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84 行
3.0 KiB
84 行
3.0 KiB
using System;
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using UniGLTF.Extensions.VRMC_node_constraint;
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using UnityEngine;
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namespace UniVRM10
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{
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/// <summary>
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/// https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_node_constraint-1.0_beta/schema/VRMC_node_constraint.rollConstraint.schema.json
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/// </summary>
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[DisallowMultipleComponent]
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public class Vrm10RollConstraint : MonoBehaviour, IVrm10Constraint
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{
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public GameObject ConstraintTarget => gameObject;
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[SerializeField]
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public Transform Source = default;
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[SerializeField]
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[Range(0, 1.0f)]
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public float Weight = 1.0f;
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[SerializeField]
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public RollAxis RollAxis;
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Vector3 GetRollVector()
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{
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switch (RollAxis)
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{
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case RollAxis.X: return Vector3.right;
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case RollAxis.Y: return Vector3.up;
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case RollAxis.Z: return Vector3.forward;
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default: throw new NotImplementedException();
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}
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}
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Quaternion _srcRestLocalQuat;
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Quaternion _dstRestLocalQuat;
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void Start()
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{
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if (Source == null)
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{
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this.enabled = false;
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return;
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}
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_srcRestLocalQuat = Source.localRotation;
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_dstRestLocalQuat = transform.localRotation;
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}
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/// <summary>
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/// https://github.com/vrm-c/vrm-specification/blob/master/specification/VRMC_node_constraint-1.0_beta/README.ja.md#example-of-implementation
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///
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/// deltaSrcQuat = srcRestQuat.inverse * srcQuat
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/// deltaSrcQuatInParent = srcRestQuat * deltaSrcQuat * srcRestQuat.inverse // source to parent
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/// deltaSrcQuatInDst = dstRestQuat.inverse * deltaSrcQuatInWorld * dstRestQuat // parent to destination
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///
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/// toVec = rollAxis.applyQuaternion( deltaSrcQuatInDst )
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/// fromToQuat = Quaternion.fromToRotation( rollAxis, toVec )
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///
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/// targetQuat = Quaternion.slerp(
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/// dstRestQuat,
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/// dstRestQuat * fromToQuat.inverse * deltaSrcQuatInDst,
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/// weight
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/// )
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/// </summary>
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void IVrm10Constraint.Process()
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{
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if (Source == null) return;
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var deltaSrcQuat = Quaternion.Inverse(_srcRestLocalQuat) * Source.localRotation;
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var deltaSrcQuatInParent = _srcRestLocalQuat * deltaSrcQuat * Quaternion.Inverse(_srcRestLocalQuat); // source to parent
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var deltaSrcQuatInDst = Quaternion.Inverse(_dstRestLocalQuat) * deltaSrcQuatInParent * _dstRestLocalQuat; // parent to destination
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var rollAxis = GetRollVector();
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var toVec = deltaSrcQuatInDst * rollAxis;
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var fromToQuat = Quaternion.FromToRotation(rollAxis, toVec);
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transform.localRotation = Quaternion.SlerpUnclamped(
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_dstRestLocalQuat,
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_dstRestLocalQuat * Quaternion.Inverse(fromToQuat) * deltaSrcQuatInDst,
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Weight
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);
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}
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}
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}
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