using System; using UnityEngine; namespace UniVRM10 { public enum VRM10SpringBoneColliderTypes { Sphere, Capsule, } [Serializable] public class VRM10SpringBoneCollider : MonoBehaviour { public VRM10SpringBoneColliderTypes ColliderType; /// bone local position public Vector3 Offset; [Range(0, 1.0f)] public float Radius; /// bone local position public Vector3 Tail; public static void DrawWireCapsule(Vector3 headPos, Vector3 tailPos, float radius) { var headToTail = tailPos - headPos; if (headToTail.sqrMagnitude <= float.Epsilon) { Gizmos.DrawWireSphere(headPos, radius); return; } var forward = headToTail.normalized * radius; var xLen = Mathf.Abs(forward.x); var yLen = Mathf.Abs(forward.y); var zLen = Mathf.Abs(forward.z); var rightWorldAxis = (yLen > xLen && yLen > zLen) ? Vector3.right : Vector3.up; var up = Vector3.Cross(forward, rightWorldAxis).normalized * radius; var right = Vector3.Cross(up, forward).normalized * radius; const int division = 24; DrawWireCircle(headPos, up, right, division, division); DrawWireCircle(headPos, up, -forward, division, division / 2); DrawWireCircle(headPos, right, -forward, division, division / 2); DrawWireCircle(tailPos, up, right, division, division); DrawWireCircle(tailPos, up, forward, division, division / 2); DrawWireCircle(tailPos, right, forward, division, division / 2); Gizmos.DrawLine(headPos + right, tailPos + right); Gizmos.DrawLine(headPos - right, tailPos - right); Gizmos.DrawLine(headPos + up, tailPos + up); Gizmos.DrawLine(headPos - up, tailPos - up); } private static void DrawWireCircle(Vector3 centerPos, Vector3 xAxis, Vector3 yAxis, int division, int count) { for (var idx = 0; idx < division && idx < count; ++idx) { var s = ((idx + 0) % division) / (float)division * Mathf.PI * 2f; var t = ((idx + 1) % division) / (float)division * Mathf.PI * 2f; Gizmos.DrawLine( centerPos + xAxis * Mathf.Cos(s) + yAxis * Mathf.Sin(s), centerPos + xAxis * Mathf.Cos(t) + yAxis * Mathf.Sin(t) ); } } public void OnDrawGizmosSelected() { Gizmos.color = Color.cyan; Matrix4x4 mat = transform.localToWorldMatrix; Gizmos.matrix = mat * Matrix4x4.Scale(new Vector3( 1.0f / transform.lossyScale.x, 1.0f / transform.lossyScale.y, 1.0f / transform.lossyScale.z )); switch (ColliderType) { case VRM10SpringBoneColliderTypes.Sphere: Gizmos.DrawWireSphere(Offset, Radius); break; case VRM10SpringBoneColliderTypes.Capsule: DrawWireCapsule(Offset, Tail, Radius); break; } } } }