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); } } } }