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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.rotationConstraint.schema.json
/// </summary>
[DisallowMultipleComponent]
public class Vrm10RotationConstraint : MonoBehaviour, IVrm10Constraint
{
public GameObject ConstraintTarget => gameObject;
[SerializeField]
public Transform Source = default;
[SerializeField]
[Range(0, 1.0f)]
public float Weight = 1.0f;
Quaternion _srcRestLocalQuatInverse;
Quaternion _dstRestLocalQuat;
void Start()
{
if (Source == null)
{
this.enabled = false;
return;
}
_srcRestLocalQuatInverse = Quaternion.Inverse(Source.localRotation);
_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-2
///
/// srcDeltaQuat = srcRestQuat.inverse * srcQuat
/// targetQuat = Quaternion.slerp(
/// dstRestQuat,
/// dstRestQuat * srcDeltaQuat,
/// weight
/// )
/// </summary>
void IVrm10Constraint.Process()
{
if (Source == null) return;
// local coords
var srcDeltaLocalQuat = _srcRestLocalQuatInverse * Source.localRotation;
transform.localRotation = Quaternion.SlerpUnclamped(_dstRestLocalQuat, _dstRestLocalQuat * srcDeltaLocalQuat, Weight);
}
}
}