public VRMSpringBone ToSpringBone(GameObject gameObject) { var targetObject = HierarchyPath.ToGameObject(AttachedTo, gameObject); var attachedBone = targetObject.AddComponent <VRMSpringBone>(); // Copy values attachedBone.m_comment = m_comment; attachedBone.m_stiffnessForce = m_stiffnessForce; attachedBone.m_gravityPower = m_gravityPower; attachedBone.m_gravityDir = m_gravityDir; attachedBone.m_dragForce = m_dragForce; attachedBone.m_center = HierarchyPath.ToTransform(m_center); attachedBone.RootBones = HierarchyPath.ToTransforms(RootBones, gameObject); attachedBone.m_hitRadius = m_hitRadius; attachedBone.ColliderGroups = new VRMSpringBoneColliderGroup[ColliderGroups.Count]; for (var i = 0; i < ColliderGroups.Count; i++) { var cgAttachedObject = HierarchyPath.ToGameObject(ColliderGroups[i], gameObject); if (cgAttachedObject != null) { attachedBone.ColliderGroups[i] = cgAttachedObject.GetComponent <VRMSpringBoneColliderGroup>(); } } return(attachedBone); }
public DynamicBone ToDynamicBone(GameObject gameObject) { var targetObject = HierarchyPath.ToGameObject(AttachedTo, gameObject); var attachedBone = targetObject.AddComponent <DynamicBone>(); // Copy values attachedBone.m_Root = HierarchyPath.ToTransform(m_Root, gameObject); attachedBone.m_UpdateRate = m_UpdateRate; attachedBone.m_UpdateMode = m_UpdateMode; attachedBone.m_Damping = m_Damping; attachedBone.m_DampingDistrib = m_DampingDistrib; attachedBone.m_Elasticity = m_Elasticity; attachedBone.m_ElasticityDistrib = m_ElasticityDistrib; attachedBone.m_Stiffness = m_Stiffness; attachedBone.m_StiffnessDistrib = m_StiffnessDistrib; attachedBone.m_Inert = m_Inert; attachedBone.m_InertDistrib = m_InertDistrib; attachedBone.m_Radius = m_Radius; attachedBone.m_RadiusDistrib = m_RadiusDistrib; attachedBone.m_EndLength = m_EndLength; attachedBone.m_EndOffset = m_EndOffset; attachedBone.m_Gravity = m_Gravity; attachedBone.m_Force = m_Force; attachedBone.m_Colliders = new List <DynamicBoneColliderBase>(); foreach (var colliderAttachedObject in HierarchyPath.ToGameObjects(m_Colliders, gameObject)) { var colliders = colliderAttachedObject.GetComponents <DynamicBoneCollider>(); if (colliders != null) { foreach (var collider in colliders) { attachedBone.m_Colliders.Add(collider); } } } attachedBone.m_Exclusions = HierarchyPath.ToTransforms(m_Exclusions, gameObject); attachedBone.m_FreezeAxis = m_FreezeAxis; attachedBone.m_DistantDisable = m_DistantDisable; attachedBone.m_ReferenceObject = HierarchyPath.ToTransform(m_ReferenceObject, gameObject); attachedBone.m_DistanceToObject = m_DistanceToObject; return(attachedBone); }