frame
                // NOTE: cannot simply store these values from one frame to the next since user may manually change the time value at any point
                //采样数值为投影机的根目录配置一帧
                //注意:不能简单地存储这些值从一帧到下一个,因为用户可以在任何时候手动更改时间值
                aState.time = aState.time - Time.deltaTime * aState.speed;
                info.previousNormalizedTime = aState.normalizedTime;
                anim.Sample();
                info.previousAxis = GetProjectedAxis(pelvis, pelvisRightAxis);
                info.previousPosition = GetProjectedPosition(pelvis);
    
                // sample the values for the projected root configuration at the current frame
                aState.normalizedTime = info.currentNormalizedTime;
                anim.Sample();
                info.currentPosition = GetProjectedPosition(pelvis);
                info.currentAxis = GetProjectedAxis(pelvis, pelvisRightAxis);
    
                // ensure both normalizedTime values are positive
                info.previousNormalizedTime = 1f + info.previousNormalizedTime - (int)info.previousNormalizedTime;
                info.currentNormalizedTime = 1f + info.currentNormalizedTime - (int)info.currentNormalizedTime;
    
                // determine the contribution to the root's delta this frame based on whether the animation looped since the previous frame
                if (info.previousNormalizedTime - (int)info.previousNormalizedTime > info.currentNormalizedTime - (int)info.currentNormalizedTime)
                {
                    // compute displacement with respect to identity
                    p = info.contributingWeight * ((info.endPosition - info.previousPosition) + (info.currentPosition - info.startPosition));
                    if (isRotationMode)
                    {
                        // rotate displacement into current orientation
                        p = Quaternion.FromToRotation(info.currentAxis, info.totalRotation * Vector3.right) * p;
                        // compute angular displacement and append to result
                        dRotation *= Quaternion.Slerp(Quaternion.identity,
                            Quaternion.FromToRotation(info.previousAxis, info.endAxis) * Quaternion.FromToRotation(info.startAxis, info.currentAxis),
                            info.contributingWeight);
                    }
                    // append displacement to result
                    dPosition += p;
                }
                else
                {
                    // compute displacement with respect to identity
                    p = info.contributingWeight * (info.currentPosition - info.previousPosition);
                    if (isRotationMode)
                    {
                        // rotate displacement into current orientation
                        p = Quaternion.FromToRotation(info.currentAxis, Vector3.right) * p;
                        // compute angular displacement and append to result
                        dRotation *= Quaternion.Slerp(Quaternion.identity, Quaternion.FromToRotation(info.previousAxis, info.currentAxis), info.contributingWeight);
                    }
                    // append displacement to result
                    dPosition += p;
                }
    
                // scrub the weight back down to 0 so as to not affect sampling of other states
                aState.weight = 0f;
            }
    
            // reset weights to where they were before computation
            foreach (AnimationState aState in anim)
            {
                info = (AnimInfo)animInfoTable[aState];
                aState.weight = info.currentWeight;
            }
    
            // return the character to its current pose
            anim.Sample();
    
            // delta values for the first frame should simply move from the starting configuration into the current frame of animation
            if (isFirstFrame)
            {
                // simply translate and rotate to the current projected position and orientation
                dPosition = GetProjectedPosition(pelvis);
                dRotation = Quaternion.FromToRotation(Vector3.right, GetProjectedAxis(pelvis, pelvisRightAxis));
    
                // rotate displacement into current orientation
                if (isRotationMode) dPosition = Quaternion.FromToRotation(GetProjectedAxis(pelvis, pelvisRightAxis), Vector3.right) * dPosition;
    
                isFirstFrame = false;
            }
    
            // store the local position of the pelvis before returning it to hover over the root
            pLocalPosition = pelvis.localPosition;
    
            // zero out the local x-component of the position delta if root translation method is z-only
            if (computationMode == RootMotionComputationMode.ZTranslation) dPosition = Vector3.forward * Vector3.Dot(dPosition, Vector3.forward);
            // otherwise zero out the local x-position of the pelvis
            else pLocalPosition.x = 0f;
    
            // return the pelvis to a point hovering over the root
            pLocalPosition.z = 0f;
            pelvis.localPosition = pLocalPosition;
    
            // if computing rotation, then zero out local y-rotation of the pelvis
            if (isRotationMode) pelvis.localRotation = Quaternion.FromToRotation(GetProjectedAxis(pelvis, pelvisRightAxis), Vector3.right) * pelvis.localRotation;
    
            // draw debug lines if requested
            if (isDebugMode) DrawDebug();
    
            // return if root movement is not requested (e.g. a character controller will use delta values)
            if (!applyMotion) return;
    
            // apply rotation if requested
            if (isRotationMode) rootNode.localRotation *= dRotation;
    
            // apply translation
            rootNode.Translate(dPosition, Space.Self);
        }
    
        /*
         * Obtain the position of t projected onto rootNode's zx plane
         * */
        /// <summary>
        /// 获取传入位置投射在根结点的ZX轴坐标的一个点 ,y = 0
        /// </summary>
        /// <param name="t">传入的位置</param>
        /// <returns></returns>
        private Vector3 GetProjectedPosition(Transform t)
        {
            Vector3 p = rootNode.InverseTransformPoint(t.position);
            p.y = 0f;
            return p;
        }
    
        /*
         * Obtain the projection of axis on t onto rootNode's zx plane
         * */
        /// <summary>
        /// 获取根节点的zx平面上的投影轴
        /// </summary>
        /// <param name="t">传入的位置</param>
        /// <param name="axis">方向</param>
        /// <returns></returns>
        private Vector3 GetProjectedAxis(Transform t, Vector3 axis)
        {
            Vector3 p = rootNode.InverseTransformDirection(t.TransformDirection(axis));
            p.y = 0f;
            return p;
        }
    
        /*
         * Draw axis tripods to show how root motion is being determined and applied
         * */
        private void DrawDebug()
        {
            // draw pelvis right axis
            Debug.DrawRay(pelvis.position, pelvis.TransformDirection(pelvisRightAxis) * debugGizmoSize, Color.red);
    
            // draw root node axes
            Debug.DrawRay(rootNode.position, rootNode.rotation * Vector3.forward * debugGizmoSize, Color.blue);
            Debug.DrawRay(rootNode.position, rootNode.rotation * Vector3.right * debugGizmoSize, Color.red);
            Debug.DrawRay(rootNode.position, rootNode.rotation * Vector3.up * debugGizmoSize, Color.green);
        }
    }
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  • 原文地址:https://www.cnblogs.com/123ing/p/4051073.html
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