holopy3/Assets/Plugins/RootMotion/FinalIK/_DEMOS/FBBIK/Scripts/FBIKHandsOnProp.cs

71 lines
2.8 KiB
C#
Raw Permalink Normal View History

2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
/// <summary>
/// Maintains FBBIK hands on a 2-handed prop, regardless of position offset of the hand effectors
/// </summary>
public class FBIKHandsOnProp: MonoBehaviour {
public FullBodyBipedIK ik; // Reference to the FBBIK component
public bool leftHanded;
void Awake() {
// Add to OnPreUpdate delegate to get a call before the solver starts updating
ik.solver.OnPreRead += OnPreRead;
}
private void OnPreRead() {
if (leftHanded) HandsOnProp(ik.solver.leftHandEffector, ik.solver.rightHandEffector);
else HandsOnProp(ik.solver.rightHandEffector, ik.solver.leftHandEffector);
}
private void HandsOnProp(IKEffector mainHand, IKEffector otherHand) {
// Get the animated direction from the main hand to the other hand
Vector3 toOtherHand = otherHand.bone.position - mainHand.bone.position;
// Get the hand direction relative to the main hand's rotation
Vector3 otherHandRelativeDirection = Quaternion.Inverse(mainHand.bone.rotation) * toOtherHand;
// Get the center point of two hands
Vector3 handsCenter = mainHand.bone.position + (toOtherHand * 0.5f);
// Get the other hand's rotation relative to the main hand's rotation
Quaternion otherHandRelativeRotation = Quaternion.Inverse(mainHand.bone.rotation) * otherHand.bone.rotation;
// Get the direction from the main hand to the other hand that icludes effector position offsets
Vector3 toOtherHandWithOffset = (otherHand.bone.position + otherHand.positionOffset) - (mainHand.bone.position + mainHand.positionOffset);
// Get the center point of two hands that includes effector position offsets
Vector3 handsCenterWithOffset = (mainHand.bone.position + mainHand.positionOffset) + (toOtherHand * 0.5f);
// Main hand position
mainHand.position = (mainHand.bone.position + mainHand.positionOffset) + (handsCenterWithOffset - handsCenter);
mainHand.positionWeight = 1f;
// Main hand rotation
Quaternion rotationOffset = Quaternion.FromToRotation(toOtherHand, toOtherHandWithOffset);
mainHand.bone.rotation = rotationOffset * mainHand.bone.rotation;
// Other hand position
otherHand.position = mainHand.position + mainHand.bone.rotation * otherHandRelativeDirection;
otherHand.positionWeight = 1f;
// Other hand rotation
otherHand.bone.rotation = mainHand.bone.rotation * otherHandRelativeRotation;
ik.solver.leftArmMapping.maintainRotationWeight = 1f;
ik.solver.rightArmMapping.maintainRotationWeight = 1f;
}
// Clean up delegates
void OnDestroy() {
if (ik != null) {
ik.solver.OnPreRead -= OnPreRead;
}
}
}
}