DragJointFinger.cs 4.0 KB

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  1. using System;
  2. using UnityEngine;
  3. namespace COM3D2.MeidoPhotoStudio.Plugin
  4. {
  5. public class DragJointFinger : BaseDrag
  6. {
  7. private readonly TBody.IKCMO IK = new TBody.IKCMO();
  8. private readonly GameObject[] otherIK = new GameObject[3];
  9. private Transform[] ikChain;
  10. private Vector3[] jointRotation = new Vector3[2];
  11. private Vector3 off;
  12. private Vector3 off2;
  13. private bool baseFinger;
  14. public DragJointFinger Initialize(Transform[] ikChain, bool baseFinger, Meido meido, Func<Vector3> position, Func<Vector3> rotation)
  15. {
  16. base.Initialize(meido, position, rotation);
  17. this.ikChain = ikChain;
  18. this.baseFinger = baseFinger;
  19. InitializeIK();
  20. InitializeIK2();
  21. return this;
  22. }
  23. public void InitializeIK()
  24. {
  25. IK.Init(ikChain[upperArm], ikChain[foreArm], ikChain[hand], maid.body0);
  26. }
  27. private void InitializeIK2()
  28. {
  29. for (int i = 0; i < otherIK.Length; i++)
  30. {
  31. otherIK[i] = new GameObject();
  32. otherIK[i].transform.position = this.ikChain[i].position;
  33. otherIK[i].transform.localRotation = this.ikChain[i].localRotation;
  34. }
  35. }
  36. protected override void GetDragType()
  37. {
  38. if (Utility.GetModKey(Utility.ModKey.Shift))
  39. {
  40. dragType = DragType.RotLocalY;
  41. }
  42. else
  43. {
  44. dragType = DragType.None;
  45. }
  46. }
  47. protected override void InitializeDrag()
  48. {
  49. base.InitializeDrag();
  50. IKCtrlData ikData = maid.body0.IKCtrl.GetIKData("左手");
  51. off = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, worldPoint.z));
  52. off2 = new Vector3(
  53. transform.position.x - ikChain[hand].position.x,
  54. transform.position.y - ikChain[hand].position.y,
  55. transform.position.z - ikChain[hand].position.z);
  56. jointRotation[upperArmRot] = ikChain[upperArm].localEulerAngles;
  57. jointRotation[handRot] = ikChain[hand].localEulerAngles;
  58. InitializeIK();
  59. }
  60. protected override void Drag()
  61. {
  62. if (isPlaying) meido.IsStop = true;
  63. IKCtrlData ikData = maid.body0.IKCtrl.GetIKData("左手");
  64. Vector3 pos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, worldPoint.z)) + off - off2;
  65. if (dragType == DragType.None)
  66. {
  67. IK.Porc(ikChain[upperArm], ikChain[foreArm], ikChain[hand], pos, Vector3.zero, ikData);
  68. if (baseFinger)
  69. {
  70. jointRotation[handRot] = ikChain[hand].localEulerAngles;
  71. jointRotation[upperArmRot] = ikChain[upperArm].localEulerAngles;
  72. ikChain[upperArm].localEulerAngles = jointRotation[upperArm];
  73. ikChain[hand].localEulerAngles = jointRotation[handRot];
  74. }
  75. else
  76. {
  77. ikChain[hand].localEulerAngles = new Vector3(jointRotation[handRot].x, jointRotation[handRot].y, ikChain[hand].localEulerAngles.z);
  78. ikChain[upperArm].localEulerAngles = new Vector3(jointRotation[upperArmRot].x, jointRotation[upperArmRot].y, ikChain[upperArm].localEulerAngles.z);
  79. }
  80. }
  81. else
  82. {
  83. if (dragType == DragType.RotLocalY)
  84. {
  85. Vector3 vec31 = Input.mousePosition - mousePos;
  86. ikChain[upperArm].localEulerAngles = jointRotation[upperArmRot];
  87. ikChain[upperArm].localRotation = Quaternion.Euler(ikChain[upperArm].localEulerAngles)
  88. * Quaternion.AngleAxis((-vec31.x / 1.5f), Vector3.right);
  89. }
  90. }
  91. }
  92. }
  93. }