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using UnityEngine; | ||
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||
namespace UniGLTF | ||
{ | ||
public static class TransformExtensions | ||
{ | ||
public static float UniformedLossyScale(this Transform transform) | ||
{ | ||
var s = transform.lossyScale; | ||
return AbsoluteMaxValue(s); | ||
} | ||
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public static float AbsoluteMaxValue(in Vector3 s) | ||
{ | ||
var x = Mathf.Abs(s.x); | ||
var y = Mathf.Abs(s.y); | ||
var z = Mathf.Abs(s.z); | ||
return Mathf.Max(Mathf.Max(x, y), z); | ||
} | ||
} | ||
} |
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Assets/UniGLTF/Runtime/SpringBoneJobs/Blittables/BlittableExternalData.cs
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Assets/UniGLTF/Runtime/SpringBoneJobs/Blittables/BlittableModelLevel.cs
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using UnityEngine; | ||
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namespace UniGLTF.SpringBoneJobs.Blittables | ||
{ | ||
public struct BlittableModelLevel | ||
{ | ||
/// <summary> | ||
/// World 座標系の追加の力。風など。 | ||
/// </summary> | ||
public Vector3 ExternalForce; | ||
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/// <summary> | ||
/// 処理結果の Transform への書き戻しを停止する。 | ||
/// </summary> | ||
public bool StopSpringBoneWriteback; | ||
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/// <summary> | ||
/// スケール値に連動して SpringBone のパラメータを自動調整する。 | ||
/// (見た目の角速度が同じになるようにする) | ||
/// </summary> | ||
public bool SupportsScalingAtRuntime; | ||
} | ||
} |
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