private bool CheckChanges(bool hasMotor, Transform parent) { if ((this.hadMotor == hasMotor) && (this.otherParent == parent)) { return(false); } this.hadMotor = hasMotor; this.groundLocalVelocity = new Vector3G(); this.groundWorldVelocity = new Vector3G(); this.localVelocity = new Vector3G(); this.worldVelocity = new Vector3G(); this.impulseForce = new VectorAccelSampler(); this.impulseTorque = new VectorAccelSampler(); this.lastPosition = new VectorStamp(); this.otherParent = parent; this.raw_pos = new Vector3G(); this.raw_rot = new Vector3G(); BobEffectStack stack = this.predicted.stack; this.predicted = new Weight(); this.predicted.stack = stack; stack = this.working.stack; this.working = new Weight(); this.working.stack = stack; return(true); }
private void PushPosition() { VectorStamp stamp; VectorStamp stamp2; Vector3 eyesOrigin; Vector3 eulerAngles; Character character; this.worldToLocal.f = this.otherParent.worldToLocalMatrix; this.localToWorld.f = this.otherParent.localToWorldMatrix; stamp.timeStamp = Time.time; stamp.valid = true; if ((this._motor != null) && ((character = this._motor.idMain as Character) != null)) { eulerAngles = character.eyesAngles.eulerAngles; eyesOrigin = character.eyesOrigin; } else { eulerAngles = this.otherParent.eulerAngles; eyesOrigin = this.otherParent.position; } stamp.vector.x = eyesOrigin.x; stamp.vector.y = eyesOrigin.y; stamp.vector.z = eyesOrigin.z; stamp2.vector.x = eulerAngles.x; stamp2.vector.y = eulerAngles.y; stamp2.vector.z = eulerAngles.z; stamp2.timeStamp = Time.time; stamp2.valid = true; if (this.lastPosition.valid && (this.lastPosition.timeStamp != stamp.timeStamp)) { double num = 1.0 / ((double)(stamp.timeStamp - this.lastPosition.timeStamp)); this.worldVelocity.x = (stamp.vector.x - this.lastPosition.vector.x) * num; this.worldVelocity.y = (stamp.vector.y - this.lastPosition.vector.y) * num; this.worldVelocity.z = (stamp.vector.z - this.lastPosition.vector.z) * num; Matrix4x4G.Mult3x3(ref this.worldVelocity, ref this.worldToLocal, out this.localVelocity); } this.impulseForce.Sample(ref this.localVelocity, stamp.timeStamp); this.lastPosition = stamp; if (this.lastRotation.valid && (this.lastRotation.timeStamp != stamp2.timeStamp)) { double num2 = 1.0 / ((double)(stamp2.timeStamp - this.lastRotation.timeStamp)); Precise.DeltaAngle(ref this.lastRotation.vector.x, ref stamp2.vector.x, out this.localAngularVelocity.x); Precise.DeltaAngle(ref this.lastRotation.vector.y, ref stamp2.vector.y, out this.localAngularVelocity.y); Precise.DeltaAngle(ref this.lastRotation.vector.z, ref stamp2.vector.z, out this.localAngularVelocity.z); this.localAngularVelocity.x *= num2; this.localAngularVelocity.y *= num2; this.localAngularVelocity.z *= num2; } this.impulseTorque.Sample(ref this.localAngularVelocity, stamp2.timeStamp); this.lastRotation = stamp2; this.localVelocityMag = Math.Sqrt(((this.localVelocity.x * this.localVelocity.x) + (this.localVelocity.y * this.localVelocity.y)) + (this.localVelocity.z * this.localVelocity.z)); this.worldVelocityMag = Math.Sqrt(((this.worldVelocity.x * this.worldVelocity.x) + (this.worldVelocity.y * this.worldVelocity.y)) + (this.worldVelocity.z * this.worldVelocity.z)); this.localAngularVelocityMag = Math.Sqrt(((this.localAngularVelocity.x * this.localAngularVelocity.x) + (this.localAngularVelocity.y * this.localAngularVelocity.y)) + (this.localAngularVelocity.z * this.localAngularVelocity.z)); }