/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
namespace Spine.Unity {
///
/// Utility component to support flipping of hinge chains (chains of HingeJoint objects) along with the parent skeleton.
/// Note that flipping needs to be performed by 180 degree rotation at ,
/// by setting to true, not via negative scale.
///
/// Note: This component is automatically attached when calling "Create Hinge Chain" at ,
/// do not attempt to use this component for other purposes.
///
public class FollowSkeletonUtilityRootRotation : MonoBehaviour {
const float FLIP_ANGLE_THRESHOLD = 100.0f;
public Transform reference;
Vector3 prevLocalEulerAngles;
private void Start () {
prevLocalEulerAngles = this.transform.localEulerAngles;
}
void FixedUpdate () {
this.transform.rotation = reference.rotation;
bool wasFlippedAroundY = Mathf.Abs(this.transform.localEulerAngles.y - prevLocalEulerAngles.y) > FLIP_ANGLE_THRESHOLD;
bool wasFlippedAroundX = Mathf.Abs(this.transform.localEulerAngles.x - prevLocalEulerAngles.x) > FLIP_ANGLE_THRESHOLD;
if (wasFlippedAroundY)
CompensatePositionToYRotation();
if (wasFlippedAroundX)
CompensatePositionToXRotation();
prevLocalEulerAngles = this.transform.localEulerAngles;
}
///
/// Compensates the position so that a child at the reference position remains in the same place,
/// to counter any movement that occurred by rotation.
///
void CompensatePositionToYRotation () {
Vector3 newPosition = reference.position + (reference.position - this.transform.position);
newPosition.y = this.transform.position.y;
this.transform.position = newPosition;
}
///
/// Compensates the position so that a child at the reference position remains in the same place,
/// to counter any movement that occurred by rotation.
///
void CompensatePositionToXRotation () {
Vector3 newPosition = reference.position + (reference.position - this.transform.position);
newPosition.x = this.transform.position.x;
this.transform.position = newPosition;
}
}
}