Created
January 13, 2022 04:14
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Binding on Unity C#
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using ProceduralModeling; | |
public class BindTest : MonoBehaviour | |
{ | |
[SerializeField] private Mesh _mesh; | |
[SerializeField] SkinnedMeshRenderer _renderer; | |
private int NUM = 50; | |
[SerializeField] public Transform[] bones; | |
private CatmullRomCurve _curve; | |
[SerializeField] private Vector3 _up; | |
// Start is called before the first frame update | |
void Start() | |
{ | |
//各頂点にウェイトを埋め込む | |
BoneWeight[] weights = new BoneWeight[_mesh.vertexCount]; | |
var verts = _mesh.vertices; | |
for(int i=0;i<_mesh.vertexCount;i++){ | |
weights[i].boneIndex0 = Mathf.FloorToInt( (verts[i].z+1f)/2f*(NUM-1) ); | |
// Debug.Log("r" + verts[i].z ); | |
//Debug.Log("weight" + weights[i].boneIndex0); | |
weights[i].weight0 = 1;//その度合い | |
} | |
_mesh.boneWeights = weights; | |
bones = new Transform[NUM]; | |
Matrix4x4[] bindPoses = new Matrix4x4[NUM]; | |
for(int i=0;i<NUM;i++){ | |
bones[i] = new GameObject("hoge"+i).transform; | |
//bones[i].parent = i==0 ? transform : bones[i-1]; | |
bones[i].parent = transform; | |
bones[i].localRotation = Quaternion.identity; | |
bones[i].localPosition = new Vector3(0,0,(float)i/(float)(NUM-1)-0.5f); | |
//bindPoses[i] = bones[i].worldToLocalMatrix * bones[i].parent.localToWorldMatrix; | |
bindPoses[i] = bones[i].worldToLocalMatrix * transform.localToWorldMatrix; | |
} | |
_mesh.bindposes = bindPoses; | |
_renderer.bones = bones; | |
_renderer.sharedMesh = _mesh; | |
_curve = new CatmullRomCurve(); | |
_curve.Points.Clear(); | |
for(int i=0;i<NUM;i++){ | |
var p = new Vector3( | |
5f*Mathf.Sin(3*Time.time + 35f*(float)i/(float)NUM), | |
5f*Mathf.Cos(3*Time.time + 42f*(float)i/(float)NUM), | |
5f*Mathf.Sin(3*Time.time + 31f*(float)i/(float)NUM) | |
); | |
_curve.Points.Add(p); | |
} | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
var ff = _curve.ComputeFrenetFrames(NUM); | |
for(int i=0;i<NUM;i++){ | |
bones[i].localPosition = _curve.GetPointAt((float)i/(float)NUM); | |
bones[i].localRotation = Quaternion.LookRotation( | |
ff[i].Tangent, | |
_up | |
); | |
} | |
} | |
} |
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