UniVRM/Assets/VRM/Runtime/SpringBone/VRMSpringBone.cs
ousttrue 4893c4b90e Do not use the variadic max to avoid gc
public static float Max(params float[] values);
2021-04-12 16:26:49 +09:00

323 lines
11 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UniGLTF;
namespace VRM
{
/// <summary>
/// The base algorithm is http://rocketjump.skr.jp/unity3d/109/ of @ricopin416
/// DefaultExecutionOrder(11000) means calculate springbone after FinalIK( VRIK )
/// </summary>
[DefaultExecutionOrder(11000)]
// [RequireComponent(typeof(VCIObject))]
public sealed class VRMSpringBone : MonoBehaviour
{
[SerializeField]
public string m_comment;
[SerializeField] [Header("Gizmo")] private bool m_drawGizmo = default;
[SerializeField] private Color m_gizmoColor = Color.yellow;
[SerializeField]
[Range(0, 4)]
[Header("Settings")]
public float m_stiffnessForce = 1.0f;
[SerializeField] [Range(0, 2)] public float m_gravityPower;
[SerializeField] public Vector3 m_gravityDir = new Vector3(0, -1.0f, 0);
[SerializeField] [Range(0, 1)] public float m_dragForce = 0.4f;
[SerializeField] public Transform m_center;
[SerializeField] public List<Transform> RootBones = new List<Transform>();
Dictionary<Transform, Quaternion> m_initialLocalRotationMap;
[SerializeField]
[Range(0, 0.5f)]
[Header("Collider")]
public float m_hitRadius = 0.02f;
[SerializeField]
public VRMSpringBoneColliderGroup[] ColliderGroups;
public enum SpringBoneUpdateType
{
LateUpdate,
FixedUpdate,
}
[SerializeField]
public SpringBoneUpdateType m_updateType = SpringBoneUpdateType.LateUpdate;
/// <summary>
/// original from
/// http://rocketjump.skr.jp/unity3d/109/
/// </summary>
private class VRMSpringBoneLogic
{
Transform m_transform;
public Transform Head => m_transform;
private Vector3 m_boneAxis;
private Vector3 m_currentTail;
private readonly float m_length;
private Vector3 m_localDir;
private Vector3 m_prevTail;
public VRMSpringBoneLogic(Transform center, Transform transform, Vector3 localChildPosition)
{
m_transform = transform;
var worldChildPosition = m_transform.TransformPoint(localChildPosition);
m_currentTail = center != null
? center.InverseTransformPoint(worldChildPosition)
: worldChildPosition;
m_prevTail = m_currentTail;
LocalRotation = transform.localRotation;
m_boneAxis = localChildPosition.normalized;
m_length = localChildPosition.magnitude;
}
public Vector3 Tail => m_transform.localToWorldMatrix.MultiplyPoint(m_boneAxis * m_length);
private Quaternion LocalRotation { get; }
public float Radius { get; set; }
private Quaternion ParentRotation =>
m_transform.parent != null
? m_transform.parent.rotation
: Quaternion.identity;
public void Update(Transform center,
float stiffnessForce, float dragForce, Vector3 external,
List<SphereCollider> colliders)
{
var currentTail = center != null
? center.TransformPoint(m_currentTail)
: m_currentTail;
var prevTail = center != null
? center.TransformPoint(m_prevTail)
: m_prevTail;
// verlet積分で次の位置を計算
var nextTail = currentTail
+ (currentTail - prevTail) * (1.0f - dragForce) // 前フレームの移動を継続する(減衰もあるよ)
+ ParentRotation * LocalRotation * m_boneAxis * stiffnessForce // 親の回転による子ボーンの移動目標
+ external; // 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 * m_length;
// Collisionで移動
nextTail = Collision(colliders, nextTail);
m_prevTail = center != null
? center.InverseTransformPoint(currentTail)
: currentTail;
m_currentTail = center != null
? center.InverseTransformPoint(nextTail)
: nextTail;
//回転を適用
m_transform.rotation = ApplyRotation(nextTail);
}
protected virtual Quaternion ApplyRotation(Vector3 nextTail)
{
var rotation = ParentRotation * LocalRotation;
return Quaternion.FromToRotation(rotation * m_boneAxis,
nextTail - m_transform.position) * rotation;
}
protected virtual Vector3 Collision(List<SphereCollider> colliders, Vector3 nextTail)
{
foreach (var collider in colliders)
{
var r = Radius + collider.Radius;
if (Vector3.SqrMagnitude(nextTail - collider.Position) <= (r * r))
{
// ヒット。Colliderの半径方向に押し出す
var normal = (nextTail - collider.Position).normalized;
var posFromCollider = collider.Position + normal * (Radius + collider.Radius);
// 長さをboneLengthに強制
nextTail = m_transform.position + (posFromCollider - m_transform.position).normalized * m_length;
}
}
return nextTail;
}
public void DrawGizmo(Transform center, float radius, Color color)
{
var currentTail = center != null
? center.TransformPoint(m_currentTail)
: m_currentTail;
var prevTail = center != null
? center.TransformPoint(m_prevTail)
: m_prevTail;
Gizmos.color = Color.gray;
Gizmos.DrawLine(currentTail, prevTail);
Gizmos.DrawWireSphere(prevTail, radius);
Gizmos.color = color;
Gizmos.DrawLine(currentTail, m_transform.position);
Gizmos.DrawWireSphere(currentTail, radius);
}
}
List<VRMSpringBoneLogic> m_verlet = new List<VRMSpringBoneLogic>();
void Awake()
{
Setup();
}
[ContextMenu("Reset bones")]
public void Setup(bool force = false)
{
if (RootBones != null)
{
if (force || m_initialLocalRotationMap == null)
{
m_initialLocalRotationMap = new Dictionary<Transform, Quaternion>();
}
else
{
foreach (var kv in m_initialLocalRotationMap) kv.Key.localRotation = kv.Value;
m_initialLocalRotationMap.Clear();
}
m_verlet.Clear();
foreach (var go in RootBones)
{
if (go != null)
{
foreach (var x in go.transform.GetComponentsInChildren<Transform>(true)) m_initialLocalRotationMap[x] = x.localRotation;
SetupRecursive(m_center, go);
}
}
}
}
public void SetLocalRotationsIdentity()
{
foreach (var verlet in m_verlet) verlet.Head.localRotation = Quaternion.identity;
}
private static IEnumerable<Transform> GetChildren(Transform parent)
{
for (var i = 0; i < parent.childCount; ++i) yield return parent.GetChild(i);
}
private void SetupRecursive(Transform center, Transform parent)
{
if (parent.childCount == 0)
{
var delta = parent.position - parent.parent.position;
var childPosition = parent.position + delta.normalized * 0.07f;
m_verlet.Add(new VRMSpringBoneLogic(center, parent,
parent.worldToLocalMatrix.MultiplyPoint(childPosition)));
}
else
{
var firstChild = GetChildren(parent).First();
var localPosition = firstChild.localPosition;
var scale = firstChild.lossyScale;
m_verlet.Add(new VRMSpringBoneLogic(center, parent,
new Vector3(
localPosition.x * scale.x,
localPosition.y * scale.y,
localPosition.z * scale.z
)))
;
}
foreach (Transform child in parent) SetupRecursive(center, child);
}
void LateUpdate()
{
if (m_updateType == SpringBoneUpdateType.LateUpdate)
{
UpdateProcess(Time.deltaTime);
}
}
void FixedUpdate()
{
if (m_updateType == SpringBoneUpdateType.FixedUpdate)
{
UpdateProcess(Time.fixedDeltaTime);
}
}
public struct SphereCollider
{
// public Transform Transform;
public readonly Vector3 Position;
public readonly float Radius;
public SphereCollider(Transform transform, VRMSpringBoneColliderGroup.SphereCollider collider)
{
Position = transform.TransformPoint(collider.Offset);
var ls = transform.lossyScale;
var scale = Mathf.Max(Mathf.Max(ls.x, ls.y), ls.z);
Radius = scale * collider.Radius;
}
}
private List<SphereCollider> m_colliders = new List<SphereCollider>();
private void UpdateProcess(float deltaTime)
{
if (m_verlet == null || m_verlet.Count == 0)
{
if (RootBones == null) return;
Setup();
}
m_colliders.Clear();
if (ColliderGroups != null)
{
foreach (var group in ColliderGroups)
{
if (group != null)
{
foreach (var collider in group.Colliders)
{
m_colliders.Add(new SphereCollider(group.transform, collider));
}
}
}
}
var stiffness = m_stiffnessForce * deltaTime;
var external = m_gravityDir * (m_gravityPower * deltaTime);
foreach (var verlet in m_verlet)
{
verlet.Radius = m_hitRadius;
verlet.Update(m_center,
stiffness,
m_dragForce,
external,
m_colliders
);
}
}
private void OnDrawGizmos()
{
if (!m_drawGizmo) return;
foreach (var verlet in m_verlet)
verlet.DrawGizmo(m_center, m_hitRadius, m_gizmoColor);
}
}
}