using System.Collections.Generic; 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。 /// struct SpringBoneJointInit { public Vector3 BoneAxis; public float Length; public Quaternion 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, Transform center, Transform m_transform, SpringBoneSettings settings, SpringBoneJointState _state) { var state = _state.ToWorld(center); // verlet積分で次の位置を計算 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) + (m_transform.parent != null ? m_transform.parent.rotation : Quaternion.identity) * LocalRotation * BoneAxis * settings.StiffnessForce * deltaTime // 親の回転による子ボーンの移動目標 + settings.GravityDir * (settings.GravityPower * deltaTime); // 外力による移動量 // 長さをboneLengthに強制 var position = m_transform.position; nextTail = position + (nextTail - position).normalized * Length; 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); } }; }