/// <summary>
        /// 指定された<see cref="VRMSpringBone"/>を基に<see cref="DynamicBone"/>を設定します。
        /// </summary>
        /// <param name="springBone"></param>
        /// <param name="dynamicBoneColliderGroups">キーに<see cref="VRMSpringBoneColliderGroup"/>、値に対応する<see cref="DynamicBoneCollider"/>のリストを持つジャグ配列。</param>
        /// <param name="swayingParametersConverter"></param>
        private static void ConvertVRMSpringBone(
            VRMSpringBone springBone,
            IDictionary <VRMSpringBoneColliderGroup, IEnumerable <MonoBehaviour> > dynamicBoneColliderGroups,
            Converter.SwayingParametersConverter swayingParametersConverter
            )
        {
            var springBoneParameters = new SpringBoneParameters(stiffnessForce: springBone.m_stiffnessForce, dragForce: springBone.m_dragForce);
            var boneInfo             = new BoneInfo(vrmMeta: springBone.gameObject.GetComponentsInParent <VRMMeta>()[0]);

            foreach (var transform in springBone.RootBones)
            {
                var dynamicBone = springBone.gameObject.AddComponent(DynamicBoneType);
                DynamicBoneType.GetField("m_Root").SetValue(dynamicBone, transform);
                DynamicBoneType.GetField("m_Exclusions").SetValue(dynamicBone, new List <Transform>());

                DynamicBoneParameters dynamicBoneParameters = null;
                if (swayingParametersConverter != null)
                {
                    dynamicBoneParameters = swayingParametersConverter(
                        springBoneParameters: springBoneParameters,
                        boneInfo: boneInfo
                        );
                }
                if (dynamicBoneParameters != null)
                {
                    DynamicBoneType.GetField("m_Damping").SetValue(dynamicBone, dynamicBoneParameters.Damping);
                    DynamicBoneType.GetField("m_DampingDistrib")
                    .SetValue(dynamicBone, dynamicBoneParameters.DampingDistrib);
                    DynamicBoneType.GetField("m_Elasticity").SetValue(dynamicBone, dynamicBoneParameters.Elasticity);
                    DynamicBoneType.GetField("m_ElasticityDistrib")
                    .SetValue(dynamicBone, dynamicBoneParameters.ElasticityDistrib);
                    DynamicBoneType.GetField("m_Stiffness").SetValue(dynamicBone, dynamicBoneParameters.Stiffness);
                    DynamicBoneType.GetField("m_StiffnessDistrib")
                    .SetValue(dynamicBone, dynamicBoneParameters.StiffnessDistrib);
                    DynamicBoneType.GetField("m_Inert").SetValue(dynamicBone, dynamicBoneParameters.Inert);
                    DynamicBoneType.GetField("m_InertDistrib")
                    .SetValue(dynamicBone, dynamicBoneParameters.InertDistrib);
                }

                DynamicBoneType.GetField("m_Gravity")
                .SetValue(dynamicBone, springBone.m_gravityDir * springBone.m_gravityPower);
                DynamicBoneType.GetField("m_Radius").SetValue(dynamicBone, springBone.m_hitRadius);
                if (dynamicBoneColliderGroups != null)
                {
                    var        colliders = Activator.CreateInstance(type: DynamicBoneColliderBaseListType);
                    MethodInfo addMethod = DynamicBoneColliderBaseListType.GetMethod("Add");
                    foreach (var collider in springBone.ColliderGroups.SelectMany(
                                 colliderGroup => dynamicBoneColliderGroups[colliderGroup]
                                 ))
                    {
                        addMethod.Invoke(colliders, new[] { collider });
                    }
                    DynamicBoneType.GetField("m_Colliders").SetValue(dynamicBone, colliders);
                }
            }
        }
Пример #2
0
 /// <summary>
 /// <see cref="ComponentsReplacer.SwayingParametersConverter">の既定値。
 /// </summary>
 /// <param name="springBoneParameters"></param>
 /// <param name="boneInfo"></param>
 /// <returns></returns>
 internal static SpringBoneParameters DefaultSwayingParametersConverter(
     DynamicBoneParameters dynamicBoneParameters,
     BoneInfo boneInfo
     )
 {
     return(new SpringBoneParameters()
     {
         StiffnessForce = dynamicBoneParameters.Elasticity / 0.05f,
         DragForce = dynamicBoneParameters.Damping / 0.6f,
     });
 }
Пример #3
0
        /// <summary>
        /// 指定された<see cref="VRMSpringBone"/>を基に<see cref="DynamicBone"/>を設定します。
        /// </summary>
        /// <param name="springBone"></param>
        /// <param name="dynamicBoneColliderGroups">キーに<see cref="VRMSpringBoneColliderGroup"/>、値に対応する<see cref="DynamicBoneCollider"/>のリストを持つジャグ配列。</param>
        /// <param name="swayingParametersConverter"></param>
        private static void ConvertVRMSpringBone(
            VRMSpringBone springBone,
            IDictionary <VRMSpringBoneColliderGroup, IEnumerable <dynamic> > dynamicBoneColliderGroups,
            Converter.SwayingParametersConverter swayingParametersConverter
            )
        {
            var springBoneParameters = new SpringBoneParameters()
            {
                StiffnessForce = springBone.m_stiffnessForce,
                DragForce      = springBone.m_dragForce,
            };
            var boneInfo = new BoneInfo(vrmMeta: springBone.gameObject.GetComponentsInParent <VRMMeta>()[0]);

            foreach (var transform in springBone.RootBones)
            {
                dynamic dynamicBone = springBone.gameObject.AddComponent(DynamicBoneType);
                dynamicBone.m_Root       = transform;
                dynamicBone.m_Exclusions = new List <Transform>();

                DynamicBoneParameters dynamicBoneParameters = null;
                if (swayingParametersConverter != null)
                {
                    dynamicBoneParameters = swayingParametersConverter(
                        springBoneParameters: springBoneParameters,
                        boneInfo: boneInfo
                        );
                }
                if (dynamicBoneParameters != null)
                {
                    dynamicBone.m_Damping           = dynamicBoneParameters.Damping;
                    dynamicBone.m_DampingDistrib    = dynamicBoneParameters.DampingDistrib;
                    dynamicBone.m_Elasticity        = dynamicBoneParameters.Elasticity;
                    dynamicBone.m_ElasticityDistrib = dynamicBoneParameters.ElasticityDistrib;
                    dynamicBone.m_Stiffness         = dynamicBoneParameters.Stiffness;
                    dynamicBone.m_StiffnessDistrib  = dynamicBoneParameters.StiffnessDistrib;
                    dynamicBone.m_Inert             = dynamicBoneParameters.Inert;
                    dynamicBone.m_InertDistrib      = dynamicBoneParameters.InertDistrib;
                }

                dynamicBone.m_Gravity = springBone.m_gravityDir * springBone.m_gravityPower;
                dynamicBone.m_Radius  = springBone.m_hitRadius;
                if (dynamicBoneColliderGroups != null)
                {
                    dynamic colliders = Activator.CreateInstance(type: DynamicBoneColliderBaseListType);
                    foreach (var collider in springBone.ColliderGroups.SelectMany(
                                 colliderGroup => dynamicBoneColliderGroups[colliderGroup]
                                 ))
                    {
                        colliders.Add(collider);
                    }
                    dynamicBone.m_Colliders = colliders;
                }
            }
        }