holopy3/Assets/Plugins/RootMotion/Shared Scripts/BipedLimbOrientations.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
namespace RootMotion {
/// <summary>
/// Contains the information about which way the limbs should be bent.
/// </summary>
[System.Serializable]
public class BipedLimbOrientations {
[System.Serializable]
public class LimbOrientation {
public Vector3 upperBoneForwardAxis;
public Vector3 lowerBoneForwardAxis;
public Vector3 lastBoneLeftAxis;
public LimbOrientation(Vector3 upperBoneForwardAxis, Vector3 lowerBoneForwardAxis, Vector3 lastBoneLeftAxis) {
this.upperBoneForwardAxis = upperBoneForwardAxis;
this.lowerBoneForwardAxis = lowerBoneForwardAxis;
this.lastBoneLeftAxis = lastBoneLeftAxis;
}
}
public LimbOrientation leftArm, rightArm, leftLeg, rightLeg;
/// <summary>
/// Initializes a new instance of the <see cref="RootMotion.FinalIK.FullBodyBipedBendDirections"/> class.
/// </summary>
public BipedLimbOrientations (LimbOrientation leftArm, LimbOrientation rightArm, LimbOrientation leftLeg, LimbOrientation rightLeg) {
this.leftArm = leftArm;
this.rightArm = rightArm;
this.leftLeg = leftLeg;
this.rightLeg = rightLeg;
}
/// <summary>
/// Gets the local bend directions of the standard UMA skeleton.
/// </summary>
public static BipedLimbOrientations UMA {
get {
return new BipedLimbOrientations(
new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.forward),
new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.back),
new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.down),
new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.down)
);
}
}
/// <summary>
/// Gets the local bend directions of the standard 3ds Max Biped skeleton.
/// </summary>
public static BipedLimbOrientations MaxBiped {
get {
return new BipedLimbOrientations(
new LimbOrientation(Vector3.down, Vector3.down, Vector3.down),
new LimbOrientation(Vector3.down, Vector3.down, Vector3.up),
new LimbOrientation(Vector3.up, Vector3.up, Vector3.back),
new LimbOrientation(Vector3.up, Vector3.up, Vector3.back)
);
}
}
/*
/// <summary>
/// Contains the local axes of the limb bones that they should bend towards.
/// </summary>
[System.Serializable]
public class Limb {
public Vector3 upper = Vector3.forward, lower = Vector3.forward, last = Vector3.right;
public Limb (Vector3 common) {
this.upper = common;
this.lower = common;
this.last = common;
}
public Limb (Vector3 upper, Vector3 lower, Vector3 last) {
this.upper = upper;
this.lower = lower;
this.last = last;
}
}
public Limb leftArm, rightArm, leftLeg, rightLeg;
/// <summary>
/// Initializes a new instance of the <see cref="RootMotion.FinalIK.FullBodyBipedBendDirections"/> class.
/// </summary>
public FullBodyBipedBendDirections(Vector3 upper, Vector3 lower, Vector3 last) {
this.leftArm = new Limb(upper, lower, last);
this.rightArm = new Limb(upper, lower, last);
this.leftLeg = new Limb(upper, lower, last);
this.rightLeg = new Limb(upper, lower, last);
}
/// <summary>
/// Initializes a new instance of the <see cref="RootMotion.FinalIK.FullBodyBipedBendAxes"/> struct.
/// </summary>
public FullBodyBipedBendDirections(Limb leftArm, Limb rightArm, Limb leftLeg, Limb rightLeg) {
this.leftArm = leftArm;
this.rightArm = rightArm;
this.leftLeg = leftLeg;
this.rightLeg = rightLeg;
}
/// <summary>
/// Gets the local bend directions of the standard UMA skeleton.
/// </summary>
public static FullBodyBipedBendDirections UMA {
get {
return new FullBodyBipedBendDirections(
new Limb(Vector3.back, Vector3.back, Vector3.back),
new Limb(Vector3.back, Vector3.back, Vector3.forward),
new Limb(Vector3.forward, Vector3.forward, Vector3.down),
new Limb(Vector3.forward, Vector3.forward, Vector3.down)
);
}
}
/// <summary>
/// Gets the local bend directions of the standard 3ds Max Biped skeleton.
/// </summary>
public static FullBodyBipedBendDirections MaxBiped {
get {
return new FullBodyBipedBendDirections(
new Limb(Vector3.up, Vector3.up, Vector3.up),
new Limb(Vector3.up, Vector3.up, Vector3.down),
new Limb(Vector3.up, Vector3.up, Vector3.back),
new Limb(Vector3.up, Vector3.up, Vector3.back)
);
}
}
*/
}
}