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86 lines
3.8 KiB
86 lines
3.8 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, Esoteric Software LLC |
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* |
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* Integration of the Spine Runtimes into software or otherwise creating |
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* derivative works of the Spine Runtimes is permitted under the terms and |
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* conditions of Section 2 of the Spine Editor License Agreement: |
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* http://esotericsoftware.com/spine-editor-license |
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* |
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* Otherwise, it is permitted to integrate the Spine Runtimes into software |
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* or otherwise create derivative works of the Spine Runtimes (collectively, |
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* "Products"), provided that each user of the Products must obtain their own |
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* Spine Editor license and redistribution of the Products in any form must |
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* include this license and copyright notice. |
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* |
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*****************************************************************************/ |
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using UnityEngine; |
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namespace Spine.Unity { |
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/// <summary> |
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/// Utility component to support flipping of hinge chains (chains of HingeJoint objects) along with the parent skeleton. |
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/// Note that flipping needs to be performed by 180 degree rotation at <see cref="SkeletonUtility"/>, |
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/// by setting <see cref="SkeletonUtility.flipBy180DegreeRotation"/> to true, not via negative scale. |
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/// |
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/// Note: This component is automatically attached when calling "Create Hinge Chain" at <see cref="SkeletonUtilityBone"/>, |
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/// do not attempt to use this component for other purposes. |
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/// </summary> |
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public class FollowSkeletonUtilityRootRotation : MonoBehaviour { |
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const float FLIP_ANGLE_THRESHOLD = 100.0f; |
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public Transform reference; |
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Vector3 prevLocalEulerAngles; |
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private void Start () { |
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prevLocalEulerAngles = this.transform.localEulerAngles; |
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} |
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void FixedUpdate () { |
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this.transform.rotation = reference.rotation; |
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bool wasFlippedAroundY = Mathf.Abs(this.transform.localEulerAngles.y - prevLocalEulerAngles.y) > FLIP_ANGLE_THRESHOLD; |
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bool wasFlippedAroundX = Mathf.Abs(this.transform.localEulerAngles.x - prevLocalEulerAngles.x) > FLIP_ANGLE_THRESHOLD; |
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if (wasFlippedAroundY) |
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CompensatePositionToYRotation(); |
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if (wasFlippedAroundX) |
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CompensatePositionToXRotation(); |
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prevLocalEulerAngles = this.transform.localEulerAngles; |
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} |
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/// <summary> |
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/// Compensates the position so that a child at the reference position remains in the same place, |
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/// to counter any movement that occurred by rotation. |
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/// </summary> |
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void CompensatePositionToYRotation () { |
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Vector3 newPosition = reference.position + (reference.position - this.transform.position); |
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newPosition.y = this.transform.position.y; |
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this.transform.position = newPosition; |
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} |
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/// <summary> |
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/// Compensates the position so that a child at the reference position remains in the same place, |
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/// to counter any movement that occurred by rotation. |
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/// </summary> |
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void CompensatePositionToXRotation () { |
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Vector3 newPosition = reference.position + (reference.position - this.transform.position); |
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newPosition.x = this.transform.position.x; |
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this.transform.position = newPosition; |
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} |
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} |
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}
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