using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
///
/// A wrapper for making IKSolverVRArm work with other IK components.
///
[System.Serializable]
public class IKSolverArm : IKSolver {
[Range(0f, 1f)]
public float IKRotationWeight = 1f;
///
/// The %IK rotation target.
///
public Quaternion IKRotation = Quaternion.identity;
public IKSolver.Point chest = new IKSolver.Point();
public IKSolver.Point shoulder = new IKSolver.Point();
public IKSolver.Point upperArm = new IKSolver.Point();
public IKSolver.Point forearm = new IKSolver.Point();
public IKSolver.Point hand = new IKSolver.Point();
public bool isLeft;
public IKSolverVR.Arm arm = new IKSolverVR.Arm();
private Vector3[] positions = new Vector3[6];
private Quaternion[] rotations = new Quaternion[6];
public override bool IsValid(ref string message) {
if (chest.transform == null || shoulder.transform == null || upperArm.transform == null || forearm.transform == null || hand.transform == null) {
message = "Please assign all bone slots of the Arm IK solver.";
return false;
}
Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(new Transform[5] { chest.transform, shoulder.transform, upperArm.transform, forearm.transform, hand.transform });
if (duplicate != null) {
message = duplicate.name + " is represented multiple times in the ArmIK.";
return false;
}
return true;
}
///
/// Reinitiate the solver with new bone Transforms.
///
///
/// Returns true if the new chain is valid.
///
public bool SetChain(Transform chest, Transform shoulder, Transform upperArm, Transform forearm, Transform hand, Transform root) {
this.chest.transform = chest;
this.shoulder.transform = shoulder;
this.upperArm.transform = upperArm;
this.forearm.transform = forearm;
this.hand.transform = hand;
Initiate(root);
return initiated;
}
public override IKSolver.Point[] GetPoints() {
return new IKSolver.Point[5] { (IKSolver.Point)chest, (IKSolver.Point)shoulder, (IKSolver.Point)upperArm, (IKSolver.Point)forearm, (IKSolver.Point)hand };
}
public override IKSolver.Point GetPoint(Transform transform) {
if (chest.transform == transform) return (IKSolver.Point)chest;
if (shoulder.transform == transform) return (IKSolver.Point)shoulder;
if (upperArm.transform == transform) return (IKSolver.Point)upperArm;
if (forearm.transform == transform) return (IKSolver.Point)forearm;
if (hand.transform == transform) return (IKSolver.Point)hand;
return null;
}
public override void StoreDefaultLocalState() {
shoulder.StoreDefaultLocalState();
upperArm.StoreDefaultLocalState();
forearm.StoreDefaultLocalState();
hand.StoreDefaultLocalState();
}
public override void FixTransforms() {
if (!initiated) return;
shoulder.FixTransform();
upperArm.FixTransform();
forearm.FixTransform();
hand.FixTransform();
}
protected override void OnInitiate() {
IKPosition = hand.transform.position;
IKRotation = hand.transform.rotation;
Read ();
}
protected override void OnUpdate() {
Read ();
Solve ();
Write ();
}
private void Solve() {
arm.PreSolve ();
arm.ApplyOffsets( );
arm.Solve (isLeft);
arm.ResetOffsets ();
}
private void Read() {
arm.IKPosition = IKPosition;
arm.positionWeight = IKPositionWeight;
arm.IKRotation = IKRotation;
arm.rotationWeight = IKRotationWeight;
positions [0] = root.position;
positions [1] = chest.transform.position;
positions [2] = shoulder.transform.position;
positions [3] = upperArm.transform.position;
positions [4] = forearm.transform.position;
positions [5] = hand.transform.position;
rotations [0] = root.rotation;
rotations [1] = chest.transform.rotation;
rotations [2] = shoulder.transform.rotation;
rotations [3] = upperArm.transform.rotation;
rotations [4] = forearm.transform.rotation;
rotations [5] = hand.transform.rotation;
arm.Read(positions, rotations, false, false, true, false, false, 1, 2);
}
private void Write() {
arm.Write (ref positions, ref rotations);
shoulder.transform.rotation = rotations [2];
upperArm.transform.rotation = rotations [3];
forearm.transform.rotation = rotations [4];
hand.transform.rotation = rotations [5];
forearm.transform.position = positions[4];
hand.transform.position = positions[5];
}
}
}