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using System;
using UniGLTF.Extensions.VRMC_node_constraint;
using UnityEngine;
namespace UniVRM10
{
/// <summary>
/// https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_node_constraint-1.0_beta/schema/VRMC_node_constraint.aimConstraint.schema.json
/// </summary>
[DisallowMultipleComponent]
public class Vrm10AimConstraint : MonoBehaviour, IVrm10Constraint
{
public GameObject ConstraintTarget => gameObject;
[SerializeField]
public Transform Source = default;
[SerializeField]
[Range(0, 1.0f)]
public float Weight = 1.0f;
[SerializeField]
public AimAxis AimAxis;
Vector3 GetAxisVector()
{
switch (AimAxis)
{
case AimAxis.PositiveX: return Vector3.right;
case AimAxis.NegativeX: return Vector3.left;
case AimAxis.PositiveY: return Vector3.up;
case AimAxis.NegativeY: return Vector3.down;
case AimAxis.PositiveZ: return Vector3.forward;
case AimAxis.NegativeZ: return Vector3.back;
default: throw new NotImplementedException();
}
}
Quaternion _dstRestLocalQuat;
void Start()
{
if (Source == null)
{
this.enabled = false;
return;
}
_dstRestLocalQuat = transform.localRotation;
}
/// <summary>
/// https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_node_constraint-1.0_beta/README.ja.md#example-of-implementation-1
///
/// fromVec = aimAxis.applyQuaternion( dstParentWorldQuat * dstRestQuat )
/// toVec = ( srcWorldPos - dstWorldPos ).normalized
/// fromToQuat = Quaternion.fromToRotation( fromVec, toVec )
/// targetQuat = Quaternion.slerp(
/// dstRestQuat,
/// dstParentWorldQuat.inverse * fromToQuat * dstParentWorldQuat * dstRestQuat,
/// weight
/// )
/// </summary>
void IVrm10Constraint.Process()
{
if (Source == null) return;
// world coords
var dstParentWorldQuat = transform.parent != null ? transform.parent.rotation : Quaternion.identity;
var fromVec = (dstParentWorldQuat * _dstRestLocalQuat) * GetAxisVector();
var toVec = (Source.position - transform.position).normalized;
var fromToQuat = Quaternion.FromToRotation(fromVec, toVec);
transform.localRotation = Quaternion.SlerpUnclamped(
_dstRestLocalQuat,
Quaternion.Inverse(dstParentWorldQuat) * fromToQuat * dstParentWorldQuat * _dstRestLocalQuat,
Weight
);
}
public void OnDrawGizmosSelected()
{
if (Source == null)
{
return;
}
Gizmos.color = Color.magenta;
Gizmos.DrawLine(transform.position, Source.position);
Gizmos.DrawSphere(Source.position, 0.01f);
Gizmos.matrix = transform.localToWorldMatrix;
var len = 0.1f;
switch (AimAxis)
{
case AimAxis.PositiveX:
Gizmos.color = Color.red;
Gizmos.DrawLine(Vector3.zero, Vector3.right * len);
break;
case AimAxis.NegativeX:
Gizmos.color = Color.red;
Gizmos.DrawLine(Vector3.zero, Vector3.left * len);
break;
}
}
}
}