using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { public class VRIKRootController : MonoBehaviour { public Vector3 pelvisTargetRight { get; private set; } private Transform pelvisTarget; private Transform leftFootTarget; private Transform rightFootTarget; private VRIK ik; void Awake() { ik = GetComponent(); ik.solver.OnPreUpdate += OnPreUpdate; Calibrate(); } public void Calibrate() { if (ik == null) { Debug.LogError("No VRIK found on VRIKRootController's GameObject.", transform); return; } pelvisTarget = ik.solver.spine.pelvisTarget; leftFootTarget = ik.solver.leftLeg.target; rightFootTarget = ik.solver.rightLeg.target; if (pelvisTarget != null) pelvisTargetRight = Quaternion.Inverse(pelvisTarget.rotation) * ik.references.root.right; } public void Calibrate(VRIKCalibrator.CalibrationData data) { if (ik == null) { Debug.LogError("No VRIK found on VRIKRootController's GameObject.", transform); return; } pelvisTarget = ik.solver.spine.pelvisTarget; leftFootTarget = ik.solver.leftLeg.target; rightFootTarget = ik.solver.rightLeg.target; if (pelvisTarget != null) { pelvisTargetRight = data.pelvisTargetRight; } } void OnPreUpdate() { if (!enabled) return; if (pelvisTarget != null) { ik.references.root.position = new Vector3(pelvisTarget.position.x, ik.references.root.position.y, pelvisTarget.position.z); Vector3 f = Vector3.Cross(pelvisTarget.rotation * pelvisTargetRight, ik.references.root.up); f.y = 0f; ik.references.root.rotation = Quaternion.LookRotation(f); ik.references.pelvis.position = Vector3.Lerp(ik.references.pelvis.position, pelvisTarget.position, ik.solver.spine.pelvisPositionWeight); ik.references.pelvis.rotation = Quaternion.Slerp(ik.references.pelvis.rotation, pelvisTarget.rotation, ik.solver.spine.pelvisRotationWeight); } else if (leftFootTarget != null && rightFootTarget != null) { ik.references.root.position = Vector3.Lerp(leftFootTarget.position, rightFootTarget.position, 0.5f); } } void OnDestroy() { if (ik != null) ik.solver.OnPreUpdate -= OnPreUpdate; } } }