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authorchai <chaifix@163.com>2022-03-10 14:07:40 +0800
committerchai <chaifix@163.com>2022-03-10 14:07:40 +0800
commit22891bf59032ba88262824255a706d652031384b (patch)
tree7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/ThirdParty/DynamicBone
parent8b04ea73e540067f83870b61d89db4868fea5e8a (diff)
* move folder
Diffstat (limited to 'Assets/ThirdParty/DynamicBone')
-rw-r--r--Assets/ThirdParty/DynamicBone/Demo.meta5
-rw-r--r--Assets/ThirdParty/DynamicBone/Demo/Demo1.unity983
-rw-r--r--Assets/ThirdParty/DynamicBone/Demo/Demo1.unity.meta4
-rw-r--r--Assets/ThirdParty/DynamicBone/Demo/DynamicBoneDemo1.cs54
-rw-r--r--Assets/ThirdParty/DynamicBone/Demo/DynamicBoneDemo1.cs.meta8
-rw-r--r--Assets/ThirdParty/DynamicBone/Demo/c1.fbxbin3122816 -> 0 bytes
-rw-r--r--Assets/ThirdParty/DynamicBone/Demo/c1.fbx.meta421
-rw-r--r--Assets/ThirdParty/DynamicBone/Demo/tail.FBXbin135408 -> 0 bytes
-rw-r--r--Assets/ThirdParty/DynamicBone/Demo/tail.FBX.meta98
-rw-r--r--Assets/ThirdParty/DynamicBone/ReadMe.txt143
-rw-r--r--Assets/ThirdParty/DynamicBone/ReadMe.txt.meta4
-rw-r--r--Assets/ThirdParty/DynamicBone/Scripts.meta5
-rw-r--r--Assets/ThirdParty/DynamicBone/Scripts/DynamicBone.cs714
-rw-r--r--Assets/ThirdParty/DynamicBone/Scripts/DynamicBone.cs.meta8
-rw-r--r--Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneCollider.cs235
-rw-r--r--Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneCollider.cs.meta8
-rw-r--r--Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneColliderBase.cs35
-rw-r--r--Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneColliderBase.cs.meta12
-rw-r--r--Assets/ThirdParty/DynamicBone/Scripts/DynamicBonePlaneCollider.cs76
-rw-r--r--Assets/ThirdParty/DynamicBone/Scripts/DynamicBonePlaneCollider.cs.meta12
20 files changed, 0 insertions, 2825 deletions
diff --git a/Assets/ThirdParty/DynamicBone/Demo.meta b/Assets/ThirdParty/DynamicBone/Demo.meta
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diff --git a/Assets/ThirdParty/DynamicBone/Demo/Demo1.unity b/Assets/ThirdParty/DynamicBone/Demo/Demo1.unity
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diff --git a/Assets/ThirdParty/DynamicBone/Demo/Demo1.unity.meta b/Assets/ThirdParty/DynamicBone/Demo/Demo1.unity.meta
deleted file mode 100644
index 36e7b54a..00000000
--- a/Assets/ThirdParty/DynamicBone/Demo/Demo1.unity.meta
+++ /dev/null
@@ -1,4 +0,0 @@
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diff --git a/Assets/ThirdParty/DynamicBone/Demo/DynamicBoneDemo1.cs b/Assets/ThirdParty/DynamicBone/Demo/DynamicBoneDemo1.cs
deleted file mode 100644
index a7a0bf10..00000000
--- a/Assets/ThirdParty/DynamicBone/Demo/DynamicBoneDemo1.cs
+++ /dev/null
@@ -1,54 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-public class DynamicBoneDemo1 : MonoBehaviour
-{
- public GameObject m_Player;
- float m_weight = 1;
- float m_sleepTime;
-
- void Update()
- {
- m_Player.transform.Rotate(new Vector3(0, Input.GetAxis("Horizontal") * Time.deltaTime * 200, 0));
- m_Player.transform.Translate(transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * 4);
- }
-
- void OnGUI()
- {
- float x = 50;
- float y = 50;
- float w1 = 100;
- float w2 = 200;
- float h = 24;
-
- GUI.Label(new Rect(x, y, w2, h), "Press arrow key to move");
- Animation a = m_Player.GetComponentInChildren<Animation>();
- y += h;
- a.enabled = GUI.Toggle(new Rect(x, y, w2, h), a.enabled, "Play Animation");
-
- y += h * 2;
- DynamicBone[] dbs = m_Player.GetComponents<DynamicBone>();
- GUI.Label(new Rect(x, y, w2, h), "Choose dynamic bone:");
- y += h;
- dbs[0].enabled = dbs[1].enabled = GUI.Toggle(new Rect(x, y, w1, h), dbs[0].enabled, "Breasts");
- y += h;
- dbs[2].enabled = GUI.Toggle(new Rect(x, y, w1, h), dbs[2].enabled, "Tail");
-
- y += h;
- GUI.Label(new Rect(x, y, w2, h), "Weight");
- m_weight = GUI.HorizontalSlider(new Rect(x + 50, y, w1, h), m_weight, 0, 1);
- foreach (var db in dbs)
- db.SetWeight(m_weight);
-/*
- y += h * 2;
- GUI.Label(new Rect(x, y, w2, h), "Sleep");
- m_sleepTime = GUI.HorizontalSlider(new Rect(x + 50, y, w1, h), m_sleepTime, 0, 1);
- if (m_sleepTime > 0)
- System.Threading.Thread.Sleep((int)(m_sleepTime * 100));
-
- y += h;
- GUI.Label(new Rect(x, y, w2, h), "Time Scale");
- Time.timeScale = GUI.HorizontalSlider(new Rect(x + 80, y, w1, h), Time.timeScale, 0, 2);
-*/
- }
-}
diff --git a/Assets/ThirdParty/DynamicBone/Demo/DynamicBoneDemo1.cs.meta b/Assets/ThirdParty/DynamicBone/Demo/DynamicBoneDemo1.cs.meta
deleted file mode 100644
index 48612013..00000000
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diff --git a/Assets/ThirdParty/DynamicBone/Demo/c1.fbx b/Assets/ThirdParty/DynamicBone/Demo/c1.fbx
deleted file mode 100644
index 565c9155..00000000
--- a/Assets/ThirdParty/DynamicBone/Demo/c1.fbx
+++ /dev/null
Binary files differ
diff --git a/Assets/ThirdParty/DynamicBone/Demo/c1.fbx.meta b/Assets/ThirdParty/DynamicBone/Demo/c1.fbx.meta
deleted file mode 100644
index 443abe56..00000000
--- a/Assets/ThirdParty/DynamicBone/Demo/c1.fbx.meta
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diff --git a/Assets/ThirdParty/DynamicBone/Demo/tail.FBX b/Assets/ThirdParty/DynamicBone/Demo/tail.FBX
deleted file mode 100644
index a198e263..00000000
--- a/Assets/ThirdParty/DynamicBone/Demo/tail.FBX
+++ /dev/null
Binary files differ
diff --git a/Assets/ThirdParty/DynamicBone/Demo/tail.FBX.meta b/Assets/ThirdParty/DynamicBone/Demo/tail.FBX.meta
deleted file mode 100644
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diff --git a/Assets/ThirdParty/DynamicBone/ReadMe.txt b/Assets/ThirdParty/DynamicBone/ReadMe.txt
deleted file mode 100644
index add9da94..00000000
--- a/Assets/ThirdParty/DynamicBone/ReadMe.txt
+++ /dev/null
@@ -1,143 +0,0 @@
-Dynamic Bone apply physics to character's bones or joints.
-With simple setup, your character's hair, cloth, breasts or any part will move realistically.
-
-Open Assets/DynamicBone/Demo/Demo1 to see how it works.
-If you have any questions or suggestions, please contact willhongcom@gmail.com.
-
-
--------------------------------------------------------------------------
-Basic setup:
-
-1. Prepare a properly setup character, both Mecanim and legacy rigs are supported.
-2. Select the game object you want to apply Dynamic Bone.
-3. In the component menu, select Dynamic Bone -> Dynamic Bone.
-4. In the inspector, select root object.
-5. Adjust dynamic bone parameters (see detail descriptions in the following section).
-
-
-You can add collider objects if required:
-
-1. Select game object the collider will attached.
-2. In the component menu, select Dynamic Bone -> Dynamic Bone Collider.
-3. Adjust position and size of the collider.
-4. In Dynamic Bone component, increase size of colliders and append corresponding object.
-
-
--------------------------------------------------------------------------
-Dynamic Bone component description:
-
-- Root
- The root of the transform hierarchy to apply physics.
-
-- Update Rate
- Internal physics simulation rate, measures in frames per seconds.
-
-- Update Mode
- Normal: Update physics in fixed timestamp as specified rate.
- AnimatePhysics: Updates during the physic loop in order to synchronized with the physics engine.
- UnscaledTime: Updates independently of Time.timeScale.
- Default: Update physics every frame instead of specified rate, recommended.
-
-- Damping
- How much the bones slowed down.
-
-- Elasticity
- How much the force applied to return each bone to original orientation.
-
-- Stiffness
- How much bone's original orientation are preserved.
-
-- Inert
- How much character's position change is ignored in physics simulation.
-
-- Friction
- How much the bones slowed down when collide.
-
-- Radius
- Each bone can be a sphere to collide with colliders. Radius describe sphere's size.
-
-- Damping Distrib, Elasticity Distrib, Stiffness Distrib, Inert Distrib, Radius Distrib
- How parameters change over hierarchy chain. Curve values are multiplied to corresponding parameters.
-
-- End Length
- If End Length is not zero, an extra bone is generated at the end of transform hierarchy,
- length is multiplied by last two bone's distance.
-
-- End Offset
- If End Offset is not zero, an extra bone is generated at the end of transform hierarchy,
- offset is in character's local space.
-
-- Gravity
- The force apply to bones, in world space. Partial force apply to character's initial pose is cancelled out.
-
-- Force
- The force apply to bones, in world space.
-
-- Colliders
- Collider objects interact with the bones.
-
-- Exclusions
- Bones exclude from physics simulation.
-
-- Freeze Axis
- Constrain bones to move on specified plane.
-
-- Distant Disable, Reference Object, Distance To Object
- Disable physics simulation automatically if character is far from camera or player.
- If there is no reference object, default main camera is used.
-
-
-Dynamic Bone Collider component description:
-
-- Center
- The center of the sphere or capsule, in the object's local space.
-
-- Radius
- The radius of the sphere or capsule, will be scaled by the transform's scale.
-
-- Height
- The height of the capsule, including two half-spheres, will be scaled by the transform's scale.
-
-- Direction
- The axis of the capsule's height.
-
-- Bound
- Constrain bones to outside bound or inside bound.
-
--------------------------------------------------------------------------
-Dynamic Bone script reference:
-
-- public void SetWeight(float w);
- Control how physics blend with existing animation.
-
-- public void UpdateParameters();
- Update parameters at runtime, call this funtion after modifing parameters.
-
--------------------------------------------------------------------------
-Version History
-
-1.0.1 Initial release.
-1.0.2 Improve inspector UI.
-1.0.3 Fix inert unstable when enabled / disabled.
-1.1.0 Use curve to setup parameters over hierarchy chain.
- Collider can configured to constrain bones inside bound.
-1.1.1 Add exclusion setting.
-1.1.2 Deal with negative scale problem.
-1.1.3 Fix bug with bones contain scale.
-1.1.4 Add freeze axis.
- Fix bug when added via script.
-1.1.5 Add distant disable.
- Reduce GC alloc.
-1.1.6 Fix capsule collider bug.
-1.1.7 Unity 5 support.
-1.1.8 Fix problems caused by negative scale.
-1.1.9 Improve detecting negative scale.
- Fix bug if collider is set as inside.
- Add UpdateMode setting.
-1.1.10 Fix problems caused by negative scale after Unity 5.4.
-1.2.0 Add tool tips.
- Add plane collider.
- Add function to update parameters at runtime.
-1.2.1 Add friction parameter.
- Update UNITY_5 to compatible with newer version.
-1.2.2 Add "Default" update mode, fix some jitter issue.
diff --git a/Assets/ThirdParty/DynamicBone/ReadMe.txt.meta b/Assets/ThirdParty/DynamicBone/ReadMe.txt.meta
deleted file mode 100644
index e2accdc8..00000000
--- a/Assets/ThirdParty/DynamicBone/ReadMe.txt.meta
+++ /dev/null
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diff --git a/Assets/ThirdParty/DynamicBone/Scripts.meta b/Assets/ThirdParty/DynamicBone/Scripts.meta
deleted file mode 100644
index 29ce2ddf..00000000
--- a/Assets/ThirdParty/DynamicBone/Scripts.meta
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diff --git a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBone.cs b/Assets/ThirdParty/DynamicBone/Scripts/DynamicBone.cs
deleted file mode 100644
index 3cdadee0..00000000
--- a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBone.cs
+++ /dev/null
@@ -1,714 +0,0 @@
-using UnityEngine;
-using System.Collections.Generic;
-
-[AddComponentMenu("Dynamic Bone/Dynamic Bone")]
-public class DynamicBone : MonoBehaviour
-{
-#if UNITY_5_3_OR_NEWER
- [Tooltip("The root of the transform hierarchy to apply physics.")]
-#endif
- public Transform m_Root = null;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("Internal physics simulation rate.")]
-#endif
- public float m_UpdateRate = 60.0f;
-
- public enum UpdateMode
- {
- Normal,
- AnimatePhysics,
- UnscaledTime,
- Default
- }
- public UpdateMode m_UpdateMode = UpdateMode.Default;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("How much the bones slowed down.")]
-#endif
- [Range(0, 1)]
- public float m_Damping = 0.1f;
- public AnimationCurve m_DampingDistrib = null;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("How much the force applied to return each bone to original orientation.")]
-#endif
- [Range(0, 1)]
- public float m_Elasticity = 0.1f;
- public AnimationCurve m_ElasticityDistrib = null;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("How much bone's original orientation are preserved.")]
-#endif
- [Range(0, 1)]
- public float m_Stiffness = 0.1f;
- public AnimationCurve m_StiffnessDistrib = null;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("How much character's position change is ignored in physics simulation.")]
-#endif
- [Range(0, 1)]
- public float m_Inert = 0;
- public AnimationCurve m_InertDistrib = null;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("How much the bones slowed down when collide.")]
-#endif
- public float m_Friction = 0;
- public AnimationCurve m_FrictionDistrib = null;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("Each bone can be a sphere to collide with colliders. Radius describe sphere's size.")]
-#endif
- public float m_Radius = 0;
- public AnimationCurve m_RadiusDistrib = null;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("If End Length is not zero, an extra bone is generated at the end of transform hierarchy.")]
-#endif
- public float m_EndLength = 0;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("If End Offset is not zero, an extra bone is generated at the end of transform hierarchy.")]
-#endif
- public Vector3 m_EndOffset = Vector3.zero;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("The force apply to bones. Partial force apply to character's initial pose is cancelled out.")]
-#endif
- public Vector3 m_Gravity = Vector3.zero;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("The force apply to bones.")]
-#endif
- public Vector3 m_Force = Vector3.zero;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("Collider objects interact with the bones.")]
-#endif
- public List<DynamicBoneColliderBase> m_Colliders = null;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("Bones exclude from physics simulation.")]
-#endif
- public List<Transform> m_Exclusions = null;
-
-
- public enum FreezeAxis
- {
- None, X, Y, Z
- }
-#if UNITY_5_3_OR_NEWER
- [Tooltip("Constrain bones to move on specified plane.")]
-#endif
- public FreezeAxis m_FreezeAxis = FreezeAxis.None;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("Disable physics simulation automatically if character is far from camera or player.")]
-#endif
- public bool m_DistantDisable = false;
- public Transform m_ReferenceObject = null;
- public float m_DistanceToObject = 20;
-
- Vector3 m_LocalGravity = Vector3.zero;
- Vector3 m_ObjectMove = Vector3.zero;
- Vector3 m_ObjectPrevPosition = Vector3.zero;
- float m_BoneTotalLength = 0;
- float m_ObjectScale = 1.0f;
- float m_Time = 0;
- float m_Weight = 1.0f;
- bool m_DistantDisabled = false;
-
- class Particle
- {
- public Transform m_Transform = null;
- public int m_ParentIndex = -1;
- public float m_Damping = 0;
- public float m_Elasticity = 0;
- public float m_Stiffness = 0;
- public float m_Inert = 0;
- public float m_Friction = 0;
- public float m_Radius = 0;
- public float m_BoneLength = 0;
- public bool m_isCollide = false;
-
- public Vector3 m_Position = Vector3.zero;
- public Vector3 m_PrevPosition = Vector3.zero;
- public Vector3 m_EndOffset = Vector3.zero;
- public Vector3 m_InitLocalPosition = Vector3.zero;
- public Quaternion m_InitLocalRotation = Quaternion.identity;
- }
-
- List<Particle> m_Particles = new List<Particle>();
-
- void Start()
- {
- SetupParticles();
- }
-
- void FixedUpdate()
- {
- if (m_UpdateMode == UpdateMode.AnimatePhysics)
- PreUpdate();
- }
-
- void Update()
- {
- if (m_UpdateMode != UpdateMode.AnimatePhysics)
- PreUpdate();
- }
-
- void LateUpdate()
- {
- if (m_DistantDisable)
- CheckDistance();
-
- if (m_Weight > 0 && !(m_DistantDisable && m_DistantDisabled))
- {
-#if UNITY_5_3_OR_NEWER
- float dt = m_UpdateMode == UpdateMode.UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime;
-#else
- float dt = Time.deltaTime;
-#endif
- UpdateDynamicBones(dt);
- }
- }
-
- void PreUpdate()
- {
- if (m_Weight > 0 && !(m_DistantDisable && m_DistantDisabled))
- InitTransforms();
- }
-
- void CheckDistance()
- {
- Transform rt = m_ReferenceObject;
- if (rt == null && Camera.main != null)
- rt = Camera.main.transform;
- if (rt != null)
- {
- float d = (rt.position - transform.position).sqrMagnitude;
- bool disable = d > m_DistanceToObject * m_DistanceToObject;
- if (disable != m_DistantDisabled)
- {
- if (!disable)
- ResetParticlesPosition();
- m_DistantDisabled = disable;
- }
- }
- }
-
- void OnEnable()
- {
- ResetParticlesPosition();
- }
-
- void OnDisable()
- {
- InitTransforms();
- }
-
- void OnValidate()
- {
- m_UpdateRate = Mathf.Max(m_UpdateRate, 0);
- m_Damping = Mathf.Clamp01(m_Damping);
- m_Elasticity = Mathf.Clamp01(m_Elasticity);
- m_Stiffness = Mathf.Clamp01(m_Stiffness);
- m_Inert = Mathf.Clamp01(m_Inert);
- m_Friction = Mathf.Clamp01(m_Friction);
- m_Radius = Mathf.Max(m_Radius, 0);
-
- if (Application.isEditor && Application.isPlaying)
- {
- InitTransforms();
- SetupParticles();
- }
- }
-
- void OnDrawGizmosSelected()
- {
- if (!enabled || m_Root == null)
- return;
-
- if (Application.isEditor && !Application.isPlaying && transform.hasChanged)
- {
- InitTransforms();
- SetupParticles();
- }
-
- Gizmos.color = Color.white;
- for (int i = 0; i < m_Particles.Count; ++i)
- {
- Particle p = m_Particles[i];
- if (p.m_ParentIndex >= 0)
- {
- Particle p0 = m_Particles[p.m_ParentIndex];
- Gizmos.DrawLine(p.m_Position, p0.m_Position);
- }
- if (p.m_Radius > 0)
- Gizmos.DrawWireSphere(p.m_Position, p.m_Radius * m_ObjectScale);
- }
- }
-
- public void SetWeight(float w)
- {
- if (m_Weight != w)
- {
- if (w == 0)
- InitTransforms();
- else if (m_Weight == 0)
- ResetParticlesPosition();
- m_Weight = w;
- }
- }
-
- public float GetWeight()
- {
- return m_Weight;
- }
-
- void UpdateDynamicBones(float t)
- {
- if (m_Root == null)
- return;
-
- m_ObjectScale = Mathf.Abs(transform.lossyScale.x);
- m_ObjectMove = transform.position - m_ObjectPrevPosition;
- m_ObjectPrevPosition = transform.position;
-
- int loop = 1;
- float timeVar = 1;
-
- if (m_UpdateMode == UpdateMode.Default)
- {
- if (m_UpdateRate > 0)
- {
- timeVar = Time.deltaTime * m_UpdateRate;
- }
- else
- {
- timeVar = Time.deltaTime;
- }
- }
- else
- {
- if (m_UpdateRate > 0)
- {
- float dt = 1.0f / m_UpdateRate;
- m_Time += t;
- loop = 0;
-
- while (m_Time >= dt)
- {
- m_Time -= dt;
- if (++loop >= 3)
- {
- m_Time = 0;
- break;
- }
- }
- }
- }
-
- if (loop > 0)
- {
- for (int i = 0; i < loop; ++i)
- {
- UpdateParticles1(timeVar);
- UpdateParticles2(timeVar);
- m_ObjectMove = Vector3.zero;
- }
- }
- else
- {
- SkipUpdateParticles();
- }
-
- ApplyParticlesToTransforms();
- }
-
- public void SetupParticles()
- {
- m_Particles.Clear();
- if (m_Root == null)
- return;
-
- m_LocalGravity = m_Root.InverseTransformDirection(m_Gravity);
- m_ObjectScale = Mathf.Abs(transform.lossyScale.x);
- m_ObjectPrevPosition = transform.position;
- m_ObjectMove = Vector3.zero;
- m_BoneTotalLength = 0;
- AppendParticles(m_Root, -1, 0);
- UpdateParameters();
- }
-
- void AppendParticles(Transform b, int parentIndex, float boneLength)
- {
- Particle p = new Particle();
- p.m_Transform = b;
- p.m_ParentIndex = parentIndex;
- if (b != null)
- {
- p.m_Position = p.m_PrevPosition = b.position;
- p.m_InitLocalPosition = b.localPosition;
- p.m_InitLocalRotation = b.localRotation;
- }
- else // end bone
- {
- Transform pb = m_Particles[parentIndex].m_Transform;
- if (m_EndLength > 0)
- {
- Transform ppb = pb.parent;
- if (ppb != null)
- p.m_EndOffset = pb.InverseTransformPoint((pb.position * 2 - ppb.position)) * m_EndLength;
- else
- p.m_EndOffset = new Vector3(m_EndLength, 0, 0);
- }
- else
- {
- p.m_EndOffset = pb.InverseTransformPoint(transform.TransformDirection(m_EndOffset) + pb.position);
- }
- p.m_Position = p.m_PrevPosition = pb.TransformPoint(p.m_EndOffset);
- }
-
- if (parentIndex >= 0)
- {
- boneLength += (m_Particles[parentIndex].m_Transform.position - p.m_Position).magnitude;
- p.m_BoneLength = boneLength;
- m_BoneTotalLength = Mathf.Max(m_BoneTotalLength, boneLength);
- }
-
- int index = m_Particles.Count;
- m_Particles.Add(p);
-
- if (b != null)
- {
- for (int i = 0; i < b.childCount; ++i)
- {
- Transform child = b.GetChild(i);
- bool exclude = false;
- if (m_Exclusions != null)
- {
- exclude = m_Exclusions.Contains(child);
- }
- if (!exclude)
- AppendParticles(child, index, boneLength);
- else if (m_EndLength > 0 || m_EndOffset != Vector3.zero)
- AppendParticles(null, index, boneLength);
- }
-
- if (b.childCount == 0 && (m_EndLength > 0 || m_EndOffset != Vector3.zero))
- AppendParticles(null, index, boneLength);
- }
- }
-
- public void UpdateParameters()
- {
- if (m_Root == null)
- return;
-
- m_LocalGravity = m_Root.InverseTransformDirection(m_Gravity);
-
- for (int i = 0; i < m_Particles.Count; ++i)
- {
- Particle p = m_Particles[i];
- p.m_Damping = m_Damping;
- p.m_Elasticity = m_Elasticity;
- p.m_Stiffness = m_Stiffness;
- p.m_Inert = m_Inert;
- p.m_Friction = m_Friction;
- p.m_Radius = m_Radius;
-
- if (m_BoneTotalLength > 0)
- {
- float a = p.m_BoneLength / m_BoneTotalLength;
- if (m_DampingDistrib != null && m_DampingDistrib.keys.Length > 0)
- p.m_Damping *= m_DampingDistrib.Evaluate(a);
- if (m_ElasticityDistrib != null && m_ElasticityDistrib.keys.Length > 0)
- p.m_Elasticity *= m_ElasticityDistrib.Evaluate(a);
- if (m_StiffnessDistrib != null && m_StiffnessDistrib.keys.Length > 0)
- p.m_Stiffness *= m_StiffnessDistrib.Evaluate(a);
- if (m_InertDistrib != null && m_InertDistrib.keys.Length > 0)
- p.m_Inert *= m_InertDistrib.Evaluate(a);
- if (m_FrictionDistrib != null && m_FrictionDistrib.keys.Length > 0)
- p.m_Friction *= m_FrictionDistrib.Evaluate(a);
- if (m_RadiusDistrib != null && m_RadiusDistrib.keys.Length > 0)
- p.m_Radius *= m_RadiusDistrib.Evaluate(a);
- }
-
- p.m_Damping = Mathf.Clamp01(p.m_Damping);
- p.m_Elasticity = Mathf.Clamp01(p.m_Elasticity);
- p.m_Stiffness = Mathf.Clamp01(p.m_Stiffness);
- p.m_Inert = Mathf.Clamp01(p.m_Inert);
- p.m_Friction = Mathf.Clamp01(p.m_Friction);
- p.m_Radius = Mathf.Max(p.m_Radius, 0);
- }
- }
-
- void InitTransforms()
- {
- for (int i = 0; i < m_Particles.Count; ++i)
- {
- Particle p = m_Particles[i];
- if (p.m_Transform != null)
- {
- p.m_Transform.localPosition = p.m_InitLocalPosition;
- p.m_Transform.localRotation = p.m_InitLocalRotation;
- }
- }
- }
-
- void ResetParticlesPosition()
- {
- for (int i = 0; i < m_Particles.Count; ++i)
- {
- Particle p = m_Particles[i];
- if (p.m_Transform != null)
- {
- p.m_Position = p.m_PrevPosition = p.m_Transform.position;
- }
- else // end bone
- {
- Transform pb = m_Particles[p.m_ParentIndex].m_Transform;
- p.m_Position = p.m_PrevPosition = pb.TransformPoint(p.m_EndOffset);
- }
- p.m_isCollide = false;
- }
- m_ObjectPrevPosition = transform.position;
- }
-
- void UpdateParticles1(float timeVar)
- {
- Vector3 force = m_Gravity;
- Vector3 fdir = m_Gravity.normalized;
- Vector3 rf = m_Root.TransformDirection(m_LocalGravity);
- Vector3 pf = fdir * Mathf.Max(Vector3.Dot(rf, fdir), 0); // project current gravity to rest gravity
- force -= pf; // remove projected gravity
- force = (force + m_Force) * (m_ObjectScale * timeVar);
-
- for (int i = 0; i < m_Particles.Count; ++i)
- {
- Particle p = m_Particles[i];
- if (p.m_ParentIndex >= 0)
- {
- // verlet integration
- Vector3 v = p.m_Position - p.m_PrevPosition;
- Vector3 rmove = m_ObjectMove * p.m_Inert;
- p.m_PrevPosition = p.m_Position + rmove;
- float damping = p.m_Damping;
- if (p.m_isCollide)
- {
- damping += p.m_Friction;
- if (damping > 1)
- damping = 1;
- p.m_isCollide = false;
- }
- p.m_Position += v * (1 - damping) + force + rmove;
- }
- else
- {
- p.m_PrevPosition = p.m_Position;
- p.m_Position = p.m_Transform.position;
- }
- }
- }
-
- void UpdateParticles2(float timeVar)
- {
- Plane movePlane = new Plane();
-
- for (int i = 1; i < m_Particles.Count; ++i)
- {
- Particle p = m_Particles[i];
- Particle p0 = m_Particles[p.m_ParentIndex];
-
- float restLen;
- if (p.m_Transform != null)
- restLen = (p0.m_Transform.position - p.m_Transform.position).magnitude;
- else
- restLen = p0.m_Transform.localToWorldMatrix.MultiplyVector(p.m_EndOffset).magnitude;
-
- // keep shape
- float stiffness = Mathf.Lerp(1.0f, p.m_Stiffness, m_Weight);
- if (stiffness > 0 || p.m_Elasticity > 0)
- {
- Matrix4x4 m0 = p0.m_Transform.localToWorldMatrix;
- m0.SetColumn(3, p0.m_Position);
- Vector3 restPos;
- if (p.m_Transform != null)
- restPos = m0.MultiplyPoint3x4(p.m_Transform.localPosition);
- else
- restPos = m0.MultiplyPoint3x4(p.m_EndOffset);
-
- Vector3 d = restPos - p.m_Position;
- p.m_Position += d * (p.m_Elasticity * timeVar);
-
- if (stiffness > 0)
- {
- d = restPos - p.m_Position;
- float len = d.magnitude;
- float maxlen = restLen * (1 - stiffness) * 2;
- if (len > maxlen)
- p.m_Position += d * ((len - maxlen) / len);
- }
- }
-
- // collide
- if (m_Colliders != null)
- {
- float particleRadius = p.m_Radius * m_ObjectScale;
- for (int j = 0; j < m_Colliders.Count; ++j)
- {
- DynamicBoneColliderBase c = m_Colliders[j];
- if (c != null && c.enabled)
- p.m_isCollide |= c.Collide(ref p.m_Position, particleRadius);
- }
- }
-
- // freeze axis, project to plane
- if (m_FreezeAxis != FreezeAxis.None)
- {
- switch (m_FreezeAxis)
- {
- case FreezeAxis.X:
- movePlane.SetNormalAndPosition(p0.m_Transform.right, p0.m_Position);
- break;
- case FreezeAxis.Y:
- movePlane.SetNormalAndPosition(p0.m_Transform.up, p0.m_Position);
- break;
- case FreezeAxis.Z:
- movePlane.SetNormalAndPosition(p0.m_Transform.forward, p0.m_Position);
- break;
- }
- p.m_Position -= movePlane.normal * movePlane.GetDistanceToPoint(p.m_Position);
- }
-
- // keep length
- Vector3 dd = p0.m_Position - p.m_Position;
- float leng = dd.magnitude;
- if (leng > 0)
- p.m_Position += dd * ((leng - restLen) / leng);
- }
- }
-
- // only update stiffness and keep bone length
- void SkipUpdateParticles()
- {
- for (int i = 0; i < m_Particles.Count; ++i)
- {
- Particle p = m_Particles[i];
- if (p.m_ParentIndex >= 0)
- {
- p.m_PrevPosition += m_ObjectMove;
- p.m_Position += m_ObjectMove;
-
- Particle p0 = m_Particles[p.m_ParentIndex];
-
- float restLen;
- if (p.m_Transform != null)
- restLen = (p0.m_Transform.position - p.m_Transform.position).magnitude;
- else
- restLen = p0.m_Transform.localToWorldMatrix.MultiplyVector(p.m_EndOffset).magnitude;
-
- // keep shape
- float stiffness = Mathf.Lerp(1.0f, p.m_Stiffness, m_Weight);
- if (stiffness > 0)
- {
- Matrix4x4 m0 = p0.m_Transform.localToWorldMatrix;
- m0.SetColumn(3, p0.m_Position);
- Vector3 restPos;
- if (p.m_Transform != null)
- restPos = m0.MultiplyPoint3x4(p.m_Transform.localPosition);
- else
- restPos = m0.MultiplyPoint3x4(p.m_EndOffset);
-
- Vector3 d = restPos - p.m_Position;
- float len = d.magnitude;
- float maxlen = restLen * (1 - stiffness) * 2;
- if (len > maxlen)
- p.m_Position += d * ((len - maxlen) / len);
- }
-
- // keep length
- Vector3 dd = p0.m_Position - p.m_Position;
- float leng = dd.magnitude;
- if (leng > 0)
- p.m_Position += dd * ((leng - restLen) / leng);
- }
- else
- {
- p.m_PrevPosition = p.m_Position;
- p.m_Position = p.m_Transform.position;
- }
- }
- }
-
- static Vector3 MirrorVector(Vector3 v, Vector3 axis)
- {
- return v - axis * (Vector3.Dot(v, axis) * 2);
- }
-
- void ApplyParticlesToTransforms()
- {
-#if !UNITY_5_4_OR_NEWER
- // detect negative scale
- Vector3 ax = Vector3.right;
- Vector3 ay = Vector3.up;
- Vector3 az = Vector3.forward;
- bool nx = false, ny = false, nz = false;
-
- Vector3 loosyScale = transform.lossyScale;
- if (loosyScale.x < 0 || loosyScale.y < 0 || loosyScale.z < 0)
- {
- Transform mirrorObject = transform;
- do
- {
- Vector3 ls = mirrorObject.localScale;
- nx = ls.x < 0;
- if (nx)
- ax = mirrorObject.right;
- ny = ls.y < 0;
- if (ny)
- ay = mirrorObject.up;
- nz = ls.z < 0;
- if (nz)
- az = mirrorObject.forward;
- if (nx || ny || nz)
- break;
-
- mirrorObject = mirrorObject.parent;
- }
- while (mirrorObject != null);
- }
-#endif
-
- for (int i = 1; i < m_Particles.Count; ++i)
- {
- Particle p = m_Particles[i];
- Particle p0 = m_Particles[p.m_ParentIndex];
-
- if (p0.m_Transform.childCount <= 1) // do not modify bone orientation if has more then one child
- {
- Vector3 v;
- if (p.m_Transform != null)
- v = p.m_Transform.localPosition;
- else
- v = p.m_EndOffset;
- Vector3 v2 = p.m_Position - p0.m_Position;
-#if !UNITY_5_4_OR_NEWER
- if (nx)
- v2 = MirrorVector(v2, ax);
- if (ny)
- v2 = MirrorVector(v2, ay);
- if (nz)
- v2 = MirrorVector(v2, az);
-#endif
- Quaternion rot = Quaternion.FromToRotation(p0.m_Transform.TransformDirection(v), v2);
- p0.m_Transform.rotation = rot * p0.m_Transform.rotation;
- }
-
- if (p.m_Transform != null)
- p.m_Transform.position = p.m_Position;
- }
- }
-}
diff --git a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBone.cs.meta b/Assets/ThirdParty/DynamicBone/Scripts/DynamicBone.cs.meta
deleted file mode 100644
index 89a5ba7f..00000000
--- a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBone.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: f9ac8d30c6a0d9642a11e5be4c440740
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneCollider.cs b/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneCollider.cs
deleted file mode 100644
index d5df92b8..00000000
--- a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneCollider.cs
+++ /dev/null
@@ -1,235 +0,0 @@
-using UnityEngine;
-
-[AddComponentMenu("Dynamic Bone/Dynamic Bone Collider")]
-public class DynamicBoneCollider : DynamicBoneColliderBase
-{
-#if UNITY_5_3_OR_NEWER
- [Tooltip("The radius of the sphere or capsule.")]
-#endif
- public float m_Radius = 0.5f;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("The height of the capsule.")]
-#endif
- public float m_Height = 0;
-
- void OnValidate()
- {
- m_Radius = Mathf.Max(m_Radius, 0);
- m_Height = Mathf.Max(m_Height, 0);
- }
-
- public override bool Collide(ref Vector3 particlePosition, float particleRadius)
- {
- float radius = m_Radius * Mathf.Abs(transform.lossyScale.x);
- float h = m_Height * 0.5f - m_Radius;
- if (h <= 0)
- {
- if (m_Bound == Bound.Outside)
- return OutsideSphere(ref particlePosition, particleRadius, transform.TransformPoint(m_Center), radius);
- else
- return InsideSphere(ref particlePosition, particleRadius, transform.TransformPoint(m_Center), radius);
- }
- else
- {
- Vector3 c0 = m_Center;
- Vector3 c1 = m_Center;
-
- switch (m_Direction)
- {
- case Direction.X:
- c0.x -= h;
- c1.x += h;
- break;
- case Direction.Y:
- c0.y -= h;
- c1.y += h;
- break;
- case Direction.Z:
- c0.z -= h;
- c1.z += h;
- break;
- }
- if (m_Bound == Bound.Outside)
- return OutsideCapsule(ref particlePosition, particleRadius, transform.TransformPoint(c0), transform.TransformPoint(c1), radius);
- else
- return InsideCapsule(ref particlePosition, particleRadius, transform.TransformPoint(c0), transform.TransformPoint(c1), radius);
- }
- }
-
- static bool OutsideSphere(ref Vector3 particlePosition, float particleRadius, Vector3 sphereCenter, float sphereRadius)
- {
- float r = sphereRadius + particleRadius;
- float r2 = r * r;
- Vector3 d = particlePosition - sphereCenter;
- float len2 = d.sqrMagnitude;
-
- // if is inside sphere, project onto sphere surface
- if (len2 > 0 && len2 < r2)
- {
- float len = Mathf.Sqrt(len2);
- particlePosition = sphereCenter + d * (r / len);
- return true;
- }
- return false;
- }
-
- static bool InsideSphere(ref Vector3 particlePosition, float particleRadius, Vector3 sphereCenter, float sphereRadius)
- {
- float r = sphereRadius - particleRadius;
- float r2 = r * r;
- Vector3 d = particlePosition - sphereCenter;
- float len2 = d.sqrMagnitude;
-
- // if is outside sphere, project onto sphere surface
- if (len2 > r2)
- {
- float len = Mathf.Sqrt(len2);
- particlePosition = sphereCenter + d * (r / len);
- return true;
- }
- return false;
- }
-
- static bool OutsideCapsule(ref Vector3 particlePosition, float particleRadius, Vector3 capsuleP0, Vector3 capsuleP1, float capsuleRadius)
- {
- float r = capsuleRadius + particleRadius;
- float r2 = r * r;
- Vector3 dir = capsuleP1 - capsuleP0;
- Vector3 d = particlePosition - capsuleP0;
- float t = Vector3.Dot(d, dir);
-
- if (t <= 0)
- {
- // check sphere1
- float len2 = d.sqrMagnitude;
- if (len2 > 0 && len2 < r2)
- {
- float len = Mathf.Sqrt(len2);
- particlePosition = capsuleP0 + d * (r / len);
- return true;
- }
- }
- else
- {
- float dl = dir.sqrMagnitude;
- if (t >= dl)
- {
- // check sphere2
- d = particlePosition - capsuleP1;
- float len2 = d.sqrMagnitude;
- if (len2 > 0 && len2 < r2)
- {
- float len = Mathf.Sqrt(len2);
- particlePosition = capsuleP1 + d * (r / len);
- return true;
- }
- }
- else if (dl > 0)
- {
- // check cylinder
- t /= dl;
- d -= dir * t;
- float len2 = d.sqrMagnitude;
- if (len2 > 0 && len2 < r2)
- {
- float len = Mathf.Sqrt(len2);
- particlePosition += d * ((r - len) / len);
- return true;
- }
- }
- }
- return false;
- }
-
- static bool InsideCapsule(ref Vector3 particlePosition, float particleRadius, Vector3 capsuleP0, Vector3 capsuleP1, float capsuleRadius)
- {
- float r = capsuleRadius - particleRadius;
- float r2 = r * r;
- Vector3 dir = capsuleP1 - capsuleP0;
- Vector3 d = particlePosition - capsuleP0;
- float t = Vector3.Dot(d, dir);
-
- if (t <= 0)
- {
- // check sphere1
- float len2 = d.sqrMagnitude;
- if (len2 > r2)
- {
- float len = Mathf.Sqrt(len2);
- particlePosition = capsuleP0 + d * (r / len);
- return true;
- }
- }
- else
- {
- float dl = dir.sqrMagnitude;
- if (t >= dl)
- {
- // check sphere2
- d = particlePosition - capsuleP1;
- float len2 = d.sqrMagnitude;
- if (len2 > r2)
- {
- float len = Mathf.Sqrt(len2);
- particlePosition = capsuleP1 + d * (r / len);
- return true;
- }
- }
- else if (dl > 0)
- {
- // check cylinder
- t /= dl;
- d -= dir * t;
- float len2 = d.sqrMagnitude;
- if (len2 > r2)
- {
- float len = Mathf.Sqrt(len2);
- particlePosition += d * ((r - len) / len);
- return true;
- }
- }
- }
- return false;
- }
-
- void OnDrawGizmosSelected()
- {
- if (!enabled)
- return;
-
- if (m_Bound == Bound.Outside)
- Gizmos.color = Color.yellow;
- else
- Gizmos.color = Color.magenta;
- float radius = m_Radius * Mathf.Abs(transform.lossyScale.x);
- float h = m_Height * 0.5f - m_Radius;
- if (h <= 0)
- {
- Gizmos.DrawWireSphere(transform.TransformPoint(m_Center), radius);
- }
- else
- {
- Vector3 c0 = m_Center;
- Vector3 c1 = m_Center;
-
- switch (m_Direction)
- {
- case Direction.X:
- c0.x -= h;
- c1.x += h;
- break;
- case Direction.Y:
- c0.y -= h;
- c1.y += h;
- break;
- case Direction.Z:
- c0.z -= h;
- c1.z += h;
- break;
- }
- Gizmos.DrawWireSphere(transform.TransformPoint(c0), radius);
- Gizmos.DrawWireSphere(transform.TransformPoint(c1), radius);
- }
- }
-}
diff --git a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneCollider.cs.meta b/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneCollider.cs.meta
deleted file mode 100644
index 35fae1e7..00000000
--- a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneCollider.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: baedd976e12657241bf7ff2d1c685342
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneColliderBase.cs b/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneColliderBase.cs
deleted file mode 100644
index 9e921457..00000000
--- a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneColliderBase.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-using UnityEngine;
-
-public class DynamicBoneColliderBase : MonoBehaviour
-{
- public enum Direction
- {
- X, Y, Z
- }
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("The axis of the capsule's height.")]
-#endif
- public Direction m_Direction = Direction.Y;
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("The center of the sphere or capsule, in the object's local space.")]
-#endif
- public Vector3 m_Center = Vector3.zero;
-
- public enum Bound
- {
- Outside,
- Inside
- }
-
-#if UNITY_5_3_OR_NEWER
- [Tooltip("Constrain bones to outside bound or inside bound.")]
-#endif
- public Bound m_Bound = Bound.Outside;
-
- public virtual bool Collide(ref Vector3 particlePosition, float particleRadius)
- {
- return false;
- }
-}
diff --git a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneColliderBase.cs.meta b/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneColliderBase.cs.meta
deleted file mode 100644
index edc8b9f6..00000000
--- a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBoneColliderBase.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 04878769c08021a41bc2d2375e23ec0b
-timeCreated: 1482666371
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBonePlaneCollider.cs b/Assets/ThirdParty/DynamicBone/Scripts/DynamicBonePlaneCollider.cs
deleted file mode 100644
index 7265d26a..00000000
--- a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBonePlaneCollider.cs
+++ /dev/null
@@ -1,76 +0,0 @@
-using UnityEngine;
-
-[AddComponentMenu("Dynamic Bone/Dynamic Bone Plane Collider")]
-public class DynamicBonePlaneCollider : DynamicBoneColliderBase
-{
- void OnValidate()
- {
- }
-
- public override bool Collide(ref Vector3 particlePosition, float particleRadius)
- {
- Vector3 normal = Vector3.up;
- switch (m_Direction)
- {
- case Direction.X:
- normal = transform.right;
- break;
- case Direction.Y:
- normal = transform.up;
- break;
- case Direction.Z:
- normal = transform.forward;
- break;
- }
-
- Vector3 p = transform.TransformPoint(m_Center);
- Plane plane = new Plane(normal, p);
- float d = plane.GetDistanceToPoint(particlePosition);
-
- if (m_Bound == Bound.Outside)
- {
- if (d < 0)
- {
- particlePosition -= normal * d;
- return true;
- }
- }
- else
- {
- if (d > 0)
- {
- particlePosition -= normal * d;
- return true;
- }
- }
- return false;
- }
-
- void OnDrawGizmosSelected()
- {
- if (!enabled)
- return;
-
- if (m_Bound == Bound.Outside)
- Gizmos.color = Color.yellow;
- else
- Gizmos.color = Color.magenta;
-
- Vector3 normal = Vector3.up;
- switch (m_Direction)
- {
- case Direction.X:
- normal = transform.right;
- break;
- case Direction.Y:
- normal = transform.up;
- break;
- case Direction.Z:
- normal = transform.forward;
- break;
- }
-
- Vector3 p = transform.TransformPoint(m_Center);
- Gizmos.DrawLine(p, p + normal);
- }
-}
diff --git a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBonePlaneCollider.cs.meta b/Assets/ThirdParty/DynamicBone/Scripts/DynamicBonePlaneCollider.cs.meta
deleted file mode 100644
index 4978da8e..00000000
--- a/Assets/ThirdParty/DynamicBone/Scripts/DynamicBonePlaneCollider.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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-timeCreated: 1482666461
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-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
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