Streamingle_URP/Assets/Scripts/KindRetargeting/ShoulderCorrectionFunction.cs

98 lines
4.9 KiB
C#

using UnityEngine;
namespace KindRetargeting
{
[DefaultExecutionOrder(3)]
public class ShoulderCorrectionFunction : MonoBehaviour
{
private CustomRetargetingScript retargetingScript; // 소스 데이터를 가져올 리타게팅 스크립트
[Header("설정")]
[Range(0f, 5f)]
public float blendStrength = 2f; // 전체적인 보정 강도
[Range(0f, 1f)]
public float maxShoulderBlend = 0.7f; // 어깨에 최대로 전달될 수 있는 회전 비율
public bool reverseLeftRotation = false; // 왼쪽 어깨 회전 방향 반전 설정
public bool reverseRightRotation = false; // 오른쪽 어깨 회전 방향 반전 설정
[Header("높이 제한 설정")]
public float maxHeightDifference = 0.8f; // 최대 높이 차이
public float minHeightDifference = -0.1f; // 최소 높이 차이 (이 값 이하에서는 보정하지 않음)
[Header("보정 커브 설정")]
public AnimationCurve shoulderCorrectionCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
private float leftBlendWeight = 0f;
private float rightBlendWeight = 0f;
private Transform leftShoulder;
private Transform rightShoulder;
private Transform leftUpperArm;
private Transform rightUpperArm;
// 최적화: 팔꿈치(LowerArm) Transform 캐싱 추가
private Transform leftLowerArm;
private Transform rightLowerArm;
private void Start()
{
retargetingScript = GetComponent<CustomRetargetingScript>();
leftShoulder = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.LeftShoulder);
rightShoulder = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.RightShoulder);
leftUpperArm = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.LeftUpperArm);
rightUpperArm = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.RightUpperArm);
// 최적화: 팔꿈치 Transform도 Start에서 캐싱
leftLowerArm = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
rightLowerArm = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.RightLowerArm);
}
private void Update()
{
// 왼쪽 어깨 보정 (최적화: 캐싱된 Transform 사용)
Vector3 leftElbowPos = leftLowerArm.position;
float leftHeightDiff = leftElbowPos.y - leftShoulder.position.y;
float leftRawBlend = Mathf.Clamp01(
Mathf.InverseLerp(minHeightDifference, maxHeightDifference, leftHeightDiff) * blendStrength
);
leftBlendWeight = shoulderCorrectionCurve.Evaluate(leftRawBlend) * maxShoulderBlend;
// 오른쪽 어깨 보정 (최적화: 캐싱된 Transform 사용)
Vector3 rightElbowPos = rightLowerArm.position;
float rightHeightDiff = rightElbowPos.y - rightShoulder.position.y;
float rightRawBlend = Mathf.Clamp01(
Mathf.InverseLerp(minHeightDifference, maxHeightDifference, rightHeightDiff) * blendStrength
);
rightBlendWeight = shoulderCorrectionCurve.Evaluate(rightRawBlend) * maxShoulderBlend;
// 어깨와 윗팔 회전 보정 적용
if (leftBlendWeight > 0.01f)
{
Quaternion currentWorldShoulderRot = leftShoulder.rotation;
Quaternion currentWorldArmRot = leftUpperArm.rotation;
Vector3 shoulderToArm = (leftUpperArm.position - leftShoulder.position).normalized;
Quaternion targetRotation = Quaternion.FromToRotation(leftShoulder.forward,
reverseLeftRotation ? shoulderToArm : -shoulderToArm);
Quaternion targetWorldShoulderRot = targetRotation * currentWorldShoulderRot;
leftShoulder.rotation = Quaternion.Lerp(currentWorldShoulderRot, targetWorldShoulderRot, leftBlendWeight);
leftUpperArm.rotation = currentWorldArmRot;
}
if (rightBlendWeight > 0.01f)
{
Quaternion currentWorldShoulderRot = rightShoulder.rotation;
Quaternion currentWorldArmRot = rightUpperArm.rotation;
Vector3 shoulderToArm = (rightUpperArm.position - rightShoulder.position).normalized;
Quaternion targetRotation = Quaternion.FromToRotation(rightShoulder.forward,
reverseRightRotation ? -shoulderToArm : shoulderToArm);
Quaternion targetWorldShoulderRot = targetRotation * currentWorldShoulderRot;
rightShoulder.rotation = Quaternion.Lerp(currentWorldShoulderRot, targetWorldShoulderRot, rightBlendWeight);
rightUpperArm.rotation = currentWorldArmRot;
}
}
}
}