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
unitychan-crs 头发随动脚本的更多相关文章
- Unity 头发随动效果
目标 实现角色的衣袖.头发.裙摆.披风.尾巴等,在角色运动时,可以产生随动的效果.类似王者荣耀角色展示界面. 准备 源码出出处:https://github.com/unity3d-jp/unityc ...
- linux-启动脚本-souce与sh
source: 在当前shell程序中执行, 因此当前shell程序中的变量和环境变量,均可见. 执行的脚本,能更新到当前shell程序. sh: 开启一个新 ...
- Seaweedfs-启动脚本
#!/bin/bash if [ ! -e /sunlight/shell/main.sh ];then echo " [ Error ] file /sunlight/shell/main ...
- Tomcat8-启动脚本分析
1. Tomcat也是一个java程序 最终的入口启动文件:org.apache.catalina.startup.Bootstrap 最后一条命令: start "Tomcat" ...
- NGUI学习笔记(五):缓动
在Unity3D中可以使用自带的Animation制作任意形式的动画,不过我们这篇笔记主要是学习和使用NGUI提供的Tween动画.NGUI提供的Tween库功能较为简单,主要是用来实现NGUI自身需 ...
- Linux 设备模型浅析之 uevent 篇(2)
Linux 设备模型浅析之 uevent 篇 本文属本人原创,欢迎转载,转载请注明出处.由于个人的见识和能力有限,不可能面 面俱到,也可能存在谬误,敬请网友指出,本人的邮箱是 yzq.seen@gma ...
- 关于Redis的知识汇总[转]
1. Overview 1.1 资料 <The Little Redis Book> ,最好的入门小册子,可以先于一切文档之前看,免费. 作者Antirez的博客,Antirez维护的Re ...
- android udev
http://www.freesoftwaremagazine.com/articles/drivers_linux http://blog.csdn.net/jianchi88/article/de ...
- mysql报错排查总结
mysql报错: [root@zabbix ~]# mysql ERROR 2002 (HY000): Can't connect to local MySQL server through sock ...
随机推荐
- yii框架模型操作
命令行自动生成model模型类 php yii gii/model --ns=app\\modules\\v1\\models --tableName=SCM_tbInvBalance_new --m ...
- g高分屏DataGrid里面checkbox不显示的解决办法
- Mysql主从复制原理详解
一.为什么要做主从同步 1.读写分离,降低对主数据库的IO消耗 2.避免数据丢失 3.提高业务系统性能 二.主从同步和集群的区别 1.主从同步 一般需要两台及以上数据库服务器即可(一台用于写入数据,一 ...
- 快乐学习 Ionic Framework+PhoneGap 手册1-5 {IO开关}
当然,即使努力了也没做成,至少你也有收获,因为你知道自己以后可以避开这个坑. 这是一个"IO"开关,请看效果图和代码,下一节,说明,数据交换 Index HTML Code < ...
- poj 2828 Buy Tickets 【买票插队找位置 输出最后的位置序列+线段树】
题目地址:http://poj.org/problem?id=2828 Sample Input 4 0 77 1 51 1 33 2 69 4 0 20523 1 19243 1 3890 0 31 ...
- P3391 文艺平衡树
hh 题目描述 您需要写一种数据结构(可参考题目标题),来维护一个有序数列,其中需要提供以下操作:翻转一个区间,例如原有序序列是5 4 3 2 1,翻转区间是[2,4]的话,结果是5 2 3 4 1 ...
- SPOJ375 QTREE - Query on a tree
本文版权归ljh2000和博客园共有,欢迎转载,但须保留此声明,并给出原文链接,谢谢合作. 本文作者:ljh2000 作者博客:http://www.cnblogs.com/ljh2000-jump/ ...
- Tedis:淘宝的Redis的Java客户端开发包
Tedis:淘宝的Redis的Java客户端开发包 http://www.open-open.com/lib/view/open1389880631976.html Tedis Tedis是另 ...
- Androidstudio与unity交互踩坑(黑屏问题)
unity打包好的apk运行出现黑屏,made with unity的界面都没有出现 原因是android项目中MainActivity没有继承UnityPlayerActivity
- linux下图形字符的命令
banner sudo apt-get install sysvbanner banner song 若更改字体可以使用banner song printerbanner -w 50 A toilet ...