_xiaofang/xiaofang/Assets/Obi/Scripts/RopeAndRod/Actors/ObiBone.cs
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

691 lines
28 KiB
C#

using UnityEngine;
using System;
using System.Collections.Generic;
namespace Obi
{
[AddComponentMenu("Physics/Obi/Obi Bone", 882)]
[ExecuteInEditMode]
[DisallowMultipleComponent]
[DefaultExecutionOrder(100)] // make sure ObiBone's LateUpdate is updated after ObiSolver's.
public class ObiBone : ObiActor, IStretchShearConstraintsUser, IBendTwistConstraintsUser, ISkinConstraintsUser, IAerodynamicConstraintsUser
{
[Serializable]
public class BonePropertyCurve
{
[Min(0)]
public float multiplier;
public AnimationCurve curve;
public BonePropertyCurve(float multiplier, float curveValue)
{
this.multiplier = multiplier;
this.curve = new AnimationCurve(new Keyframe(0, curveValue), new Keyframe(1, curveValue));
}
public float Evaluate(float time)
{
return curve.Evaluate(time) * multiplier;
}
}
[Serializable]
public class IgnoredBone
{
public Transform bone;
public bool ignoreChildren;
}
[NonSerialized] protected ObiBoneBlueprint m_BoneBlueprint;
[SerializeField] protected bool m_SelfCollisions = false;
[SerializeField] protected BonePropertyCurve _radius = new BonePropertyCurve(0.1f, 1);
[SerializeField] protected BonePropertyCurve _mass = new BonePropertyCurve(0.1f, 1);
[SerializeField] protected BonePropertyCurve _rotationalMass = new BonePropertyCurve(0.1f, 1);
// skin constraints:
[SerializeField] protected bool _skinConstraintsEnabled = true;
[SerializeField] protected BonePropertyCurve _skinCompliance = new BonePropertyCurve(0.01f, 1);
[SerializeField] protected BonePropertyCurve _skinRadius = new BonePropertyCurve(0.1f, 1);
// distance constraints:
[SerializeField] protected bool _stretchShearConstraintsEnabled = true;
[SerializeField] protected BonePropertyCurve _stretchCompliance = new BonePropertyCurve(0, 1);
[SerializeField] protected BonePropertyCurve _shear1Compliance = new BonePropertyCurve(0, 1);
[SerializeField] protected BonePropertyCurve _shear2Compliance = new BonePropertyCurve(0, 1);
// bend constraints:
[SerializeField] protected bool _bendTwistConstraintsEnabled = true;
[SerializeField] protected BonePropertyCurve _torsionCompliance = new BonePropertyCurve(0, 1);
[SerializeField] protected BonePropertyCurve _bend1Compliance = new BonePropertyCurve(0, 1);
[SerializeField] protected BonePropertyCurve _bend2Compliance = new BonePropertyCurve(0, 1);
[SerializeField] protected BonePropertyCurve _plasticYield = new BonePropertyCurve(0, 1);
[SerializeField] protected BonePropertyCurve _plasticCreep = new BonePropertyCurve(0, 1);
// aerodynamics
[SerializeField] protected bool _aerodynamicsEnabled = true;
[SerializeField] protected BonePropertyCurve _drag = new BonePropertyCurve(0.05f, 1);
[SerializeField] protected BonePropertyCurve _lift = new BonePropertyCurve(0.02f, 1);
[Tooltip("Filter used for collision detection.")]
[SerializeField] private int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 1);
public bool fixRoot = true;
public bool stretchBones = true;
public List<IgnoredBone> ignored = new List<IgnoredBone>();
/// <summary>
/// Collision filter value used by fluid particles.
/// </summary>
public int Filter
{
set
{
if (filter != value)
{
filter = value;
UpdateFilter();
}
}
get { return filter; }
}
/// <summary>
/// Whether particles in this actor colide with particles using the same phase value.
/// </summary>
public bool selfCollisions
{
get { return m_SelfCollisions; }
set { if (value != m_SelfCollisions) { m_SelfCollisions = value; SetSelfCollisions(m_SelfCollisions); } }
}
/// <summary>
/// Particle radius distribution over this bone hierarchy length.
/// </summary>
public BonePropertyCurve radius
{
get { return _radius; }
set { _radius = value; UpdateRadius(); }
}
/// <summary>
/// Mass distribution over this bone hierarchy length.
/// </summary>
public BonePropertyCurve mass
{
get { return _mass; }
set { _mass = value; UpdateMasses(); }
}
/// <summary>
/// Rotational mass distribution over this bone hierarchy length.
/// </summary>
public BonePropertyCurve rotationalMass
{
get { return _rotationalMass; }
set { _rotationalMass = value; UpdateMasses(); }
}
/// <summary>
/// Whether this actor's skin constraints are enabled.
/// </summary>
public bool skinConstraintsEnabled
{
get { return _skinConstraintsEnabled; }
set { if (value != _skinConstraintsEnabled) { _skinConstraintsEnabled = value; SetConstraintsDirty(Oni.ConstraintType.Skin); } }
}
/// <summary>
/// Compliance of this actor's skin constraints.
/// </summary>
public BonePropertyCurve skinCompliance
{
get { return _skinCompliance; }
set { _skinCompliance = value; SetConstraintsDirty(Oni.ConstraintType.Skin); }
}
/// <summary>
/// Compliance of this actor's skin radius
/// </summary>
public BonePropertyCurve skinRadius
{
get { return _skinRadius; }
set { _skinRadius = value; SetConstraintsDirty(Oni.ConstraintType.Skin); }
}
/// <summary>
/// Whether this actor's stretch/shear constraints are enabled.
/// </summary>
public bool stretchShearConstraintsEnabled
{
get { return _stretchShearConstraintsEnabled; }
set { if (value != _stretchShearConstraintsEnabled) { _stretchShearConstraintsEnabled = value; SetConstraintsDirty(Oni.ConstraintType.StretchShear); } }
}
/// <summary>
/// Compliance of this actor's stretch/shear constraints, along their length.
/// </summary>
public BonePropertyCurve stretchCompliance
{
get { return _stretchCompliance; }
set { _stretchCompliance = value; SetConstraintsDirty(Oni.ConstraintType.StretchShear); }
}
/// <summary>
/// Shearing compliance of this actor's stretch/shear constraints, along the first axis orthogonal to their length.
/// </summary>
public BonePropertyCurve shear1Compliance
{
get { return _shear1Compliance; }
set { _shear1Compliance = value; SetConstraintsDirty(Oni.ConstraintType.StretchShear); }
}
/// <summary>
/// Shearing compliance of this actor's stretch/shear constraints, along the second axis orthogonal to their length.
/// </summary>
public BonePropertyCurve shear2Compliance
{
get { return _shear2Compliance; }
set { _shear2Compliance = value; SetConstraintsDirty(Oni.ConstraintType.StretchShear); }
}
/// <summary>
/// Whether this actor's bend/twist constraints are enabled.
/// </summary>
public bool bendTwistConstraintsEnabled
{
get { return _bendTwistConstraintsEnabled; }
set { if (value != _bendTwistConstraintsEnabled) { _bendTwistConstraintsEnabled = value; SetConstraintsDirty(Oni.ConstraintType.BendTwist); } }
}
/// <summary>
/// Torsional compliance of this actor's bend/twist constraints along their length.
/// </summary>
public BonePropertyCurve torsionCompliance
{
get { return _torsionCompliance; }
set { _torsionCompliance = value; SetConstraintsDirty(Oni.ConstraintType.BendTwist); }
}
/// <summary>
/// Bending compliance of this actor's bend/twist constraints along the first axis orthogonal to their length.
/// </summary>
public BonePropertyCurve bend1Compliance
{
get { return _bend1Compliance; }
set { _bend1Compliance = value; SetConstraintsDirty(Oni.ConstraintType.BendTwist); }
}
/// <summary>
/// Bending compliance of this actor's bend/twist constraints along the second axis orthogonal to their length.
/// </summary>
public BonePropertyCurve bend2Compliance
{
get { return _bend2Compliance; }
set { _bend2Compliance = value; SetConstraintsDirty(Oni.ConstraintType.BendTwist); }
}
/// <summary>
/// Threshold for plastic behavior.
/// </summary>
/// Once bending goes above this value, a percentage of the deformation (determined by <see cref="plasticCreep"/>) will be permanently absorbed into the rod's rest shape.
public BonePropertyCurve plasticYield
{
get { return _plasticYield; }
set { _plasticYield = value; SetConstraintsDirty(Oni.ConstraintType.BendTwist); }
}
/// <summary>
/// Percentage of deformation that gets absorbed into the rest shape per second, once deformation goes above the <see cref="plasticYield"/> threshold.
/// </summary>
public BonePropertyCurve plasticCreep
{
get { return _plasticCreep; }
set { _plasticCreep = value; SetConstraintsDirty(Oni.ConstraintType.BendTwist); }
}
/// <summary>
/// Whether this actor's aerodynamic constraints are enabled.
/// </summary>
public bool aerodynamicsEnabled
{
get { return _aerodynamicsEnabled; }
set { if (value != _aerodynamicsEnabled) { _aerodynamicsEnabled = value; SetConstraintsDirty(Oni.ConstraintType.Aerodynamics); } }
}
/// <summary>
/// Aerodynamic drag value.
/// </summary>
public BonePropertyCurve drag
{
get { return _drag; }
set { _drag = value; SetConstraintsDirty(Oni.ConstraintType.Aerodynamics); }
}
/// <summary>
/// Aerodynamic lift value.
/// </summary>
public BonePropertyCurve lift
{
get { return _lift; }
set { _lift = value; SetConstraintsDirty(Oni.ConstraintType.Aerodynamics); }
}
public override ObiActorBlueprint sourceBlueprint
{
get { return m_BoneBlueprint; }
}
public ObiBoneBlueprint boneBlueprint
{
get { return m_BoneBlueprint; }
set
{
if (m_BoneBlueprint != value)
{
RemoveFromSolver();
ClearState();
m_BoneBlueprint = value;
AddToSolver();
}
}
}
protected override void Awake()
{
m_BoneBlueprint = ScriptableObject.CreateInstance<ObiBoneBlueprint>();
UpdateBlueprint();
base.Awake();
}
protected override void OnDestroy()
{
if (m_BoneBlueprint != null)
DestroyImmediate(m_BoneBlueprint);
base.OnDestroy();
}
protected override void OnValidate()
{
base.OnValidate();
UpdateFilter();
UpdateRadius();
UpdateMasses();
SetupRuntimeConstraints();
}
public void UpdateBlueprint()
{
if (m_BoneBlueprint != null)
{
m_BoneBlueprint.root = transform;
m_BoneBlueprint.ignored = ignored;
m_BoneBlueprint.mass = mass;
m_BoneBlueprint.rotationalMass = rotationalMass;
m_BoneBlueprint.radius = radius;
m_BoneBlueprint.GenerateImmediate();
}
}
public override void LoadBlueprint(ObiSolver solver)
{
base.LoadBlueprint(solver);
// synchronously read required data from GPU:
solver.renderablePositions.Readback(false);
solver.renderableOrientations.Readback(false);
solver.orientations.Readback(false);
solver.angularVelocities.Readback(false);
SetupRuntimeConstraints();
ResetToCurrentShape();
}
public override void UnloadBlueprint(ObiSolver solver)
{
ResetParticles();
CopyParticleDataToTransforms();
base.UnloadBlueprint(solver);
}
public override void RequestReadback()
{
base.RequestReadback();
solver.orientations.Readback();
solver.angularVelocities.Readback();
solver.renderablePositions.Readback();
solver.renderableOrientations.Readback();
}
public override void SimulationEnd(float simulatedTime, float substepTime)
{
base.SimulationEnd(simulatedTime, substepTime);
solver.orientations.WaitForReadback();
solver.angularVelocities.WaitForReadback();
solver.renderablePositions.WaitForReadback();
solver.renderableOrientations.WaitForReadback();
}
private void SetupRuntimeConstraints()
{
SetConstraintsDirty(Oni.ConstraintType.Skin);
SetConstraintsDirty(Oni.ConstraintType.StretchShear);
SetConstraintsDirty(Oni.ConstraintType.BendTwist);
SetConstraintsDirty(Oni.ConstraintType.Aerodynamics);
SetSelfCollisions(selfCollisions);
SetSimplicesDirty();
UpdateFilter();
}
public override void ProvideDeformableEdges(ObiNativeIntList deformableEdges)
{
var boneBprint = sharedBlueprint as ObiBoneBlueprint;
if (boneBprint != null && boneBprint.deformableEdges != null)
{
// Send deformable edge indices to the solver:
for (int i = 0; i < boneBprint.deformableEdges.Length; ++i)
deformableEdges.Add(solverIndices[boneBprint.deformableEdges[i]]);
}
}
private void FixRoot()
{
if (isLoaded)
{
int rootIndex = solverIndices[0];
var actor2Solver = actorLocalToSolverMatrix;
var actor2SolverR = actor2Solver.rotation;
solver.invMasses[rootIndex] = 0;
solver.invRotationalMasses[rootIndex] = 0;
solver.velocities[rootIndex] = Vector4.zero;
solver.angularVelocities[rootIndex] = Vector4.zero;
// take particle rest position in actor space (which is always zero), converts to solver space:
solver.startPositions[rootIndex] = solver.endPositions[rootIndex] = solver.positions[rootIndex] = actor2Solver.MultiplyPoint3x4(Vector3.zero);
// take particle rest orientation in actor space, and convert to solver space:
solver.startOrientations[rootIndex] = solver.endOrientations[rootIndex] = solver.orientations[rootIndex] = actor2SolverR * boneBlueprint.orientations[0];
}
}
private void UpdateFilter()
{
for (int i = 0; i < particleCount; i++)
{
boneBlueprint.filters[i] = filter;
if (isLoaded)
solver.filters[solverIndices[i]] = filter;
}
}
public void UpdateRadius()
{
for (int i = 0; i < particleCount; ++i)
{
var normalizedCoord = boneBlueprint.normalizedLengths[i];
var radii = Vector3.one * radius.Evaluate(normalizedCoord);
boneBlueprint.principalRadii[i] = radii;
if (isLoaded)
solver.principalRadii[solverIndices[i]] = radii;
}
}
public void UpdateMasses()
{
for (int i = 0; i < particleCount; ++i)
{
var normalizedCoord = boneBlueprint.normalizedLengths[i];
var invMass = ObiUtils.MassToInvMass(mass.Evaluate(normalizedCoord));
var invRotMass = ObiUtils.MassToInvMass(rotationalMass.Evaluate(normalizedCoord));
boneBlueprint.invMasses[i] = invMass;
boneBlueprint.invRotationalMasses[i] = invRotMass;
if (isLoaded)
{
solver.invMasses[solverIndices[i]] = invMass;
solver.invRotationalMasses[solverIndices[i]] = invRotMass;
}
}
}
public Vector3 GetSkinRadiiBackstop(ObiSkinConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex]];
return new Vector3(skinRadius.Evaluate(normalizedCoord), 0, 0);
}
public float GetSkinCompliance(ObiSkinConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex]];
return skinCompliance.Evaluate(normalizedCoord);
}
public Vector3 GetBendTwistCompliance(ObiBendTwistConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex * 2]];
return new Vector3(bend1Compliance.Evaluate(normalizedCoord),
bend2Compliance.Evaluate(normalizedCoord),
torsionCompliance.Evaluate(normalizedCoord));
}
public Vector2 GetBendTwistPlasticity(ObiBendTwistConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex * 2]];
return new Vector2(plasticYield.Evaluate(normalizedCoord),
plasticCreep.Evaluate(normalizedCoord));
}
public Vector3 GetStretchShearCompliance(ObiStretchShearConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex * 2]];
return new Vector3(shear1Compliance.Evaluate(normalizedCoord),
shear2Compliance.Evaluate(normalizedCoord),
stretchCompliance.Evaluate(normalizedCoord));
}
public float GetDrag(ObiAerodynamicConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex]];
return drag.Evaluate(normalizedCoord);
}
public float GetLift(ObiAerodynamicConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex]];
return lift.Evaluate(normalizedCoord);
}
public void FixedUpdate()
{
// This resets all bones not affected by animation,
// needs to happen once per frame at the very start before Animators are updated.
ResetReferenceOrientations();
}
public override void SimulationStart(float timeToSimulate, float substepTime)
{
base.SimulationStart(timeToSimulate, substepTime);
if (fixRoot)
FixRoot();
UpdateRestShape();
}
public void LateUpdate()
{
if (Application.isPlaying && isActiveAndEnabled)
CopyParticleDataToTransforms();
}
/// <summary>
/// Resets particle orientations/positions to match the current pose of the bone hierarchy, and sets all their velocities to zero.
/// </summary>
public void ResetToCurrentShape()
{
if (!isLoaded) return;
var world2Solver = solver.transform.worldToLocalMatrix;
for (int i = 0; i < particleCount; ++i)
{
var trfm = boneBlueprint.transforms[i];
int solverIndex = solverIndices[i];
solver.velocities[solverIndex] = Vector4.zero;
solver.angularVelocities[solverIndex] = Vector4.zero;
solver.startPositions[solverIndex] = solver.endPositions[solverIndex] = solver.positions[solverIndex] = world2Solver.MultiplyPoint3x4(trfm.position);
var boneDeltaAWS = trfm.rotation * Quaternion.Inverse(boneBlueprint.restOrientations[i]);
solver.startOrientations[solverIndex] = solver.endOrientations[solverIndex] = solver.orientations[solverIndex] = world2Solver.rotation * boneDeltaAWS * boneBlueprint.root2WorldR * boneBlueprint.orientations[i];
}
// Update constraint data in the blueprint, since StartSimulation won't be called until next frame.
var bc = GetConstraintsByType(Oni.ConstraintType.BendTwist) as ObiConstraints<ObiBendTwistConstraintsBatch>;
if (bc != null)
for (int j = 0; j < bc.batchCount; ++j)
{
var batch = bc.GetBatch(j) as ObiBendTwistConstraintsBatch;
for (int i = 0; i < batch.activeConstraintCount; i++)
{
int indexA = batch.particleIndices[i * 2];
int indexB = batch.particleIndices[i * 2 + 1];
// calculate bone rotation delta in world space:
var boneDeltaAWS = boneBlueprint.transforms[indexA].rotation * Quaternion.Inverse(boneBlueprint.restOrientations[indexA]);
var boneDeltaBWS = boneBlueprint.transforms[indexB].rotation * Quaternion.Inverse(boneBlueprint.restOrientations[indexB]);
// apply delta to rest particle orientation:
var orientationA = boneDeltaAWS * boneBlueprint.root2WorldR * boneBlueprint.orientations[indexA];
var orientationB = boneDeltaBWS * boneBlueprint.root2WorldR * boneBlueprint.orientations[indexB];
batch.restDarbouxVectors[i] = ObiUtils.RestDarboux(orientationA, orientationB);
}
}
var sc = GetConstraintsByType(Oni.ConstraintType.Skin) as ObiConstraints<ObiSkinConstraintsBatch>;
if (sc != null)
for (int j = 0; j < sc.batchCount; ++j)
{
var batch = sc.GetBatch(j) as ObiSkinConstraintsBatch;
for (int i = 0; i < batch.activeConstraintCount; i++)
{
int index = batch.particleIndices[i];
batch.skinPoints[i] = solver.transform.worldToLocalMatrix.MultiplyPoint3x4(boneBlueprint.transforms[index].position);
}
}
}
private void ResetReferenceOrientations()
{
if (boneBlueprint != null)
for (int i = 1; i < boneBlueprint.restTransformOrientations.Count; ++i)
boneBlueprint.transforms[i].localRotation = boneBlueprint.restTransformOrientations[i];
}
private void UpdateRestShape()
{
// use current bone transforms as rest state for the simulation:
var bc = GetConstraintsByType(Oni.ConstraintType.BendTwist) as ObiConstraints<ObiBendTwistConstraintsBatch>;
var sbc = solver.GetConstraintsByType(Oni.ConstraintType.BendTwist) as ObiConstraints<ObiBendTwistConstraintsBatch>;
if (bendTwistConstraintsEnabled && bc != null && sbc != null)
{
// iterate up to the amount of entries in solverBatchOffsets, insteaf of bc.batchCount. This ensures
// the batches we access have been added to the solver, as solver.UpdateConstraints() could have not been called yet on a newly added actor.
for (int j = 0; j < solverBatchOffsets[(int)Oni.ConstraintType.BendTwist].Count; ++j)
{
var batch = bc.GetBatch(j) as ObiBendTwistConstraintsBatch;
var solverBatch = sbc.batches[j] as ObiBendTwistConstraintsBatch;
int offset = solverBatchOffsets[(int)Oni.ConstraintType.BendTwist][j];
if (solverBatch.restDarbouxVectors.isCreated)
{
if (solverBatch.restDarbouxVectors.computeBuffer == null)
solverBatch.restDarbouxVectors.SafeAsComputeBuffer<Vector4>();
for (int i = 0; i < batch.activeConstraintCount; i++)
{
int indexA = batch.particleIndices[i * 2];
int indexB = batch.particleIndices[i * 2 + 1];
// calculate bone rotation delta in world space:
var boneDeltaAWS = boneBlueprint.transforms[indexA].rotation * Quaternion.Inverse(boneBlueprint.restOrientations[indexA]);
var boneDeltaBWS = boneBlueprint.transforms[indexB].rotation * Quaternion.Inverse(boneBlueprint.restOrientations[indexB]);
// apply delta to rest particle orientation:
var orientationA = boneDeltaAWS * boneBlueprint.root2WorldR * boneBlueprint.orientations[indexA];
var orientationB = boneDeltaBWS * boneBlueprint.root2WorldR * boneBlueprint.orientations[indexB];
solverBatch.restDarbouxVectors[offset + i] = ObiUtils.RestDarboux(orientationA, orientationB);
}
solverBatch.restDarbouxVectors.Upload();
}
}
}
var sc = GetConstraintsByType(Oni.ConstraintType.Skin) as ObiConstraints<ObiSkinConstraintsBatch>;
var ssc = solver.GetConstraintsByType(Oni.ConstraintType.Skin) as ObiConstraints<ObiSkinConstraintsBatch>;
if (skinConstraintsEnabled && sc != null && ssc != null)
{
// iterate up to the amount of entries in solverBatchOffsets, insteaf of sc.batchCount. This ensures
// the batches we access have been added to the solver, as solver.UpdateConstraints() could have not been called yet on a newly added actor.
for (int j = 0; j < solverBatchOffsets[(int)Oni.ConstraintType.Skin].Count; ++j)
{
var batch = sc.GetBatch(j) as ObiSkinConstraintsBatch;
var solverBatch = ssc.batches[j] as ObiSkinConstraintsBatch;
int offset = solverBatchOffsets[(int)Oni.ConstraintType.Skin][j];
if (solverBatch.skinPoints.isCreated)
{
if (solverBatch.skinPoints.computeBuffer == null)
solverBatch.skinPoints.SafeAsComputeBuffer<Vector4>();
for (int i = 0; i < batch.activeConstraintCount; i++)
{
int index = batch.particleIndices[i];
solverBatch.skinPoints[offset + i] = solver.transform.worldToLocalMatrix.MultiplyPoint3x4(boneBlueprint.transforms[index].position);
}
solverBatch.skinPoints.Upload();
}
}
}
}
private void CopyParticleDataToTransforms()
{
if (isLoaded && boneBlueprint != null)
{
// copy current particle transforms to bones:
for (int i = 1; i < particleCount; ++i)
{
var trfm = boneBlueprint.transforms[i];
if (stretchBones)
trfm.position = GetParticlePosition(solverIndices[i]);
var delta = GetParticleOrientation(solverIndices[i]) * Quaternion.Inverse(boneBlueprint.root2WorldR * boneBlueprint.orientations[i]);
trfm.rotation = delta * boneBlueprint.restOrientations[i];
}
}
}
}
}