UniVRM/Assets/VRM10/Runtime/Components/Constraint/VRM10AimConstraint.cs
2021-06-15 14:51:20 +09:00

89 lines
2.7 KiB
C#

using System;
using UniGLTF.Extensions.VRMC_node_constraint;
using UnityEngine;
namespace UniVRM10
{
[DisallowMultipleComponent]
public class VRM10AimConstraint : VRM10Constraint
{
/// <summary>
/// Yaw(Y), Pitch(X) の2軸だけ
/// </summary>
[SerializeField]
[EnumFlags]
YawPitchMask m_freezeAxes = default;
public YawPitchMask FreezeAxes
{
get => m_freezeAxes;
set => m_freezeAxes = value;
}
[Header("Source")]
[SerializeField]
Transform m_source = default;
public override Transform Source
{
get => m_source;
set => m_source = value;
}
[Header("Destination")]
[SerializeField]
ObjectSpace m_destinationCoordinate = default;
/// <summary>
/// シリアライズは、Aim と Up で記録。
/// UniVRM の Editor では Aim と Up が直交しないことを許可しない。
/// </summary>
[SerializeField]
public Quaternion DestinationOffset = Quaternion.identity;
Quaternion m_delta;
public Quaternion Delta => m_delta;
public Vector3 UpVector
{
get
{
switch (m_destinationCoordinate)
{
case ObjectSpace.model: return ModelRoot.up;
case ObjectSpace.local:
{
if (m_src == null)
{
return transform.up;
}
return (TR.FromParent(transform).Rotation * m_dst.LocalInitial.Rotation) * Vector3.up;
}
default:
throw new NotImplementedException();
}
}
}
public override void OnProcess()
{
var zAxis = (Source.position - transform.position).normalized;
var xAxis = Vector3.Cross(UpVector, zAxis);
var yAxis = Vector3.Cross(zAxis, xAxis);
var m = new Matrix4x4(xAxis, yAxis, zAxis, new Vector4(0, 0, 0, 1));
var parent = TR.FromParent(transform);
m_delta = Quaternion.Inverse(parent.Rotation * m_src.LocalInitial.Rotation * DestinationOffset) * m.rotation;
var (yaw, pitch) = Matrix4x4.Rotate(Quaternion.Inverse(m_delta)).CalcYawPitch(Vector3.forward);
if (m_freezeAxes.HasFlag(YawPitchMask.Yaw)) yaw = 0;
if (m_freezeAxes.HasFlag(YawPitchMask.Pitch)) pitch = 0;
m_delta = Quaternion.Euler(pitch, yaw, 0);
transform.rotation = parent.Rotation * m_src.LocalInitial.Rotation * Delta;
}
}
}