UniVRM/Assets/VRM10/Runtime/Components/Constraint/Vrm10RollConstraint.cs

72 lines
2.8 KiB
C#

using System;
using UniGLTF.Extensions.VRMC_node_constraint;
using UniGLTF.Utils;
using UnityEngine;
namespace UniVRM10
{
/// <summary>
/// https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_node_constraint-1.0_beta/schema/VRMC_node_constraint.rollConstraint.schema.json
/// </summary>
[DisallowMultipleComponent]
public class Vrm10RollConstraint : MonoBehaviour, IVrm10Constraint
{
[SerializeField]
public Transform Source = default;
[SerializeField]
[Range(0, 1.0f)]
public float Weight = 1.0f;
[SerializeField]
public RollAxis RollAxis;
Vector3 GetRollVector()
{
switch (RollAxis)
{
case RollAxis.X: return Vector3.right;
case RollAxis.Y: return Vector3.up;
case RollAxis.Z: return Vector3.forward;
default: throw new NotImplementedException();
}
}
Transform IVrm10Constraint.ConstraintTarget => transform;
Transform IVrm10Constraint.ConstraintSource => Source;
/// <summary>
/// https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_node_constraint-1.0_beta/README.ja.md#example-of-implementation
///
/// deltaSrcQuat = srcRestQuat.inverse * srcQuat
/// deltaSrcQuatInParent = srcRestQuat * deltaSrcQuat * srcRestQuat.inverse // source to parent
/// deltaSrcQuatInDst = dstRestQuat.inverse * deltaSrcQuatInWorld * dstRestQuat // parent to destination
///
/// toVec = rollAxis.applyQuaternion( deltaSrcQuatInDst )
/// fromToQuat = Quaternion.fromToRotation( rollAxis, toVec )
///
/// targetQuat = Quaternion.slerp(
/// dstRestQuat,
/// dstRestQuat * fromToQuat.inverse * deltaSrcQuatInDst,
/// weight
/// )
/// </summary>
void IVrm10Constraint.Process(in TransformState dstInitState, in TransformState srcInitState)
{
var deltaSrcQuat = Quaternion.Inverse(srcInitState.LocalRotation) * Source.localRotation;
var deltaSrcQuatInParent = srcInitState.LocalRotation * deltaSrcQuat * Quaternion.Inverse(srcInitState.LocalRotation); // source to parent
var deltaSrcQuatInDst = Quaternion.Inverse(dstInitState.LocalRotation) * deltaSrcQuatInParent * dstInitState.LocalRotation; // parent to destination
var rollAxis = GetRollVector();
var toVec = deltaSrcQuatInDst * rollAxis;
var fromToQuat = Quaternion.FromToRotation(rollAxis, toVec);
transform.localRotation = Quaternion.SlerpUnclamped(
dstInitState.LocalRotation,
dstInitState.LocalRotation * Quaternion.Inverse(fromToQuat) * deltaSrcQuatInDst,
Weight
);
}
}
}