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StoryGame_Unity/Assets/Live2D/Cubism/Framework/Physics/CubismPhysicsSubRig.cs

527 lines
17 KiB
C#

/**
* Copyright(c) Live2D Inc. All rights reserved.
*
* Use of this source code is governed by the Live2D Open Software license
* that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
*/
using Live2D.Cubism.Core;
using System;
using UnityEngine;
namespace Live2D.Cubism.Framework.Physics
{
/// <summary>
/// Children of rig.
/// </summary>
[Serializable]
public class CubismPhysicsSubRig
{
/// <summary>
/// Name.
/// </summary>
[SerializeField]
public string Name;
/// <summary>
/// Input.
/// </summary>
[SerializeField]
public CubismPhysicsInput[] Input;
/// <summary>
/// Original Input.
/// </summary>
[NonSerialized]
public CubismPhysicsInput[] OriginalInput;
/// <summary>
/// Output.
/// </summary>
[SerializeField]
public CubismPhysicsOutput[] Output;
/// <summary>
/// Original Output.
/// </summary>
[NonSerialized]
public CubismPhysicsOutput[] OriginalOutput;
/// <summary>
/// Particles.
/// </summary>
[SerializeField]
public CubismPhysicsParticle[] Particles;
/// <summary>
/// Normalization.
/// </summary>
[SerializeField]
public CubismPhysicsNormalization Normalization;
/// <summary>
/// Rig.
/// </summary>
public CubismPhysicsRig Rig
{
get { return _rig; }
set { _rig = value; }
}
[NonSerialized]
private CubismPhysicsRig _rig;
/// <summary>
/// Output result of physics operations before applying to parameters.
/// </summary>
private struct SubRigPhysicsOutput
{
public float[] Output;
}
[NonSerialized]
private SubRigPhysicsOutput _currentRigOutput; // Results of the latest pendulum calculation.
[NonSerialized]
private SubRigPhysicsOutput _previousRigOutput; // Result of previous pendulum calculation.
/// <summary>
/// Applies the specified weights from the latest and one previous result of the pendulum operation.
/// </summary>
/// <param name="weight">Weight of latest results.</param>
public void Interpolate(float weight)
{
// Load input parameters.
for (int i = 0; i < Output.Length; ++i)
{
if (Output[i].Destination == null)
{
var destination = Rig.Controller.Parameters.FindById(Output[i].DestinationId);
if (destination == null)
{
continue;
}
Output[i].Destination = destination;
}
UpdateOutputParameterValue(
Output[i].Destination,
ref Output[i].Destination.Value,
_previousRigOutput.Output[i] * (1 - weight) + _currentRigOutput.Output[i] * weight,
Output[i]
);
}
}
/// <summary>
/// Updates parameter from output value.
/// </summary>
/// <param name="parameter">Target parameter.</param>
/// <param name="parameterValue">Target parameter Value.</param>
/// <param name="translation">Translation.</param>
/// <param name="output">Output value.</param>
private void UpdateOutputParameterValue(CubismParameter parameter, ref float parameterValue, float translation, CubismPhysicsOutput output)
{
var outputScale = 1.0f;
outputScale = output.GetScale();
var value = translation * outputScale;
if (value < parameter.MinimumValue)
{
if (value < output.ValueBelowMinimum)
{
output.ValueBelowMinimum = value;
}
value = parameter.MinimumValue;
}
else if (value > parameter.MaximumValue)
{
if (value > output.ValueExceededMaximum)
{
output.ValueExceededMaximum = value;
}
value = parameter.MaximumValue;
}
var weight = (output.Weight / CubismPhysics.MaximumWeight);
if (weight >= 1.0f)
{
parameterValue = value;
}
else
{
value = (parameterValue * (1.0f - weight)) + (value * weight);
parameterValue = value;
}
}
/// <summary>
/// Updates particles in every frame.
/// </summary>
/// <param name="strand">Particles.</param>
/// <param name="totalTranslation">Total translation.</param>
/// <param name="totalAngle">Total angle.</param>
/// <param name="wind">Direction of wind.</param>
/// <param name="thresholdValue">Value of threshold.</param>
/// <param name="deltaTime">Time of delta.</param>
private void UpdateParticles(
CubismPhysicsParticle[] strand,
Vector2 totalTranslation,
float totalAngle,
Vector2 wind,
float thresholdValue,
float deltaTime
)
{
strand[0].Position = totalTranslation;
var totalRadian = CubismPhysicsMath.DegreesToRadian(totalAngle);
var currentGravity = CubismPhysicsMath.RadianToDirection(totalRadian);
currentGravity.Normalize();
for (var i = 1; i < strand.Length; ++i)
{
strand[i].Force = (currentGravity * strand[i].Acceleration) + wind;
strand[i].LastPosition = strand[i].Position;
// The Cubism Editor expects 30 FPS so we scale here by 30...
var delay = strand[i].Delay * deltaTime * 30.0f;
var direction = strand[i].Position - strand[i - 1].Position;
var radian = CubismPhysicsMath.DirectionToRadian(strand[i].LastGravity, currentGravity) / CubismPhysics.AirResistance;
direction.x = ((Mathf.Cos(radian) * direction.x) - (direction.y * Mathf.Sin(radian)));
direction.y = ((Mathf.Sin(radian) * direction.x) + (direction.y * Mathf.Cos(radian)));
strand[i].Position = strand[i - 1].Position + direction;
var velocity = strand[i].Velocity * delay;
var force = strand[i].Force * delay * delay;
strand[i].Position = strand[i].Position + velocity + force;
var newDirection = strand[i].Position - strand[i - 1].Position;
newDirection.Normalize();
strand[i].Position = strand[i - 1].Position + newDirection * strand[i].Radius;
if (Mathf.Abs(strand[i].Position.x) < thresholdValue)
{
strand[i].Position.x = 0.0f;
}
if (delay != 0.0f)
{
strand[i].Velocity =
((strand[i].Position - strand[i].LastPosition) / delay) * strand[i].Mobility;
}
strand[i].Force = Vector2.zero;
strand[i].LastGravity = currentGravity;
}
}
/// <summary>
/// Updates particles in stabilization function.
/// </summary>
/// <param name="strand">Particles</param>
/// <param name="totalTranslation">Total translation.</param>
/// <param name="totalAngle">Total angle.</param>
/// <param name="wind">Direction of wind.</param>
/// <param name="thresholdValue">Value of threshold.</param>
private void UpdateParticlesForStabilization(
CubismPhysicsParticle[] strand,
Vector2 totalTranslation,
float totalAngle,
Vector2 wind,
float thresholdValue
)
{
strand[0].Position = totalTranslation;
var totalRadian = CubismPhysicsMath.DegreesToRadian(totalAngle);
var currentGravity = CubismPhysicsMath.RadianToDirection(totalRadian);
currentGravity.Normalize();
for (var i = 1; i < strand.Length; ++i)
{
strand[i].Force = (currentGravity * strand[i].Acceleration) + wind;
strand[i].LastPosition = strand[i].Position;
strand[i].Velocity = Vector2.zero;
var force = strand[i].Force;
force.Normalize();
strand[i].Position = strand[i - 1].Position + force * strand[i].Radius;
if (Mathf.Abs(strand[i].Position.x) < thresholdValue)
{
strand[i].Position.x = 0.0f;
}
strand[i].Force = Vector2.zero;
strand[i].LastGravity = currentGravity;
}
}
/// <summary>
/// Initializes <see langword="this"/>.
/// </summary>
public void Initialize()
{
var strand = Particles;
// Initialize the top of particle.
strand[0].InitialPosition = Vector2.zero;
strand[0].LastPosition = strand[0].InitialPosition;
strand[0].LastGravity = Rig.Gravity;
strand[0].LastGravity.y *= -1.0f;
// Initialize particles.
for (var i = 1; i < strand.Length; ++i)
{
var radius = Vector2.zero;
radius.y = strand[i].Radius;
strand[i].InitialPosition = strand[i - 1].InitialPosition + radius;
strand[i].Position = strand[i].InitialPosition;
strand[i].LastPosition = strand[i].InitialPosition;
strand[i].LastGravity = Rig.Gravity;
strand[i].LastGravity.y *= -1.0f;
}
// Initialize inputs.
OriginalInput = new CubismPhysicsInput[Input.Length];
for (var i = 0; i < Input.Length; ++i)
{
OriginalInput[i] = Input[i];
Input[i].InitializeGetter();
}
_previousRigOutput = new SubRigPhysicsOutput();
_currentRigOutput = new SubRigPhysicsOutput();
Array.Resize(ref _previousRigOutput.Output, Output.Length);
Array.Resize(ref _currentRigOutput.Output, Output.Length);
// Initialize outputs.
OriginalOutput = new CubismPhysicsOutput[Output.Length];
for (var i = 0; i < Output.Length; ++i)
{
OriginalOutput[i] = Output[i];
Output[i].InitializeGetter();
}
}
/// <summary>
/// Evaluate rig in every frame.
/// </summary>
/// <param name="deltaTime"></param>
public void Evaluate(float deltaTime)
{
var totalAngle = 0.0f;
var totalTranslation = Vector2.zero;
for (var i = 0; i < Input.Length; ++i)
{
ref var input = ref Input[i];
var weight = input.Weight / CubismPhysics.MaximumWeight;
if (input.Source == null)
{
input.Source = Rig.Controller.Parameters.FindById(input.SourceId);
input.SourceIndex = Array.IndexOf(Rig.Controller.Parameters, input.Source);
}
var parameter = input.Source;
input.GetNormalizedParameterValue(
ref totalTranslation,
ref totalAngle,
parameter,
ref Rig.ParametersCache[input.SourceIndex],
Normalization,
weight
);
}
var radAngle = CubismPhysicsMath.DegreesToRadian(-totalAngle);
totalTranslation.x = (totalTranslation.x * Mathf.Cos(radAngle) - totalTranslation.y * Mathf.Sin(radAngle));
totalTranslation.y = (totalTranslation.x * Mathf.Sin(radAngle) + totalTranslation.y * Mathf.Cos(radAngle));
UpdateParticles(
Particles,
totalTranslation,
totalAngle,
Rig.Wind,
CubismPhysics.MovementThreshold * Normalization.Position.Maximum,
deltaTime
);
for (var i = 0; i < Output.Length; ++i)
{
ref var currentRigOutput = ref _currentRigOutput.Output[i];
_previousRigOutput.Output[i] = currentRigOutput;
ref var output = ref Output[i];
if (output.Destination == null)
{
var destination = Rig.Controller.Parameters.FindById(output.DestinationId);
if (destination == null)
{
continue;
}
output.Destination = destination;
}
var particleIndex = output.ParticleIndex;
if (particleIndex < 1 || particleIndex >= Particles.Length)
{
continue;
}
// Update each time as the index may fluctuate.
output.DestinationIndex = Array.IndexOf(Rig.Controller.Parameters, output.Destination);
var translation = Particles[particleIndex].Position -
Particles[particleIndex - 1].Position;
var parameter = output.Destination;
var outputValue = output.GetValue(
translation,
Particles,
particleIndex,
Rig.Gravity
);
currentRigOutput = outputValue;
UpdateOutputParameterValue(parameter, ref Rig.ParametersCache[output.DestinationIndex], outputValue, output);
}
}
/// <summary>
/// Calculate the state in which the physics operation stabilizes at the current parameter values.
/// </summary>
public void Stabilization()
{
var totalAngle = 0.0f;
var totalTranslation = Vector2.zero;
for (var i = 0; i < Input.Length; ++i)
{
var weight = Input[i].Weight / CubismPhysics.MaximumWeight;
if (Input[i].Source == null)
{
Input[i].Source = Rig.Controller.Parameters.FindById(Input[i].SourceId);
}
var index = Array.IndexOf(Rig.Controller.Parameters, Input[i].Source);
var parameter = Input[i].Source;
Input[i].GetNormalizedParameterValue(
ref totalTranslation,
ref totalAngle,
parameter,
ref Input[i].Source.Value,
Normalization,
weight
);
Rig.ParametersCache[index] = Input[i].Source.Value;
}
var radAngle = CubismPhysicsMath.DegreesToRadian(-totalAngle);
totalTranslation.x = (totalTranslation.x * Mathf.Cos(radAngle) - totalTranslation.y * Mathf.Sin(radAngle));
totalTranslation.y = (totalTranslation.x * Mathf.Sin(radAngle) + totalTranslation.y * Mathf.Cos(radAngle));
UpdateParticlesForStabilization(
Particles,
totalTranslation,
totalAngle,
Rig.Wind,
CubismPhysics.MovementThreshold * Normalization.Position.Maximum
);
for (var i = 0; i < Output.Length; ++i)
{
_previousRigOutput.Output[i] = _currentRigOutput.Output[i];
if (Output[i].Destination == null)
{
var destination = Rig.Controller.Parameters.FindById(Output[i].DestinationId);
if (destination == null)
{
continue;
}
Output[i].Destination = destination;
}
var particleIndex = Output[i].ParticleIndex;
if (particleIndex < 1 || particleIndex >= Particles.Length)
{
continue;
}
var index = Array.IndexOf(Rig.Controller.Parameters, Output[i].Destination);
var translation = Particles[particleIndex].Position -
Particles[particleIndex - 1].Position;
var parameter = Output[i].Destination;
var outputValue = Output[i].GetValue(
translation,
Particles,
particleIndex,
Rig.Gravity
);
_currentRigOutput.Output[i] = outputValue;
_previousRigOutput.Output[i] = outputValue;
UpdateOutputParameterValue(parameter, ref Output[i].Destination.Value, outputValue, Output[i]);
Rig.ParametersCache[index] = Output[i].Destination.Value;
}
}
}
}