using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { /// /// Simple angular rotation limit. /// [HelpURL("http://www.root-motion.com/finalikdox/html/page14.html")] [AddComponentMenu("Scripts/RootMotion.FinalIK/Rotation Limits/Rotation Limit Angle")] public class RotationLimitAngle : RotationLimit { // Open the User Manual URL [ContextMenu("User Manual")] private void OpenUserManual() { Application.OpenURL("http://www.root-motion.com/finalikdox/html/page14.html"); } // Open the Script Reference URL [ContextMenu("Scrpt Reference")] private void OpenScriptReference() { Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit_angle.html"); } // Link to the Final IK Google Group [ContextMenu("Support Group")] void SupportGroup() { Application.OpenURL("https://groups.google.com/forum/#!forum/final-ik"); } // Link to the Final IK Asset Store thread in the Unity Community [ContextMenu("Asset Store Thread")] void ASThread() { Application.OpenURL("http://forum.unity3d.com/threads/final-ik-full-body-ik-aim-look-at-fabrik-ccd-ik-1-0-released.222685/"); } #region Main Interface /// /// The swing limit. /// [Range(0f, 180f)] public float limit = 45; /// /// Limit of twist rotation around the main axis. /// [Range(0f, 180f)] public float twistLimit = 180; #endregion Main Interface /* * Limits the rotation in the local space of this instance's Transform. * */ protected override Quaternion LimitRotation(Quaternion rotation) { // Subtracting off-limits swing Quaternion swing = LimitSwing(rotation); // Apply twist limits return LimitTwist(swing, axis, secondaryAxis, twistLimit); } /* * Apply swing limits * */ private Quaternion LimitSwing(Quaternion rotation) { if (axis == Vector3.zero) return rotation; // Ignore with zero axes if (rotation == Quaternion.identity) return rotation; // Assuming initial rotation is in the reachable area if (limit >= 180) return rotation; Vector3 swingAxis = rotation * axis; // Get the limited swing axis Quaternion swingRotation = Quaternion.FromToRotation(axis, swingAxis); Quaternion limitedSwingRotation = Quaternion.RotateTowards(Quaternion.identity, swingRotation, limit); // Rotation from current(illegal) swing rotation to the limited(legal) swing rotation Quaternion toLimits = Quaternion.FromToRotation(swingAxis, limitedSwingRotation * axis); // Subtract the illegal rotation return toLimits * rotation; } } }