/****************************************************************************** * 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; } } }