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
- $Java正则表达式基础整理
(一)正则表达式及语法简介 String类使用正则表达式的几个方法: 正则表达式支持的合法字符: 特殊字符: 预定义字符: 方括号表达式: 圆括号表达式:用于将多个表达式组成一个子表达式,可以使用或运 ...
- 使用git从本地上传至git码云远程仓库
从 http://git-scm.com/download 下载window版的客户端.下载好,一步一步安装即可. 使用前的基本设置 git config --global user.name & ...
- spring boot未配置数据源报错
我拷贝了一个springboot 项目,然后去掉了数据源配置启动报错 : Cannot determine embedded database driver class for database ty ...
- shell复制除了某个文件的操作
将app的已经写成带有日期名的日志放到归档特定目录(刨除正在记录的日志) find $APPHOME/logs | grep -v "info.log\|debug.log\|error.l ...
- class_exists — 检查类是否已定义
class_exists — 检查类是否已定义 bool class_exists ( string $class_name [, bool $autoload = true ] ) 检查指定的类是否 ...
- ADO.Net连接Mysql
首先下载一个mysql.data.dll拷贝到bin下面并引用一下 using MySql.Data.MySqlClient; class Program { static void Main(str ...
- 【P1947】笨笨当粉刷匠(DP+前缀和)
这个题乍一看觉得挺简单的,事实上却完全不是.首先,这个题看上去无脑直接刷就可以然而因为刷的次数远远大于木板的个数所以不行,然后开始考虑DP,自己一开始是这么想的,如果用f[t][i][j]表示刷t次时 ...
- 【bzoj1258】三角形tri[CQOI2007](乱搞)
题目传送门:https://www.lydsy.com/JudgeOnline/problem.php?id=1258 这是道很意思的大水题,虽然看上去一脸懵逼,但画张图出来看看也可以窥见一丝端倪. ...
- 剑指Offer——反转链表
Question 输入一个链表,反转链表后,输出链表的所有元素. Solution 如果空间复杂度要求为O(1)的话,可以考虑用三个指针来进行反转 如果没有空间复杂度限制的话,可以考虑用一个栈,将节点 ...
- BZOJ 4066 kd-tree 矩形询问求和
第一次遇见强制在线的题目 每个操作都和前面的ans有关 所以不能直接离线做 在这个问题中 kdtree更像一个线段树在一维单点修改区间询问的拓展一样 如果区间被询问区间完全包含 就不用继续递归 插入时 ...