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// //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 // Revised by ken, 2019/9/19, fixed fps related issue. // 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 = true; //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; public void Awake() { trs = transform; localRotation = transform.localRotation; managerRef = GetComponentInParent<SpringManager>(); } public void OnEnable() { //Kobayashi:Reference for "SpringManager" component with unitychan // GameObject.Find("unitychan_dynamic").GetComponent<SpringManager>(); springLength = Vector3.Distance (trs.position, child.position); currTipPos = child.position; prevTipPos = child.position; } /// <summary> /// Update by ken. /// alteration fps related to time related. /// </summary> public void UpdateSpring() { const float FORCE_SCALE = 1000f; const float SPEED_SCALE = 10; var toPrev = currTipPos - prevTipPos; var dt = Time.deltaTime; var force = trs.rotation * (boneAxis * stiffnessForce) * FORCE_SCALE; force += -toPrev * dragForce * FORCE_SCALE * dt; force += springForce * FORCE_SCALE * dt; prevTipPos = currTipPos; currTipPos += (toPrev + force *0.1f)* SPEED_SCALE * dt; currTipPos = trs.position + (currTipPos - trs.position).normalized * springLength; currTipPos = CheckColliders(currTipPos); var aimDir = trs.TransformDirection(boneAxis); var aimRot = Quaternion.FromToRotation(aimDir, currTipPos - trs.position); //trs.rotation = aimRot * trs.rotation; trs.rotation = Quaternion.Lerp(trs.rotation, aimRot * trs.rotation,managerRef.dynamicRatio); } Vector3 CheckColliders(Vector3 currTipPos) { for (int i = 0; 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; } } return currTipPos; } private void OnDrawGizmos() { if (debug) { Gizmos.color = Color.yellow; Gizmos.DrawWireSphere(currTipPos, radius); } } }
}
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//
//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
// Revised by ken, 2019/9/19, fixed fps related issue.
//
using UnityEngine;
using System.Collections;
namespace UnityChan
{
public class SpringBone : MonoBehaviour
{
//次のボーン
public Transform child;
}
The text was updated successfully, but these errors were encountered: