UniVRM/Assets/VRM10/Runtime/Components/SpringBone/SpringBoneLogic.cs
2021-01-22 15:31:14 +09:00

202 lines
6.9 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace UniVRM10
{
/// <summary>
///
/// original from
///
/// http://rocketjump.skr.jp/unity3d/109/
///
/// </summary>
public class SpringBoneLogic
{
Transform m_transform;
public Transform Head
{
get { return m_transform; }
}
public Vector3 Tail
{
get { return m_transform.localToWorldMatrix.MultiplyPoint(m_boneAxis * m_length); }
}
float m_length;
Vector3 m_currentTail;
Vector3 m_prevTail;
Vector3 m_localDir;
Quaternion m_localRotation;
public Quaternion LocalRotation
{
get { return m_localRotation; }
}
public Vector3 m_boneAxis;
public SpringBoneLogic(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;
m_localRotation = transform.localRotation;
m_boneAxis = localChildPosition.normalized;
m_length = localChildPosition.magnitude;
}
Quaternion ParentRotation
{
get
{
return m_transform.parent != null
? m_transform.parent.rotation
: Quaternion.identity
;
}
}
public struct InternalCollider
{
public VRM10SpringBoneColliderTypes ColliderTypes;
public Vector3 WorldPosition;
public float Radius;
public Vector3 WorldTail;
}
public void Update(Transform center,
float stiffnessForce, float dragForce, Vector3 external,
List<InternalCollider> colliders, float jointRadius)
{
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 * m_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
nextTail = m_transform.position + (nextTail - m_transform.position).normalized * m_length;
// Collisionで移動
nextTail = Collision(colliders, nextTail, jointRadius);
m_prevTail = center != null
? center.InverseTransformPoint(currentTail)
: currentTail
;
m_currentTail = center != null
? center.InverseTransformPoint(nextTail)
: nextTail
;
//回転を適用
Head.rotation = ApplyRotation(nextTail);
}
protected virtual Quaternion ApplyRotation(Vector3 nextTail)
{
var rotation = ParentRotation * m_localRotation;
return Quaternion.FromToRotation(rotation * m_boneAxis,
nextTail - m_transform.position) * rotation;
}
bool TrySphereCollision(Vector3 worldPosition, float radius, ref Vector3 nextTail, float jointRadius)
{
var r = jointRadius + radius;
if (Vector3.SqrMagnitude(nextTail - worldPosition) <= (r * r))
{
// ヒット。Colliderの半径方向に押し出す
var normal = (nextTail - worldPosition).normalized;
var posFromCollider = worldPosition + normal * (jointRadius + radius);
// 長さをboneLengthに強制
nextTail = m_transform.position + (posFromCollider - m_transform.position).normalized * m_length;
return true;
}
else
{
return false;
}
}
bool TryCapsuleCollision(in InternalCollider collider, ref Vector3 nextTail, float jointRadius)
{
var P = collider.WorldTail - collider.WorldPosition;
var Q = m_transform.position - collider.WorldPosition;
var dot = Vector3.Dot(P, Q);
if (dot <= 0)
{
// head側半球の球判定
return TrySphereCollision(collider.WorldPosition, collider.Radius, ref nextTail, jointRadius);
}
var t = dot / P.magnitude;
if (t >= 1.0f)
{
// tail側半球の球判定
return TrySphereCollision(collider.WorldTail, collider.Radius, ref nextTail, jointRadius);
}
// head-tail上の m_transform.position との最近点
var p = collider.WorldPosition + P * t;
return TrySphereCollision(p, collider.Radius, ref nextTail, jointRadius);
}
protected virtual Vector3 Collision(List<InternalCollider> colliders, Vector3 nextTail, float jointRadius)
{
foreach (var collider in colliders)
{
// すべての衝突判定を順番に実行する
switch (collider.ColliderTypes)
{
case VRM10SpringBoneColliderTypes.Sphere:
TrySphereCollision(collider.WorldPosition, collider.Radius, ref nextTail, jointRadius);
break;
case VRM10SpringBoneColliderTypes.Capsule:
TryCapsuleCollision(in collider, ref nextTail, jointRadius);
break;
default:
throw new NotImplementedException();
}
}
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);
}
}
}