using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
///
/// Posing the children of a Transform to match the children of another Transform
///
public class HandPoser : Poser {
public override void AutoMapping() {
if (poseRoot == null) poseChildren = new Transform[0];
else poseChildren = (Transform[])poseRoot.GetComponentsInChildren();
_poseRoot = poseRoot;
}
protected override void InitiatePoser() {
// Find the children
children = (Transform[])GetComponentsInChildren();
StoreDefaultState();
}
protected override void FixPoserTransforms() {
for (int i = 0; i < children.Length; i++) {
children[i].localPosition = defaultLocalPositions[i];
children[i].localRotation = defaultLocalRotations[i];
}
}
protected override void UpdatePoser() {
if (weight <= 0f) return;
if (localPositionWeight <= 0f && localRotationWeight <= 0f) return;
// Get the children, if we don't have them already
if (_poseRoot != poseRoot) AutoMapping();
if (poseRoot == null) return;
// Something went wrong
if (children.Length != poseChildren.Length) {
Warning.Log("Number of children does not match with the pose", transform);
return;
}
// Calculate weights
float rW = localRotationWeight * weight;
float pW = localPositionWeight * weight;
// Lerping the localRotation and the localPosition
for (int i = 0; i < children.Length; i++) {
if (children[i] != transform) {
children[i].localRotation = Quaternion.Lerp(children[i].localRotation, poseChildren[i].localRotation, rW);
children[i].localPosition = Vector3.Lerp(children[i].localPosition, poseChildren[i].localPosition, pW);
}
}
}
protected Transform[] children;
private Transform _poseRoot;
private Transform[] poseChildren;
private Vector3[] defaultLocalPositions;
private Quaternion[] defaultLocalRotations;
protected void StoreDefaultState() {
defaultLocalPositions = new Vector3[children.Length];
defaultLocalRotations = new Quaternion[children.Length];
for (int i = 0; i < children.Length; i++) {
defaultLocalPositions[i] = children[i].localPosition;
defaultLocalRotations[i] = children[i].localRotation;
}
}
}
}