Skip to content

Commit

Permalink
Fixed bug on animations without position data
Browse files Browse the repository at this point in the history
  • Loading branch information
naelstrof committed Feb 15, 2022
1 parent f82489e commit c4cd8d4
Show file tree
Hide file tree
Showing 2 changed files with 14 additions and 9 deletions.
21 changes: 13 additions & 8 deletions Scripts/JiggleBone.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,14 +8,15 @@ namespace JigglePhysics {
public class JiggleBone {
public JiggleBone parent;
public JiggleBone child;
public Quaternion boneRotationChangeCheck;
private Quaternion boneRotationChangeCheck;
private Vector3 bonePositionChangeCheck;
public Quaternion lastValidPoseBoneRotation;
private Vector3 lastValidPoseBoneLocalPosition;
public Vector3 targetAnimatedBonePosition;
public Vector3 position;
public Transform transform;
public Vector3 previousPosition;
public Vector3 previousLocalPosition;
//public Vector3 previousLocalPosition;
public float lengthToParent;
private Vector3 cachedInterpolatedPosition;

Expand Down Expand Up @@ -44,7 +45,7 @@ public JiggleBone(Transform transform, JiggleBone parent, Vector3 position) {
lengthToParent = 0.1f;
return;
}
previousLocalPosition = parent.transform.InverseTransformPoint(previousPosition);
//previousLocalPosition = parent.transform.InverseTransformPoint(previousPosition);
this.parent.child = this;
lengthToParent = Vector3.Distance(parent.position, position);
}
Expand Down Expand Up @@ -111,7 +112,7 @@ public Vector3 ConstrainAngle(Vector3 newPosition, float elasticity) {

public void SetNewPosition(Vector3 newPosition) {
previousPosition = position;
if (parent!=null) previousLocalPosition = parent.transform.InverseTransformPoint(previousPosition);
//if (parent!=null) previousLocalPosition = parent.transform.InverseTransformPoint(previousPosition);
position = newPosition;
}

Expand Down Expand Up @@ -143,10 +144,13 @@ public void PrepareBone(bool interpolate) {
//cachedInterpolatedPosition = Vector3.Lerp(previousPosition, position, timeSinceLastUpdate/Time.fixedDeltaTime);

// If bone is not animated, return to last unadulterated pose
if (transform != null && boneRotationChangeCheck == transform.localRotation) {
//Debug.DrawLine(transform.position, transform.position+lastValidPoseBoneRotation * Vector3.up, Color.magenta);
transform.localRotation = lastValidPoseBoneRotation;
transform.localPosition = lastValidPoseBoneLocalPosition;
if (transform != null) {
if (boneRotationChangeCheck == transform.localRotation) {
transform.localRotation = lastValidPoseBoneRotation;
}
if (bonePositionChangeCheck == transform.localPosition) {
transform.localPosition = lastValidPoseBoneLocalPosition;
}
}
CacheAnimationPosition();
}
Expand Down Expand Up @@ -174,6 +178,7 @@ public void PoseBone(float blend) {
}
if (transform != null) {
boneRotationChangeCheck = transform.localRotation;
bonePositionChangeCheck = transform.localPosition;
//Debug.DrawLine(transform.position, transform.position+boneRotationChangeCheck * Vector3.up, Color.blue);
}
}
Expand Down
2 changes: 1 addition & 1 deletion package.json
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
{
"name": "com.naelstrof.jigglephysics",
"displayName": "Jiggle Physics",
"version": "3.4.1",
"version": "3.4.2",
"unity": "2020.3",
"description": "Soft-body squash-and-stretch physics for SkinnedMeshRenderers."
}

0 comments on commit c4cd8d4

Please sign in to comment.