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https://github.com/vrm-c/UniVRM.git
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80 lines
3.5 KiB
C#
80 lines
3.5 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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///
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/// Joint 状態(初期・フレーム)を管理する
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/// </summary>
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struct SpringBoneJointInit
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{
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public Vector3 BoneAxis;
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public float Length;
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public Quaternion LocalRotation;
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public Quaternion CalcRotation(Transform m_transform, Vector3 nextTail)
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{
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var rotation = (m_transform.parent != null ? m_transform.parent.rotation : Quaternion.identity) * LocalRotation;
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return Quaternion.FromToRotation(rotation * BoneAxis,
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nextTail - m_transform.position) * rotation;
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}
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public JointState Update(float deltaTime, Transform center, Transform m_transform,
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SpringBoneSettings settings,
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List<SphereCollider> colliders, JointState _state)
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{
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var state = _state.ToWorld(center);
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// verlet積分で次の位置を計算
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var nextTail = state.CurrentTail
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+ (state.CurrentTail - state.PrevTail) * (1.0f - settings.DragForce) // 前フレームの移動を継続する(減衰もあるよ)
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+ (m_transform.parent != null ? m_transform.parent.rotation : Quaternion.identity) * LocalRotation * BoneAxis * settings.StiffnessForce * deltaTime // 親の回転による子ボーンの移動目標
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+ settings.GravityDir * (settings.GravityPower * deltaTime); // 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 * Length;
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// Collisionで移動
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nextTail = Collision(m_transform, settings, colliders, nextTail);
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return JointState.Make(center, currentTail: state.CurrentTail, nextTail: nextTail);
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}
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Vector3 Collision(Transform m_transform, SpringBoneSettings settings, List<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 m_radius = settings.HitRadius * m_transform.UniformedLossyScale();
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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 * 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, Transform m_transform, SpringBoneSettings settings, Color color, JointState m_state)
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{
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var state = m_state.ToWorld(center);
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var m_radius = settings.HitRadius * m_transform.UniformedLossyScale();
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Gizmos.color = Color.gray;
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Gizmos.DrawLine(state.CurrentTail, state.PrevTail);
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Gizmos.DrawWireSphere(state.PrevTail, m_radius);
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Gizmos.color = color;
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Gizmos.DrawLine(state.CurrentTail, m_transform.position);
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Gizmos.DrawWireSphere(state.CurrentTail, m_radius);
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}
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};
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} |