Example #1
0
        public void Init()
        {
            if (SpineBones.Count == 0)
            {
                if (SpineTransforms.Count > 2)
                {
                    CreateSpineChain(SpineTransforms[0], SpineTransforms[SpineTransforms.Count - 1]);
                    Debug.Log("[SPINE ANIMATOR] Auto Bone Conversion from old version of Spine Animator! Please select your objects with Spine Animator to pre-convert it instead of automatically doing it when game Starts! (" + name + ")");
                }
                else
                {
                    Debug.Log("[SPINE ANIMATOR] could not initialize Spine Animator inside '" + name + "' because there are no bones to animate!");
                    return;
                }
            }

            if (initialized)
            {
                Debug.Log("[Spine Animator] " + name + " is already initialized!"); return;
            }

            if (BaseTransform == null)
            {
                BaseTransform = FindBaseTransform();
            }

            referenceDistance = 0f;
            // Preparing bones
            for (int i = 0; i < SpineBones.Count; i++)
            {
                SpineBones[i].PrepareBone(BaseTransform, SpineBones, i);
                referenceDistance += SpineBones[i].BoneLength;
            }

            referenceDistance /= (float)(SpineBones.Count);

            frontHead = new HeadBone(SpineBones[0].transform);
            frontHead.PrepareBone(BaseTransform, SpineBones, 0);
            backHead = new HeadBone(SpineBones[SpineBones.Count - 1].transform);
            backHead.PrepareBone(BaseTransform, SpineBones, SpineBones.Count - 1);

            // Collision calculations helper list
            CollidersDataToCheck = new List <FImp_ColliderData_Base>();

            // Straightening spine pose to desired positions and rotations on init
            chainReverseFlag = !LastBoneLeading;
            UpdateChainIndexHelperVariables();
            ReposeSpine();
            //SpineMotion();

            initialized = true;
        }
Example #2
0
        //Vector3 firstBoneOff = Vector3.zero;

        public void Init()
        {
            if (SpineBones.Count == 0)
            {
                if (SpineTransforms.Count > 2)
                {
                    CreateSpineChain(SpineTransforms[0], SpineTransforms[SpineTransforms.Count - 1]);
                    Debug.Log("[SPINE ANIMATOR] Auto Bone Conversion from old version of Spine Animator! Please select your objects with Spine Animator to pre-convert it instead of automatically doing it when game Starts! (" + name + ")");
                }
                else
                {
                    Debug.Log("[SPINE ANIMATOR] could not initialize Spine Animator inside '" + name + "' because there are no bones to animate!");
                    return;
                }
            }

            if (initialized)
            {
                Debug.Log("[Spine Animator] " + name + " is already initialized!"); return;
            }

            if (BaseTransform == null)
            {
                BaseTransform = FindBaseTransform();
            }

            // Checking bones for zero-distance ones
            for (int i = 0; i < SpineBones.Count; i++)
            {
                Vector3 childPos;
                if (i == SpineBones.Count - 1)
                {
                    childPos = SpineBones[i - 1].transform.position + (SpineBones[i - 1].transform.position - SpineBones[i].transform.position);
                }
                else
                {
                    childPos = SpineBones[i + 1].transform.position;
                }

                float dist = Vector3.Distance(SpineBones[i].transform.position, childPos);
                if (dist < 0.01f)
                {
                    float refDistance = (SpineBones[SpineBones.Count - 1].transform.position - SpineBones[SpineBones.Count - 2].transform.parent.position).magnitude;

                    Vector3 forw = SpineBones[i].transform.position - BaseTransform.position;
                    Vector3 loc  = BaseTransform.InverseTransformDirection(forw);
                    loc.y = 0f; loc.Normalize();

                    SpineBones[i + 1].DefaultForward = loc;

                    // firstBoneOff
                    SpineBones[i + 1].transform.position = SpineBones[i + 1].transform.position + BaseTransform.TransformDirection(loc) * refDistance * -0.125f;
                }
            }

            referenceDistance = 0f;
            // Preparing bones
            for (int i = 0; i < SpineBones.Count; i++)
            {
                SpineBones[i].PrepareBone(BaseTransform, SpineBones, i);
                referenceDistance += SpineBones[i].BoneLength;
            }

            referenceDistance /= (float)(SpineBones.Count);

            frontHead = new HeadBone(SpineBones[0].transform);
            frontHead.PrepareBone(BaseTransform, SpineBones, 0);
            backHead = new HeadBone(SpineBones[SpineBones.Count - 1].transform);
            backHead.PrepareBone(BaseTransform, SpineBones, SpineBones.Count - 1);

            // Collision calculations helper list
            CollidersDataToCheck = new List <FImp_ColliderData_Base>();

            // Straightening spine pose to desired positions and rotations on init
            chainReverseFlag = !LastBoneLeading;
            UpdateChainIndexHelperVariables();
            ReposeSpine();
            //SpineMotion();

            initialized = true;
        }