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]; } } }