Files
2025-01-08 00:15:45 +02:00

57 lines
1.8 KiB
C#

using UnityEngine;
public class O3nTwistBone : MonoBehaviour
{
public float twistValue;
public float[] twistValues;
public float twistLimit = 45f;
public Transform[] twistBone;
public Transform[] refBone;
public Vector3[] axisVector;
public Quaternion[] originalRefRotation;
public bool[] shoulderTwist;
public bool[] enabled;
private float[] originalRefRotationAngle;
private float[] twistRotation;
private Vector3 rotated;
void Start()
{
if ((twistBone != null) && (refBone != null) && (twistBone.Length == refBone.Length))
{
twistRotation = new float[twistBone.Length];
originalRefRotationAngle = new float[twistBone.Length];
for (int i = 0; i < twistBone.Length; i++)
{
rotated = originalRefRotation[i] * Vector3.up;
originalRefRotationAngle[i] = Mathf.Atan2(rotated.z, rotated.y) * Mathf.Rad2Deg;
}
}
}
// LateUpdate is called once per frame
void LateUpdate()
{
twistValue = Mathf.Clamp(twistValue, 0f, 1f);
for (int i = 0; i < twistBone.Length; i++)
{
if (enabled[i])
{
rotated = refBone[i].localRotation * axisVector[i];
twistRotation[i] = Mathf.DeltaAngle(originalRefRotationAngle[i], Mathf.Atan2(rotated.z, rotated.y) * Mathf.Rad2Deg);
twistBone[i].localEulerAngles = (shoulderTwist[i]? Vector3.left : Vector3.right) * ClampAngle(Mathf.Lerp(0.0f, twistRotation[i], twistValues[i] * twistValue));
}
}
}
float ClampAngle(float angle)
{
if (angle < -180)
angle += 360;
if (angle > 180)
angle -= 360;
return Mathf.Clamp(angle, - twistLimit, twistLimit);
}
}