using System.Collections.Generic;
using UniGLTF;
using UnityEngine;
namespace VRM.SpringBone
{
///
/// original from
/// http://rocketjump.skr.jp/unity3d/109/
///
/// この型のフィールドはSpringBoneのライフサイクルを通じて不変。
///
readonly struct SpringBoneJointInit
{
public readonly Vector3 BoneAxis;
public readonly float Length;
public readonly Quaternion LocalRotation;
public SpringBoneJointInit(
Vector3 boneAxis,
float length,
Quaternion localRotation) => (BoneAxis, Length, LocalRotation) = (boneAxis, length, localRotation);
///
/// しっぽの位置から回転を計算する
///
public Quaternion WorldRotationFromTailPosition(Transform m_transform, Vector3 nextTail)
{
var rotation = (m_transform.parent != null ? m_transform.parent.rotation : Quaternion.identity) * LocalRotation;
return Quaternion.FromToRotation(rotation * BoneAxis,
nextTail - m_transform.position) * rotation;
}
///
/// Verlet積分で次の位置を計算する
///
public Vector3 VerletIntegration(float deltaTime, Quaternion parentRotation,
SpringBoneSettings settings, SpringBoneJointState state, float scalingFactor, Vector3 externalForce)
{
var nextTail = state.CurrentTail
+ (state.CurrentTail - state.PrevTail) * (1.0f - settings.DragForce) // 前フレームの移動を継続する(減衰もあるよ)
+ parentRotation * LocalRotation * BoneAxis * settings.StiffnessForce * deltaTime * scalingFactor // 親の回転による子ボーンの移動目標
+ (settings.GravityDir * settings.GravityPower + externalForce) * deltaTime * scalingFactor; // 外力による移動量
return nextTail;
}
public void DrawGizmo(Transform center, Transform m_transform, SpringBoneSettings settings, Color color, SpringBoneJointState m_state)
{
var state = m_state.ToWorld(center);
var m_radius = settings.HitRadius * m_transform.UniformedLossyScale();
Gizmos.color = Color.gray;
Gizmos.DrawLine(state.CurrentTail, state.PrevTail);
Gizmos.DrawWireSphere(state.PrevTail, m_radius);
Gizmos.color = color;
Gizmos.DrawLine(state.CurrentTail, m_transform.position);
Gizmos.DrawWireSphere(state.CurrentTail, m_radius);
}
};
}