├── .gitignore ├── Assets ├── AnimationExport.cs ├── AnimationExport.cs.meta ├── ArduinoConnector.cs ├── ArduinoConnector.cs.meta ├── EditableQuaternion.cs ├── EditableQuaternion.cs.meta ├── Master.cs ├── Master.cs.meta ├── RotateMe.cs ├── RotateMe.cs.meta ├── Sensor.cs ├── Sensor.cs.meta ├── TestRotation.cs ├── TestRotation.cs.meta ├── UnityChan-test.unity ├── UnityChan-test.unity.meta ├── UnityChan.meta ├── UnityChan │ ├── Amimators.meta │ ├── Amimators │ │ ├── UnityChanARPose.controller │ │ ├── UnityChanARPose.controller.meta │ │ ├── UnityChanActionCheck.controller │ │ ├── UnityChanActionCheck.controller.meta │ │ ├── UnityChanLocomotions.controller │ │ └── UnityChanLocomotions.controller.meta │ ├── Animations.meta │ ├── Animations │ │ ├── unitychan_ARpose1.fbx │ │ ├── unitychan_ARpose1.fbx.meta │ │ ├── unitychan_ARpose2.fbx │ │ ├── unitychan_ARpose2.fbx.meta │ │ ├── unitychan_DAMAGED00.fbx │ │ ├── unitychan_DAMAGED00.fbx.meta │ │ ├── unitychan_DAMAGED01.fbx │ │ ├── unitychan_DAMAGED01.fbx.meta │ │ ├── unitychan_HANDUP00_R.fbx │ │ ├── unitychan_HANDUP00_R.fbx.meta │ │ ├── unitychan_JUMP00.fbx │ │ ├── unitychan_JUMP00.fbx.meta │ │ ├── unitychan_JUMP00B.fbx │ │ ├── unitychan_JUMP00B.fbx.meta │ │ ├── unitychan_JUMP01.fbx │ │ ├── unitychan_JUMP01.fbx.meta │ │ ├── unitychan_JUMP01B.fbx │ │ ├── unitychan_JUMP01B.fbx.meta │ │ ├── unitychan_LOSE00.fbx │ │ ├── unitychan_LOSE00.fbx.meta │ │ ├── unitychan_REFLESH00.fbx │ │ ├── unitychan_REFLESH00.fbx.meta │ │ ├── unitychan_RUN00_F.fbx │ │ ├── unitychan_RUN00_F.fbx.meta │ │ ├── unitychan_RUN00_L.fbx │ │ ├── unitychan_RUN00_L.fbx.meta │ │ ├── unitychan_RUN00_R.fbx │ │ ├── unitychan_RUN00_R.fbx.meta │ │ ├── unitychan_SLIDE00.fbx │ │ ├── unitychan_SLIDE00.fbx.meta │ │ ├── unitychan_UMATOBI00.fbx │ │ ├── unitychan_UMATOBI00.fbx.meta │ │ ├── unitychan_WAIT00.fbx │ │ ├── unitychan_WAIT00.fbx.meta │ │ ├── unitychan_WAIT01.fbx │ │ ├── unitychan_WAIT01.fbx.meta │ │ ├── unitychan_WAIT02.fbx │ │ ├── unitychan_WAIT02.fbx.meta │ │ ├── unitychan_WAIT03.fbx │ │ ├── unitychan_WAIT03.fbx.meta │ │ ├── unitychan_WAIT04.fbx │ │ ├── unitychan_WAIT04.fbx.meta │ │ ├── unitychan_WALK00_B.fbx │ │ ├── unitychan_WALK00_B.fbx.meta │ │ ├── unitychan_WALK00_F.fbx │ │ ├── unitychan_WALK00_F.fbx.meta │ │ ├── unitychan_WALK00_L.fbx │ │ ├── unitychan_WALK00_L.fbx.meta │ │ ├── unitychan_WALK00_R.fbx │ │ ├── unitychan_WALK00_R.fbx.meta │ │ ├── unitychan_WIN00.fbx │ │ └── unitychan_WIN00.fbx.meta │ ├── FaceAnimation.meta │ ├── FaceAnimation │ │ ├── ASHAMED.anim │ │ ├── ASHAMED.anim.meta │ │ ├── SURPRISE.anim │ │ ├── SURPRISE.anim.meta │ │ ├── angry1@unitychan.anim │ │ ├── angry1@unitychan.anim.meta │ │ ├── angry2@unitychan.anim │ │ ├── angry2@unitychan.anim.meta │ │ ├── conf@unitychan.anim │ │ ├── conf@unitychan.anim.meta │ │ ├── default@unitychan.anim │ │ ├── default@unitychan.anim.meta │ │ ├── disstract1@unitychan.anim │ │ ├── disstract1@unitychan.anim.meta │ │ ├── disstract2@unitychan.anim │ │ ├── disstract2@unitychan.anim.meta │ │ ├── eye_close@unitychan.anim │ │ ├── eye_close@unitychan.anim.meta │ │ ├── face only mask.mask │ │ ├── face only mask.mask.meta │ │ ├── sap@unitychan.anim │ │ ├── sap@unitychan.anim.meta │ │ ├── smile1@unitychan.anim │ │ ├── smile1@unitychan.anim.meta │ │ ├── smile2@unitychan.anim │ │ └── smile2@unitychan.anim.meta │ ├── Models.meta │ ├── Models │ │ ├── BoxUnityChan.fbx │ │ ├── BoxUnityChan.fbx.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Left.mat │ │ │ ├── Left.mat.meta │ │ │ ├── Right.mat │ │ │ ├── Right.mat.meta │ │ │ ├── body.mat │ │ │ ├── body.mat.meta │ │ │ ├── eye_L1.mat │ │ │ ├── eye_L1.mat.meta │ │ │ ├── eye_R1.mat │ │ │ ├── eye_R1.mat.meta │ │ │ ├── eyebase.mat │ │ │ ├── eyebase.mat.meta │ │ │ ├── eyeline.mat │ │ │ ├── eyeline.mat.meta │ │ │ ├── face.mat │ │ │ ├── face.mat.meta │ │ │ ├── hair.mat │ │ │ ├── hair.mat.meta │ │ │ ├── mat_cheek.mat │ │ │ ├── mat_cheek.mat.meta │ │ │ ├── skin1.mat │ │ │ └── skin1.mat.meta │ │ ├── UnityChanShader.meta │ │ ├── UnityChanShader │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ │ ├── body.mat │ │ │ │ ├── body.mat.meta │ │ │ │ ├── eye_L1.mat │ │ │ │ ├── eye_L1.mat.meta │ │ │ │ ├── eye_R1.mat │ │ │ │ ├── eye_R1.mat.meta │ │ │ │ ├── eyebase.mat │ │ │ │ ├── eyebase.mat.meta │ │ │ │ ├── eyeline.mat │ │ │ │ ├── eyeline.mat.meta │ │ │ │ ├── face.mat │ │ │ │ ├── face.mat.meta │ │ │ │ ├── hair.mat │ │ │ │ ├── hair.mat.meta │ │ │ │ ├── mat_cheek.mat │ │ │ │ ├── mat_cheek.mat.meta │ │ │ │ ├── skin1.mat │ │ │ │ └── skin1.mat.meta │ │ │ ├── Shader.meta │ │ │ ├── Shader │ │ │ │ ├── CharaMain.cg │ │ │ │ ├── CharaMain.cg.meta │ │ │ │ ├── CharaOutline.cg │ │ │ │ ├── CharaOutline.cg.meta │ │ │ │ ├── CharaSkin.cg │ │ │ │ ├── CharaSkin.cg.meta │ │ │ │ ├── Unitychan_chara_akarami_blend.shader │ │ │ │ ├── Unitychan_chara_akarami_blend.shader.meta │ │ │ │ ├── Unitychan_chara_eye.shader │ │ │ │ ├── Unitychan_chara_eye.shader.meta │ │ │ │ ├── Unitychan_chara_eye_blend.shader │ │ │ │ ├── Unitychan_chara_eye_blend.shader.meta │ │ │ │ ├── Unitychan_chara_eyelash_blend.shader │ │ │ │ ├── Unitychan_chara_eyelash_blend.shader.meta │ │ │ │ ├── Unitychan_chara_fuku.shader │ │ │ │ ├── Unitychan_chara_fuku.shader.meta │ │ │ │ ├── Unitychan_chara_fuku_ds.shader │ │ │ │ ├── Unitychan_chara_fuku_ds.shader.meta │ │ │ │ ├── Unitychan_chara_hada.shader │ │ │ │ ├── Unitychan_chara_hada.shader.meta │ │ │ │ ├── Unitychan_chara_hada_blend.shader │ │ │ │ ├── Unitychan_chara_hada_blend.shader.meta │ │ │ │ ├── Unitychan_chara_hair.shader │ │ │ │ ├── Unitychan_chara_hair.shader.meta │ │ │ │ ├── Unitychan_chara_hair_ds.shader │ │ │ │ └── Unitychan_chara_hair_ds.shader.meta │ │ │ ├── Texture.meta │ │ │ └── Texture │ │ │ │ ├── DEFAULT_NORMAL.tga │ │ │ │ ├── DEFAULT_NORMAL.tga.meta │ │ │ │ ├── ENV2.tga │ │ │ │ ├── ENV2.tga.meta │ │ │ │ ├── FO_CLOTH1.tga │ │ │ │ ├── FO_CLOTH1.tga.meta │ │ │ │ ├── FO_RIM1.tga │ │ │ │ ├── FO_RIM1.tga.meta │ │ │ │ ├── FO_SKIN1.tga │ │ │ │ ├── FO_SKIN1.tga.meta │ │ │ │ ├── body_01.tga │ │ │ │ ├── body_01.tga.meta │ │ │ │ ├── body_01_NRM.tga │ │ │ │ ├── body_01_NRM.tga.meta │ │ │ │ ├── body_01_SPEC.tga │ │ │ │ ├── body_01_SPEC.tga.meta │ │ │ │ ├── cheek_00.tga │ │ │ │ ├── cheek_00.tga.meta │ │ │ │ ├── eye_iris_L_00.tga │ │ │ │ ├── eye_iris_L_00.tga.meta │ │ │ │ ├── eye_iris_R_00.tga │ │ │ │ ├── eye_iris_R_00.tga.meta │ │ │ │ ├── eyeline_00.tga │ │ │ │ ├── eyeline_00.tga.meta │ │ │ │ ├── face_00.tga │ │ │ │ ├── face_00.tga.meta │ │ │ │ ├── guide.tga │ │ │ │ ├── guide.tga.meta │ │ │ │ ├── hair_01.tga │ │ │ │ ├── hair_01.tga.meta │ │ │ │ ├── hair_01_NRM.tga │ │ │ │ ├── hair_01_NRM.tga.meta │ │ │ │ ├── hair_01_SPEC.tga │ │ │ │ ├── hair_01_SPEC.tga.meta │ │ │ │ ├── skin_01.tga │ │ │ │ └── skin_01.tga.meta │ │ ├── unitychan.fbx │ │ └── unitychan.fbx.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── BoxUnityChan.prefab │ │ ├── BoxUnityChan.prefab.meta │ │ ├── Directional light for UnityChan.prefab │ │ ├── Directional light for UnityChan.prefab.meta │ │ ├── LevelLoader.prefab │ │ ├── LevelLoader.prefab.meta │ │ ├── LookPos.prefab │ │ ├── LookPos.prefab.meta │ │ ├── for Locomotion.meta │ │ ├── for Locomotion │ │ │ ├── CamPos.prefab │ │ │ ├── CamPos.prefab.meta │ │ │ ├── FrontPos.prefab │ │ │ ├── FrontPos.prefab.meta │ │ │ ├── JumpPos.prefab │ │ │ ├── JumpPos.prefab.meta │ │ │ ├── LookAtPos.prefab │ │ │ ├── LookAtPos.prefab.meta │ │ │ ├── Main Camera.prefab │ │ │ ├── Main Camera.prefab.meta │ │ │ ├── unitychan.prefab │ │ │ └── unitychan.prefab.meta │ │ ├── unitychan.prefab │ │ └── unitychan.prefab.meta │ ├── ReadMe.meta │ ├── ReadMe │ │ ├── ReadMe_en.pdf │ │ ├── ReadMe_en.pdf.meta │ │ ├── ReadMe_jp.pdf │ │ └── ReadMe_jp.pdf.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── ARPoseTest.unity │ │ ├── ARPoseTest.unity.meta │ │ ├── ActionCheck.unity │ │ ├── ActionCheck.unity.meta │ │ ├── Locomotion.unity │ │ └── Locomotion.unity.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── CameraController.cs │ │ ├── CameraController.cs.meta │ │ ├── FaceUpdate.cs │ │ ├── FaceUpdate.cs.meta │ │ ├── IdleChanger.cs │ │ ├── IdleChanger.cs.meta │ │ ├── SceneLoader.cs │ │ ├── SceneLoader.cs.meta │ │ ├── ThirdPersonCamera.cs │ │ ├── ThirdPersonCamera.cs.meta │ │ ├── UnityChanControlScriptWithRgidBody.cs │ │ └── UnityChanControlScriptWithRgidBody.cs.meta │ ├── Stage.meta │ ├── Stage │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── unitychan_tile3.mat │ │ │ ├── unitychan_tile3.mat.meta │ │ │ ├── unitychan_tile4.mat │ │ │ ├── unitychan_tile4.mat.meta │ │ │ ├── unitychan_tile5.mat │ │ │ ├── unitychan_tile5.mat.meta │ │ │ ├── unitychan_tile6.mat │ │ │ └── unitychan_tile6.mat.meta │ │ ├── Shader.meta │ │ ├── Shader │ │ │ ├── AlphaMask.shader │ │ │ ├── AlphaMask.shader.meta │ │ │ ├── Textures.meta │ │ │ └── Textures │ │ │ │ ├── AlphaMask.png │ │ │ │ ├── AlphaMask.png.meta │ │ │ │ ├── Unity_Icon.png │ │ │ │ └── Unity_Icon.png.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── unitychan_tile3.png │ │ │ ├── unitychan_tile3.png.meta │ │ │ ├── unitychan_tile4.png │ │ │ ├── unitychan_tile4.png.meta │ │ │ ├── unitychan_tile5.png │ │ │ ├── unitychan_tile5.png.meta │ │ │ ├── unitychan_tile6.png │ │ │ └── unitychan_tile6.png.meta │ ├── license.txt │ └── license.txt.meta ├── blue.mat ├── blue.mat.meta ├── green.mat ├── green.mat.meta ├── inputs.prefab ├── inputs.prefab.meta ├── mocap_test.unity ├── mocap_test.unity.meta ├── one.mat ├── one.mat.meta ├── red.mat └── red.mat.meta ├── LICENSE ├── README.md ├── Screenshot-2joints.gif └── unitychan-test1_4_.csv /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | -------------------------------------------------------------------------------- /Assets/AnimationExport.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Text; 5 | using System.IO; 6 | 7 | public class OrbitalIO 8 | // : MonoBehaviour 9 | { 10 | public List ReadCSV(string model, int numSensors) 11 | { 12 | string filePath = model + "_" + numSensors.ToString() + "_.csv"; 13 | List ret = new List(); 14 | var rawText = File.ReadAllLines(filePath); 15 | Debug.Log("Read " + rawText.Length + " lines"); 16 | for (int i = 0; i < rawText.Length; i++) 17 | { 18 | string[] tokens = rawText[i].Split(','); 19 | foreach (var token in tokens) 20 | { 21 | ret.Add(float.Parse(token)); 22 | } 23 | } 24 | return ret; 25 | } 26 | public void Savecsv(string model, int numSensors, List animation) 27 | { 28 | Debug.Log("Outputing Saved_data.csv"); 29 | 30 | string filePath = model + "_" + numSensors.ToString() + "_.csv"; 31 | string delimiter = ","; 32 | 33 | string[][] output = new string[][]{ 34 | new string[]{"Col 1 Row 1", "Col 2 Row 1", "Col 3 Row 1"}, 35 | new string[]{"Col1 Row 2", "Col2 Row 2", "Col3 Row 2"} 36 | }; 37 | 38 | StringBuilder sb = new StringBuilder(); 39 | int length = animation.Count / (numSensors*4); 40 | Debug.Log("animation length: " + animation.Count); 41 | for (int sample = 0; sample < length; sample++) 42 | { 43 | //num sample * num sensor * num components per sensor (4 in a quat) 44 | string[] line = new string[numSensors*4]; 45 | var offset = sample * numSensors * 4; 46 | for (int i = 0; i < numSensors*4; i++) 47 | { 48 | line[i] = animation[offset + i].ToString(); 49 | } 50 | sb.AppendLine(string.Join(delimiter, line)); 51 | } 52 | 53 | File.AppendAllText(filePath, sb.ToString()); 54 | Debug.Log("Export finished"); 55 | animation.Clear(); 56 | } 57 | } -------------------------------------------------------------------------------- /Assets/AnimationExport.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a922398ceee65447ba1d323318f2af1a 3 | timeCreated: 1496812798 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ArduinoConnector.cs: -------------------------------------------------------------------------------- 1 |  2 | /* ArduinoConnector by Alan Zucconi 3 | * http://www.alanzucconi.com/?p=2979 4 | */ 5 | using UnityEngine; 6 | using System; 7 | using System.Collections; 8 | using System.IO.Ports; 9 | using System.Threading; 10 | using System.Collections.Generic; 11 | 12 | 13 | public class ArduinoConnector : MonoBehaviour { 14 | 15 | /* The serial port where the Arduino is connected. */ 16 | [Tooltip("The serial port where the Arduino is connected")] 17 | public string port = "/dev/cu.usbmodem1421"; 18 | /* The baudrate of the serial port. */ 19 | [Tooltip("The baudrate of the serial port")] 20 | public int baudrate = 115200; 21 | private SerialPort stream; 22 | public bool UseThread = false; 23 | public bool UseRawInput = false; 24 | public bool UseArduino = true; 25 | public Sensor[] sensors = new Sensor[4]; 26 | float beginTime; 27 | private Thread t1; 28 | OrbitalIO ae = new OrbitalIO(); 29 | List animationStore = new List(); 30 | private volatile bool workInProgress = false; 31 | bool setupComplete = false; 32 | int numSensors = 4; 33 | 34 | public void Open () { 35 | // Opens the serial port 36 | stream = new SerialPort(port, baudrate); 37 | stream.ReadTimeout = 50; 38 | stream.Open(); 39 | //this.stream.DataReceived += new SerialDataReceivedEventHandler(DataReceivedHandler); 40 | } 41 | 42 | void Start() { 43 | if (UseArduino) 44 | { 45 | Open(); 46 | } 47 | return; 48 | StartCoroutine 49 | ( 50 | AsynchronousReadFromArduino 51 | ((string s) => Debug.Log(s), // Callback 52 | () => Debug.LogError("Error!"), // Error callback 53 | 10f // Timeout (seconds) 54 | ) 55 | ); 56 | if (UseThread) 57 | { 58 | t1 = new Thread(PollQuats) { Name = "Thread 1" }; 59 | t1.Start(); 60 | } 61 | beginTime = Time.time; 62 | 63 | if (animationStore == null) 64 | { 65 | Debug.Log("Animation list not initialized not found"); 66 | } 67 | } 68 | 69 | 70 | public void WriteToArduino(string message) 71 | { 72 | // Send the request 73 | stream.WriteLine(message); 74 | stream.BaseStream.Flush(); 75 | } 76 | 77 | 78 | string sharedStr = "initial"; 79 | float timeCount = 1; 80 | bool InitPos = true; 81 | bool FirstFrame = true; 82 | int frameNum = 0; 83 | bool readCSV = true; 84 | float lastFrameTime = 0; 85 | void SmoothMotion() 86 | { 87 | int lastN = 10; 88 | float[] hist = new float[]{0f, 0f, 0f, 0f}; 89 | int i = numSensors; 90 | int numComp = 4; 91 | float[] lastAngles = new float[numSensors]; 92 | Quaternion[] lastQuats = new Quaternion[numSensors]; 93 | for (int sample = 0; i < animationStore.Count; sample++) 94 | { 95 | for (int iSensor = 0; i < numSensors; iSensor++, i+=4) 96 | { 97 | var curQuat = new Quaternion(animationStore[i+1], 98 | animationStore[i+2], 99 | animationStore[i+3], 100 | animationStore[i+0] 101 | ); 102 | float diff = Quaternion.Angle(lastQuats[iSensor], curQuat); 103 | //var diff =animationStore[i] - hist[i - numSensors * numComp]; 104 | if (diff > 20f || diff < 20f) 105 | { 106 | animationStore[i+0] = lastQuats[iSensor].x; 107 | animationStore[i+1] = lastQuats[iSensor].y; 108 | animationStore[i+2] = lastQuats[iSensor].z; 109 | animationStore[i+3] = lastQuats[iSensor].w; 110 | } else { 111 | lastQuats[iSensor] = curQuat; 112 | hist[i] = (hist[i] * lastN + diff) / (lastN + 1); 113 | } 114 | } 115 | 116 | } 117 | } 118 | void LoadFromFile() 119 | { 120 | if (readCSV) 121 | { 122 | animationStore = ae.ReadCSV("unitychan-test1", numSensors); 123 | readCSV = false; 124 | //SmoothMotion(); 125 | return; 126 | } else { 127 | var i = frameNum * numSensors * 4; 128 | foreach (var sensor in sensors) 129 | { 130 | var quat = new Quaternion(animationStore[i+1], 131 | animationStore[i+2], 132 | animationStore[i+3], 133 | animationStore[i+0] 134 | ); 135 | sensor.goDebug.transform.rotation = quat; 136 | sensor.go.transform.rotation = quat; 137 | i += 4; 138 | } 139 | if (Time.time - beginTime > 5) 140 | { 141 | beginTime = Time.time; 142 | Debug.Log("Played " + frameNum + " frames"); 143 | } 144 | if (Time.time - lastFrameTime > .025) 145 | { 146 | lastFrameTime = Time.time; 147 | frameNum++; 148 | } 149 | if (frameNum*numSensors*4 >= animationStore.Count) 150 | { 151 | frameNum = 0; 152 | Debug.Log("starting over"); 153 | } 154 | return; 155 | } 156 | } 157 | 158 | void Update() 159 | { 160 | //LoadFromFile(); 161 | //return; 162 | 163 | if (FirstFrame) 164 | { 165 | FirstFrame = false; 166 | foreach (var sensor in sensors) 167 | { 168 | sensor.SetDesiredQ(); 169 | } 170 | } 171 | 172 | if (UseThread) 173 | { 174 | string lastStr = null; 175 | if (lastStr != sharedStr) 176 | { 177 | Debug.Log(sharedStr); 178 | lastStr = sharedStr; 179 | } 180 | } else { 181 | if (UseArduino) 182 | { 183 | OldUpdate(); 184 | } else { 185 | foreach (var sensor in sensors) 186 | { 187 | sensor.DebugUpdate(); 188 | } 189 | } 190 | } 191 | 192 | InitPos = false; 193 | if (InitPos) 194 | { 195 | if (Time.time - beginTime > 25) 196 | { 197 | InitializeOffsets(); //also called from Master.cs 198 | Debug.Log("Finished initialization"); 199 | } else if (Time.time - beginTime > timeCount) 200 | { 201 | timeCount += 1; 202 | Debug.Log("Time: " + timeCount); 203 | } 204 | } else { 205 | if (Time.time - beginTime > 10) 206 | { 207 | ae.Savecsv("unitychan-test2", numSensors, animationStore); 208 | beginTime = Time.time; 209 | } 210 | } 211 | } 212 | public void InitializeOffsets() 213 | { 214 | InitPos = false; 215 | foreach (var sensor in sensors) 216 | { 217 | sensor.InitializeOffset(); 218 | } 219 | } 220 | 221 | //separate thread read every 40ms 222 | void OldUpdate() 223 | { 224 | var str = ReadFromArduino(.01f); 225 | if (str == null) 226 | { 227 | return; 228 | } 229 | string[] tokens = str.Split(','); 230 | //Debug.Log("length: " + tokens.Length); 231 | //Debug.Log(tokens[0] + " " + tokens[4] + " " + tokens[8]); 232 | float w = 0; 233 | if (!setupComplete && float.TryParse(tokens[0], out w) == false) 234 | { 235 | Debug.Log("1Read from arduino: " + str + " token1: |" + tokens[0] + "|"); 236 | if (tokens[0] == "Setup" && tokens[1] == "complete")//tokens.Length == 9) 237 | { 238 | setupComplete = true; 239 | //TODO limit reads to only available sensors 240 | numSensors = (int)float.Parse(tokens[2]); 241 | Debug.Log("Setup complete! W/ " + numSensors + " sensors"); 242 | } 243 | return; 244 | } 245 | //Debug.Log("Read from arduino: " + str + " w: " + w); 246 | if (setupComplete == true) 247 | { 248 | //proceed 249 | int i = 0; 250 | foreach (var sensor in sensors) 251 | { 252 | //sensor.go.transform.rotation = ToQ(tokens, i); 253 | sensor.Update(tokens, i*4, InitPos|UseRawInput); 254 | i++; 255 | } 256 | foreach (var sensor in sensors) 257 | { 258 | sensor.AddTo(animationStore); 259 | } 260 | } 261 | else 262 | { 263 | Debug.Log("2Read from arduino: " + str); 264 | } 265 | } 266 | public string ReadFromArduino(float timeout = 0) 267 | { 268 | //stream.ReadTimeout = (int)timeout; 269 | try 270 | { 271 | //TODO stream.Read and check for buffer size 272 | return stream.ReadLine(); 273 | } 274 | catch (TimeoutException) 275 | { 276 | return null; 277 | } 278 | } 279 | 280 | /////////////////////////////////////////////////// 281 | /////////////////////////////////////////////////// 282 | // Asynchronous operation via separate thread 283 | // better to use asynchronous serial read instead 284 | /////////////////////////////////////////////////// 285 | void PollQuats() 286 | { 287 | var str = "test"; 288 | str = ReadFromArduino(.05f); 289 | float lastTime = Time.time; 290 | while (true) 291 | { 292 | if (Time.time - lastTime < 0.040f) 293 | continue; 294 | sharedStr = "40ms has passed"; 295 | lastTime = Time.time; 296 | str = ReadFromArduino(.1f); 297 | string[] tokens = str.Split(','); 298 | //Debug.Log("length: " + tokens.Length); 299 | //Debug.Log(tokens[0] + " " + tokens[4] + " " + tokens[8]); 300 | float w = 0; 301 | if (float.TryParse(tokens[0], out w) == false) 302 | { 303 | Debug.Log("Read from arduino: " + str); 304 | return; 305 | } 306 | //Debug.Log("Read from arduino: " + str + " w: " + w); 307 | sharedStr = "Read from arduino: " + str + " w: " + w; 308 | #if false 309 | if (tokens.Length == 9) 310 | { 311 | //proceed //update me 312 | //go1.transform.rotation = ToQ(tokens, 0); 313 | //go2.transform.rotation = ToQ(tokens, 4); 314 | }else { 315 | //Debug.Log("Read from arduino: " + str); 316 | sharedStr = "Read from arduino: " + str; 317 | } 318 | #endif 319 | 320 | } 321 | } 322 | 323 | 324 | public IEnumerator AsynchronousReadFromArduino(Action callback, Action fail = null, float timeout = float.PositiveInfinity) 325 | { 326 | DateTime initialTime = DateTime.Now; 327 | DateTime nowTime; 328 | TimeSpan diff = default(TimeSpan); 329 | 330 | string dataString = null; 331 | 332 | do 333 | { 334 | // A single read attempt 335 | try 336 | { 337 | dataString = stream.ReadLine(); 338 | } 339 | catch (TimeoutException) 340 | { 341 | dataString = null; 342 | } 343 | 344 | if (dataString != null) 345 | { 346 | callback(dataString); 347 | yield return null; 348 | } else 349 | yield return new WaitForSeconds(0.01f); 350 | 351 | nowTime = DateTime.Now; 352 | diff = nowTime - initialTime; 353 | 354 | } while (diff.Milliseconds < timeout); 355 | 356 | if (fail != null) 357 | fail(); 358 | yield return null; 359 | } 360 | 361 | public void Close() 362 | { 363 | stream.Close(); 364 | } 365 | } 366 | -------------------------------------------------------------------------------- /Assets/ArduinoConnector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1074ceb5645b447bd89c7a249c9fed43 3 | timeCreated: 1494915704 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/EditableQuaternion.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | [System.Serializable] 7 | public class EditableQuaternion { 8 | //[RangeAttribute(-3.14159f, 3.141519f)] 9 | [RangeAttribute(-180, 180)] 10 | public float x, y, z; 11 | public bool flip = false; 12 | public bool reset = false; 13 | public EditableQuaternion() 14 | { 15 | Clear(); 16 | } 17 | public void Clear() { 18 | x = 0; 19 | y = 0; 20 | z = 0; 21 | } 22 | public void SetQ(Quaternion q) 23 | { 24 | x = q.eulerAngles.x; 25 | y = q.eulerAngles.y; 26 | z = q.eulerAngles.z; 27 | } 28 | public Quaternion GetQ() 29 | { 30 | if (reset) { 31 | reset = false; 32 | Clear(); 33 | } 34 | var ret = Quaternion.Euler(x, y, z); 35 | if (flip) 36 | return Quaternion.Inverse(ret); 37 | else 38 | return ret; 39 | } 40 | 41 | } 42 | -------------------------------------------------------------------------------- /Assets/EditableQuaternion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6b4281688641479fa483ae48b02c1ad 3 | timeCreated: 1496291326 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Master.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Master : MonoBehaviour { 6 | // Use this for initialization 7 | public GameObject arduinoConnector; 8 | ArduinoConnector ac; 9 | void Start () { 10 | ac = arduinoConnector.GetComponent(); 11 | } 12 | 13 | // Update is called once per frame 14 | void Update () { 15 | //figure out what got hit 16 | if(Input.GetMouseButtonDown(0)) 17 | { 18 | //first frame where left mouse button is clicked 19 | var clickedGO = CheckForObjectUnderMouse(); 20 | if (clickedGO == null ) { 21 | Debug.Log("nothing clicked"); 22 | } 23 | else { 24 | var clickedName = clickedGO.name; 25 | Debug.Log("clicked on " + clickedName); 26 | if (clickedName == "Initialize") 27 | { 28 | ac.InitializeOffsets(); 29 | } 30 | } 31 | } 32 | //find matching commodity 33 | //reduce production of that commodity (signal to relevant agents) 34 | } 35 | private GameObject CheckForObjectUnderMouse() 36 | { 37 | RaycastHit hitInfo = new RaycastHit(); 38 | bool hitFlag = Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hitInfo); 39 | string output = ""; 40 | GameObject ret = null; 41 | if (hitFlag) 42 | { 43 | output = hitInfo.transform.name; 44 | ret = hitInfo.transform.gameObject; 45 | } 46 | return ret; 47 | } 48 | 49 | } 50 | -------------------------------------------------------------------------------- /Assets/Master.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68264a0319f994eab998262ac2b5383a 3 | timeCreated: 1495592734 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/RotateMe.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RotateMe : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | 10 | } 11 | 12 | // Update is called once per frame 13 | void Update () { 14 | transform.RotateAround(transform.position, Vector3.up, 45 * Time.deltaTime); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/RotateMe.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2f5ccdbe427f04ba7831e804e9c2b0b4 3 | timeCreated: 1495433387 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Sensor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | 6 | [System.Serializable] 7 | public class Sensor { 8 | public GameObject go, goDebug, grav; 9 | //debug 10 | public EditableQuaternion coordTransformQ, myDQ; 11 | //public GameObject goiq, goinit, godq; 12 | //initial q, inverse iq, desired q, current q, transform q, 13 | //raw iq 14 | Quaternion iq, iqi, dq, cq, dqiqi, iqidq, tq1, tq2, riq; 15 | public void SetDesiredQ() 16 | { 17 | dq = go.transform.rotation; 18 | //godq.transform.rotation = dq; 19 | } 20 | public void InitializeOffset() 21 | { 22 | // initial * transform = desired 23 | // inverse(initial) * initial * transform = inverse(initial) * desired 24 | // transform = inverse(initial) * desired 25 | // q1Offset = inverse(go transform) * q1; 26 | //goinit.transform.rotation = riq; 27 | bool newInit = true; 28 | if (newInit) { 29 | var rq = coordTransformQ.GetQ(); 30 | var rqi = Quaternion.Inverse(rq); 31 | var initialQ = rqi * riq * rq; 32 | iqi = Quaternion.Inverse(initialQ); 33 | } else { 34 | iqi = Quaternion.Inverse(riq); 35 | } 36 | 37 | initMyDQ = true; 38 | myDQ.SetQ(iqi * dq); 39 | //myDQ.Clear(); 40 | } 41 | public void AddTo(List list) 42 | { 43 | list.Add(go.transform.rotation.w); 44 | list.Add(go.transform.rotation.x); 45 | list.Add(go.transform.rotation.y); 46 | list.Add(go.transform.rotation.z); 47 | } 48 | 49 | bool initMyDQ = false; 50 | public bool ShowGravity = false; 51 | public void Update(string[] tokens, int offset, bool InitPos) 52 | { 53 | go.transform.rotation = ToQ(tokens, offset, InitPos); 54 | if (initMyDQ) 55 | { 56 | InitializeOffset(); 57 | initMyDQ = false; 58 | } 59 | 60 | goDebug.transform.rotation = go.transform.rotation; 61 | grav.transform.rotation = riq; 62 | } 63 | public void DebugUpdate() 64 | { 65 | var temp = TransformQ(false, grav.transform.rotation); 66 | go.transform.rotation = temp; 67 | goDebug.transform.rotation = temp; 68 | } 69 | public Quaternion ToQ(string[] tokens, int offset, bool InitPos) 70 | { 71 | Quaternion rawInputQ; 72 | float w = float.Parse(tokens[0+offset]); 73 | float x = float.Parse(tokens[1+offset]); 74 | float y = float.Parse(tokens[2+offset]); 75 | float z = float.Parse(tokens[3+offset]); 76 | //unity x y z 77 | //ardui y z x 78 | rawInputQ = new Quaternion(x, y, z, w); 79 | //rawInputQ = new Quaternion(y, -z, -x, w); 80 | rawInputQ = new Quaternion(-y, -z, x, w); 81 | 82 | var gvr = GetGravity(new Quaternion(x, y, z, w)); 83 | var gvec = new Vector3(-gvr.y, -gvr.z, gvr.x); 84 | return TransformQ(InitPos, rawInputQ); 85 | } 86 | Quaternion TransformQ(bool InitPos, Quaternion rawInputQ) 87 | { 88 | riq = rawInputQ; 89 | 90 | //var gvec = gvr; 91 | //grav.transform.localPosition = gvec.normalized * 1.4f; 92 | //goiq.transform.rotation = rawInputQ; 93 | if (InitPos) 94 | { 95 | } else { 96 | var rq = coordTransformQ.GetQ(); 97 | var rqi = Quaternion.Inverse(coordTransformQ.GetQ()); 98 | //return rq * rawInputQ; 99 | var temp = rqi * riq * rq; 100 | return temp * myDQ.GetQ(); 101 | //return dqiqi * rqi * rawInputQ * rq; 102 | //return iqi * rawInputQ * dq; 103 | } 104 | return riq; 105 | } 106 | public Vector3 GetGravity(Quaternion q) 107 | { 108 | //from Jeff Rowberg's i2cdev library for mpu6050 109 | // v -> x = 2 * (q -> x*q -> z - q -> w*q -> y); 110 | // v -> y = 2 * (q -> w*q -> x + q -> y*q -> z); 111 | // v -> z = q -> w*q -> w - q -> x*q -> x - q -> y*q -> y + q -> z*q -> z; 112 | Vector3 ret = new Vector3(); 113 | ret.x = 2 * (q.x * q.z - q.w * q.y); 114 | ret.y = 2 * (q.w * q.x + q.y * q.z); 115 | ret.z = q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z; 116 | return ret; 117 | } 118 | } -------------------------------------------------------------------------------- /Assets/Sensor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cc5d5fe4f061a4f2186683fd98750a57 3 | timeCreated: 1496164551 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TestRotation.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TestRotation : MonoBehaviour { 6 | 7 | public GameObject iq1, dq1, cq1, tq1, tq12; 8 | // Use this for initialization 9 | void Start () { 10 | 11 | } 12 | Quaternion mulRot(GameObject g0, GameObject g1) 13 | { 14 | return rot(g0) * rot(g1); 15 | } 16 | Quaternion mulRot(Quaternion q, GameObject g1) 17 | { 18 | return q * rot(g1); 19 | } 20 | Quaternion mulRot(GameObject g1, Quaternion q) 21 | { 22 | return rot(g1) * q; 23 | } 24 | Quaternion mulRot(Quaternion q0, Quaternion q) 25 | { 26 | return q0 * q; 27 | } 28 | Quaternion rot(GameObject go) 29 | { 30 | return go.transform.rotation; 31 | } 32 | void setRot(GameObject go, GameObject go2) 33 | { 34 | go.transform.rotation = rot(go2); 35 | } 36 | void setRot(GameObject go, Quaternion rot) 37 | { 38 | go.transform.rotation = rot; 39 | } 40 | // Update is called once per frame 41 | bool first = true; 42 | Quaternion iq, dqiqi1; 43 | void Update () { 44 | if (first) 45 | { 46 | iq = rot(iq1); 47 | var iqi = Quaternion.Inverse(iq); 48 | dqiqi1 = rot(dq1) * iqi; 49 | first = false; 50 | } 51 | /* 52 | var iqidq1 = iqi * rot(dq1); 53 | setRot(cq1, mulRot(dq1, iq1)); 54 | //setRot(cq1, mulRot(mulRot(iq1, cq1), iqi1)); 55 | setRot(tq1, mulRot(iqi, iq1)); 56 | //setRot(tq1, mulRot(dqiqi1, iq1)); 57 | */ 58 | //THIS IS CORRECT 59 | setRot(tq12, mulRot(iq1, dqiqi1)); 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /Assets/TestRotation.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e259e419591e4adda3b31b420caeeb6 3 | timeCreated: 1495433617 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityChan-test.unity: -------------------------------------------------------------------------------- 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| fileFormatVersion: 2 2 | guid: 4b91d906c72fd4447bfabbdd767e31ad 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47f9c86a748ff483983ca797c95830ad 3 | folderAsset: yes 4 | timeCreated: 1496384959 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaMain.cg: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' 2 | 3 | // Character shader 4 | // Includes falloff shadow and highlight, specular, reflection, and normal mapping 5 | 6 | #define ENABLE_CAST_SHADOWS 7 | 8 | // Material parameters 9 | float4 _Color; 10 | float4 _ShadowColor; 11 | float4 _LightColor0; 12 | float _SpecularPower; 13 | float4 _MainTex_ST; 14 | 15 | // Textures 16 | sampler2D _MainTex; 17 | sampler2D _FalloffSampler; 18 | sampler2D _RimLightSampler; 19 | sampler2D _SpecularReflectionSampler; 20 | sampler2D _EnvMapSampler; 21 | sampler2D _NormalMapSampler; 22 | 23 | // Constants 24 | #define FALLOFF_POWER 0.3 25 | 26 | #ifdef ENABLE_CAST_SHADOWS 27 | 28 | // Structure from vertex shader to fragment shader 29 | struct v2f 30 | { 31 | float4 pos : SV_POSITION; 32 | LIGHTING_COORDS( 0, 1 ) 33 | float2 uv : TEXCOORD2; 34 | float3 eyeDir : TEXCOORD3; 35 | float3 normal : TEXCOORD4; 36 | float3 tangent : TEXCOORD5; 37 | float3 binormal : TEXCOORD6; 38 | float3 lightDir : TEXCOORD7; 39 | }; 40 | 41 | #else 42 | 43 | // Structure from vertex shader to fragment shader 44 | struct v2f 45 | { 46 | float4 pos : SV_POSITION; 47 | float2 uv : TEXCOORD0; 48 | float3 eyeDir : TEXCOORD1; 49 | float3 normal : TEXCOORD2; 50 | float3 tangent : TEXCOORD3; 51 | float3 binormal : TEXCOORD4; 52 | float3 lightDir : TEXCOORD5; 53 | }; 54 | 55 | #endif 56 | 57 | // Float types 58 | #define float_t half 59 | #define float2_t half2 60 | #define float3_t half3 61 | #define float4_t half4 62 | 63 | // Vertex shader 64 | v2f vert( appdata_tan v ) 65 | { 66 | v2f o; 67 | o.pos = mul( UNITY_MATRIX_MVP, v.vertex ); 68 | o.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); 69 | o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); 70 | 71 | // Eye direction vector 72 | half4 worldPos = mul( unity_ObjectToWorld, v.vertex ); 73 | o.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz; 74 | 75 | // Binormal and tangent (for normal map) 76 | o.tangent = v.tangent.xyz; 77 | o.binormal = cross( v.normal, v.tangent.xyz ) * v.tangent.w; 78 | 79 | o.lightDir = WorldSpaceLightDir( v.vertex ); 80 | 81 | #ifdef ENABLE_CAST_SHADOWS 82 | TRANSFER_VERTEX_TO_FRAGMENT( o ); 83 | #endif 84 | 85 | return o; 86 | } 87 | 88 | // Overlay blend 89 | inline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower ) 90 | { 91 | float3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower; 92 | float3_t valUnit = 2.0 * oneMinusLower; 93 | float3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 ); 94 | float3_t greaterResult = inUpper * valUnit + minValue; 95 | 96 | float3_t lowerResult = 2.0 * inLower * inUpper; 97 | 98 | half3 lerpVals = round(inLower); 99 | return lerp(lowerResult, greaterResult, lerpVals); 100 | } 101 | 102 | // Compute normal from normal map 103 | inline float3_t GetNormalFromMap( v2f input ) 104 | { 105 | float3_t normalVec = normalize( tex2D( _NormalMapSampler, input.uv ).xyz * 2.0 - 1.0 ); 106 | normalVec = input.tangent * normalVec.x + input.binormal * normalVec.y + input.normal * normalVec.z; 107 | return normalVec; 108 | } 109 | 110 | // Fragment shader 111 | float4 frag( v2f i ) : COLOR 112 | { 113 | float4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy ); 114 | 115 | float3_t normalVec = i.normal;// GetNormalFromMap( i ); 116 | 117 | // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient 118 | float_t normalDotEye = dot( normalVec, i.eyeDir.xyz ); 119 | float_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 ); 120 | float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); 121 | float3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb; 122 | float3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r ); 123 | combinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a ); 124 | 125 | // Specular 126 | // Use the eye vector as the light vector 127 | float4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy ); 128 | float_t specularDot = dot( normalVec, i.eyeDir.xyz ); 129 | float4_t lighting = lit( normalDotEye, specularDot, _SpecularPower ); 130 | float3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb; 131 | combinedColor += specularColor; 132 | 133 | // Reflection 134 | float3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy; 135 | float2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy ); 136 | float3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb; 137 | reflectColor = GetOverlayColor( reflectColor, combinedColor ); 138 | 139 | combinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a ); 140 | combinedColor *= _Color.rgb * _LightColor0.rgb; 141 | float opacity = diffSamplerColor.a * _Color.a * _LightColor0.a; 142 | 143 | #ifdef ENABLE_CAST_SHADOWS 144 | // Cast shadows 145 | shadowColor = _ShadowColor.rgb * combinedColor; 146 | float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); 147 | combinedColor = lerp( shadowColor, combinedColor, attenuation ); 148 | #endif 149 | 150 | // Rimlight 151 | float_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) ); 152 | falloffU = saturate( rimlightDot * falloffU ); 153 | falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; 154 | float3_t lightColor = diffSamplerColor.rgb; // * 2.0; 155 | combinedColor += falloffU * lightColor; 156 | 157 | return float4( combinedColor, opacity ); 158 | } 159 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaMain.cg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c3d0f1648f39e1a408ca5a56b25e96bf 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaOutline.cg: -------------------------------------------------------------------------------- 1 | // Outline shader 2 | 3 | // Material parameters 4 | float4 _Color; 5 | float4 _LightColor0; 6 | float _EdgeThickness = 1.0; 7 | float4 _MainTex_ST; 8 | 9 | // Textures 10 | sampler2D _MainTex; 11 | 12 | // Structure from vertex shader to fragment shader 13 | struct v2f 14 | { 15 | float4 pos : SV_POSITION; 16 | float2 uv : TEXCOORD0; 17 | }; 18 | 19 | // Float types 20 | #define float_t half 21 | #define float2_t half2 22 | #define float3_t half3 23 | #define float4_t half4 24 | 25 | // Outline thickness multiplier 26 | #define INV_EDGE_THICKNESS_DIVISOR 0.00285 27 | // Outline color parameters 28 | #define SATURATION_FACTOR 0.6 29 | #define BRIGHTNESS_FACTOR 0.8 30 | 31 | // Vertex shader 32 | v2f vert( appdata_base v ) 33 | { 34 | v2f o; 35 | o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); 36 | 37 | half4 projSpacePos = mul( UNITY_MATRIX_MVP, v.vertex ); 38 | half4 projSpaceNormal = normalize( mul( UNITY_MATRIX_MVP, half4( v.normal, 0 ) ) ); 39 | half4 scaledNormal = _EdgeThickness * INV_EDGE_THICKNESS_DIVISOR * projSpaceNormal; // * projSpacePos.w; 40 | 41 | scaledNormal.z += 0.00001; 42 | o.pos = projSpacePos + scaledNormal; 43 | 44 | return o; 45 | } 46 | 47 | // Fragment shader 48 | float4 frag( v2f i ) : COLOR 49 | { 50 | float4_t diffuseMapColor = tex2D( _MainTex, i.uv ); 51 | 52 | float_t maxChan = max( max( diffuseMapColor.r, diffuseMapColor.g ), diffuseMapColor.b ); 53 | float4_t newMapColor = diffuseMapColor; 54 | 55 | maxChan -= ( 1.0 / 255.0 ); 56 | float3_t lerpVals = saturate( ( newMapColor.rgb - float3( maxChan, maxChan, maxChan ) ) * 255.0 ); 57 | newMapColor.rgb = lerp( SATURATION_FACTOR * newMapColor.rgb, newMapColor.rgb, lerpVals ); 58 | 59 | return float4( BRIGHTNESS_FACTOR * newMapColor.rgb * diffuseMapColor.rgb, diffuseMapColor.a ) * _Color * _LightColor0; 60 | } 61 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaOutline.cg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 98e9eccf54dd0e34c9cb77865555483f 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaSkin.cg: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' 2 | 3 | // Character skin shader 4 | // Includes falloff shadow 5 | 6 | #define ENABLE_CAST_SHADOWS 7 | 8 | // Material parameters 9 | float4 _Color; 10 | float4 _ShadowColor; 11 | float4 _LightColor0; 12 | float4 _MainTex_ST; 13 | 14 | // Textures 15 | sampler2D _MainTex; 16 | sampler2D _FalloffSampler; 17 | sampler2D _RimLightSampler; 18 | 19 | // Constants 20 | #define FALLOFF_POWER 1.0 21 | 22 | #ifdef ENABLE_CAST_SHADOWS 23 | 24 | // Structure from vertex shader to fragment shader 25 | struct v2f 26 | { 27 | float4 pos : SV_POSITION; 28 | LIGHTING_COORDS( 0, 1 ) 29 | float3 normal : TEXCOORD2; 30 | float2 uv : TEXCOORD3; 31 | float3 eyeDir : TEXCOORD4; 32 | float3 lightDir : TEXCOORD5; 33 | }; 34 | 35 | #else 36 | 37 | // Structure from vertex shader to fragment shader 38 | struct v2f 39 | { 40 | float4 pos : SV_POSITION; 41 | float3 normal : TEXCOORD0; 42 | float2 uv : TEXCOORD1; 43 | float3 eyeDir : TEXCOORD2; 44 | float3 lightDir : TEXCOORD3; 45 | }; 46 | 47 | #endif 48 | 49 | // Float types 50 | #define float_t half 51 | #define float2_t half2 52 | #define float3_t half3 53 | #define float4_t half4 54 | 55 | // Vertex shader 56 | v2f vert( appdata_base v ) 57 | { 58 | v2f o; 59 | o.pos = mul( UNITY_MATRIX_MVP, v.vertex ); 60 | o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); 61 | o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); 62 | 63 | // Eye direction vector 64 | float4_t worldPos = mul( unity_ObjectToWorld, v.vertex ); 65 | o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos ); 66 | 67 | o.lightDir = WorldSpaceLightDir( v.vertex ); 68 | 69 | #ifdef ENABLE_CAST_SHADOWS 70 | TRANSFER_VERTEX_TO_FRAGMENT( o ); 71 | #endif 72 | 73 | return o; 74 | } 75 | 76 | // Fragment shader 77 | float4 frag( v2f i ) : COLOR 78 | { 79 | float4_t diffSamplerColor = tex2D( _MainTex, i.uv ); 80 | 81 | // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient 82 | float_t normalDotEye = dot( i.normal, i.eyeDir ); 83 | float_t falloffU = clamp( 1 - abs( normalDotEye ), 0.02, 0.98 ); 84 | float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); 85 | float3_t combinedColor = lerp( diffSamplerColor.rgb, falloffSamplerColor.rgb * diffSamplerColor.rgb, falloffSamplerColor.a ); 86 | 87 | // Rimlight 88 | float_t rimlightDot = saturate( 0.5 * ( dot( i.normal, i.lightDir ) + 1.0 ) ); 89 | falloffU = saturate( rimlightDot * falloffU ); 90 | //falloffU = saturate( ( rimlightDot * falloffU - 0.5 ) * 32.0 ); 91 | falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; 92 | float3_t lightColor = diffSamplerColor.rgb * 0.5; // * 2.0; 93 | combinedColor += falloffU * lightColor; 94 | 95 | #ifdef ENABLE_CAST_SHADOWS 96 | // Cast shadows 97 | float3_t shadowColor = _ShadowColor.rgb * combinedColor; 98 | float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); 99 | combinedColor = lerp( shadowColor, combinedColor, attenuation ); 100 | #endif 101 | 102 | return float4_t( combinedColor, diffSamplerColor.a ) * _Color * _LightColor0; 103 | } 104 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaSkin.cg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe01eae1ec1d1c24b99530833c8c8241 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_akarami_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Blush - Transparent" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha, One One 16 | ZWrite Off 17 | Tags 18 | { 19 | "Queue"="Geometry+3" 20 | "IgnoreProjector"="True" 21 | "RenderType"="Overlay" 22 | "LightMode"="ForwardBase" 23 | } 24 | 25 | Pass 26 | { 27 | Cull Back 28 | ZTest LEqual 29 | CGPROGRAM 30 | #pragma multi_compile_fwdbase 31 | #pragma vertex vert 32 | #pragma fragment frag 33 | #include "UnityCG.cginc" 34 | #include "AutoLight.cginc" 35 | #include "CharaSkin.cg" 36 | ENDCG 37 | } 38 | } 39 | 40 | FallBack "Transparent/Cutout/Diffuse" 41 | } 42 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_akarami_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0298b868476735f41857e9ba8f0d4cd1 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Eye" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Tags 16 | { 17 | "RenderType"="Opaque" 18 | "Queue"="Geometry" 19 | "LightMode"="ForwardBase" 20 | } 21 | 22 | Pass 23 | { 24 | Cull Back 25 | ZTest LEqual 26 | CGPROGRAM 27 | #pragma multi_compile_fwdbase 28 | #pragma vertex vert 29 | #pragma fragment frag 30 | #include "UnityCG.cginc" 31 | #include "AutoLight.cginc" 32 | #include "CharaSkin.cg" 33 | ENDCG 34 | } 35 | } 36 | 37 | FallBack "Transparent/Cutout/Diffuse" 38 | } 39 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: abaf2020b803b6847b5c081ed22c05c5 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Eye - Transparent" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha, One One 16 | Tags 17 | { 18 | "Queue"="Geometry+1" // Transparent+1" 19 | "IgnoreProjector"="True" 20 | "RenderType"="Overlay" 21 | "LightMode"="ForwardBase" 22 | } 23 | 24 | Pass 25 | { 26 | Cull Back 27 | ZTest LEqual 28 | CGPROGRAM 29 | #pragma multi_compile_fwdbase 30 | #pragma vertex vert 31 | #pragma fragment frag 32 | #include "UnityCG.cginc" 33 | #include "AutoLight.cginc" 34 | #include "CharaSkin.cg" 35 | ENDCG 36 | } 37 | } 38 | 39 | FallBack "Transparent/Cutout/Diffuse" 40 | } 41 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bf944057124b80b4e84496139e3b072c 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eyelash_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Eyelash - Transparent" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha, One One 16 | Tags 17 | { 18 | "Queue"="Geometry+2" 19 | // "IgnoreProjector"="True" 20 | "RenderType"="Overlay" 21 | "LightMode"="ForwardBase" 22 | } 23 | 24 | Pass 25 | { 26 | Cull Back 27 | ZTest LEqual 28 | CGPROGRAM 29 | #pragma multi_compile_fwdbase 30 | #pragma vertex vert 31 | #pragma fragment frag 32 | #include "UnityCG.cginc" 33 | #include "AutoLight.cginc" 34 | #include "CharaSkin.cg" 35 | ENDCG 36 | } 37 | } 38 | 39 | FallBack "Transparent/Cutout/Diffuse" 40 | } 41 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eyelash_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9627902a73805264c818754ecb22c8f9 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Clothing" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | _SpecularPower ("Specular Power", Float) = 20 8 | _EdgeThickness ("Outline Thickness", Float) = 1 9 | 10 | _MainTex ("Diffuse", 2D) = "white" {} 11 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 12 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 13 | _SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {} 14 | _EnvMapSampler ("Environment Map", 2D) = "" {} 15 | _NormalMapSampler ("Normal Map", 2D) = "" {} 16 | } 17 | 18 | SubShader 19 | { 20 | Tags 21 | { 22 | "RenderType"="Opaque" 23 | "Queue"="Geometry" 24 | "LightMode"="ForwardBase" 25 | } 26 | 27 | Pass 28 | { 29 | Cull Back 30 | ZTest LEqual 31 | CGPROGRAM 32 | #pragma multi_compile_fwdbase 33 | #pragma vertex vert 34 | #pragma fragment frag 35 | #include "UnityCG.cginc" 36 | #include "AutoLight.cginc" 37 | #include "CharaMain.cg" 38 | ENDCG 39 | } 40 | 41 | Pass 42 | { 43 | Cull Front 44 | ZTest Less 45 | CGPROGRAM 46 | #pragma vertex vert 47 | #pragma fragment frag 48 | #include "UnityCG.cginc" 49 | #include "CharaOutline.cg" 50 | ENDCG 51 | } 52 | 53 | } 54 | 55 | FallBack "Transparent/Cutout/Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00262b50562beb14cbab9b52bced4f9f 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku_ds.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Clothing - Double-sided" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | _SpecularPower ("Specular Power", Float) = 20 8 | _EdgeThickness ("Outline Thickness", Float) = 1 9 | 10 | _MainTex ("Diffuse", 2D) = "white" {} 11 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 12 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 13 | _SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {} 14 | _EnvMapSampler ("Environment Map", 2D) = "" {} 15 | _NormalMapSampler ("Normal Map", 2D) = "" {} 16 | } 17 | 18 | SubShader 19 | { 20 | Tags 21 | { 22 | "RenderType"="Opaque" 23 | "Queue"="Geometry" 24 | "LightMode"="ForwardBase" 25 | } 26 | 27 | Pass 28 | { 29 | Cull Off 30 | ZTest LEqual 31 | CGPROGRAM 32 | #pragma multi_compile_fwdbase 33 | #pragma vertex vert 34 | #pragma fragment frag 35 | #include "UnityCG.cginc" 36 | #include "AutoLight.cginc" 37 | #include "CharaMain.cg" 38 | ENDCG 39 | } 40 | 41 | Pass 42 | { 43 | Cull Front 44 | ZTest Less 45 | CGPROGRAM 46 | #pragma vertex vert 47 | #pragma fragment frag 48 | #include "UnityCG.cginc" 49 | #include "CharaOutline.cg" 50 | ENDCG 51 | } 52 | 53 | } 54 | 55 | FallBack "Transparent/Cutout/Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku_ds.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96d05de60c5f7474491f9f94568cf623 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hada.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Skin" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | _EdgeThickness ("Outline Thickness", Float) = 1 8 | 9 | _MainTex ("Diffuse", 2D) = "white" {} 10 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 11 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 12 | } 13 | 14 | SubShader 15 | { 16 | Tags 17 | { 18 | "RenderType"="Opaque" 19 | "Queue"="Geometry" 20 | "LightMode"="ForwardBase" 21 | } 22 | 23 | Pass 24 | { 25 | Cull Back 26 | ZTest LEqual 27 | CGPROGRAM 28 | #pragma multi_compile_fwdbase 29 | #pragma vertex vert 30 | #pragma fragment frag 31 | #include "UnityCG.cginc" 32 | #include "AutoLight.cginc" 33 | #include "CharaSkin.cg" 34 | ENDCG 35 | } 36 | 37 | Pass 38 | { 39 | Cull Front 40 | ZTest Less 41 | CGPROGRAM 42 | #pragma vertex vert 43 | #pragma fragment frag 44 | #include "UnityCG.cginc" 45 | #include "CharaOutline.cg" 46 | ENDCG 47 | } 48 | 49 | } 50 | 51 | FallBack "Transparent/Cutout/Diffuse" 52 | } 53 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hada.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b35a2abbdd5b15d4ca40103088758eac 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hada_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Skin - Transparent" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha, One One 16 | Tags 17 | { 18 | "Queue"="Transparent+1" 19 | "IgnoreProjector"="True" 20 | "RenderType"="Overlay" 21 | "LightMode"="ForwardBase" 22 | } 23 | 24 | Pass 25 | { 26 | Cull Back 27 | ZTest LEqual 28 | CGPROGRAM 29 | #pragma multi_compile_fwdbase 30 | #pragma vertex vert 31 | #pragma fragment frag 32 | #include "UnityCG.cginc" 33 | #include "AutoLight.cginc" 34 | #include "CharaSkin.cg" 35 | ENDCG 36 | } 37 | } 38 | 39 | FallBack "Transparent/Cutout/Diffuse" 40 | } 41 | -------------------------------------------------------------------------------- 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= "white" {} 13 | _SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {} 14 | _EnvMapSampler ("Environment Map", 2D) = "" {} 15 | _NormalMapSampler ("Normal Map", 2D) = "" {} 16 | } 17 | 18 | SubShader 19 | { 20 | Tags 21 | { 22 | "RenderType"="Opaque" 23 | "Queue"="Geometry" 24 | "LightMode"="ForwardBase" 25 | } 26 | 27 | Pass 28 | { 29 | Cull Back 30 | ZTest LEqual 31 | CGPROGRAM 32 | #pragma multi_compile_fwdbase 33 | #pragma vertex vert 34 | #pragma fragment frag 35 | #include "UnityCG.cginc" 36 | #include "AutoLight.cginc" 37 | #include "CharaMain.cg" 38 | ENDCG 39 | } 40 | 41 | Pass 42 | { 43 | Cull Front 44 | ZTest Less 45 | CGPROGRAM 46 | #pragma vertex vert 47 | #pragma fragment frag 48 | #include "UnityCG.cginc" 49 | #include "CharaOutline.cg" 50 | ENDCG 51 | } 52 | 53 | } 54 | 55 | FallBack "Transparent/Cutout/Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- 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/Assets/UnityChan/Scenes/ARPoseTest.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/omikun/OrbitalMoCap/7ae43420340afd561942a31a13d89357764f6d73/Assets/UnityChan/Scenes/ARPoseTest.unity -------------------------------------------------------------------------------- /Assets/UnityChan/Scenes/ARPoseTest.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dc19d125674d55e4395fbb75f6d6f855 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scenes/ActionCheck.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/omikun/OrbitalMoCap/7ae43420340afd561942a31a13d89357764f6d73/Assets/UnityChan/Scenes/ActionCheck.unity -------------------------------------------------------------------------------- /Assets/UnityChan/Scenes/ActionCheck.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 82af19ed76a8ed74fb1dd5d45c780da8 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scenes/Locomotion.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/omikun/OrbitalMoCap/7ae43420340afd561942a31a13d89357764f6d73/Assets/UnityChan/Scenes/Locomotion.unity -------------------------------------------------------------------------------- /Assets/UnityChan/Scenes/Locomotion.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 957eefe92df624143ad9333b8bc01eb8 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ab6723d22f9946aba6dad76b1502d6f 3 | folderAsset: yes 4 | timeCreated: 1496384959 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/CameraController.cs: -------------------------------------------------------------------------------- 1 | //CameraController.cs for UnityChan 2 | //Original Script is here: 3 | //TAK-EMI / CameraController.cs 4 | //https://gist.github.com/TAK-EMI/d67a13b6f73bed32075d 5 | //https://twitter.com/TAK_EMI 6 | // 7 | //Revised by N.Kobayashi 2014/5/15 8 | //Change : To prevent rotation flips on XY plane, use Quaternion in cameraRotate() 9 | //Change : Add the instrustion window 10 | //Change : Add the operation for Mac 11 | // 12 | 13 | 14 | 15 | 16 | using UnityEngine; 17 | using System.Collections; 18 | 19 | namespace CameraController 20 | { 21 | enum MouseButtonDown 22 | { 23 | MBD_LEFT = 0, 24 | MBD_RIGHT, 25 | MBD_MIDDLE, 26 | }; 27 | 28 | public class CameraController : MonoBehaviour 29 | { 30 | [SerializeField] 31 | private Vector3 focus = Vector3.zero; 32 | [SerializeField] 33 | private GameObject focusObj = null; 34 | 35 | public bool showInstWindow = true; 36 | 37 | private Vector3 oldPos; 38 | 39 | void setupFocusObject(string name) 40 | { 41 | GameObject obj = this.focusObj = new GameObject(name); 42 | obj.transform.position = this.focus; 43 | obj.transform.LookAt(this.transform.position); 44 | 45 | return; 46 | } 47 | 48 | void Start () 49 | { 50 | if (this.focusObj == null) 51 | this.setupFocusObject("CameraFocusObject"); 52 | 53 | Transform trans = this.transform; 54 | transform.parent = this.focusObj.transform; 55 | 56 | trans.LookAt(this.focus); 57 | 58 | return; 59 | } 60 | 61 | void Update () 62 | { 63 | this.mouseEvent(); 64 | 65 | return; 66 | } 67 | 68 | //Show Instrustion Window 69 | void OnGUI() 70 | { 71 | if(showInstWindow){ 72 | GUI.Box(new Rect(Screen.width -210, Screen.height - 100, 200, 90), "Camera Operations"); 73 | GUI.Label(new Rect(Screen.width -200, Screen.height - 80, 200, 30),"RMB / Alt+LMB: Tumble"); 74 | GUI.Label(new Rect(Screen.width -200, Screen.height - 60, 200, 30),"MMB / Alt+Cmd+LMB: Track"); 75 | GUI.Label(new Rect(Screen.width -200, Screen.height - 40, 200, 30),"Wheel / 2 Fingers Swipe: Dolly"); 76 | } 77 | 78 | } 79 | 80 | void mouseEvent() 81 | { 82 | float delta = Input.GetAxis("Mouse ScrollWheel"); 83 | if (delta != 0.0f) 84 | this.mouseWheelEvent(delta); 85 | 86 | if (Input.GetMouseButtonDown((int)MouseButtonDown.MBD_LEFT) || 87 | Input.GetMouseButtonDown((int)MouseButtonDown.MBD_MIDDLE) || 88 | Input.GetMouseButtonDown((int)MouseButtonDown.MBD_RIGHT)) 89 | this.oldPos = Input.mousePosition; 90 | 91 | this.mouseDragEvent(Input.mousePosition); 92 | 93 | return; 94 | } 95 | 96 | void mouseDragEvent(Vector3 mousePos) 97 | { 98 | Vector3 diff = mousePos - oldPos; 99 | 100 | if(Input.GetMouseButton((int)MouseButtonDown.MBD_LEFT)) 101 | { 102 | //Operation for Mac : "Left Alt + Left Command + LMB Drag" is Track 103 | if(Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftCommand)) 104 | { 105 | if (diff.magnitude > Vector3.kEpsilon) 106 | this.cameraTranslate(-diff / 100.0f); 107 | } 108 | //Operation for Mac : "Left Alt + LMB Drag" is Tumble 109 | else if (Input.GetKey(KeyCode.LeftAlt)) 110 | { 111 | if (diff.magnitude > Vector3.kEpsilon) 112 | this.cameraRotate(new Vector3(diff.y, diff.x, 0.0f)); 113 | } 114 | //Only "LMB Drag" is no action. 115 | } 116 | //Track 117 | else if (Input.GetMouseButton((int)MouseButtonDown.MBD_MIDDLE)) 118 | { 119 | if (diff.magnitude > Vector3.kEpsilon) 120 | this.cameraTranslate(-diff / 100.0f); 121 | } 122 | //Tumble 123 | else if (Input.GetMouseButton((int)MouseButtonDown.MBD_RIGHT)) 124 | { 125 | if (diff.magnitude > Vector3.kEpsilon) 126 | this.cameraRotate(new Vector3(diff.y, diff.x, 0.0f)); 127 | } 128 | 129 | this.oldPos = mousePos; 130 | 131 | return; 132 | } 133 | 134 | //Dolly 135 | public void mouseWheelEvent(float delta) 136 | { 137 | Vector3 focusToPosition = this.transform.position - this.focus; 138 | 139 | Vector3 post = focusToPosition * (1.0f + delta); 140 | 141 | if (post.magnitude > 0.01) 142 | this.transform.position = this.focus + post; 143 | 144 | return; 145 | } 146 | 147 | void cameraTranslate(Vector3 vec) 148 | { 149 | Transform focusTrans = this.focusObj.transform; 150 | 151 | vec.x *= -1; 152 | 153 | focusTrans.Translate(Vector3.right * vec.x); 154 | focusTrans.Translate(Vector3.up * vec.y); 155 | 156 | this.focus = focusTrans.position; 157 | 158 | return; 159 | } 160 | 161 | public void cameraRotate(Vector3 eulerAngle) 162 | { 163 | //Use Quaternion to prevent rotation flips on XY plane 164 | Quaternion q = Quaternion.identity; 165 | 166 | Transform focusTrans = this.focusObj.transform; 167 | focusTrans.localEulerAngles = focusTrans.localEulerAngles + eulerAngle; 168 | 169 | //Change this.transform.LookAt(this.focus) to q.SetLookRotation(this.focus) 170 | q.SetLookRotation (this.focus) ; 171 | 172 | return; 173 | } 174 | } 175 | } 176 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/CameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd026706e81db0440add962177d87b23 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/FaceUpdate.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class FaceUpdate : MonoBehaviour 5 | { 6 | public AnimationClip[] animations; 7 | 8 | Animator anim; 9 | 10 | public float delayWeight; 11 | 12 | void Start () 13 | { 14 | anim = GetComponent (); 15 | } 16 | 17 | void OnGUI () 18 | { 19 | foreach (var animation in animations) { 20 | if (GUILayout.Button (animation.name)) { 21 | anim.CrossFade (animation.name, 0); 22 | } 23 | } 24 | } 25 | 26 | float current = 0; 27 | 28 | 29 | void Update () 30 | { 31 | 32 | if (Input.GetMouseButton (0)) { 33 | current = 1; 34 | } else { 35 | current = Mathf.Lerp (current, 0, delayWeight); 36 | } 37 | anim.SetLayerWeight (1, current); 38 | } 39 | } 40 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/FaceUpdate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e658bfc1e524494b9e54a1c92d8c1e0 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IdleChanger.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 5 | // ↑↓キーでループアニメーションを切り替えるスクリプト(ランダム切り替え付き)Ver.3 6 | // 2014/04/03 N.Kobayashi 7 | // 8 | 9 | // Require these components when using this script 10 | [RequireComponent(typeof(Animator))] 11 | 12 | 13 | 14 | public class IdleChanger : MonoBehaviour 15 | { 16 | 17 | private Animator anim; // Animatorへの参照 18 | private AnimatorStateInfo currentState; // 現在のステート状態を保存する参照 19 | private AnimatorStateInfo previousState; // ひとつ前のステート状態を保存する参照 20 | public bool _random = false; // ランダム判定スタートスイッチ 21 | public float _threshold = 0.5f; // ランダム判定の閾値 22 | public float _interval = 2f; // ランダム判定のインターバル 23 | //private float _seed = 0.0f; // ランダム判定用シード 24 | 25 | 26 | 27 | // Use this for initialization 28 | void Start () 29 | { 30 | // 各参照の初期化 31 | anim = GetComponent (); 32 | currentState = anim.GetCurrentAnimatorStateInfo (0); 33 | previousState = currentState; 34 | // ランダム判定用関数をスタートする 35 | StartCoroutine ("RandomChange"); 36 | } 37 | 38 | // Update is called once per frame 39 | void Update () 40 | { 41 | // ↑キー/スペースが押されたら、ステートを次に送る処理 42 | if (Input.GetKeyDown ("up") || Input.GetButton ("Jump")) { 43 | // ブーリアンNextをtrueにする 44 | anim.SetBool ("Next", true); 45 | } 46 | 47 | // ↓キーが押されたら、ステートを前に戻す処理 48 | if (Input.GetKeyDown ("down")) { 49 | // ブーリアンBackをtrueにする 50 | anim.SetBool ("Back", true); 51 | } 52 | 53 | // "Next"フラグがtrueの時の処理 54 | if (anim.GetBool ("Next")) { 55 | // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す 56 | currentState = anim.GetCurrentAnimatorStateInfo (0); 57 | if (previousState.nameHash != currentState.nameHash) { 58 | anim.SetBool ("Next", false); 59 | previousState = currentState; 60 | } 61 | } 62 | 63 | // "Back"フラグがtrueの時の処理 64 | if (anim.GetBool ("Back")) { 65 | // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す 66 | currentState = anim.GetCurrentAnimatorStateInfo (0); 67 | if (previousState.nameHash != currentState.nameHash) { 68 | anim.SetBool ("Back", false); 69 | previousState = currentState; 70 | } 71 | } 72 | } 73 | 74 | 75 | void OnGUI() 76 | { 77 | GUI.Box(new Rect(Screen.width - 110 , 10 ,100 ,90), "Change Motion"); 78 | if(GUI.Button(new Rect(Screen.width - 100 , 40 ,80, 20), "Next")) 79 | anim.SetBool ("Next", true); 80 | if(GUI.Button(new Rect(Screen.width - 100 , 70 ,80, 20), "Back")) 81 | anim.SetBool ("Back", true); 82 | } 83 | 84 | 85 | // ランダム判定用関数 86 | IEnumerator RandomChange () 87 | { 88 | // 無限ループ開始 89 | while (true) { 90 | //ランダム判定スイッチオンの場合 91 | if (_random) { 92 | // ランダムシードを取り出し、その大きさによってフラグ設定をする 93 | float _seed = Random.Range (-1f, 1f); 94 | if (_seed <= -_threshold) { 95 | anim.SetBool ("Back", true); 96 | } else if (_seed >= _threshold) { 97 | anim.SetBool ("Next", true); 98 | } 99 | } 100 | // 次の判定までインターバルを置く 101 | yield return new WaitForSeconds (_interval); 102 | } 103 | 104 | } 105 | 106 | } 107 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IdleChanger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 058a2736f2afd564eae55007a87eed87 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SceneLoader.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class SceneLoader : MonoBehaviour { 5 | 6 | void OnGUI() 7 | { 8 | GUI.Box(new Rect(10 , Screen.height - 100 ,100 ,90), "Change Scene"); 9 | if(GUI.Button( new Rect(20 , Screen.height - 70 ,80, 20), "Next")) 10 | LoadNextScene(); 11 | if(GUI.Button(new Rect(20 , Screen.height - 40 ,80, 20), "Back")) 12 | LoadPreScene(); 13 | } 14 | 15 | void LoadPreScene() 16 | { 17 | int nextLevel = Application.loadedLevel + 1; 18 | if( nextLevel <= 1) 19 | nextLevel = Application.levelCount; 20 | 21 | Application.LoadLevel(nextLevel); 22 | } 23 | 24 | void LoadNextScene() 25 | { 26 | int nextLevel = Application.loadedLevel + 1; 27 | if( nextLevel >= Application.levelCount) 28 | nextLevel = 1; 29 | 30 | Application.LoadLevel(nextLevel); 31 | 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SceneLoader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b0a0d09faed2b47f19e4898e5d0983e6 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/ThirdPersonCamera.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Unityちゃん用の三人称カメラ 3 | // 4 | // 2013/06/07 N.Kobyasahi 5 | // 6 | using UnityEngine; 7 | using System.Collections; 8 | 9 | 10 | public class ThirdPersonCamera : MonoBehaviour 11 | { 12 | public float smooth = 3f; // カメラモーションのスムーズ化用変数 13 | Transform standardPos; // the usual position for the camera, specified by a transform in the game 14 | Transform frontPos; // Front Camera locater 15 | Transform jumpPos; // Jump Camera locater 16 | 17 | // スムーズに繋がない時(クイック切り替え)用のブーリアンフラグ 18 | bool bQuickSwitch = false; //Change Camera Position Quickly 19 | 20 | 21 | void Start() 22 | { 23 | // 各参照の初期化 24 | standardPos = GameObject.Find ("CamPos").transform; 25 | 26 | if(GameObject.Find ("FrontPos")) 27 | frontPos = GameObject.Find ("FrontPos").transform; 28 | 29 | if(GameObject.Find ("JumpPos")) 30 | jumpPos = GameObject.Find ("JumpPos").transform; 31 | 32 | //カメラをスタートする 33 | transform.position = standardPos.position; 34 | transform.forward = standardPos.forward; 35 | } 36 | 37 | 38 | void FixedUpdate () // このカメラ切り替えはFixedUpdate()内でないと正常に動かない 39 | { 40 | 41 | if(Input.GetButton("Fire1")) // left Ctlr 42 | { 43 | // Change Front Camera 44 | setCameraPositionFrontView(); 45 | } 46 | 47 | else if(Input.GetButton("Fire2")) //Alt 48 | { 49 | // Change Jump Camera 50 | setCameraPositionJumpView(); 51 | } 52 | 53 | else 54 | { 55 | // return the camera to standard position and direction 56 | setCameraPositionNormalView(); 57 | } 58 | } 59 | 60 | void setCameraPositionNormalView() 61 | { 62 | if(bQuickSwitch == false){ 63 | // the camera to standard position and direction 64 | transform.position = Vector3.Lerp(transform.position, standardPos.position, Time.fixedDeltaTime * smooth); 65 | transform.forward = Vector3.Lerp(transform.forward, standardPos.forward, Time.fixedDeltaTime * smooth); 66 | } 67 | else{ 68 | // the camera to standard position and direction / Quick Change 69 | transform.position = standardPos.position; 70 | transform.forward = standardPos.forward; 71 | bQuickSwitch = false; 72 | } 73 | } 74 | 75 | 76 | void setCameraPositionFrontView() 77 | { 78 | // Change Front Camera 79 | bQuickSwitch = true; 80 | transform.position = frontPos.position; 81 | transform.forward = frontPos.forward; 82 | } 83 | 84 | void setCameraPositionJumpView() 85 | { 86 | // Change Jump Camera 87 | bQuickSwitch = false; 88 | transform.position = Vector3.Lerp(transform.position, jumpPos.position, Time.fixedDeltaTime * smooth); 89 | transform.forward = Vector3.Lerp(transform.forward, jumpPos.forward, Time.fixedDeltaTime * smooth); 90 | } 91 | } 92 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/ThirdPersonCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd9604897707c4879978b864a8be4d39 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Mecanimのアニメーションデータが、原点で移動しない場合の Rigidbody付きコントローラ 3 | // サンプル 4 | // 2014/03/13 N.Kobyasahi 5 | // 6 | using UnityEngine; 7 | using System.Collections; 8 | 9 | // 必要なコンポーネントの列記 10 | [RequireComponent(typeof (Animator))] 11 | [RequireComponent(typeof (CapsuleCollider))] 12 | [RequireComponent(typeof (Rigidbody))] 13 | 14 | public class UnityChanControlScriptWithRgidBody : MonoBehaviour 15 | { 16 | 17 | public float animSpeed = 1.5f; // アニメーション再生速度設定 18 | public float lookSmoother = 3.0f; // a smoothing setting for camera motion 19 | public bool useCurves = true; // Mecanimでカーブ調整を使うか設定する 20 | // このスイッチが入っていないとカーブは使われない 21 | public float useCurvesHeight = 0.5f; // カーブ補正の有効高さ(地面をすり抜けやすい時には大きくする) 22 | 23 | // 以下キャラクターコントローラ用パラメタ 24 | // 前進速度 25 | public float forwardSpeed = 7.0f; 26 | // 後退速度 27 | public float backwardSpeed = 2.0f; 28 | // 旋回速度 29 | public float rotateSpeed = 2.0f; 30 | // ジャンプ威力 31 | public float jumpPower = 3.0f; 32 | // キャラクターコントローラ(カプセルコライダ)の参照 33 | private CapsuleCollider col; 34 | private Rigidbody rb; 35 | // キャラクターコントローラ(カプセルコライダ)の移動量 36 | private Vector3 velocity; 37 | // CapsuleColliderで設定されているコライダのHeiht、Centerの初期値を収める変数 38 | private float orgColHight; 39 | private Vector3 orgVectColCenter; 40 | 41 | private Animator anim; // キャラにアタッチされるアニメーターへの参照 42 | private AnimatorStateInfo currentBaseState; // base layerで使われる、アニメーターの現在の状態の参照 43 | 44 | private GameObject cameraObject; // メインカメラへの参照 45 | 46 | // アニメーター各ステートへの参照 47 | static int idleState = Animator.StringToHash("Base Layer.Idle"); 48 | static int locoState = Animator.StringToHash("Base Layer.Locomotion"); 49 | static int jumpState = Animator.StringToHash("Base Layer.Jump"); 50 | static int restState = Animator.StringToHash("Base Layer.Rest"); 51 | 52 | // 初期化 53 | void Start () 54 | { 55 | // Animatorコンポーネントを取得する 56 | anim = GetComponent(); 57 | // CapsuleColliderコンポーネントを取得する(カプセル型コリジョン) 58 | col = GetComponent(); 59 | rb = GetComponent(); 60 | //メインカメラを取得する 61 | cameraObject = GameObject.FindWithTag("MainCamera"); 62 | // CapsuleColliderコンポーネントのHeight、Centerの初期値を保存する 63 | orgColHight = col.height; 64 | orgVectColCenter = col.center; 65 | } 66 | 67 | 68 | // 以下、メイン処理.リジッドボディと絡めるので、FixedUpdate内で処理を行う. 69 | void FixedUpdate () 70 | { 71 | float h = Input.GetAxis("Horizontal"); // 入力デバイスの水平軸をhで定義 72 | float v = Input.GetAxis("Vertical"); // 入力デバイスの垂直軸をvで定義 73 | anim.SetFloat("Speed", v); // Animator側で設定している"Speed"パラメタにvを渡す 74 | anim.SetFloat("Direction", h); // Animator側で設定している"Direction"パラメタにhを渡す 75 | anim.speed = animSpeed; // Animatorのモーション再生速度に animSpeedを設定する 76 | currentBaseState = anim.GetCurrentAnimatorStateInfo(0); // 参照用のステート変数にBase Layer (0)の現在のステートを設定する 77 | rb.useGravity = true;//ジャンプ中に重力を切るので、それ以外は重力の影響を受けるようにする 78 | 79 | 80 | 81 | // 以下、キャラクターの移動処理 82 | velocity = new Vector3(0, 0, v); // 上下のキー入力からZ軸方向の移動量を取得 83 | // キャラクターのローカル空間での方向に変換 84 | velocity = transform.TransformDirection(velocity); 85 | //以下のvの閾値は、Mecanim側のトランジションと一緒に調整する 86 | if (v > 0.1) { 87 | velocity *= forwardSpeed; // 移動速度を掛ける 88 | } else if (v < -0.1) { 89 | velocity *= backwardSpeed; // 移動速度を掛ける 90 | } 91 | 92 | if (Input.GetButtonDown("Jump")) { // スペースキーを入力したら 93 | 94 | //アニメーションのステートがLocomotionの最中のみジャンプできる 95 | if (currentBaseState.nameHash == locoState){ 96 | //ステート遷移中でなかったらジャンプできる 97 | if(!anim.IsInTransition(0)) 98 | { 99 | rb.AddForce(Vector3.up * jumpPower, ForceMode.VelocityChange); 100 | anim.SetBool("Jump", true); // Animatorにジャンプに切り替えるフラグを送る 101 | } 102 | } 103 | } 104 | 105 | 106 | // 上下のキー入力でキャラクターを移動させる 107 | transform.localPosition += velocity * Time.fixedDeltaTime; 108 | 109 | // 左右のキー入力でキャラクタをY軸で旋回させる 110 | transform.Rotate(0, h * rotateSpeed, 0); 111 | 112 | 113 | // 以下、Animatorの各ステート中での処理 114 | // Locomotion中 115 | // 現在のベースレイヤーがlocoStateの時 116 | if (currentBaseState.nameHash == locoState){ 117 | //カーブでコライダ調整をしている時は、念のためにリセットする 118 | if(useCurves){ 119 | resetCollider(); 120 | } 121 | } 122 | // JUMP中の処理 123 | // 現在のベースレイヤーがjumpStateの時 124 | else if(currentBaseState.nameHash == jumpState) 125 | { 126 | cameraObject.SendMessage("setCameraPositionJumpView"); // ジャンプ中のカメラに変更 127 | // ステートがトランジション中でない場合 128 | if(!anim.IsInTransition(0)) 129 | { 130 | 131 | // 以下、カーブ調整をする場合の処理 132 | if(useCurves){ 133 | // 以下JUMP00アニメーションについているカーブJumpHeightとGravityControl 134 | // JumpHeight:JUMP00でのジャンプの高さ(0〜1) 135 | // GravityControl:1⇒ジャンプ中(重力無効)、0⇒重力有効 136 | float jumpHeight = anim.GetFloat("JumpHeight"); 137 | float gravityControl = anim.GetFloat("GravityControl"); 138 | if(gravityControl > 0) 139 | rb.useGravity = false; //ジャンプ中の重力の影響を切る 140 | 141 | // レイキャストをキャラクターのセンターから落とす 142 | Ray ray = new Ray(transform.position + Vector3.up, -Vector3.up); 143 | RaycastHit hitInfo = new RaycastHit(); 144 | // 高さが useCurvesHeight 以上ある時のみ、コライダーの高さと中心をJUMP00アニメーションについているカーブで調整する 145 | if (Physics.Raycast(ray, out hitInfo)) 146 | { 147 | if (hitInfo.distance > useCurvesHeight) 148 | { 149 | col.height = orgColHight - jumpHeight; // 調整されたコライダーの高さ 150 | float adjCenterY = orgVectColCenter.y + jumpHeight; 151 | col.center = new Vector3(0, adjCenterY, 0); // 調整されたコライダーのセンター 152 | } 153 | else{ 154 | // 閾値よりも低い時には初期値に戻す(念のため) 155 | resetCollider(); 156 | } 157 | } 158 | } 159 | // Jump bool値をリセットする(ループしないようにする) 160 | anim.SetBool("Jump", false); 161 | } 162 | } 163 | // IDLE中の処理 164 | // 現在のベースレイヤーがidleStateの時 165 | else if (currentBaseState.nameHash == idleState) 166 | { 167 | //カーブでコライダ調整をしている時は、念のためにリセットする 168 | if(useCurves){ 169 | resetCollider(); 170 | } 171 | // スペースキーを入力したらRest状態になる 172 | if (Input.GetButtonDown("Jump")) { 173 | anim.SetBool("Rest", true); 174 | } 175 | } 176 | // REST中の処理 177 | // 現在のベースレイヤーがrestStateの時 178 | else if (currentBaseState.nameHash == restState) 179 | { 180 | //cameraObject.SendMessage("setCameraPositionFrontView"); // カメラを正面に切り替える 181 | // ステートが遷移中でない場合、Rest bool値をリセットする(ループしないようにする) 182 | if(!anim.IsInTransition(0)) 183 | { 184 | anim.SetBool("Rest", false); 185 | } 186 | } 187 | } 188 | 189 | void OnGUI() 190 | { 191 | GUI.Box(new Rect(Screen.width -260, 10 ,250 ,150), "Interaction"); 192 | GUI.Label(new Rect(Screen.width -245,30,250,30),"Up/Down Arrow : Go Forwald/Go Back"); 193 | GUI.Label(new Rect(Screen.width -245,50,250,30),"Left/Right Arrow : Turn Left/Turn Right"); 194 | GUI.Label(new Rect(Screen.width -245,70,250,30),"Hit Space key while Running : Jump"); 195 | GUI.Label(new Rect(Screen.width -245,90,250,30),"Hit Spase key while Stopping : Rest"); 196 | GUI.Label(new Rect(Screen.width -245,110,250,30),"Left Control : Front Camera"); 197 | GUI.Label(new Rect(Screen.width -245,130,250,30),"Alt : LookAt Camera"); 198 | } 199 | 200 | 201 | // キャラクターのコライダーサイズのリセット関数 202 | void resetCollider() 203 | { 204 | // コンポーネントのHeight、Centerの初期値を戻す 205 | col.height = orgColHight; 206 | col.center = orgVectColCenter; 207 | } 208 | } 209 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs.meta: 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11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 1 14 | mipMapFadeDistanceEnd: 3 15 | bumpmap: 16 | convertToNormalMap: 0 17 | externalNormalMap: 0 18 | heightScale: 0.25 19 | normalMapFilter: 0 20 | isReadable: 0 21 | grayScaleToAlpha: 0 22 | generateCubemap: 6 23 | cubemapConvolution: 0 24 | seamlessCubemap: 0 25 | textureFormat: -1 26 | maxTextureSize: 1024 27 | textureSettings: 28 | filterMode: -1 29 | aniso: -1 30 | mipBias: -1 31 | wrapMode: -1 32 | nPOTScale: 1 33 | lightmap: 0 34 | compressionQuality: 50 35 | spriteMode: 0 36 | spriteExtrude: 1 37 | spriteMeshType: 1 38 | alignment: 0 39 | spritePivot: {x: 0.5, y: 0.5} 40 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 41 | spritePixelsToUnits: 100 42 | alphaUsage: 1 43 | alphaIsTransparency: 0 44 | spriteTessellationDetail: -1 45 | textureType: 0 46 | textureShape: 1 47 | maxTextureSizeSet: 0 48 | compressionQualitySet: 0 49 | textureFormatSet: 0 50 | platformSettings: 51 | - buildTarget: DefaultTexturePlatform 52 | maxTextureSize: 1024 53 | textureFormat: -1 54 | textureCompression: 1 55 | compressionQuality: 50 56 | crunchedCompression: 0 57 | allowsAlphaSplitting: 0 58 | overridden: 0 59 | spriteSheet: 60 | serializedVersion: 2 61 | sprites: [] 62 | outline: [] 63 | spritePackingTag: 64 | userData: 65 | assetBundleName: 66 | assetBundleVariant: 67 | -------------------------------------------------------------------------------- /Assets/UnityChan/license.txt: -------------------------------------------------------------------------------- 1 | GUIDELINE : http://unity-chan.com/download/guideline_en.html 2 | LICENSE : http://unity-chan.com/download/license_en.html 3 | 4 | #License 5 | 6 | The terms and conditions of the “Unity-Chan” license stated herein (“License”) stipulate the scope of use of the characters to which the rights are held by Unity Technologies Japan G.K. (“Company”), said scope exceeding the scope permitted under the current Copyright Act, and the terms and conditions of such use of the Character, in relation to users who wish to conduct secondary creative activities using such character regardless of whether or not compensation is received. 7 | Regardless of whether or not compensation is received, users who wish to conduct secondary creative activities by using our characters shall be deemed to have consented to and agreed to be bound by this License without any reservation or adding other incidental conditions by starting to use the our characters. 8 | All users who wish to publish any secondary work of our characters or any secondary work of the digital asset data of our characters are requested to indicate the licensed logo determined separately in a reasonable manner that can be easily seen (e.g., by indicating it on such secondary Work or attaching an explanation thereof to such secondary work). 9 | 10 | ##Article 1. Definition 11 | 12 | 1.1 As used in this License, the following terms shall have the meanings set forth below: 13 | (1)“Character” means a work of art that is created to embody an abstract idea that is named and otherwise characterized by voice, appearance, personality, world view, and others. 14 | (2) “Unity Character(s)” means each Character or all of the Characters, the rights in and to which are owned by the Company, and which are the subject matters of this License. In addition to Unity-Chan (Kohaku Ootori), the Unity Characters include the Characters published in the booklet “Unity-Chan! Art Log” and the Characters to be published in the “unity-chan! Official HP (http://unity-chan.com)”. 15 | (3)“Digital Asset Data of Unity Characters” means a set of model data of Unity Characters (including 3D models, material data with a shader, animation data, and voice data) and each or all of the digital data including pictures of images of the Unity Character, designs, logos, and others, which are the subject of this License. 16 | (4)“Derivative Work” means any work that is created by translating, arranging, or transforming, or dramatizing, making a movie version of, or otherwise adapting a pre-existing work. 17 | (5) “Modified Work” means any work created by changing, cutting, or otherwise modifying a pre-existing work, which does not fall under a Derivative Work. 18 | (6)“Secondary Work” collectively means any Modified Work, Derivative Work, and other work created based on a pre-existing work. 19 | (7) “User” means any person who uses the whole or a part of the Unity Characters and the Digital Asset Data of Unity Characters (including the Secondary Creations thereof). 20 | 1.2 The Copyright Act (Act No. 48 of 1970) shall apply to the meaning and interpretation of other terms, unless otherwise provided for in this License. 21 | 1.3 In addition to the terms and conditions of this License, other matters necessary for use of the Unity Characters are provided for in the Character Use Guidelines established separately (“Guidelines”) and both this License and the Guidelines shall apply to the use of the Unity Characters. If there is a conflict between any provision of this License and the Guidelines, the provision of the latter shall prevail. 22 | 23 | ##Article 2. Relationship between the Copyright Act and Other Applicable Laws 24 | 25 | 2.1The Unity Characters and the Digital Asset Data of Unity Characters are protected by the Copyright Act and other applicable laws and regulations. 26 | 2.2None of the provisions of this License prevent Users from using the Unity Characters as generally approved under the Copyright Act and other applicable laws and regulations. 27 | 2.3The Company exclusively owns copyrights in and to the Modified Work of the Unity Characters. 28 | 2.4With regard to use of the Derivative Work of the Unity Characters, the Company exclusively owns the same kind of rights specified in Articles 21 through 27 of the Copyright Act as owned by the author of such Derivative Work, pursuant to Article 28 of the same Act. 29 | 30 | ##Article 3. Grant of License; Conditions of Use 31 | 32 | 3.1 The Company grants to each User a non-exclusive license to conduct the following by such User him/herself, utilizing the Unity Character and the Digital Asset Data of Unity Characters, in accordance with each provision of this License and the Guidelines: 33 | (1) Creation of the Derivative Work of the Unity Characters; Creation of the Secondary Work utilizing the Digital Asset Data of Unity Characters, including without limitation, games and interactive contents. 34 | (2) Stage Performance, screen presentation, public transmission, exhibition, or distribution by Users of the Secondary Work of the Unity Characters created by such Users (“Distribution, etc.”). 35 | (3) Distribution, etc. of the Digital Asset Data of Unity Characters and the Secondary Work thereof by a User him/herself, on condition that third parties who receive the same agree to be bound by this License. 36 | (4) Using all or part of the names of the Unity Characters in the titles, explanations, etc. of the Secondary Work set forth in Items (2) and (3) above created by the User himself/herself, or giving a unique title to such Secondary Work using a part of the name of the Unity Characters. 37 | 3.2 With regard to the use set forth in Article 3.1 above, Users shall comply with each of the following conditions of use: 38 | (1) In conducting the Distribution, etc. of the Digital Asset Data of Unity Characters and the Secondary Work thereof to third parties, a User shall cause such third parties to be bound by this License. 39 | (2) Users may not use the Unity Characters, the Digital Asset Data of Unity Characters, and the Secondary Work thereof for any act or purpose against public policy or for any antisocial act or purpose, or for any remark that is prejudiced religiously or politically. 40 | (3) Users may not harm the honor and dignity of the Unity Characters, the Secondary Work thereof, the Company, and the products and services provided by the Company. 41 | (4) Users may neither conduct any act that impairs the intellectual property rights of a third party, nor use the Unity Characters, the Digital Asset Data of Unity Characters, and the Secondary Work thereof for the purpose of impairing such rights. 42 | (5) Users may not use the Unity Characters, the Digital Asset Data of Unity Characters, and the Secondary Work thereof as adult contents or services for commercial purposes, or for advertising and promotion. 43 | (6) Unless otherwise approved by the Company, Users may not indicate or use any of their work in a manner that may mislead the public to believe that such work is an official product of the Company. 44 | (7) Users shall comply with the conditions provided for in the Guidelines. 45 | (8) In addition to the above, Users may not use the Unity Characters, the Digital Asset Data of Unity Characters and the Secondary Work thereof in a manner that the Company deems inappropriate. 46 | 3.3 When Users utilize the Unity Characters and the Digital Asset Data of Unity Characters as approved in Paragraph 3.1 above, Users are requested to indicate the licensed logo determined separately on the Secondary Work in a reasonable manner that can be easily seen (e.g., by indicating it on the Secondary Work or attaching an explanation thereof to the Secondary Work). 47 | 3.4 Users may not exercise their moral rights against the Company or its licensees. 48 | 49 | ##Article 4. Disclaimer of Warranty 50 | 51 | 4.1 The Unity Characters and the Digital Asset Data of Unity Characters shall be provided “as is” and the Company makes no warranty, including without limitation, any warranty of fitness for a particular purpose or non-infringement of a third party’s right. 52 | 4.2 The Company will not indemnify Users for damage and harm suffered by Users as a result of use of the Unity Characters, the Digital Asset Data of Unity Characters, and the Secondary Work thereof by Users. If any third party suffers damage as a result of use of the Unity Characters, the Digital Asset Data of Unity Characters, and the Secondary Work thereof by any User, such User shall be responsible for such damage and liable for the compensation thereof, and the Company will not be liable for such damage. 53 | ##Article 5. Amendment of this License 54 | 55 | The Company may update this License if it determines it is necessary and will post the updated License as well as other information on the Company’s website or at other places. Users are requested to periodically visit the Company’s website and check as to whether there is a modification in any of the provisions of this License. Regardless of whether Users have confirmed any modification, a User shall be deemed to have agreed to the modified License when such User starts or continues to use the Unity Characters, the Digital Asset Data of Unity Characters, or the Secondary Work thereof. 56 | ##Article 6. Termination of License 57 | 58 | 6.1 If a User of the Unity Characters, the Digital Asset Data of Unity Characters, and the Secondary Work thereof is in violation of any of the provisions of this License, then, the license granted to such User shall automatically terminate. 59 | 6.2 The Company may, at its sole discretion, discontinue the use of the Unity Characters, the Digital Asset Data of Unity Characters, and the Secondary Work thereof by the Users at any time. The Company may also at any time discontinue the use of the Digital Asset Data of Unity Characters or the Secondary Work thereof which are already downloaded. 60 | 6.3 Upon receipt of notice of termination of the License or that the use of the Unity Characters, the Digital Asset Data of Unity Characters, and the Secondary Work thereof must be discontinued, Users shall be obligated and liable to (i) promptly discontinue the Distribution, etc. of the Unity Characters, the Digital Asset Data of Unity Characters, and the Secondary Work thereof, (ii) immediately delete the Unity Characters, the Digital Asset Data of Unity Characters, and the Secondary Work thereof from the computer and any other media storing the same, and (iii) at their expense, collect or cause third parties to delete the Unity Characters, the Digital Asset Data of Unity Characters and the Secondary Work which Distribution, etc. have already been conducted. 61 | 6.4 The Company shall not be liable for any damage suffered by Users as a result of discontinuation of use of the Unity Characters, the Digital Asset Data of Unity Characters, and the Secondary Work under this License. 62 | ##Article 7. Governing Law 63 | 64 | 7.1 This License shall be governed by the laws of Japan and the application of the United Nations Convention on Contracts for the International Sale of Goods is expressly disclaimed, even though the goods are sold in relation to this License. 65 | 7.2 Even if any provision or a part of such provision is held to be invalid or unenforceable pursuant to the Consumer Contract Act or other laws or regulations, the other provisions of this License or the remainder of the provision, when a part thereof is held to be invalid or unenforceable, shall continue in full force and effect and any provision that is held to be invalid or unenforceable shall be amended so that it will have the closest legitimate meaning to the original provision. 66 | ##Article 8. Jurisdiction 67 | 68 | 8.1 The Tokyo District Court shall have exclusive jurisdiction over any dispute arising out of or in connection with this License. 69 | 8.2 Notwithstanding the above, Users agree that the Company is entitled to injunctive relief (or equivalent urgent legal relief) in any jurisdiction. 70 | ##Article 9. Miscellaneous 71 | 72 | 9.1 This License is prepared in Japanese. Any translation of this License into other languages is for the purposes of reference only and the Japanese version shall prevail over any translation thereof if there is a conflict between the Japanese version and such translation. 73 | 9.2 The Company reserves all rights not expressly granted to Users hereunder. 74 | 9.3 If it is likely that a User is in violation of this License or is infringing on any right, which is reserved by the Company pursuant to Article 9.2 above and is not granted to such User by this License, the Company may warn the User about such violation by e-mail or other communication means. If the Company receives no answer from such User within fifteen (15) days from the receipt of such notice, then, the User shall be deemed to be in violation of this License. 75 | 9.4 In cases where the Company gives a User the approval to use the Unity Characters, the Digital Asset Data of Unity Characters or any Secondary Work thereof beyond the scope of use specified in this License and the Guidelines, the Company shall separately prepare and provide a document granting such approval to such User, which shall be signed by the Company’s Business Execution Partner (shokumu shikkousha). 76 | 77 | --- 78 | 79 | #Guidline 80 | 81 | ##[Character Use Guidelines] 82 | 83 | These Guidelines describe, by giving examples, what users who wish to conduct their secondary creative activities with or without compensation “can do” and “cannot do” with regard to the characters (“Unity Characters”) in and to which the rights are owned by Unity Technologies Japan G.K. (“Company”) in accordance with the separately determined Unity-Chan License Terms and Conditions (“License”). 84 | Please read these Guidelines without fail before publishing any secondary work that 85 | uses the Unity Characters. 86 | ##[Characters subject to these Guidelines] 87 | 88 | The Unity Characters include “Unity-Chan” (Kohaku Ootori) as well as the group of characters published in the booklet “Unity-Chan! Art Log,” and the group of characters to be published in the “unity-chan! Official Website”(http://unity-chan.com). 89 | ##[Unity-Chan License Terms and Conditions] 90 | 91 | We, Unity Technologies, are an organization established to democratize the “game development know-how,” which has been accumulated only by leading studios until recently. We are most motivated by a desire to “allow every user to enjoy the fun and the magnificence of game making”, and now, we expand the scope, with regard only to the Unity Characters, beyond game development and have established new license terms and conditions in order to expand the scope of secondary use of work, which is principally allowed but in a very limited scope under the current Copyright Act of Japan, so that “Unity-Chan” may be published to the users who are usually devoted in creative activities other than game development . The License is established for such purposes. 92 | The License is established to declare that we will grant widely to users a license to use the Unity Characters and the digital asset data of Unity Characters for users’ secondary creative activities. 93 | By using the Unity Characters, any user who wishes to conduct secondary creative activities using the Unity Characters with or without compensation shall be deemed to have consented to and agreed to be bound by the License and these Guidelines without any reservation or adding other incidental conditions. 94 | 95 | “Unity-Chan” License Terms and Conditions (http://unity-chan.com/download/license_en.html) 96 | “Unity-Chan” License Terms and Conditions Summary Version (http://unity-chan.com/download/license_sum_en.html) 97 | ##[License notice] 98 | 99 | All users who wish to publish any secondary work are requested to indicate the licensed logo below in a reasonable manner that can be easily seen (e.g., by indicating it on or attaching an explanation thereof to such secondary work). 100 | 101 | About License (http://unity-chan.com/download/license_sig_en.html) 102 | About License Logo (http://unity-chan.com/download/pdf/LUUL_logo-guideline_en.pdf) 103 | * You can download License Logo images from Data Download page. 104 | 105 | for example, 106 | 107 | ``` 108 |
Unity-Chan License

These contents are licensed under the “Unity-Chan” License Terms and Conditions. You are allowed to use these contents only if you follow the Character Use Guidelines set by Unity Technologies Japan G.K., for the usage of its characters.

109 | ``` 110 | 111 | Please note that, if a user publishes any secondary work without the above license notice, such user shall be deemed to be in violation of the License in principle. 112 | If a user wishes to display any notice of their rights other than the license notice in accordance with this License on such secondary work, whether for-profit or not-for-profit, such user is requested to obtain approval to indicate that the secondary work is an “official product using the Unity Characters”. In such event, please contact the Company for details. The Company will examine in detail and determine as to whether it is possible to grant a license in each case, and may conclude another agreement, if necessary. 113 | 114 | ##[Use permitted and not permitted under the License] 115 | 116 | ###A.Use not permitted in principle 117 | 118 | Users may not use the Unity Characters for the following purposes, whether for- profit or not-for-profit: 119 | Use of the Unity Characters for any act or purpose against public policy or for any antisocial act or purpose, or for any remark that is prejudiced religiously or politically; 120 | Use of the Unity Characters for harming the honor and dignity of the Unity Characters, the Company, and products and services provided by the Company; 121 | Any act impairing the intellectual property rights or any other rights of a third party, or use for the purpose of impairing such rights; 122 | Unauthorized use of the Unity Characters in adult contents or services for commercial purposes, or for advertisement or promotion, etc.; 123 | Use in a manner that may mislead the public to believe that they are the official products of the Company, unless otherwise approved by the Company; or 124 | Users are strictly prohibited from the creation or any act beyond the scope of a small-scaled stage performance, screen presentation, public transmission, exhibit, or distribution ( “Distribution, etc.”) of the contents using the Unity Characters for the above acts or purposes. 125 | If such violation is verified, the Company will immediately instruct the user to cease using the Unity Characters. Upon the request by the Company, the user and the publisher or seller of the user shall be obliged to immediately cease the use, publishing, and selling, etc. of the relevant content. In addition, the Company will not be liable for any damage arising out of such requests. 126 | ###B.Use by small-scaled fan (doujin) circles, etc. 127 | 128 | The following examples of use shall be deemed as a use by a small-scaled fan circles, etc. within the scope of hobby use: 129 | Small-scaled exhibition and sale of fan magazines, games, figures, goods, and others ( “Fan Contents”) at a comic market, wonder festival, or each fan circle sale events held by the user himself/herself as an individual or a small-scaled fan circle ( “Fan Circle(s)”)of which such user is a member; 130 | Costume playing and photo session thereof, and exhibition and sale of costumes for non-profit purpose, at each fan event held by the Fan Circle itself; and 131 | Exhibition and sale of the Fan Contents by the Fan Circle itself through the Internet, mail order, auction, rental showcase, and others. 132 | If the contents do not fall under “A. Use not permitted in principle,” and if the user’s dignity as “creator” is maintained, the then applicable social norms shall be considered, and if the expressions are not extremely offensive to third parties, the Company shall give approval, pursuant to the License, to use the Unity Characters for the Fan Contents at the user’s own responsibility, and to publish and sell such contents at events and other occasions. 133 | In cases where a user uses the Unity Characters in the Fan Contents, such user as the author of the secondary work is requested to display the license notice determined separately by the Company in a reasonable manner that can be easily seen. The user as the author of the secondary work warrants that he/she will not exercise his/her moral rights against the Company or any person who is granted a license by the Company. 134 | Even if a user has complied with the above conditions, the Company may immediately order such user to cease using the Unity Character at its sole discretion. In such event, the user shall be obliged to immediately cease any and all acts upon request from the Company, including without limitation, publishing and sale of the relevant contents. The Company is not liable for any damage arising out of such request. 135 | The term Fan Circles, etc. used above means an individual or a circle, the annual sales for the previous year of which are equal to or less than ten (10) million yen. If any individual or circle having annual sales of more than ten (10) million yen wishes to use the Unity Characters, or if any secondary work using the Unity Character has gone beyond the scope or scale of hobby use or it is expected that the it will grow beyond such scope or scale, the user is requested to promptly notify the Company to that effect and obtain a license separately. 136 | ###C.Reuse of the digital asset data included in the 3D model distribution archive of the Unity Characters 137 | 138 | All of the digital asset data, including the mesh and texture, materials, shader, animation, and voice data, etc. included in the 3D model distribution archive of the Unity Characters is protected by the Copyright Act of Japan. 139 | The Company authorizes the following use based on the License for the purpose of personal amusement, research, and hobby use : 140 | Data outputting of the Unity Characters by means of remodeling, alteration, or 3D printing, etc.; or 141 | The user himself/herself creating and adding new digital asset data to his/her own games or digital contents by using a part of the digital asset data. 142 | In order for a user him/herself to conduct the Distribution, etc. of such digital asset data beyond the above purpose, such user is requested to give a third party who is going to use such digital asset data a notice clearly describing the distributor’s (user’s) contact information and that it is available on the condition that such third party agrees to be bound by this License, in a manner that can be easily seen by third parties, along with the explanation of the digital asset data subject to Distribution, etc. Please note that Distribution, etc. will not be allowed unless a third party agrees to be bound by this License. The user, as the author of the secondary work, warrants that he/she will not exercise his/her moral right against the Company or any person who is granted a license by the Company with regard to their use of such secondary work. 143 | ###D.Use of the Unity Character data on Unity 144 | 145 | Users may develop and create various applications on the game engine Unity ( “Unity”), using the 3D model data of the Unity Characters subject to Distribution, etc. in .unitypackage archive format and the 2D illustrations of the same published on the official website or otherwise. 146 | Users may conduct Distribution, etc. of the applications created on Unity pursuant to the License and applicable license terms and conditions, regardless of whether the purpose is for commercial use or profit. Users may also conduct Distribution, etc. of the digital asset data of the Unity Characters or the secondary work thereof, if such secondary work is incorporated in the application created on Unity. 147 | In cases where the digital asset data of the Unity Characters or the secondary work thereof are used on Unity at events such as game jams and seminars for educational purpose, users are allowed to publish or present the same in the state that it is incorporated in the Unity project, as well as in the application created on Unity. 148 | When users conduct the Distribution, etc. of the digital asset data of the Unity Characters or the secondary work thereof in a state that it is incorporated in the Unity project, users are requested to attach the license notice file at a location in the project folder where it can be easily seen. 149 | If a user applies to obtain an approval for an official product using the Unity Characters, such user is requested to contact the Company. The Company will examine in detail and determine as to whether it is possible to grant a license, and may conclude an agreement separately, if necessary. 150 | * If a user wishes to display any notice of its rights other than the license notice in accordance with the License on such secondary work, such user is requested to obtain approval for an “official product using the Unity Characters.” 151 | ###E.Use and Distribution, etc. of new digital assets created from the official design materials 152 | 153 | Users of the Unity Characters may independently create, use on his/her own Unity project, or conduct Distribution, etc. in the .unitypackage archive format the digital asset data created based on or referring to the official design materials published in the booklet “Unity-Chan! Art Log” and the “unity-chan! official website” (http://unity-chan.com) under the License. 154 | These digital asset data includes the following: 155 | 3D models (including all of the characters, gadgets, and scenes); 156 | 2D images including character illustrations and textures; 157 | Motion or animation data; 158 | Effects; 159 | Voice data including music and sound effects (SE); and 160 | Scene data. 161 | When users conduct the Distribution, etc. of the above digital asset data created by themselves, users are requested to include the license notice in accordance with the License in the archive of such data and also post it at a location on the download site where it can be easily seen. 162 | Users may also conduct the Distribution, etc. of the digital asset data created by themselves at the Asset Store provided by the Company. In such event, users are requested to agree to the latest “Asset Store Use Terms and Conditions and End User License Agreement” and “Asset Store Provider Agreement,” in addition to the indication of the license notice in accordance with the License. 163 | Any third party other than the Company or any person to whom the Company granted a license is prohibited from the Distribution, etc. of the digital asset data created by another user, whether with or without compensation. 164 | ###F.Use and reproduction of the official images of the Unity Characters and publishing thereof on the Internet or otherwise 165 | 166 | Users of the Characters may use the official images published on the “unity-chan! official website” (http://unity-chan.com) for the purposes of personal amusement and hobby use, make reproductions thereof, and publish the same on the Internet or otherwise under the License. 167 | In such event, users are requested as much as possible to post the license notice, at a location within the image or close to the image so that it can be easily seen. 168 | ###G.Placing an order or request to create products or digital asset data using the Unity Characters with a third party 169 | 170 | It is not necessary for users to report to or obtain approval of the Company before placing an order or request to create products or digital asset data using the Unity Characters with a third party such as another creator or a professional vendor for the following purposes under the License: 171 | ◯Placing an order or request to create products using the Unity Characters with a third party professional vendor for the purpose of use by the user him/herself, his/her family and friends. 172 | Examples are as follows: 173 | Request for outputting the official 3D data of the Unity Characters by a 3D printer; 174 | Request for printing the official 2D illustration of the Unity Characters on stickers and stamps or otherwise; or 175 | Request for creating clothing based on the official design of the Unity Characters for costume playing. 176 | ◯Placing an order for a production agency service to create digital asset data based on the official data and official design of the Unity Characters with another creator or a professional vendor for the purpose of using the same for games and digital contents created by the user him/herself. 177 | Examples are as follows: 178 | Request for creating additional motion and animation data based on the official 3D data of the Unity Characters (including the motion retarget service on the Internet); 179 | Request for creating new illustrations and pixel graphics or otherwise based on the official design of the Unity Characters for incorporating in games; or 180 | Request for creating new 3D model data of the Unity Characters or the model data of 3D SD characters based on the official design of the Unity Characters for incorporating in games. 181 | When users publish the contents including such digital asset data or the digital asset data, users are requested to appropriately indicate the license notice in accordance with the License. 182 | In addition, in placing an order, users are requested to pay attention to the following: 183 | When placing an order for the purpose of making products or otherwise, in particular, if a user intends to use the illustrations of the Unity Characters that are not created by such user, it is necessary that the user asks for and obtains approval from the author of such illustrations without fail. 184 | If any malfunction or disadvantage occurs to the user and/or third parties involved as a result of placing an order, the Company shall not be liable for any such malfunction or disadvantage. 185 | ###H.Matters that require the Company’s official supervision 186 | 187 | If a company or organization exceeding the size of a Fan Circle wishes to sell the secondary work of the Unity Characters or use the same for advertising and promotion for commercial purposes or for a fee, such use requires a license from the Company, independently from the License, as well as an official supervision by the Company. Please contact the Company at the contact address below for details. 188 | Even in the case of use by a company, if the scale of use by such company is generally accepted as the same as a small-scaled Fan Circle (production of prototypes, technology demonstration models, and others), the company may use the Unity Characters under the License. In such event, the company is requested to display the logo of the License so that it can be easily seen. 189 | “Fan Circles” means any circle, the annual sales for the previous year of which are equal to or less than ten (10) million yen. 190 | ###I.Other use of the Unity Characters 191 | 192 | If a user has inquiries about any use of the Unity Characters not included in A through H above or is not sure about the case under which his/her use falls, please contact the Company. The Company will examine in detail and determine as to whether it is possible to grant a license in each case, and may conclude an agreement, if necessary. 193 | ###J.Others 194 | 195 | The Company may revise these Guidelines from time to time. Users are requested to confirm these Guidelines and to use the Unity Character within the scope specified in the latest Guidelines. The Company shall not be liable for any damage resulting from the revision of these Guidelines. 196 | Contact Address for inquiries regarding the License and these Guidelines: 197 | Unity Technologies Japan G.K. 198 | unity-chan@unity3d.co.jp -------------------------------------------------------------------------------- /Assets/UnityChan/license.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 293c6d95478e84c14861f9ab2a98b91f 3 | TextScriptImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/blue.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/omikun/OrbitalMoCap/7ae43420340afd561942a31a13d89357764f6d73/Assets/blue.mat -------------------------------------------------------------------------------- /Assets/blue.mat.meta: 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https://raw.githubusercontent.com/omikun/OrbitalMoCap/7ae43420340afd561942a31a13d89357764f6d73/Assets/mocap_test.unity -------------------------------------------------------------------------------- /Assets/mocap_test.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9c88f90d8339847e4a26f04d59b02606 3 | timeCreated: 1494952161 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/one.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/omikun/OrbitalMoCap/7ae43420340afd561942a31a13d89357764f6d73/Assets/one.mat -------------------------------------------------------------------------------- /Assets/one.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d78aed3f455234289b22bca31c9b1969 3 | timeCreated: 1494952089 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/red.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/omikun/OrbitalMoCap/7ae43420340afd561942a31a13d89357764f6d73/Assets/red.mat -------------------------------------------------------------------------------- /Assets/red.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9af9880a18ce4411d9871f13842edf49 3 | timeCreated: 1495245992 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 Si Li 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # OrbitalMoCap 2 | ![Screen Capture](Screenshot-2joints.gif) 3 | IMU based motion capture with Unity/Arduino 4 | -------------------------------------------------------------------------------- /Screenshot-2joints.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/omikun/OrbitalMoCap/7ae43420340afd561942a31a13d89357764f6d73/Screenshot-2joints.gif --------------------------------------------------------------------------------