using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
///
/// %Constraints to rotation in world space
///
[System.Serializable]
public class ConstraintRotation : Constraint {
#region Main Interface
///
/// The target rotation.
///
public Quaternion rotation;
public override void UpdateConstraint() {
if (weight <= 0) return;
if (!isValid) return;
// Slerping to target rotation
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, weight);
}
#endregion Main Interface
public ConstraintRotation() {}
public ConstraintRotation(Transform transform) {
this.transform = transform;
}
}
}