Inheritance: MonoBehaviour
コード例 #1
0
        // IKの登録
        //   IKは基本的にスクリプトを利用
        CCDIKSolver[] EntryIKSolver(GameObject[] bones)
        {
            PMD.PMDFormat.IKList ik_list = format_.ik_list;

            CCDIKSolver[] iksolvers = new CCDIKSolver[ik_list.ik_data_count];
            for (int i = 0; i < ik_list.ik_data_count; i++)
            {
                PMD.PMDFormat.IK ik = ik_list.ik_data[i];

                bones[ik.ik_bone_index].AddComponent <CCDIKSolver>();
                CCDIKSolver solver = bones[ik.ik_bone_index].GetComponent <CCDIKSolver>();
                solver.target          = bones[ik.ik_target_bone_index].transform;
                solver.controll_weight = ik.control_weight * 4;                 // PMDファイルは4倍らしい
                solver.iterations      = ik.iterations;
                solver.chains          = new Transform[ik.ik_chain_length];
                for (int j = 0; j < ik.ik_chain_length; j++)
                {
                    solver.chains[j] = bones[ik.ik_child_bone_index[j]].transform;
                }

                if (!(bones[ik.ik_bone_index].name.Contains("足") || bones[ik.ik_bone_index].name.Contains("つま先")))
                {
                    solver.enabled = false;
                }
                iksolvers[i] = solver;
            }

            return(iksolvers);
        }
コード例 #2
0
	/// <summary>
	/// 初回更新前処理
	/// </summary>
	void Start()
	{
		if (null != ik_solver) {
			ik_solver = transform.GetComponent<CCDIKSolver>();
			if (0 == ik_solver_targets.Length) {
				ik_solver_targets = Enumerable.Repeat(ik_solver.target, 1)
												.Concat(ik_solver.chains)
												.Select(x=>x.GetComponent<BoneController>())
												.ToArray();
			}
		}
		UpdatePrevTransform();
	}
コード例 #3
0
 private void Start()
 {
     if (null != ik_solver)
     {
         ik_solver = this.transform.GetComponent <CCDIKSolver>();
         if (ik_solver_targets.Length == 0)
         {
             ik_solver_targets = (from x in Enumerable.Repeat <Transform>(ik_solver.target, 1).Concat(ik_solver.chains)
                                  select x.GetComponent <BoneController>()).ToArray();
         }
     }
     UpdatePrevTransform();
 }
コード例 #4
0
 /// <summary>
 /// 初回更新前処理
 /// </summary>
 void Start()
 {
     if (null != ik_solver)
     {
         ik_solver = transform.GetComponent <CCDIKSolver>();
         if (0 == ik_solver_targets.Length)
         {
             ik_solver_targets = Enumerable.Repeat(ik_solver.target, 1)
                                 .Concat(ik_solver.chains)
                                 .Select(x => x.GetComponent <BoneController>())
                                 .ToArray();
         }
     }
     UpdatePrevTransform();
 }
コード例 #5
0
		// IKの登録
		//   IKは基本的にスクリプトを利用
		CCDIKSolver[] EntryIKSolver(GameObject[] bones)
		{
			PMD.PMDFormat.IKList ik_list = format_.ik_list;

			CCDIKSolver[] iksolvers = new CCDIKSolver[ik_list.ik_data_count];
			for (int i = 0; i < ik_list.ik_data_count; i++)
			{
				PMD.PMDFormat.IK ik = ik_list.ik_data[i];

				bones[ik.ik_bone_index].AddComponent<CCDIKSolver>();
				CCDIKSolver solver = bones[ik.ik_bone_index].GetComponent<CCDIKSolver>();
				solver.target = bones[ik.ik_target_bone_index].transform;
				solver.controll_weight = ik.control_weight * 4; // PMDファイルは4倍らしい
				solver.iterations = ik.iterations;
				solver.chains = new Transform[ik.ik_chain_length];
				for (int j = 0; j < ik.ik_chain_length; j++)
					solver.chains[j] = bones[ik.ik_child_bone_index[j]].transform;

				if (!(bones[ik.ik_bone_index].name.Contains("足") || bones[ik.ik_bone_index].name.Contains("つま先")))
				{
					solver.enabled = false;
				}
				iksolvers[i] = solver;
			}

			return iksolvers;
		}