using System; using System.Collections.Generic; using System.IO; using System.Runtime.InteropServices; using UnityEngine; public class DynamicSkirtBone : MonoBehaviour { [DllImport("kernel32.dll")] private static extern IntPtr LoadLibraryW(byte[] dllToLoad); [DllImport("kernel32.dll")] private static extern IntPtr GetProcAddress(IntPtr hModule, string procedureName); [DllImport("kernel32.dll")] private static extern bool FreeLibrary(IntPtr hModule); public bool SerializeWrite(BinaryWriter f_bw) { f_bw.Write("CM3D21_PSK"); f_bw.Write(1140); f_bw.Write(this.m_fPanierRadius); this.SerializeWriteAnimationCurve(f_bw, this.m_PanierRadiusDistrib); int num = (this.m_PanierRadiusDistribGroup == null) ? 0 : this.m_PanierRadiusDistribGroup.Length; f_bw.Write(num); for (int i = 0; i < num; i++) { DynamicSkirtBone.PanierRadiusGroup panierRadiusGroup = this.m_PanierRadiusDistribGroup[i]; f_bw.Write(panierRadiusGroup.strBoneName); f_bw.Write(panierRadiusGroup.fRadius); this.SerializeWriteAnimationCurve(f_bw, panierRadiusGroup.Curve); } f_bw.Write(this.m_fPanierForce); this.SerializeWriteAnimationCurve(f_bw, this.m_PanierForceDistrib); f_bw.Write(this.m_fPanierStressForce); f_bw.Write(this.m_fStressDgreeMin); f_bw.Write(this.m_fStressDgreeMax); f_bw.Write(this.m_fStressMinScale); f_bw.Write(this.m_fScaleEaseSpeed); f_bw.Write(this.m_fPanierForceDistanceThreshold); f_bw.Write(this.m_nCalcTime); f_bw.Write(this.m_fVelocityForceRate); this.SerializeWriteAnimationCurve(f_bw, this.m_VelocityForceRateDistrib); f_bw.Write(this.m_vGravity.x); f_bw.Write(this.m_vGravity.y); f_bw.Write(this.m_vGravity.z); this.SerializeWriteAnimationCurve(f_bw, this.m_GravityDistrib); f_bw.Write(this.m_aryHard[0]); f_bw.Write(this.m_aryHard[1]); f_bw.Write(this.m_aryHard[2]); f_bw.Write(this.m_aryHard[3]); return true; } private void SerializeWriteAnimationCurve(BinaryWriter f_bw, AnimationCurve f_ac) { Keyframe[] keys = f_ac.keys; f_bw.Write(keys.Length); for (int i = 0; i < keys.Length; i++) { f_bw.Write(keys[i].time); f_bw.Write(keys[i].value); f_bw.Write(keys[i].inTangent); f_bw.Write(keys[i].outTangent); } } public void SerializeRead(BinaryReader f_br) { string a = f_br.ReadString(); if (a != "CM3D21_PSK") { NDebug.Assert("物理スカート定義ヘッダー不正", false); } int num = f_br.ReadInt32(); this.m_fPanierRadius = f_br.ReadSingle(); this.SerializeReadAnimationCurve(f_br, out this.m_PanierRadiusDistrib); if (217 <= num) { int num2 = f_br.ReadInt32(); if (num2 != 0) { this.m_PanierRadiusDistribGroup = new DynamicSkirtBone.PanierRadiusGroup[num2]; } for (int i = 0; i < num2; i++) { DynamicSkirtBone.PanierRadiusGroup panierRadiusGroup = new DynamicSkirtBone.PanierRadiusGroup(); panierRadiusGroup.strBoneName = f_br.ReadString(); panierRadiusGroup.fRadius = f_br.ReadSingle(); this.SerializeReadAnimationCurve(f_br, out panierRadiusGroup.Curve); this.m_PanierRadiusDistribGroup[i] = panierRadiusGroup; } } this.m_fPanierForce = f_br.ReadSingle(); this.SerializeReadAnimationCurve(f_br, out this.m_PanierForceDistrib); this.m_fPanierStressForce = f_br.ReadSingle(); this.m_fStressDgreeMin = f_br.ReadSingle(); this.m_fStressDgreeMax = f_br.ReadSingle(); this.m_fStressMinScale = f_br.ReadSingle(); this.m_fScaleEaseSpeed = f_br.ReadSingle(); this.m_fPanierForceDistanceThreshold = f_br.ReadSingle(); this.m_nCalcTime = f_br.ReadInt32(); this.m_fVelocityForceRate = f_br.ReadSingle(); this.SerializeReadAnimationCurve(f_br, out this.m_VelocityForceRateDistrib); this.m_vGravity.x = f_br.ReadSingle(); this.m_vGravity.y = f_br.ReadSingle(); this.m_vGravity.z = f_br.ReadSingle(); this.SerializeReadAnimationCurve(f_br, out this.m_GravityDistrib); this.m_aryHard[0] = f_br.ReadSingle(); this.m_aryHard[1] = f_br.ReadSingle(); this.m_aryHard[2] = f_br.ReadSingle(); this.m_aryHard[3] = f_br.ReadSingle(); this.UpdateParameters(); } private void SerializeReadAnimationCurve(BinaryReader f_br, out AnimationCurve f_ac) { int num = f_br.ReadInt32(); f_ac = null; if (num != 0) { Keyframe[] array = new Keyframe[num]; for (int i = 0; i < num; i++) { array[i] = new Keyframe { time = f_br.ReadSingle(), value = f_br.ReadSingle(), inTangent = f_br.ReadSingle(), outTangent = f_br.ReadSingle() }; } f_ac = new AnimationCurve(array); } } public bool InitGameObject(GameObject f_objRoot, TBodySkin bodyskin, Transform f_trSkirtRoot) { this.m_BodySkin = bodyskin; this.m_Body = bodyskin.body; if (DynamicSkirtBone.m_PluginDll == IntPtr.Zero) { string text = Application.dataPath + '/' + "Plugins/clothpp.dll"; Debug.Log("Application.dataPath is " + text); DynamicSkirtBone.m_PluginDll = DynamicSkirtBone.LoadLibraryW(NUty.ConvStringToByte(text, NUty.ENCO.UTF_16)); IntPtr procAddress = DynamicSkirtBone.GetProcAddress(DynamicSkirtBone.m_PluginDll, "Export_PhysicsCreate"); DynamicSkirtBone.m_dgExport_PhysicsCreate = (DynamicSkirtBone.Export_PhysicsCreate)Marshal.GetDelegateForFunctionPointer(procAddress, typeof(DynamicSkirtBone.Export_PhysicsCreate)); IntPtr procAddress2 = DynamicSkirtBone.GetProcAddress(DynamicSkirtBone.m_PluginDll, "Export_PhysicsDelete"); DynamicSkirtBone.m_dgExport_PhysicsDelete = (DynamicSkirtBone.Export_PhysicsDelete)Marshal.GetDelegateForFunctionPointer(procAddress2, typeof(DynamicSkirtBone.Export_PhysicsDelete)); IntPtr procAddress3 = DynamicSkirtBone.GetProcAddress(DynamicSkirtBone.m_PluginDll, "Export_InitSkirt"); DynamicSkirtBone.m_dgExport_InitSkirt = (DynamicSkirtBone.Export_InitSkirt)Marshal.GetDelegateForFunctionPointer(procAddress3, typeof(DynamicSkirtBone.Export_InitSkirt)); IntPtr procAddress4 = DynamicSkirtBone.GetProcAddress(DynamicSkirtBone.m_PluginDll, "Export_GetBonePos"); DynamicSkirtBone.m_dgExport_GetBonePos = (DynamicSkirtBone.Export_GetBonePos)Marshal.GetDelegateForFunctionPointer(procAddress4, typeof(DynamicSkirtBone.Export_GetBonePos)); } NDebug.Assert(this.m_nDllPhysicsInstanceID == -1, () => "Skirt DLL多重ロード。"); this.m_nDllPhysicsInstanceID = DynamicSkirtBone.m_dgExport_PhysicsCreate(); this.m_nBoneCount = 0; this.m_listBoneScaleDef.Clear(); this.m_listHookBoneTrs = new List(); int num = -1; int num2 = f_trSkirtRoot.childCount - 1; while (0 <= num2) { Transform child = f_trSkirtRoot.GetChild(num2); if (child.name.Contains("Skirt") && child.name.Contains("_A_")) { int num3 = int.Parse(child.name.Substring(5, 2)) - 1; if (num == -1) { num = num3; } num3 = num - num3; Vector3 position = child.position; this.m_aryBonePos[num3 * 3] = position.x; this.m_aryBonePos[num3 * 3 + 1] = position.y; this.m_aryBonePos[num3 * 3 + 2] = position.z; this.m_aryBoneTrs[num3] = child; this.m_listHookBoneTrs.Add(child); } num2--; } this.m_nHookBoneCount = this.m_listHookBoneTrs.Count; this.m_nBoneCount = this.m_nHookBoneCount; this.m_bOldBone = (this.m_nHookBoneCount <= 12); float num4 = 0f; for (int i = 0; i < this.m_nHookBoneCount; i++) { int num5 = 0; Transform transform = this.m_listHookBoneTrs[i]; if (transform.localScale.x < 0.999f || 1.001f < transform.localScale.x || transform.localScale.y < 0.999f || 1.001f < transform.localScale.y || transform.localScale.z < 0.999f || 1.001f < transform.localScale.z) { this.m_listBoneScaleDef.Add(new BoneScaleDef(transform, transform.localPosition, transform.localRotation, transform.localScale)); } this.m_aryBoneLength[i] = 0f; float num6 = 0f; while (transform.childCount > 0) { Vector3 position2 = transform.position; transform = transform.GetChild(0); if (transform.localScale.x < 0.999f || 1.001f < transform.localScale.x || transform.localScale.y < 0.999f || 1.001f < transform.localScale.y || transform.localScale.z < 0.999f || 1.001f < transform.localScale.z) { this.m_listBoneScaleDef.Add(new BoneScaleDef(transform, transform.localPosition, transform.localRotation, transform.localScale)); } num6 += (position2 - transform.position).magnitude; Vector3 position3 = transform.position; this.m_aryBonePos[(num5 + 1) * (this.m_nHookBoneCount * 3) + i * 3] = position3.x; this.m_aryBonePos[(num5 + 1) * (this.m_nHookBoneCount * 3) + i * 3 + 1] = position3.y; this.m_aryBonePos[(num5 + 1) * (this.m_nHookBoneCount * 3) + i * 3 + 2] = position3.z; this.m_aryBoneTrs[(num5 + 1) * this.m_nHookBoneCount + i] = transform; this.m_aryBoneLength[(num5 + 1) * this.m_nHookBoneCount + i] = num6; this.m_nBoneCount++; num5++; } if (num4 < num6) { num4 = num6; } } this.m_fMaxLenght = num4; for (int j = 0; j < this.m_nBoneCount; j++) { this.m_aryBoneLengthRate[j] = this.m_aryBoneLength[j] / this.m_fMaxLenght; } this.m_aryVelocityForceRate = new float[this.m_nBoneCount]; this.m_aryGravity = new float[this.m_nBoneCount * 3]; this.m_trPanierParent = new GameObject("Skirt_P").transform; this.m_trPanierParent.SetParent(f_trSkirtRoot, false); this.m_trPanierParent.position = f_trSkirtRoot.position; this.m_trPanierParent.rotation = f_trSkirtRoot.rotation; this.m_aryPanierBoneTrs = new Transform[this.m_nBoneCount]; this.m_aryPanierForce = new float[this.m_nBoneCount]; this.m_aryPanierRadius = new float[this.m_nBoneCount]; this.m_aryPanierBoneToLegSegRate = new float[this.m_nBoneCount]; this.m_aryPanierBoneBeforeRotAngle = new float[this.m_nBoneCount]; this.m_fPanierStress = new float[this.m_nHookBoneCount]; this.m_fPanierVecAngle = new float[this.m_nHookBoneCount]; this.m_aryPanierLastChildDef = new Transform[this.m_nHookBoneCount]; Dictionary dictionary = null; if (this.m_bOldBone) { dictionary = ImportCM.LoadOldSkirtBoneRev(f_objRoot.name); this.m_bPanierOldBoneRotRev = new bool[this.m_nBoneCount]; this.m_vPanierOldBoneRotRevInit = new Vector3[this.m_nBoneCount]; this.m_vPanierOldBoneRotRevAfter = new Vector3[this.m_nBoneCount]; } int num7 = 0; for (int k = 0; k < this.m_nHookBoneCount; k++) { GameObject gameObject = new GameObject("Skirt_P_" + k + "_0"); gameObject.transform.SetParent(this.m_trPanierParent, false); Transform transform2 = this.m_listHookBoneTrs[k]; gameObject.transform.position = transform2.position; gameObject.transform.rotation = transform2.rotation; bool flag = false; Vector3 vector = Vector3.zero; Vector3 vector2 = Vector3.zero; if (this.m_bOldBone) { ImportCM.OldSkirtBoneRev oldSkirtBoneRev; if (dictionary != null && dictionary.TryGetValue(transform2.name, out oldSkirtBoneRev)) { this.m_bPanierOldBoneRotRev[k] = true; this.m_vPanierOldBoneRotRevInit[k] = oldSkirtBoneRev.vRotRevInit; this.m_vPanierOldBoneRotRevAfter[k] = oldSkirtBoneRev.vRotRevAfter; flag = oldSkirtBoneRev.bRecursiv; if (flag) { vector = oldSkirtBoneRev.vRotRevInit; vector2 = oldSkirtBoneRev.vRotRevAfter; } } else { Vector3 normalized = (this.m_listHookBoneTrs[(k + 1 >= this.m_nHookBoneCount) ? 0 : (k + 1)].position - this.m_listHookBoneTrs[k].position).normalized; float num8 = Vector3.Dot(normalized, -this.m_listHookBoneTrs[k].forward); if (num8 < 0.1f) { this.m_bPanierOldBoneRotRev[k] = true; flag = true; float num9 = Vector3.Dot(normalized, this.m_listHookBoneTrs[k].forward); if (-0.1 < (double)num9 && num9 < 0.5f) { Vector3[] vPanierOldBoneRotRevInit = this.m_vPanierOldBoneRotRevInit; int num10 = k; vector = new Vector3(90f, 0f, 0f); vPanierOldBoneRotRevInit[num10] = vector; Vector3[] vPanierOldBoneRotRevAfter = this.m_vPanierOldBoneRotRevAfter; int num11 = k; vector2 = new Vector3(-90f, 0f, 0f); vPanierOldBoneRotRevAfter[num11] = vector2; } else { Vector3[] vPanierOldBoneRotRevInit2 = this.m_vPanierOldBoneRotRevInit; int num12 = k; vector = new Vector3(180f, 0f, 0f); vPanierOldBoneRotRevInit2[num12] = vector; Vector3[] vPanierOldBoneRotRevAfter2 = this.m_vPanierOldBoneRotRevAfter; int num13 = k; vector2 = new Vector3(-180f, 0f, 0f); vPanierOldBoneRotRevAfter2[num13] = vector2; } } } if (this.m_bPanierOldBoneRotRev[k]) { gameObject.transform.Rotate(this.m_vPanierOldBoneRotRevInit[k], Space.Self); } } this.m_aryPanierBoneTrs[k] = gameObject.transform; int num14 = 0; int num15 = 0; Transform transform3 = this.m_listHookBoneTrs[k]; while (transform3.childCount > 0) { transform3 = transform3.GetChild(0); int num16 = num15 * this.m_nHookBoneCount + k; int num17 = (num15 + 1) * this.m_nHookBoneCount + k; GameObject gameObject2 = new GameObject(string.Concat(new object[] { "Skirt_P_", k, "_", 1 + num15 })); gameObject2.transform.SetParent(this.m_aryPanierBoneTrs[num16], false); gameObject2.transform.position = transform3.position; gameObject2.transform.rotation = transform3.rotation; if (this.m_bOldBone) { ImportCM.OldSkirtBoneRev oldSkirtBoneRev2; if (flag) { this.m_bPanierOldBoneRotRev[num17] = true; this.m_vPanierOldBoneRotRevInit[num17] = vector; this.m_vPanierOldBoneRotRevAfter[num17] = vector2; } else if (!flag && dictionary != null && dictionary.TryGetValue(transform2.name, out oldSkirtBoneRev2)) { this.m_bPanierOldBoneRotRev[num17] = true; this.m_vPanierOldBoneRotRevInit[num17] = oldSkirtBoneRev2.vRotRevInit; this.m_vPanierOldBoneRotRevAfter[num17] = oldSkirtBoneRev2.vRotRevAfter; flag = oldSkirtBoneRev2.bRecursiv; if (flag) { vector = oldSkirtBoneRev2.vRotRevInit; vector2 = oldSkirtBoneRev2.vRotRevAfter; } } if (this.m_bPanierOldBoneRotRev[num17]) { gameObject2.transform.Rotate(this.m_vPanierOldBoneRotRevInit[num17], Space.Self); } } this.m_aryPanierBoneTrs[num17] = gameObject2.transform; num15++; num14++; } if (num7 < num14) { num7 = num14; } } this.m_aryPanierBoneDefRot = new Quaternion[this.m_nBoneCount]; for (int l = 0; l < this.m_nHookBoneCount; l++) { Transform transform4 = this.m_aryPanierBoneTrs[l]; this.m_aryPanierBoneDefRot[l] = transform4.localRotation; int num18 = 0; while (transform4.childCount > 0) { transform4 = transform4.GetChild(0); this.m_aryPanierBoneDefRot[(num18 + 1) * this.m_nHookBoneCount + l] = transform4.localRotation; num18++; } } this.m_aryLegSeqRadius[0] = 0.1630143f; this.m_aryLegSeqRadius[1] = 0.2130143f; this.m_aryLegSeqRadius[2] = 0.5f; this.m_aryLegSeqRadius[3] = 0.5f; this.m_aryLegSeqRadius[4] = 0.5f; this.m_aryLegSeqRadius[5] = 0.5f; this.m_nPanierBoneCount = this.m_nBoneCount; for (int m = 0; m < this.m_nBoneCount * 3; m++) { this.m_aryPanierBonePos[m] = this.m_aryBonePos[m]; } this.m_nBodyBallCount = 2; Transform pelvis = this.m_Body.Pelvis; int num19 = 0; GameObject gameObject3 = new GameObject("Hit_HipL"); gameObject3.transform.SetParent(pelvis); this.m_listBodyBallPos.Add(gameObject3.transform); DynamicBoneCollider dynamicBoneCollider; this.m_listBodyBall.Add(dynamicBoneCollider = gameObject3.AddComponent()); dynamicBoneCollider.m_Radius = 0.09f; gameObject3.transform.localPosition = new Vector3(-0.0181f, -0.0319f, 0.0573f); gameObject3.transform.localScale = new Vector3(1f, 1f, 1f); this.m_aryBodyBallPos[3 * num19] = gameObject3.transform.position.x; this.m_aryBodyBallPos[3 * num19 + 1] = gameObject3.transform.position.y; this.m_aryBodyBallPos[3 * num19 + 2] = gameObject3.transform.position.z; this.m_aryBodyBallRadius[num19] = dynamicBoneCollider.GetLossyScale(); num19 = 1; GameObject gameObject4 = new GameObject("Hit_HipR"); gameObject4.transform.SetParent(pelvis); this.m_listBodyBallPos.Add(gameObject4.transform); this.m_listBodyBall.Add(dynamicBoneCollider = gameObject4.AddComponent()); dynamicBoneCollider.m_Radius = 0.09f; gameObject4.transform.localPosition = new Vector3(-0.0181f, -0.0319f, -0.0573f); gameObject4.transform.localScale = new Vector3(1f, 1f, 1f); this.m_aryBodyBallPos[3 * num19] = gameObject4.transform.position.x; this.m_aryBodyBallPos[3 * num19 + 1] = gameObject4.transform.position.y; this.m_aryBodyBallPos[3 * num19 + 2] = gameObject4.transform.position.z; this.m_aryBodyBallRadius[num19] = dynamicBoneCollider.GetLossyScale(); GameObject gameObject5 = new GameObject("Hit_Vag"); gameObject5.transform.SetParent(pelvis); this.m_listBodyBallPos.Add(gameObject5.transform); this.m_listBodyBall.Add(dynamicBoneCollider = gameObject5.AddComponent()); dynamicBoneCollider.m_Radius = 0.09f; gameObject5.transform.localPosition = new Vector3(-0.022f, 0.023f, 0f); gameObject5.transform.localScale = new Vector3(1f, 1f, 1f); this.m_nBodyCapsuleCount = 4; this.m_aryCapsuleBoneTrs = new Transform[this.m_nBodyCapsuleCount * 2]; this.m_aryCapsuleBoneTrs[0] = CMT.SearchObjName(this.m_Body.m_Bones.transform, "Bip01 L Thigh", true); this.m_aryCapsuleBoneTrs[1] = CMT.SearchObjName(this.m_Body.m_Bones.transform, "Bip01 L Calf", true); this.m_aryCapsuleBoneTrs[2] = this.m_aryCapsuleBoneTrs[1]; this.m_aryCapsuleBoneTrs[3] = CMT.SearchObjName(this.m_Body.m_Bones.transform, "Bip01 L Foot", true); this.m_aryCapsuleBoneTrs[4] = CMT.SearchObjName(this.m_Body.m_Bones.transform, "Bip01 R Thigh", true); this.m_aryCapsuleBoneTrs[5] = CMT.SearchObjName(this.m_Body.m_Bones.transform, "Bip01 R Calf", true); this.m_aryCapsuleBoneTrs[6] = this.m_aryCapsuleBoneTrs[5]; this.m_aryCapsuleBoneTrs[7] = CMT.SearchObjName(this.m_Body.m_Bones.transform, "Bip01 R Foot", true); this.m_aryTestCapsule = new Transform[this.m_nBodyCapsuleCount * 2]; for (int n = 0; n < this.m_nBodyCapsuleCount; n++) { this.m_aryBodyCapsulePos[6 * n] = this.m_aryCapsuleBoneTrs[2 * n].position.x; this.m_aryBodyCapsulePos[6 * n + 1] = this.m_aryCapsuleBoneTrs[2 * n].position.y; this.m_aryBodyCapsulePos[6 * n + 2] = this.m_aryCapsuleBoneTrs[2 * n].position.z; this.m_aryBodyCapsulePos[6 * n + 3] = this.m_aryCapsuleBoneTrs[2 * n + 1].position.x; this.m_aryBodyCapsulePos[6 * n + 4] = this.m_aryCapsuleBoneTrs[2 * n + 1].position.y; this.m_aryBodyCapsulePos[6 * n + 5] = this.m_aryCapsuleBoneTrs[2 * n + 1].position.z; this.m_aryBodyCapsuleRadius[n] = this.m_fRegDefaultRadius; } Vector3 vector3 = this.m_Body.Pelvis.TransformPoint(new Vector3(-1f, 0f, 0f)); this.m_vLegPelvisToSpine[0] = vector3.x; this.m_vLegPelvisToSpine[1] = vector3.y; this.m_vLegPelvisToSpine[2] = vector3.z; Vector3 vector4 = this.m_Body.Pelvis.TransformPoint(new Vector3(0f, 1f, 0f)) - this.m_Body.Pelvis.position; this.m_vLegPelvisToSpine[3] = vector4.x; this.m_vLegPelvisToSpine[4] = vector4.y; this.m_vLegPelvisToSpine[5] = vector4.z; this.m_aryLegSeqRadius[0] = this.m_fLegSeqRad0; this.m_aryLegSeqRadius[1] = this.m_fLegSeqRad1; this.m_aryLegSeqRadius[2] = this.m_fLegSeqRad1; this.m_aryLegSeqRadius[3] = this.m_fLegSeqRad2; this.m_aryLegSeqRadius[4] = this.m_fLegSeqRad2; this.m_aryLegSeqRadius[5] = this.m_fLegSeqRad3; this.UpdateParameters(); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryBonePos, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryPanierBonePos, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryHookBonePos, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryBodyBallPos, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryBodyBallRadius, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryBodyCapsulePos, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryBodyCapsuleRadius, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryDebugLegSeqPos, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryLegSeqRadius, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_vLegPelvisToSpine, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryBoneParam, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryPanierForce, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryVelocityForceRate, GCHandleType.Pinned)); this.m_listGcHandle.Add(GCHandle.Alloc(this.m_aryGravity, GCHandleType.Pinned)); DynamicSkirtBone.m_dgExport_InitSkirt(this.m_nDllPhysicsInstanceID, this.m_aryHard[0], this.m_aryHard[1], this.m_aryHard[2], this.m_aryHard[3], this.m_aryBonePos, this.m_nBoneCount, this.m_nHookBoneCount, this.m_nBodyBallCount, this.m_aryBodyBallPos, this.m_aryBodyBallRadius, this.m_nBodyCapsuleCount, this.m_aryBodyCapsulePos, this.m_aryBodyCapsuleRadius, this.m_vLegPelvisToSpine, this.m_aryLegSeqRadius); return true; } public void OnPreFinalize() { if (DynamicSkirtBone.m_PluginDll != IntPtr.Zero) { if (this.m_nDllPhysicsInstanceID != -1) { DynamicSkirtBone.m_dgExport_PhysicsDelete(this.m_nDllPhysicsInstanceID); this.m_nDllPhysicsInstanceID = -1; } DynamicSkirtBone.FreeLibrary(DynamicSkirtBone.m_PluginDll); DynamicSkirtBone.m_PluginDll = IntPtr.Zero; } DynamicSkirtBone.m_dgExport_PhysicsCreate = null; DynamicSkirtBone.m_dgExport_PhysicsDelete = null; DynamicSkirtBone.m_dgExport_InitSkirt = null; DynamicSkirtBone.m_dgExport_GetBonePos = null; } private void OnDestroy() { this.Uninit(); } private void OnValidate() { this.UpdateParameters(); } public void Uninit() { if (this.m_nDllPhysicsInstanceID != -1) { if (DynamicSkirtBone.m_dgExport_PhysicsDelete != null) { DynamicSkirtBone.m_dgExport_PhysicsDelete(this.m_nDllPhysicsInstanceID); } this.m_nDllPhysicsInstanceID = -1; } foreach (Transform transform in this.m_listBodyBallPos) { UnityEngine.Object.Destroy(transform.gameObject); } this.m_listBodyBallPos.Clear(); this.m_listBodyBall.Clear(); for (int i = 0; i < this.m_listGcHandle.Count; i++) { GCHandle gchandle = this.m_listGcHandle[i]; if (gchandle.IsAllocated) { gchandle.Free(); } } this.m_listGcHandle.Clear(); if (this.m_aryTestCapsule != null) { foreach (Transform transform2 in this.m_aryTestCapsule) { if (transform2 != null && transform2.gameObject != null) { UnityEngine.Object.DestroyImmediate(transform2.gameObject); } } this.m_aryTestCapsule = null; } } public void UpdateParameters() { bool flag = this.m_PanierRadiusDistrib != null && this.m_PanierRadiusDistrib.length != 0; bool flag2 = this.m_PanierForceDistrib != null && this.m_PanierForceDistrib.length != 0; bool flag3 = this.m_VelocityForceRateDistrib != null && this.m_VelocityForceRateDistrib.length != 0; bool flag4 = this.m_GravityDistrib != null && this.m_GravityDistrib.length != 0; int nH; for (nH = 0; nH < this.m_nHookBoneCount; nH++) { DynamicSkirtBone.PanierRadiusGroup panierRadiusGroup = null; if (this.m_PanierRadiusDistribGroup != null) { panierRadiusGroup = Array.Find(this.m_PanierRadiusDistribGroup, (DynamicSkirtBone.PanierRadiusGroup a) => a.strBoneName == this.m_aryBoneTrs[nH].name); } int num = this.m_nBoneCount / this.m_nHookBoneCount; for (int i = 0; i < num; i++) { int num2 = i * this.m_nHookBoneCount + nH; float time = this.m_aryBoneLength[num2]; if (panierRadiusGroup == null) { float num3 = this.m_fPanierRadius; if (flag) { num3 *= this.m_PanierRadiusDistrib.Evaluate(time); } this.m_aryPanierRadius[num2] = num3; } else { float num4 = panierRadiusGroup.fRadius; if (panierRadiusGroup.Curve != null && panierRadiusGroup.Curve.length != 0) { num4 *= panierRadiusGroup.Curve.Evaluate(time); } this.m_aryPanierRadius[num2] = num4; } float num5 = this.m_fPanierForce; if (flag2) { num5 *= this.m_PanierForceDistrib.Evaluate(time); } this.m_aryPanierForce[num2] = num5; float num6 = this.m_fVelocityForceRate; if (flag3) { num6 *= this.m_VelocityForceRateDistrib.Evaluate(time); } this.m_aryVelocityForceRate[num2] = num6; Vector3 a2 = this.m_vGravity; if (flag4) { a2 *= this.m_GravityDistrib.Evaluate(time); } this.m_aryGravity[num2 * 3] = a2.x; this.m_aryGravity[num2 * 3 + 1] = a2.y; this.m_aryGravity[num2 * 3 + 2] = a2.z; } } } public void UpdateSelf() { if (DynamicSkirtBone.m_dgExport_GetBonePos == null) { return; } if (this.m_listBoneScaleDef.Count != 0) { for (int i = 0; i < this.m_listBoneScaleDef.Count; i++) { BoneScaleDef boneScaleDef = this.m_listBoneScaleDef[i]; boneScaleDef.trTarget.localScale = Vector3.one; } } Transform transform = this.m_aryCapsuleBoneTrs[0]; Transform transform2 = this.m_aryCapsuleBoneTrs[1]; Transform transform3 = this.m_aryCapsuleBoneTrs[4]; Transform transform4 = this.m_aryCapsuleBoneTrs[5]; Vector3 vector = transform.position; Vector3 vector2 = transform3.position; Vector3 position = transform2.position; Vector3 position2 = transform4.position; Plane plane = new Plane(vector, position2, position); bool flag; if (!plane.GetSide(vector2)) { flag = false; float distanceToPoint = plane.GetDistanceToPoint(vector2); Vector3 vector3 = vector2 - plane.normal.normalized * distanceToPoint; vector2 = vector3; } else { Plane plane2 = new Plane(vector2, position2, position); flag = true; float distanceToPoint2 = plane2.GetDistanceToPoint(vector); Vector3 vector4 = vector - plane2.normal.normalized * distanceToPoint2; vector = vector4; } Vector3 a = transform2.position - vector; Vector3 a2 = transform4.position - vector2; int num = 1; int num2 = num * 2; Vector3 a3 = a * (1f / (float)num); Vector3 a4 = a2 * (1f / (float)num); if (this.m_aryLegSegPory == null || this.m_aryLegSegPory.Length != num2 * 3) { this.m_aryLegSegPory = new Vector3[num2 * 3]; this.m_aryLegSegPoryVec = new Vector3[num2 * 2]; this.m_aryLegSegPlane = new Plane[num2]; } for (int j = 0; j < num; j++) { Vector3 vector5 = vector + a3 * (float)j; Vector3 vector6 = vector2 + a4 * (float)j; Vector3 vector7 = vector + a3 * (float)(j + 1); Vector3 vector8 = vector2 + a4 * (float)(j + 1); if (flag) { this.m_aryLegSegPory[6 * j] = vector5; this.m_aryLegSegPory[6 * j + 1] = vector6; this.m_aryLegSegPory[6 * j + 2] = vector7; this.m_aryLegSegPoryVec[4 * j] = vector6 - vector5; this.m_aryLegSegPoryVec[4 * j + 1] = vector7 - vector5; this.m_aryLegSegPlane[2 * j].Set3Points(vector7, vector6, vector5); this.m_aryLegSegPory[6 * j + 3] = vector6; this.m_aryLegSegPory[6 * j + 4] = vector8; this.m_aryLegSegPory[6 * j + 5] = vector7; this.m_aryLegSegPoryVec[4 * j + 2] = vector8 - vector6; this.m_aryLegSegPoryVec[4 * j + 3] = vector7 - vector6; this.m_aryLegSegPlane[2 * j + 1].Set3Points(vector7, vector8, vector6); } else { this.m_aryLegSegPory[6 * j] = vector5; this.m_aryLegSegPory[6 * j + 1] = vector6; this.m_aryLegSegPory[6 * j + 2] = vector8; this.m_aryLegSegPoryVec[4 * j] = vector6 - vector5; this.m_aryLegSegPoryVec[4 * j + 1] = vector8 - vector5; this.m_aryLegSegPlane[2 * j].Set3Points(vector8, vector6, vector5); this.m_aryLegSegPory[6 * j + 3] = vector5; this.m_aryLegSegPory[6 * j + 4] = vector8; this.m_aryLegSegPory[6 * j + 5] = vector7; this.m_aryLegSegPoryVec[4 * j + 2] = vector8 - vector5; this.m_aryLegSegPoryVec[4 * j + 3] = vector7 - vector5; this.m_aryLegSegPlane[2 * j + 1].Set3Points(vector7, vector8, vector5); } } float num3 = this.m_fRegDefaultRadius; TMorph morph = this.m_Body.goSlot[0].morph; float blendValues = morph.GetBlendValues(morph.BlendDataIdx_RegFat); float blendValues2 = morph.GetBlendValues(morph.BlendDataIdx_RegMeet); float num4 = (blendValues + blendValues2) * 0.5f; if (this.m_fRegFatThrethold <= num4) { num3 *= this.m_fRegFatRateMin + (this.m_fRegFatRateMax - this.m_fRegFatRateMin) * (num4 - this.m_fRegFatThrethold); } float num5 = 0f; this.m_fEasingScale = Mathf.SmoothDamp(this.m_fEasingScale, this.m_fScaleTo, ref num5, this.m_fScaleEaseSpeed); float num6 = 0f; for (int k = 0; k < this.m_nHookBoneCount; k++) { float num7 = 0f; float num8 = 0f; Transform transform5 = this.m_aryPanierBoneTrs[k]; Transform transform6 = transform5; Vector3 position3 = transform6.position; Vector3 up = transform6.up; Transform transform7 = transform5; transform5.localRotation = this.m_aryPanierBoneDefRot[k]; int num9 = k; int num10 = 0; Transform transform8 = transform5; while (transform8.childCount != 0) { int num11 = (num10 + 1) * this.m_nHookBoneCount + k; Transform transform9 = this.m_aryPanierBoneTrs[num11]; transform9.localRotation = this.m_aryPanierBoneDefRot[num11]; transform8 = (transform7 = transform9); num10++; } if (this.m_bEnableStressScale) { transform5.localScale = new Vector3(this.m_fEasingScale, this.m_fEasingScale, this.m_fEasingScale); this.m_aryBoneTrs[k].localScale = new Vector3(this.m_fEasingScale, this.m_fEasingScale, this.m_fEasingScale); } else { transform5.localScale = Vector3.one; this.m_aryBoneTrs[k].localScale = Vector3.one; } Vector3 vector9 = transform6.position + transform6.TransformVector(Vector3.right); this.m_fPanierVecAngle[k] = 0f; for (int l = 0; l < num2; l++) { float d = 0f; float distanceToPoint3 = this.m_aryLegSegPlane[l].GetDistanceToPoint(position3); if (-this.m_fAdjustRegSegPoly < distanceToPoint3 && distanceToPoint3 < this.m_fAdjustRegSegPoly) { Vector3 b; if (distanceToPoint3 < 0f) { b = this.m_aryLegSegPlane[l].normal * this.m_fAdjustRegSegPoly; } else { b = this.m_aryLegSegPlane[l].normal * -this.m_fAdjustRegSegPoly; } if (flag) { this.m_aryLegSegPory[l * 3] += b; this.m_aryLegSegPory[l * 3 + 1] += b; this.m_aryLegSegPory[l * 3 + 2] += b; this.m_aryLegSegPlane[l].Set3Points(this.m_aryLegSegPory[l * 3 + 2], this.m_aryLegSegPory[l * 3 + 1], this.m_aryLegSegPory[l * 3]); } else { this.m_aryLegSegPory[l * 3] += b; this.m_aryLegSegPory[l * 3 + 1] += b; this.m_aryLegSegPory[l * 3 + 2] += b; this.m_aryLegSegPlane[l].Set3Points(this.m_aryLegSegPory[l * 3 + 2], this.m_aryLegSegPory[l * 3 + 1], this.m_aryLegSegPory[l * 3]); } } Vector3 tvec = position3 - this.m_aryLegSegPory[l * 3]; if (MathCM.TriangleLineIntersect(position3, vector9, tvec, this.m_aryLegSegPory[l * 3], this.m_aryLegSegPoryVec[l * 2], this.m_aryLegSegPoryVec[l * 2 + 1], ref d)) { this.m_fPanierVecAngle[k] = 1f; Vector3 a5 = vector9; Vector3 b2 = (a5 - position3).normalized * d; Vector3 a6 = position3 + b2; transform6.Rotate(-Vector3.forward, 1f, Space.Self); float d2 = 0f; Vector3 a7 = position3 + transform6.TransformVector(Vector3.right); Vector3 direction = a7 - position3; if (this.m_aryLegSegPlane[l].Raycast(new Ray(position3, direction), out d2)) { this.m_fPanierVecAngle[k] = 2f; Vector3 vector10 = position3 + direction.normalized * d2; Vector3 vector11 = a6 - vector10; Vector3 zero = Vector3.zero; if (MathCM.SphireRayIntersect(vector10 + vector11.normalized * 10f, -vector11.normalized, position3, (position3 - transform7.position).magnitude, ref zero)) { this.m_fPanierVecAngle[k] = 3f; float num12 = Vector3.Angle(zero - position3, transform7.position - position3); transform6.Rotate(-Vector3.forward, num12 + 1f); num8 += num12 + 1f; break; } } } } num10 = 0; while (transform5.childCount != 0) { int num13 = (num10 + 1) * this.m_nHookBoneCount + k; Transform transform9 = this.m_aryPanierBoneTrs[num13]; bool flag2 = false; float num14 = 10f; for (int m = 0; m < this.m_listBodyBall.Count; m++) { DynamicBoneCollider dynamicBoneCollider = this.m_listBodyBall[m] as DynamicBoneCollider; Transform transform10 = dynamicBoneCollider.transform; float lossyScale = dynamicBoneCollider.GetLossyScale(); float num15 = this.m_aryPanierRadius[num13]; Vector3 position4 = transform9.position; float magnitude = (transform10.position - transform9.position).magnitude; if (dynamicBoneCollider.Collide(ref position4, num15)) { flag2 = true; for (float num16 = 0f; num16 < 360f; num16 += 1f) { transform5.Rotate(-Vector3.forward, 1f, Space.Self); position4 = transform9.position; num8 += 1f; magnitude = (transform10.position - transform9.position).magnitude; if (!dynamicBoneCollider.Collide(ref position4, num15)) { break; } } } if (magnitude - (lossyScale + num15) < num14) { num14 = magnitude - (lossyScale + num15); } } bool flag3 = false; for (int n = 0; n < this.m_nBodyCapsuleCount; n++) { float num17 = this.m_fRegDefaultRadius; if (n == 0 || n == 2) { num17 = num3; } this.m_aryBodyCapsuleRadius[n] = num17; Transform transform11 = this.m_aryCapsuleBoneTrs[2 * n]; Transform transform12 = this.m_aryCapsuleBoneTrs[2 * n + 1]; MathCM.Segment segment = new MathCM.Segment(transform11.position, transform12.position); float num18 = this.m_aryPanierRadius[num13]; Vector3 position5 = transform9.position; Vector3 vector12; float num20; float num19 = MathCM.calcPointSegmentDist(ref position5, ref segment, out vector12, out num20); if (num19 < num17 + num18) { flag2 = (flag3 = true); Vector3 position6 = transform5.position; float num21 = 0f; float num22; for (num22 = 0f; num22 < 360f; num22 += 1f) { transform5.Rotate(-Vector3.forward, 1f, Space.Self); position5 = transform9.position; num21 += 1f; num8 += 1f; if (MathCM.calcPointSegmentDist(ref position5, ref segment, out vector12, out num20) > num17 + num18) { this.m_aryPanierBoneBeforeRotAngle[num9] = num21; break; } } if (358f <= num22) { if (this.m_bGizmoDraw) { Debug.DrawLine(transform5.position, transform9.position, Color.red); } transform5.Rotate(-Vector3.forward, this.m_aryPanierBoneBeforeRotAngle[num9], Space.Self); } } if (num19 - (num17 + num18) < num14) { num14 = num19 - (num17 + num18); } } if (!flag3) { this.m_aryPanierBoneBeforeRotAngle[num9] = 0f; } if (!flag2) { float num23 = this.m_fPanierForce; if (this.m_PanierForceDistrib != null && this.m_PanierForceDistrib.length != 0) { num23 *= this.m_PanierForceDistrib.Evaluate(this.m_aryBoneLengthRate[num13]); } this.m_aryPanierForce[num13] = num23; if (0f < this.m_fPanierForceDistanceThreshold && num14 <= this.m_fPanierForceDistanceThreshold) { this.m_aryPanierForce[num13] += (1f - num23) * (1f - num14 / this.m_fPanierForceDistanceThreshold) * this.m_fPanierStressForce; } } else { this.m_aryPanierForce[num13] = 1f * this.m_fPanierStressForce; } num7 += num8; num8 = 0f; Quaternion quaternion = this.m_aryPanierBoneDefRot[num13]; num9 = num13; transform5 = transform9; num10++; } if (this.m_bEnableLegSegHit) { for (int num24 = 0; num24 < num2; num24++) { float d3 = 0f; Vector3 tvec2 = position3 - this.m_aryLegSegPory[num24 * 3]; if (MathCM.TriangleLineIntersect(position3, transform7.position, tvec2, this.m_aryLegSegPory[num24 * 3], this.m_aryLegSegPoryVec[num24 * 2], this.m_aryLegSegPoryVec[num24 * 2 + 1], ref d3)) { Vector3 position7 = transform7.position; Vector3 b3 = (position7 - position3).normalized * d3; Vector3 a8 = position3 + b3; transform6.Rotate(-Vector3.forward, 1f, Space.Self); float d4 = 0f; Vector3 direction2 = transform7.position - position3; if (this.m_aryLegSegPlane[num24].Raycast(new Ray(position3, direction2), out d4)) { Vector3 vector13 = position3 + direction2.normalized * d4; Vector3 vector14 = a8 - vector13; Vector3 zero2 = Vector3.zero; if (MathCM.SphireRayIntersect(vector13 - vector14.normalized * 10f, vector14.normalized, position3, (position3 - position7).magnitude, ref zero2)) { float num25 = Vector3.Angle(zero2 - position3, position7 - position3); transform6.Rotate(-Vector3.forward, num25 + 1f); num7 += num25 + 1f; break; } } } } } this.m_fPanierStress[k] = num7; if (num6 < num7) { num6 = num7; } } if (this.m_fStressDgreeMin < num6) { float num26 = Mathf.Clamp(num6, this.m_fStressDgreeMin, this.m_fStressDgreeMax); this.m_fScaleTo = 1f - (1f - this.m_fStressMinScale) * ((num26 - this.m_fStressDgreeMin) / (this.m_fStressDgreeMax - this.m_fStressDgreeMin)); } else { this.m_fScaleTo = 1f; } for (int num27 = 0; num27 < this.m_nHookBoneCount; num27++) { Vector3 position8 = this.m_listHookBoneTrs[num27].position; this.m_aryHookBonePos[3 * num27] = position8.x; this.m_aryHookBonePos[3 * num27 + 1] = position8.y; this.m_aryHookBonePos[3 * num27 + 2] = position8.z; } for (int num28 = 0; num28 < this.m_aryPanierBoneTrs.Length; num28++) { Transform transform13 = this.m_aryPanierBoneTrs[num28].transform; this.m_aryPanierBonePos[3 * num28] = transform13.position.x; this.m_aryPanierBonePos[3 * num28 + 1] = transform13.position.y; this.m_aryPanierBonePos[3 * num28 + 2] = transform13.position.z; } for (int num29 = 0; num29 < this.m_nBodyBallCount; num29++) { Transform transform14 = this.m_listBodyBallPos[num29]; this.m_aryBodyBallPos[3 * num29] = transform14.position.x; this.m_aryBodyBallPos[3 * num29 + 1] = transform14.position.y; this.m_aryBodyBallPos[3 * num29 + 2] = transform14.position.z; } for (int num30 = 0; num30 < this.m_nBodyCapsuleCount; num30++) { this.m_aryBodyCapsulePos[6 * num30] = this.m_aryCapsuleBoneTrs[2 * num30].position.x; this.m_aryBodyCapsulePos[6 * num30 + 1] = this.m_aryCapsuleBoneTrs[2 * num30].position.y; this.m_aryBodyCapsulePos[6 * num30 + 2] = this.m_aryCapsuleBoneTrs[2 * num30].position.z; this.m_aryBodyCapsulePos[6 * num30 + 3] = this.m_aryCapsuleBoneTrs[2 * num30 + 1].position.x; this.m_aryBodyCapsulePos[6 * num30 + 4] = this.m_aryCapsuleBoneTrs[2 * num30 + 1].position.y; this.m_aryBodyCapsulePos[6 * num30 + 5] = this.m_aryCapsuleBoneTrs[2 * num30 + 1].position.z; } Vector3 vector15 = this.m_Body.Pelvis.TransformPoint(new Vector3(-1f, 0f, 0f)); this.m_vLegPelvisToSpine[0] = vector15.x; this.m_vLegPelvisToSpine[1] = vector15.y; this.m_vLegPelvisToSpine[2] = vector15.z; Vector3 vector16 = this.m_Body.Pelvis.TransformPoint(new Vector3(0f, 1f, 0f)) - this.m_Body.Pelvis.position; this.m_vLegPelvisToSpine[3] = vector16.x; this.m_vLegPelvisToSpine[4] = vector16.y; this.m_vLegPelvisToSpine[5] = vector16.z; this.m_aryLegSeqRadius[0] = this.m_fLegSeqRad0; this.m_aryLegSeqRadius[1] = this.m_fLegSeqRad1; this.m_aryLegSeqRadius[2] = this.m_fLegSeqRad1; this.m_aryLegSeqRadius[3] = this.m_fLegSeqRad2; this.m_aryLegSeqRadius[4] = this.m_fLegSeqRad2; this.m_aryLegSeqRadius[5] = this.m_fLegSeqRad3; DynamicSkirtBone.m_dgExport_GetBonePos(this.m_nDllPhysicsInstanceID, this.m_nCalcTime, this.m_aryHookBonePos, this.m_nHookBoneCount, this.m_aryPanierBonePos, this.m_nPanierBoneCount, this.m_aryBonePos, this.m_nBoneCount, this.m_aryPanierForce, this.m_nBodyBallCount, this.m_aryBodyBallPos, this.m_nBodyCapsuleCount, this.m_aryBodyCapsulePos, this.m_aryBoneNormal, this.m_aryDebugLegSeqPos, this.m_aryLegSeqRadius, this.m_vLegPelvisToSpine, this.m_aryBoneParam, this.m_aryVelocityForceRate, this.m_aryGravity, this.m_aryHard, (!this.m_bResetPos) ? 0 : 1, this.m_Body.BoneHitHeightY + this.m_fFloorOffsetY); for (int num31 = 0; num31 < this.m_nHookBoneCount; num31++) { int num32 = this.m_nBoneCount / this.m_nHookBoneCount; for (int num33 = 0; num33 < num32; num33++) { int num34 = num31 + num33 * this.m_nHookBoneCount; Vector3 vector17 = new Vector3(this.m_aryBonePos[3 * num34], this.m_aryBonePos[3 * num34 + 1], this.m_aryBonePos[3 * num34 + 2]); Transform transform15 = this.m_aryBoneTrs[num34]; transform15.position = vector17; if (num33 < num32 - 1) { int num35 = num31 + (num33 + 1) * this.m_nHookBoneCount; Vector3 a9 = new Vector3(this.m_aryBonePos[3 * num35], this.m_aryBonePos[3 * num35 + 1], this.m_aryBonePos[3 * num35 + 2]); Vector3 lhs = new Vector3(this.m_aryBoneNormal[3 * num34], this.m_aryBoneNormal[3 * num34 + 1], this.m_aryBoneNormal[3 * num34 + 2]); Vector3 vector18 = a9 - vector17; Vector3 vector19 = Vector3.Cross(lhs, vector18); Quaternion rotation = Quaternion.AngleAxis(-90f, vector19); vector18 = rotation * vector18; transform15.rotation = Quaternion.LookRotation(vector19, vector18); } if (this.m_bOldBone && this.m_bPanierOldBoneRotRev[num34]) { transform15.Rotate(this.m_vPanierOldBoneRotRevAfter[num34], Space.Self); } } } if (this.m_listBoneScaleDef.Count != 0) { for (int num36 = 0; num36 < this.m_listBoneScaleDef.Count; num36++) { BoneScaleDef boneScaleDef2 = this.m_listBoneScaleDef[num36]; boneScaleDef2.trTarget.localScale = boneScaleDef2.vDefScale; } } this.m_bResetPos = false; } [Header("■パニエ ノードサイズ")] public float m_fPanierRadius = 0.025f; public AnimationCurve m_PanierRadiusDistrib; public bool m_bPanierNodeGizmoDraw; [Header("■パニエ ノードサイズの上書き")] [SerializeField] public DynamicSkirtBone.PanierRadiusGroup[] m_PanierRadiusDistribGroup; [Header("■パニエ 力")] [Range(0f, 1f)] public float m_fPanierForce = 0.134f; public AnimationCurve m_PanierForceDistrib; public bool m_bPanierLineGizmoDraw; [Header("■パニエ 重力適応割合(初期パニエノード回転から重力方向への力の割合)")] [Range(0f, 1f)] public float m_fPanierGravityRate; [Header("■パニエ 当たっていない場合の戻る力")] [Range(0f, 2f)] public float m_fPanierStiffnessRate; [Header("■パニエ 足に当っていた場合の強制パニエ力")] [Range(0f, 1f)] public float m_fPanierStressForce = 0.4f; [Header("■パニエ 足との距離によるパニエ力")] public float m_fPanierForceDistanceThreshold = 0.1f; [Header("■パニエ 角度による全体のスケーリング")] [Tooltip("水平方向に伸びて見えるのを防ぐ。")] public bool m_bEnableStressScale = true; public float m_fStressDgreeMin = 45f; public float m_fStressDgreeMax = 90f; public float m_fStressMinScale = 0.75f; [ReadOnly] public float m_fScaleTo = 1f; [ReadOnly] public float m_fEasingScale = 1f; public float m_fScaleEaseSpeed = 5f; [ReadOnly] public float[] m_fPanierStress; [ReadOnly] public float[] m_fPanierVecAngle; [Header("■パニエ 足の間の当たり判定")] public bool m_bEnableLegSegHit = true; public float m_fLegSegHitDgree = 45f; [Header("■パニエ 足側カプセル初期半径")] public float m_fRegDefaultRadius = 0.1f; [Header("■パニエ 腿判定の足の太さによる補正 掛け算")] public bool m_bEnableRegFatAndMeetAdjust = true; public float m_fRegFatThrethold = 0.5f; public float m_fRegFatRateMin = 1f; public float m_fRegFatRateMax = 1.3f; [Header("■パニエ 股間ポリゴン判定 親自体がポリゴンに近接している場合のポリゴン位置補正")] public float m_fAdjustRegSegPoly = 0.005f; [Header("■物理 計算回数")] public int m_nCalcTime = 16; [Header("■物理 惰性割合")] public float m_fVelocityForceRate = 0.8f; public AnimationCurve m_VelocityForceRateDistrib; [Header("■物理 重力")] public Vector3 m_vGravity = new Vector3(0f, -0.005f, 0f); public AnimationCurve m_GravityDistrib; [Header("■物理 繋がり力(横縮,横伸,縦縮,縦伸)(物理計算回数に依存)")] public float[] m_aryHard = new float[] { 0f, 0.01f, 0f, 0.7f }; [Header("■物理 床判定オフセット")] public float m_fFloorOffsetY = -0.03f; public bool m_RealBoneAndNormalGizmoDraw = true; [Header("")] public float m_fLegSeqRad0 = 0.1f; public float m_fLegSeqRad1 = 0.1f; public float m_fLegSeqRad2 = 0.1f; public float m_fLegSeqRad3 = 0.1f; [Header("")] public bool m_bGizmoDraw = true; public bool m_bResetPos; public const int SKIRT_W_MAX = 24; public const int SKIRT_H_MAX = 48; private Transform[] m_aryBoneTrs = new Transform[1152]; private float[] m_aryBonePos = new float[6144]; private int m_nBoneCount; private int[] m_aryBoneParam = new int[2048]; private float[] m_aryBoneLength = new float[1152]; private float[] m_aryBoneLengthRate = new float[1152]; private float[] m_aryBoneNormal = new float[6144]; private Transform m_trPanierParent; private float[] m_aryPanierBonePos = new float[6144]; private int m_nPanierBoneCount; private Transform[] m_aryPanierBoneTrs; private Transform[] m_aryPanierPanierBoneTrs; private float[] m_aryPanierForce; private Quaternion[] m_aryPanierBoneDefRot; private float[] m_aryPanierBoneToLegSegRate; private float[] m_aryPanierBoneBeforeRotAngle; private bool[] m_bPanierOldBoneRotRev; private Vector3[] m_vPanierOldBoneRotRevInit; private Vector3[] m_vPanierOldBoneRotRevAfter; private Transform[] m_aryPanierLastChildDef; private float[] m_aryPanierRadius; private float[] m_aryVelocityForceRate; private float[] m_aryGravity; private List m_listHookBoneTrs; private float[] m_aryHookBonePos = new float[6144]; private int m_nHookBoneCount; private List m_listBodyBallPos = new List(); private float[] m_aryBodyBallPos = new float[6144]; private float[] m_aryBodyBallRadius = new float[2048]; private int m_nBodyBallCount; public List m_listBodyBall = new List(); private Transform[] m_aryCapsuleBoneTrs; private float[] m_aryBodyCapsulePos = new float[12288]; private float[] m_aryBodyCapsuleRadius = new float[2048]; private int m_nBodyCapsuleCount; private float[] m_aryDebugLegSeqPos = new float[120]; private float[] m_vLegPelvisToSpine = new float[6]; private float[] m_aryLegSeqRadius = new float[20]; private TBody m_Body; private TBodySkin m_BodySkin; private Transform[] m_aryTestCapsule; private List m_listBoneScaleDef = new List(); private bool m_bOldBone; private const string kUseDllPath_x64 = "Plugins/"; private static IntPtr m_PluginDll = IntPtr.Zero; private List m_listGcHandle = new List(); private int m_nDllPhysicsInstanceID = -1; private static DynamicSkirtBone.Export_PhysicsCreate m_dgExport_PhysicsCreate = null; private static DynamicSkirtBone.Export_PhysicsDelete m_dgExport_PhysicsDelete = null; private static DynamicSkirtBone.Export_InitSkirt m_dgExport_InitSkirt = null; private static DynamicSkirtBone.Export_GetBonePos m_dgExport_GetBonePos = null; private GameObject m_point; private GameObject m_capsule; private float m_fMaxLenght; private Vector3 m_testLineA; private Transform m_testGoRay; private Transform m_testGoTriA; private Transform m_testGoTriB; private Transform m_testGoTriC; private Vector3[] m_aryLegSegPory; private Vector3[] m_aryLegSegPoryVec; private Plane[] m_aryLegSegPlane; [Serializable] public class PanierRadiusGroup { [SerializeField] public string strBoneName; [SerializeField] public float fRadius; [SerializeField] public AnimationCurve Curve; } [UnmanagedFunctionPointer(CallingConvention.Cdecl)] private delegate int Export_PhysicsCreate(); [UnmanagedFunctionPointer(CallingConvention.Cdecl)] private delegate void Export_PhysicsDelete(int f_nID); [UnmanagedFunctionPointer(CallingConvention.Cdecl)] private delegate void Export_InitSkirt(int f_nID, float f_fHardHShort, float f_fHardHLong, float f_HardVShort, float f_HardVLong, float[] f_aryBonePos, int f_nBoneCount, int f_nSWidth, int f_nBallCount, float[] f_aryBallPos, float[] f_aryBallRadius, int f_nCapsuleCount, float[] f_aryCapsulePos, float[] f_aryCapsuleRadius, float[] f_vLegPelvisToSpine, float[] f_aryLegSeqRadius); [UnmanagedFunctionPointer(CallingConvention.Cdecl)] private delegate void Export_GetBonePos(int f_nID, int f_nCalcTime, float[] f_aryHookBonePos, int f_nHookBoneCount, float[] f_aryPanierBonePos, int f_nPanierBoneCount, float[] f_aryBonePos, int f_nBoneCount, float[] f_aryPanierForce, int f_nBallCount, float[] f_aryBallPos, int f_nCapsuleCount, float[] f_aryCapsulePos, float[] f_aryNodeNormal, float[] f_aryDebugLegSeqPos, float[] f_aryLegSeqRadius, float[] f_aryLegPelvisToSpine, int[] f_aryBoneParam, float[] f_aryVelocityForceRate, float[] f_aryGravity, float[] f_aryHard, int f_bReset, float f_fFloorY); }