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- /******************************************************************************
- * 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 {
- /// <summary>
- /// 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 <see cref="SkeletonUtility"/>,
- /// by setting <see cref="SkeletonUtility.flipBy180DegreeRotation"/> to true, not via negative scale.
- ///
- /// Note: This component is automatically attached when calling "Create Hinge Chain" at <see cref="SkeletonUtilityBone"/>,
- /// do not attempt to use this component for other purposes.
- /// </summary>
- 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;
- }
- /// <summary>
- /// Compensates the position so that a child at the reference position remains in the same place,
- /// to counter any movement that occurred by rotation.
- /// </summary>
- void CompensatePositionToYRotation () {
- Vector3 newPosition = reference.position + (reference.position - this.transform.position);
- newPosition.y = this.transform.position.y;
- this.transform.position = newPosition;
- }
- /// <summary>
- /// Compensates the position so that a child at the reference position remains in the same place,
- /// to counter any movement that occurred by rotation.
- /// </summary>
- void CompensatePositionToXRotation () {
- Vector3 newPosition = reference.position + (reference.position - this.transform.position);
- newPosition.x = this.transform.position.x;
- this.transform.position = newPosition;
- }
- }
- }
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