mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-04-14 00:58:46 -05:00
129 lines
4.7 KiB
C#
129 lines
4.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace VRM.SpringBone
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{
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/// <summary>
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/// original from
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/// http://rocketjump.skr.jp/unity3d/109/
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/// </summary>
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class SpringBoneJoint
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{
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Transform m_transform;
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public Transform Head => m_transform;
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private Vector3 m_boneAxis;
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private Vector3 m_currentTail;
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private readonly float m_length;
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private Vector3 m_localDir;
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private Vector3 m_prevTail;
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public SpringBoneJoint(Transform center, Transform transform, Vector3 localChildPosition)
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{
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m_transform = transform;
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var worldChildPosition = m_transform.TransformPoint(localChildPosition);
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m_currentTail = center != null
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? center.InverseTransformPoint(worldChildPosition)
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: worldChildPosition;
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m_prevTail = m_currentTail;
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LocalRotation = transform.localRotation;
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m_boneAxis = localChildPosition.normalized;
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m_length = localChildPosition.magnitude;
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}
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public Vector3 Tail => m_transform.localToWorldMatrix.MultiplyPoint(m_boneAxis * m_length);
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private Quaternion LocalRotation { get; }
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float m_radius;
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public void SetRadius(float radius)
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{
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m_radius = radius * m_transform.UniformedLossyScale();
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}
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private Quaternion ParentRotation =>
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m_transform.parent != null
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? m_transform.parent.rotation
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: Quaternion.identity;
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public void Update(Transform center,
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float stiffnessForce, float dragForce, Vector3 external,
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List<SphereCollider> colliders)
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{
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var currentTail = center != null
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? center.TransformPoint(m_currentTail)
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: m_currentTail;
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var prevTail = center != null
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? center.TransformPoint(m_prevTail)
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: m_prevTail;
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// verlet積分で次の位置を計算
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var nextTail = currentTail
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+ (currentTail - prevTail) * (1.0f - dragForce) // 前フレームの移動を継続する(減衰もあるよ)
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+ ParentRotation * LocalRotation * m_boneAxis * stiffnessForce // 親の回転による子ボーンの移動目標
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+ external; // 外力による移動量
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// 長さをboneLengthに強制
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var position = m_transform.position;
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nextTail = position + (nextTail - position).normalized * m_length;
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// Collisionで移動
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nextTail = Collision(colliders, nextTail);
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m_prevTail = center != null
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? center.InverseTransformPoint(currentTail)
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: currentTail;
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m_currentTail = center != null
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? center.InverseTransformPoint(nextTail)
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: nextTail;
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//回転を適用
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m_transform.rotation = ApplyRotation(nextTail);
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}
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protected virtual Quaternion ApplyRotation(Vector3 nextTail)
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{
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var rotation = ParentRotation * LocalRotation;
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return Quaternion.FromToRotation(rotation * m_boneAxis,
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nextTail - m_transform.position) * rotation;
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}
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protected virtual Vector3 Collision(List<SpringBone.SphereCollider> colliders, Vector3 nextTail)
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{
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foreach (var collider in colliders)
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{
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var r = m_radius + collider.Radius;
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if (Vector3.SqrMagnitude(nextTail - collider.Position) <= (r * r))
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{
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// ヒット。Colliderの半径方向に押し出す
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var normal = (nextTail - collider.Position).normalized;
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var posFromCollider = collider.Position + normal * (m_radius + collider.Radius);
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// 長さをboneLengthに強制
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nextTail = m_transform.position + (posFromCollider - m_transform.position).normalized * m_length;
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}
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}
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return nextTail;
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}
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public void DrawGizmo(Transform center, Color color)
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{
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var currentTail = center != null
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? center.TransformPoint(m_currentTail)
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: m_currentTail;
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var prevTail = center != null
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? center.TransformPoint(m_prevTail)
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: m_prevTail;
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Gizmos.color = Color.gray;
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Gizmos.DrawLine(currentTail, prevTail);
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Gizmos.DrawWireSphere(prevTail, m_radius);
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Gizmos.color = color;
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Gizmos.DrawLine(currentTail, m_transform.position);
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Gizmos.DrawWireSphere(currentTail, m_radius);
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}
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}
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} |