using UnityEngine;
using System.Collections;
using System;
using RootMotion;
namespace RootMotion.FinalIK {
///
/// Hybrid %IK solver designed for mapping a character to a VR headset and 2 hand controllers.
///
public partial class IKSolverVR: IKSolver {
///
/// A base class for all IKSolverVR body parts.
///
[System.Serializable]
public abstract class BodyPart {
protected abstract void OnRead(Vector3[] positions, Quaternion[] rotations, bool hasChest, bool hasNeck, bool hasShoulders, bool hasToes, bool hasLegs, int rootIndex, int index);
public abstract void PreSolve();
public abstract void Write(ref Vector3[] solvedPositions, ref Quaternion[] solvedRotations);
public abstract void ApplyOffsets();
public abstract void ResetOffsets();
public float sqrMag { get; private set; }
public float mag { get; private set; }
[HideInInspector] public VirtualBone[] bones = new VirtualBone[0];
protected bool initiated;
protected Vector3 rootPosition;
protected Quaternion rootRotation = Quaternion.identity;
protected int index = -1;
protected int LOD;
public void SetLOD(int LOD)
{
this.LOD = LOD;
}
public void Read(Vector3[] positions, Quaternion[] rotations, bool hasChest, bool hasNeck, bool hasShoulders, bool hasToes, bool hasLegs, int rootIndex, int index) {
this.index = index;
rootPosition = positions[rootIndex];
rootRotation = rotations[rootIndex];
OnRead(positions, rotations, hasChest, hasNeck, hasShoulders, hasToes, hasLegs, rootIndex, index);
mag = VirtualBone.PreSolve(ref bones);
sqrMag = mag * mag;
initiated = true;
}
public void MovePosition(Vector3 position) {
Vector3 delta = position - bones[0].solverPosition;
foreach (VirtualBone bone in bones) bone.solverPosition += delta;
}
public void MoveRotation(Quaternion rotation) {
Quaternion delta = QuaTools.FromToRotation(bones[0].solverRotation, rotation);
VirtualBone.RotateAroundPoint(bones, 0, bones[0].solverPosition, delta);
}
public void Translate(Vector3 position, Quaternion rotation) {
MovePosition(position);
MoveRotation(rotation);
}
public void TranslateRoot(Vector3 newRootPos, Quaternion newRootRot) {
Vector3 deltaPosition = newRootPos - rootPosition;
rootPosition = newRootPos;
foreach (VirtualBone bone in bones) bone.solverPosition += deltaPosition;
Quaternion deltaRotation = QuaTools.FromToRotation(rootRotation, newRootRot);
rootRotation = newRootRot;
VirtualBone.RotateAroundPoint(bones, 0, newRootPos, deltaRotation);
}
public void RotateTo(VirtualBone bone, Quaternion rotation, float weight = 1f) {
if (weight <= 0f) return;
Quaternion q = QuaTools.FromToRotation(bone.solverRotation, rotation);
if (weight < 1f) q = Quaternion.Slerp(Quaternion.identity, q, weight);
for (int i = 0; i < bones.Length; i++) {
if (bones[i] == bone) {
VirtualBone.RotateAroundPoint(bones, i, bones[i].solverPosition, q);
return;
}
}
}
public void Visualize(Color color) {
for (int i = 0; i < bones.Length - 1; i++) {
Debug.DrawLine(bones[i].solverPosition, bones[i + 1].solverPosition, color);
}
}
public void Visualize() {
Visualize(Color.white);
}
}
}
}