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41 lines
1.5 KiB
C#
41 lines
1.5 KiB
C#
using UniGLTF.Utils;
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using UnityEngine;
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namespace UniVRM10
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{
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/// <summary>
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/// https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_node_constraint-1.0_beta/schema/VRMC_node_constraint.rotationConstraint.schema.json
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/// </summary>
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[DisallowMultipleComponent]
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public class Vrm10RotationConstraint : MonoBehaviour, IVrm10Constraint
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{
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Transform IVrm10Constraint.ConstraintTarget => transform;
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Transform IVrm10Constraint.ConstraintSource => Source;
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[SerializeField]
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public Transform Source = default;
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[SerializeField]
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[Range(0, 1.0f)]
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public float Weight = 1.0f;
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/// <summary>
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/// https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_node_constraint-1.0_beta/README.ja.md#example-of-implementation-2
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///
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/// srcDeltaQuat = srcRestQuat.inverse * srcQuat
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/// targetQuat = Quaternion.slerp(
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/// dstRestQuat,
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/// dstRestQuat * srcDeltaQuat,
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/// weight
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/// )
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/// </summary>
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void IVrm10Constraint.Process(in TransformState dstInitState, in TransformState srcInitState)
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{
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// local coords
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var srcDeltaLocalQuat = Quaternion.Inverse(srcInitState.LocalRotation) * Source.localRotation;
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transform.localRotation = Quaternion.SlerpUnclamped(dstInitState.LocalRotation, dstInitState.LocalRotation * srcDeltaLocalQuat, Weight);
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}
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}
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}
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