unitychan-crs 头发随动脚本
//
//SpringCollider for unity-chan!
//
//Original Script is here:
//ricopin / SpringCollider.cs
//Rocket Jump : http://rocketjump.skr.jp/unity3d/109/
//https://twitter.com/ricopin416
//
using UnityEngine;
using System.Collections;
namespace UnityChan
{
public class SpringCollider : MonoBehaviour
{
//半径
public float radius = 0.5f;
private void OnDrawGizmosSelected ()
{
Gizmos.color = Color.green;
Gizmos.DrawWireSphere (transform.position, radius);
}
}
}
SpringCollider
//
//SpringBone.cs for unity-chan!
//
//Original Script is here:
//ricopin / SpringBone.cs
//Rocket Jump : http://rocketjump.skr.jp/unity3d/109/
//https://twitter.com/ricopin416
//
//Revised by N.Kobayashi 2014/06/20
//
using UnityEngine;
using System.Collections;
namespace UnityChan
{
public class SpringBone : MonoBehaviour
{
//次のボーン
public Transform child;
//ボーンの向き
public Vector3 boneAxis = new Vector3 (-1.0f, 0.0f, 0.0f);
public float radius = 0.05f;
//各SpringBoneに設定されているstiffnessForceとdragForceを使用するか?
public bool isUseEachBoneForceSettings = false;
//バネが戻る力
public float stiffnessForce = 0.01f;
//力の減衰力
public float dragForce = 0.4f;
public Vector3 springForce = new Vector3 (0.0f, -0.0001f, 0.0f);
public SpringCollider[] colliders;
public bool debug = true;
//Kobayashi:Thredshold Starting to activate activeRatio
public float threshold = 0.01f;
private float springLength;
private Quaternion localRotation;
private Transform trs;
private Vector3 currTipPos;
private Vector3 prevTipPos;
//Kobayashi
private Transform org;
//Kobayashi:Reference for "SpringManager" component with unitychan
private SpringManager managerRef;
private void Awake ()
{
trs = transform;
localRotation = transform.localRotation;
//Kobayashi:Reference for "SpringManager" component with unitychan
// GameObject.Find("unitychan_dynamic").GetComponent<SpringManager>();
managerRef = GetParentSpringManager (transform);
}
private SpringManager GetParentSpringManager (Transform t)
{
var springManager = t.GetComponent<SpringManager> ();
if (springManager != null)
return springManager;
if (t.parent != null) {
return GetParentSpringManager (t.parent);
}
return null;
}
private void Start ()
{
springLength = Vector3.Distance (trs.position, child.position);
currTipPos = child.position;
prevTipPos = child.position;
}
public void UpdateSpring ()
{
//Kobayashi
org = trs;
//回転をリセット
trs.localRotation = Quaternion.identity * localRotation;
float sqrDt = Time.deltaTime * Time.deltaTime;
//stiffness
Vector3 force = trs.rotation * (boneAxis * stiffnessForce) / sqrDt;
//drag
force += (prevTipPos - currTipPos) * dragForce / sqrDt;
force += springForce / sqrDt;
//前フレームと値が同じにならないように
Vector3 temp = currTipPos;
//verlet
currTipPos = (currTipPos - prevTipPos) + currTipPos + (force * sqrDt);
//長さを元に戻す
currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position;
//衝突判定
for (int i = ; i < colliders.Length; i++) {
if (Vector3.Distance (currTipPos, colliders [i].transform.position) <= (radius + colliders [i].radius)) {
Vector3 normal = (currTipPos - colliders [i].transform.position).normalized;
currTipPos = colliders [i].transform.position + (normal * (radius + colliders [i].radius));
currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position;
}
}
prevTipPos = temp;
//回転を適用;
Vector3 aimVector = trs.TransformDirection (boneAxis);
Quaternion aimRotation = Quaternion.FromToRotation (aimVector, currTipPos - trs.position);
//original
//trs.rotation = aimRotation * trs.rotation;
//Kobayahsi:Lerp with mixWeight
Quaternion secondaryRotation = aimRotation * trs.rotation;
trs.rotation = Quaternion.Lerp (org.rotation, secondaryRotation, managerRef.dynamicRatio);
}
private void OnDrawGizmos ()
{
if (debug) {
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere (currTipPos, radius);
}
}
}
}
SpringBone.cs
//
//SpingManager.cs for unity-chan!
//
//Original Script is here:
//ricopin / SpingManager.cs
//Rocket Jump : http://rocketjump.skr.jp/unity3d/109/
//https://twitter.com/ricopin416
//
//Revised by N.Kobayashi 2014/06/24
// Y.Ebata
//
using UnityEngine;
using System.Collections;
namespace UnityChan
{
public class SpringManager : MonoBehaviour
{
//Kobayashi
// DynamicRatio is paramater for activated level of dynamic animation
public float dynamicRatio = 1.0f;
//Ebata
public float stiffnessForce;
public AnimationCurve stiffnessCurve;
public float dragForce;
public AnimationCurve dragCurve;
public SpringBone[] springBones;
void Start ()
{
UpdateParameters ();
}
void Update ()
{
#if UNITY_EDITOR
//Kobayashi
if(dynamicRatio >= 1.0f)
dynamicRatio = 1.0f;
else if(dynamicRatio <= 0.0f)
dynamicRatio = 0.0f;
//Ebata
UpdateParameters();
#endif
}
private void LateUpdate ()
{
//Kobayashi
if (dynamicRatio != 0.0f) {
for (int i = ; i < springBones.Length; i++) {
if (dynamicRatio > springBones [i].threshold) {
springBones [i].UpdateSpring ();
}
}
}
}
private void UpdateParameters ()
{
UpdateParameter ("stiffnessForce", stiffnessForce, stiffnessCurve);
UpdateParameter ("dragForce", dragForce, dragCurve);
}
private void UpdateParameter (string fieldName, float baseValue, AnimationCurve curve)
{
var start = curve.keys [].time;
var end = curve.keys [curve.length - ].time;
//var step = (end - start) / (springBones.Length - 1);
var prop = springBones [].GetType ().GetField (fieldName, System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public);
for (int i = ; i < springBones.Length; i++) {
//Kobayashi
if (!springBones [i].isUseEachBoneForceSettings) {
var scale = curve.Evaluate (start + (end - start) * i / (springBones.Length - ));
prop.SetValue (springBones [i], baseValue * scale);
}
}
}
}
}
SpingManager.cs
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