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78 行
2.3 KiB
78 行
2.3 KiB
using UnityEngine;
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namespace Unity.DemoTeam.DigitalHuman
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{
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[ExecuteAlways]
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public class TeethJawDriver : MonoBehaviour
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{
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public Transform head;
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public Transform upperJaw;
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public Transform jaw;
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public Transform chin;
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public Vector3 neutralUpperJawPos;
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public Quaternion neutralUpperJawRot;
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public Vector3 neutralJawPos;
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public Quaternion neutralJawRot;
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public Vector3 neutralChinPos;
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public Vector3 neutralChinDir;
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[Range(0.0f, 1.0f)]
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public float jawForward = 1.0f;
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[ContextMenu("Initialize Neutral Position")]
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void Initialize()
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{
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if (!head || !upperJaw | !jaw || !chin)
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return;
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neutralUpperJawPos = head.InverseTransformPoint(upperJaw.position);
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neutralUpperJawRot = Quaternion.Inverse(head.rotation) * upperJaw.rotation;
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neutralJawPos = head.InverseTransformPoint(jaw.position);
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neutralJawRot = Quaternion.Inverse(head.rotation) * jaw.rotation;
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neutralChinPos = head.InverseTransformPoint(chin.position);
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neutralChinDir = Vector3.Normalize(neutralChinPos - neutralJawPos);
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}
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void LateUpdate()
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{
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if (!head || !upperJaw || !jaw || !chin)
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return;
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upperJaw.position = head.TransformPoint(neutralUpperJawPos);
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upperJaw.rotation = head.rotation * neutralUpperJawRot;
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var currentChinPos = head.InverseTransformPoint(chin.position);
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var currentChinVec = currentChinPos - neutralJawPos;
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var neutralChinVec = neutralChinPos - neutralJawPos;
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var currentChinDir = Vector3.Normalize(currentChinVec);
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var currentChinRot = Quaternion.FromToRotation(neutralChinDir, currentChinDir);
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var jawForwardDir = head.InverseTransformDirection(chin.forward);
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var jawForwardVec = jawForwardDir * Vector3.Dot(jawForwardDir, currentChinVec - currentChinRot * neutralChinVec);
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var currentJawPos = neutralJawPos + jawForwardVec * jawForward;
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var currentJawRot = currentChinRot * neutralJawRot;
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jaw.position = head.TransformPoint(currentJawPos);
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jaw.rotation = head.rotation * currentJawRot;
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}
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void OnDisable()
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{
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if (!head || !upperJaw || !jaw || !chin)
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return;
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upperJaw.position = head.TransformPoint(neutralUpperJawPos);
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upperJaw.rotation = head.rotation * neutralUpperJawRot;
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jaw.position = head.TransformPoint(neutralJawPos);
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jaw.rotation = head.rotation * neutralJawRot;
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}
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}
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}
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