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Since `from` is always `(0, 1, 0)`, we can simplify the logic to reduce computational overhead
When dot is approximately -1, we use `(1, 0, 0; 0)` as the spec specifies
See: 75fbd48a7c/specification/VRMC_springBone_limit-1.0/README.ja.md (rotation-1)
90 lines
3.9 KiB
C#
90 lines
3.9 KiB
C#
using UniGLTF.SpringBoneJobs.Blittables;
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using Unity.Mathematics;
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namespace UniGLTF.SpringBoneJobs
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{
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public static class Anglelimit
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{
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public static float3 Apply(
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in BlittableJointImmutable logic, in BlittableJointMutable joint,
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in quaternion parentRotation, in float3 head, in float3 nextTail)
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{
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switch (joint.anglelimitType)
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{
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case AnglelimitTypes.None:
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// do nothing
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return nextTail;
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case AnglelimitTypes.Cone:
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{
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var angleSpaceToWorld = anglelimitSpaceToWorld(logic, joint, parentRotation);
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var tailDir = math.mul(math.inverse(angleSpaceToWorld), math.normalize(nextTail - head));
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tailDir = AnglelimitCone.Apply(tailDir, joint.anglelimit1);
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return head + math.mul(angleSpaceToWorld, tailDir) * logic.length;
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}
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case AnglelimitTypes.Hinge:
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{
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var angleSpaceToWorld = anglelimitSpaceToWorld(logic, joint, parentRotation);
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var tailDir = math.mul(math.inverse(angleSpaceToWorld), math.normalize(nextTail - head));
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tailDir = AnglelimitHinge.Apply(tailDir, joint.anglelimit1);
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return head + math.mul(angleSpaceToWorld, tailDir) * logic.length;
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}
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case AnglelimitTypes.Spherical:
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{
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var angleSpaceToWorld = anglelimitSpaceToWorld(logic, joint, parentRotation);
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var tailDir = math.mul(math.inverse(angleSpaceToWorld), math.normalize(nextTail - head));
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tailDir = AnglelimitSpherical.Apply(tailDir, joint.anglelimit1, joint.anglelimit2);
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return head + math.mul(angleSpaceToWorld, tailDir) * logic.length;
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}
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default:
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throw new System.ArgumentException($"unknown joint.anglelimitType: {joint.anglelimitType}");
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}
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}
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/// <param name="nextTail">nextTail(position vector in world space)</param>
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/// <returns>tailDir(directionay vector in angle space)</returns>
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/// <exception cref="System.NotImplementedException"></exception>
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public static quaternion anglelimitSpaceToWorld(in BlittableJointImmutable logic, in BlittableJointMutable joint,
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in quaternion parentRotation)
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{
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// Y+方向からjointのheadからtailに向かうベクトルへの最小回転
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var axisRotation = getAxisRotation(logic.boneAxis);
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// limitのローカル空間をワールド空間に写像する回転
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return
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math.mul(parentRotation,
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math.mul(logic.localRotation,
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math.mul(axisRotation,
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joint.anglelimitOffset)))
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;
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}
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/// <summary>
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/// Y軸正方向から `to` への回転を表すクォータニオンを計算して返す。
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/// `to` は正規化されていると仮定する。
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///
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/// See: https://github.com/0b5vr/vrm-specification/blob/75fbd48a7cb1d7250fa955838af6140e9c84844c/specification/VRMC_springBone_limit-1.0/README.ja.md#rotation-1
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///
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/// TODO: Replace with the appropriate link to the specification later
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/// </summary>
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public static quaternion getAxisRotation(in float3 to)
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{
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// dot(from, to) + 1
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var dot1 = to.y + 1f;
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// Handle the case where from and to are parallel and opposite
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if (dot1 < 1e-8f) // dot is approximately -1
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{
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return new quaternion(1f, 0f, 0f, 0f);
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}
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// General case
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// quaternion(cross(from, to); dot(from, to) + 1).normalized
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return math.normalize(new quaternion(to.z, 0f, -to.x, dot1));
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}
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}
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} |