public virtual void FixedUpdateBones(RealHand targetHand, VCHand vcHand, int f) { RealFinger finger = targetHand.fingers[f]; Vector3 displacement = bones [bones.Length - 1].position - finger.bones [bones.Length - 1].position; Vector3 force = posSD.GetForce(displacement, boneBodys [bones.Length - 1].velocity); CapsuleCollider boneCol = boneCols [bones.Length - 1]; Vector3 I = CapsuleI(boneCol.radius, boneCol.height, posSD.m); Quaternion targetRot = finger.bones[bones.Length - 1].rotation; Quaternion boneRot = bones[bones.Length - 1].rotation; Vector3 torque = rotSD.GetTorque(boneRot, targetRot, boneBodys[bones.Length - 1].angularVelocity, I); MoveBones(vcHand, finger, force, torque); }
//位置がずれる、なぜ.... public override void FixedUpdateBones(RealHand targetHand, VCHand vcHand, int f) { RealFinger finger = targetHand.fingers[f]; Vector3 targetLocalPos = finger.bones [bones.Length - 1].position - targetHand.palm.position; Vector3 localPos = bones [bones.Length - 1].position - targetHand.palm.position; Vector3 localVelocity = boneBodys [bones.Length - 1].velocity - vcHand.palmBody.velocity; Vector3 force = posSD.GetForce(localPos - targetLocalPos, localVelocity); CapsuleCollider boneCol = boneCols [bones.Length - 1]; Vector3 I = CapsuleI(boneCol.radius, boneCol.height, posSD.m); Quaternion targetLocalRot = finger.bones [bones.Length - 1].rotation * Quaternion.Inverse(targetHand.palm.rotation); Quaternion boneLocalRot = bones[bones.Length - 1].rotation * Quaternion.Inverse(targetHand.palm.rotation); Vector3 localAngularVelocity = boneBodys [bones.Length - 1].angularVelocity - vcHand.palmBody.angularVelocity; Vector3 torque = rotSD.GetTorque(boneLocalRot, targetLocalRot, localAngularVelocity, I); MoveBones(vcHand, finger, force, torque); }
protected void MoveBones(VCHand vcHand, RealFinger finger, Vector3 force, Vector3 torque) { boneBodys [bones.Length - 1].AddForce(force); boneBodys[bones.Length - 1].AddTorque(torque); for (int b = 0; b < bones.Length; ++b) { if (bones [b] != null && boneBodys [b]) { boneCols [b].radius = finger.boneWidths[b] / 2f; boneCols [b].height = finger.boneLengths[b] + finger.boneWidths [b]; if (vcHand.useSkin && fingerSkins[b]) { fingerSkins[b].FixedUpdateSkin(bones[b], boneBodys[b], boneCols[b]); } /* * Vector3 displacement = bones [b].position - finger.bones [b].Center.ToVector3 (); * //Debug.DrawRay (finger.bones [b].Center.ToVector3 (), finger.bones[b].Direction.ToVector3(), Color.green, Time.fixedDeltaTime); * Vector3 force = posSD.GetForce (displacement, boneBodys [b].velocity); * boneBodys [b].AddForce (force); * * Quaternion targetRot = finger.bones[b].Rotation.ToQuaternion(); * Quaternion boneRot = bones[b].rotation; * Vector3 torque = rotSD.GetTorque (boneRot, targetRot, boneBodys[b].angularVelocity); * boneBodys[b].AddTorque (torque); */ //回転軸の描画 /* * if (b >= 2) {//Element0は空なので * float axisStartZ = -boneCols [b].height / 2f + boneCols [b].radius; * Vector3 start = bones [b].position + bones [b].forward * axisStartZ; * Vector3 rotAxis = Vector3.Cross (bones [b].forward, bones [b - 1].forward); * Debug.DrawRay (start, rotAxis, Color.red); * } */ } } }