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unitychan-crs 头发随动脚本

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 1 //
 2 
 3 //SpringCollider for unity-chan!
 4 
 5 //
 6 
 7 //Original Script is here:
 8 
 9 //ricopin / SpringCollider.cs
10 
11 //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/
12 
13 //https://twitter.com/ricopin416
14 
15 //
16 
17 using UnityEngine;
18 
19 using System.Collections;
20 
21 
22 
23 namespace UnityChan
24 
25 {
26 
27     public class SpringCollider : MonoBehaviour
28 
29     {
30 
31         //半径
32 
33         public float radius = 0.5f;
34 
35 
36 
37         private void OnDrawGizmosSelected ()
38 
39         {
40 
41             Gizmos.color = Color.green;
42 
43             Gizmos.DrawWireSphere (transform.position, radius);
44 
45         }
46 
47     }
48 
49 }
SpringCollider

 

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  1 //
  2 
  3 //SpringBone.cs for unity-chan!
  4 
  5 //
  6 
  7 //Original Script is here:
  8 
  9 //ricopin / SpringBone.cs
 10 
 11 //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/
 12 
 13 //https://twitter.com/ricopin416
 14 
 15 //
 16 
 17 //Revised by N.Kobayashi 2014/06/20
 18 
 19 //
 20 
 21 using UnityEngine;
 22 
 23 using System.Collections;
 24 
 25 
 26 
 27 namespace UnityChan
 28 
 29 {
 30 
 31     public class SpringBone : MonoBehaviour
 32 
 33     {
 34 
 35         //次のボーン
 36 
 37         public Transform child;
 38 
 39 
 40 
 41         //ボーンの向き
 42 
 43         public Vector3 boneAxis = new Vector3 (-1.0f, 0.0f, 0.0f);
 44 
 45         public float radius = 0.05f;
 46 
 47 
 48 
 49         //各SpringBoneに設定されているstiffnessForceとdragForceを使用するか?
 50 
 51         public bool isUseEachBoneForceSettings = false; 
 52 
 53 
 54 
 55         //バネが戻る力
 56 
 57         public float stiffnessForce = 0.01f;
 58 
 59 
 60 
 61         //力の減衰力
 62 
 63         public float dragForce = 0.4f;
 64 
 65         public Vector3 springForce = new Vector3 (0.0f, -0.0001f, 0.0f);
 66 
 67         public SpringCollider[] colliders;
 68 
 69         public bool debug = true;
 70 
 71         //Kobayashi:Thredshold Starting to activate activeRatio
 72 
 73         public float threshold = 0.01f;
 74 
 75         private float springLength;
 76 
 77         private Quaternion localRotation;
 78 
 79         private Transform trs;
 80 
 81         private Vector3 currTipPos;
 82 
 83         private Vector3 prevTipPos;
 84 
 85         //Kobayashi
 86 
 87         private Transform org;
 88 
 89         //Kobayashi:Reference for "SpringManager" component with unitychan 
 90 
 91         private SpringManager managerRef;
 92 
 93 
 94 
 95         private void Awake ()
 96 
 97         {
 98 
 99             trs = transform;
100 
101             localRotation = transform.localRotation;
102 
103             //Kobayashi:Reference for "SpringManager" component with unitychan
104 
105             // GameObject.Find("unitychan_dynamic").GetComponent<SpringManager>();
106 
107             managerRef = GetParentSpringManager (transform);
108 
109         }
110 
111 
112 
113         private SpringManager GetParentSpringManager (Transform t)
114 
115         {
116 
117             var springManager = t.GetComponent<SpringManager> ();
118 
119 
120 
121             if (springManager != null)
122 
123                 return springManager;
124 
125 
126 
127             if (t.parent != null) {
128 
129                 return GetParentSpringManager (t.parent);
130 
131             }
132 
133 
134 
135             return null;
136 
137         }
138 
139 
140 
141         private void Start ()
142 
143         {
144 
145             springLength = Vector3.Distance (trs.position, child.position);
146 
147             currTipPos = child.position;
148 
149             prevTipPos = child.position;
150 
151         }
152 
153 
154 
155         public void UpdateSpring ()
156 
157         {
158 
159             //Kobayashi
160 
161             org = trs;
162 
163             //回転をリセット
164 
165             trs.localRotation = Quaternion.identity * localRotation;
166 
167 
168 
169             float sqrDt = Time.deltaTime * Time.deltaTime;
170 
171 
172 
173             //stiffness
174 
175             Vector3 force = trs.rotation * (boneAxis * stiffnessForce) / sqrDt;
176 
177 
178 
179             //drag
180 
181             force += (prevTipPos - currTipPos) * dragForce / sqrDt;
182 
183 
184 
185             force += springForce / sqrDt;
186 
187 
188 
189             //前フレームと値が同じにならないように
190 
191             Vector3 temp = currTipPos;
192 
193 
194 
195             //verlet
196 
197             currTipPos = (currTipPos - prevTipPos) + currTipPos + (force * sqrDt);
198 
199 
200 
201             //長さを元に戻す
202 
203             currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position;
204 
205 
206 
207             //衝突判定
208 
209             for (int i = 0; i < colliders.Length; i++) {
210 
211                 if (Vector3.Distance (currTipPos, colliders [i].transform.position) <= (radius + colliders [i].radius)) {
212 
213                     Vector3 normal = (currTipPos - colliders [i].transform.position).normalized;
214 
215                     currTipPos = colliders [i].transform.position + (normal * (radius + colliders [i].radius));
216 
217                     currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position;
218 
219                 }
220 
221 
222 
223 
224 
225             }
226 
227 
228 
229             prevTipPos = temp;
230 
231 
232 
233             //回転を適用;
234 
235             Vector3 aimVector = trs.TransformDirection (boneAxis);
236 
237             Quaternion aimRotation = Quaternion.FromToRotation (aimVector, currTipPos - trs.position);
238 
239             //original
240 
241             //trs.rotation = aimRotation * trs.rotation;
242 
243             //Kobayahsi:Lerp with mixWeight
244 
245             Quaternion secondaryRotation = aimRotation * trs.rotation;
246 
247             trs.rotation = Quaternion.Lerp (org.rotation, secondaryRotation, managerRef.dynamicRatio);
248 
249         }
250 
251 
252 
253         private void OnDrawGizmos ()
254 
255         {
256 
257             if (debug) {
258 
259                 Gizmos.color = Color.yellow;
260 
261                 Gizmos.DrawWireSphere (currTipPos, radius);
262 
263             }
264 
265         }
266 
267     }
268 
269 }
SpringBone.cs

 

技术分享图片
  1 //
  2 
  3 //SpingManager.cs for unity-chan!
  4 
  5 //
  6 
  7 //Original Script is here:
  8 
  9 //ricopin / SpingManager.cs
 10 
 11 //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/
 12 
 13 //https://twitter.com/ricopin416
 14 
 15 //
 16 
 17 //Revised by N.Kobayashi 2014/06/24
 18 
 19 //           Y.Ebata
 20 
 21 //
 22 
 23 using UnityEngine;
 24 
 25 using System.Collections;
 26 
 27 
 28 
 29 namespace UnityChan
 30 
 31 {
 32 
 33     public class SpringManager : MonoBehaviour
 34 
 35     {
 36 
 37         //Kobayashi
 38 
 39         // DynamicRatio is paramater for activated level of dynamic animation 
 40 
 41         public float dynamicRatio = 1.0f;
 42 
 43 
 44 
 45         //Ebata
 46 
 47         public float            stiffnessForce;
 48 
 49         public AnimationCurve    stiffnessCurve;
 50 
 51         public float            dragForce;
 52 
 53         public AnimationCurve    dragCurve;
 54 
 55         public SpringBone[] springBones;
 56 
 57 
 58 
 59         void Start ()
 60 
 61         {
 62 
 63             UpdateParameters ();
 64 
 65         }
 66 
 67     
 68 
 69         void Update ()
 70 
 71         {
 72 
 73 #if UNITY_EDITOR
 74 
 75         //Kobayashi
 76 
 77         if(dynamicRatio >= 1.0f)
 78 
 79             dynamicRatio = 1.0f;
 80 
 81         else if(dynamicRatio <= 0.0f)
 82 
 83             dynamicRatio = 0.0f;
 84 
 85         //Ebata
 86 
 87         UpdateParameters();
 88 
 89 #endif
 90 
 91         }
 92 
 93     
 94 
 95         private void LateUpdate ()
 96 
 97         {
 98 
 99             //Kobayashi
100 
101             if (dynamicRatio != 0.0f) {
102 
103                 for (int i = 0; i < springBones.Length; i++) {
104 
105                     if (dynamicRatio > springBones [i].threshold) {
106 
107                         springBones [i].UpdateSpring ();
108 
109                     }
110 
111                 }
112 
113             }
114 
115         }
116 
117 
118 
119         private void UpdateParameters ()
120 
121         {
122 
123             UpdateParameter ("stiffnessForce", stiffnessForce, stiffnessCurve);
124 
125             UpdateParameter ("dragForce", dragForce, dragCurve);
126 
127         }
128 
129     
130 
131         private void UpdateParameter (string fieldName, float baseValue, AnimationCurve curve)
132 
133         {
134 
135             var start = curve.keys [0].time;
136 
137             var end = curve.keys [curve.length - 1].time;
138 
139             //var step    = (end - start) / (springBones.Length - 1);
140 
141         
142 
143             var prop = springBones [0].GetType ().GetField (fieldName, System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public);
144 
145         
146 
147             for (int i = 0; i < springBones.Length; i++) {
148 
149                 //Kobayashi
150 
151                 if (!springBones [i].isUseEachBoneForceSettings) {
152 
153                     var scale = curve.Evaluate (start + (end - start) * i / (springBones.Length - 1));
154 
155                     prop.SetValue (springBones [i], baseValue * scale);
156 
157                 }
158 
159             }
160 
161         }
162 
163     }
164 
165 }
SpingManager.cs

 

unitychan-crs 头发随动脚本

原文:https://www.cnblogs.com/alps/p/8284592.html

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