示例#1
0
        /// <summary>
        /// Gets output for angle.
        /// </summary>
        /// <param name="translation">Translation.</param>
        /// <param name="parameter">Parameter.</param>
        /// <param name="particles">Particles.</param>
        /// <param name="particleIndex">Index of particle.</param>
        /// <returns>Output value.</returns>
        private float GetOutputAngle(
            Vector2 translation,
            CubismParameter parameter,
            CubismPhysicsParticle[] particles,
            int particleIndex
            )
        {
            var parentGravity = -CubismPhysics.Gravity;


            if (CubismPhysics.UseAngleCorrection && (particleIndex - 1) != 0)
            {
                parentGravity = particles[particleIndex - 2].Position -
                                particles[particleIndex - 1].Position;
            }


            translation.y *= -1.0f;

            var outputValue = CubismPhysicsMath.DirectionToRadian(-parentGravity, -translation);

            outputValue = (((-translation.x) - (-parentGravity.x)) > 0.0f)
                ? -outputValue
                : outputValue;


            if (IsInverted)
            {
                outputValue *= -1.0f;
            }

            return(outputValue);
        }
示例#2
0
        /// <summary>
        /// Gets output for angle.
        /// </summary>
        /// <param name="translation">Translation.</param>
        /// <param name="parameter">Parameter.</param>
        /// <param name="particles">Particles.</param>
        /// <param name="particleIndex">Index of particle.</param>
        /// <param name="gravity">Gravity.</param>
        /// <returns>Output value.</returns>
        private float GetOutputAngle(
            Vector2 translation,
            CubismParameter parameter,
            CubismPhysicsParticle[] particles,
            int particleIndex,
            Vector2 gravity
            )
        {
            var parentGravity = Vector2.zero;


            if (CubismPhysics.UseAngleCorrection)
            {
                if (particleIndex < 2)
                {
                    parentGravity    = gravity;
                    parentGravity.y *= -1.0f;
                }
                else
                {
                    parentGravity = particles[particleIndex - 1].Position -
                                    particles[particleIndex - 2].Position;
                }
            }
            else
            {
                parentGravity    = gravity;
                parentGravity.y *= -1.0f;
            }


            var outputValue = CubismPhysicsMath.DirectionToRadian(parentGravity, translation);


            if (IsInverted)
            {
                outputValue *= -1.0f;
            }

            return(outputValue);
        }
        /// <summary>
        /// Updates particles in every frame.
        /// </summary>
        /// <param name="strand">Particles.</param>
        /// <param name="totalTranslation">Total translation.</param>
        /// <param name="totalAngle">Total angle.</param>
        /// <param name="wind">Direction of wind.</param>
        /// <param name="thresholdValue">Value of threshold.</param>
        /// <param name="deltaTime">Time of delta.</param>
        private void UpdateParticles(
            CubismPhysicsParticle[] strand,
            Vector2 totalTranslation,
            float totalAngle,
            Vector2 wind,
            float thresholdValue,
            float deltaTime
            )
        {
            strand[0].Position = totalTranslation;

            var totalRadian    = CubismPhysicsMath.DegreesToRadian(totalAngle);
            var currentGravity = CubismPhysicsMath.RadianToDirection(totalRadian);

            currentGravity.Normalize();

            for (var i = 1; i < strand.Length; ++i)
            {
                strand[i].Force = (currentGravity * strand[i].Acceleration) + wind;

                strand[i].LastPosition = strand[i].Position;

                // The Cubism Editor expects 30 FPS so we scale here by 30...
                var delay = strand[i].Delay * deltaTime * 30.0f;

                var direction = strand[i].Position - strand[i - 1].Position;
                var radian    = CubismPhysicsMath.DirectionToRadian(strand[i].LastGravity, currentGravity) / CubismPhysics.AirResistance;


                direction.x = ((Mathf.Cos(radian) * direction.x) - (direction.y * Mathf.Sin(radian)));
                direction.y = ((Mathf.Sin(radian) * direction.x) + (direction.y * Mathf.Cos(radian)));


                strand[i].Position = strand[i - 1].Position + direction;


                var velocity = strand[i].Velocity * delay;
                var force    = strand[i].Force * delay * delay;


                strand[i].Position = strand[i].Position + velocity + force;


                var newDirection = strand[i].Position - strand[i - 1].Position;

                newDirection.Normalize();


                strand[i].Position = strand[i - 1].Position + newDirection * strand[i].Radius;

                if (Mathf.Abs(strand[i].Position.x) < thresholdValue)
                {
                    strand[i].Position.x = 0.0f;
                }


                if (delay != 0.0f)
                {
                    strand[i].Velocity =
                        ((strand[i].Position - strand[i].LastPosition) / delay) * strand[i].Mobility;
                }


                strand[i].Force       = Vector2.zero;
                strand[i].LastGravity = currentGravity;
            }
        }