using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
///
/// The hinge rotation limit limits the rotation to 1 degree of freedom around Axis. This rotation limit is additive which means the limits can exceed 360 degrees.
///
[HelpURL("http://www.root-motion.com/finalikdox/html/page14.html")]
[AddComponentMenu("Scripts/RootMotion.FinalIK/Rotation Limits/Rotation Limit Hinge")]
public class RotationLimitHinge : 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_hinge.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
///
/// Should the rotation be limited around the axis?
///
public bool useLimits = true;
///
/// The min limit around the axis.
///
public float min = -45;
///
/// The max limit around the axis.
///
public float max = 90;
#endregion Main Interface
/*
* Limits the rotation in the local space of this instance's Transform.
* */
protected override Quaternion LimitRotation(Quaternion rotation) {
lastRotation = LimitHinge(rotation);
return lastRotation;
}
[HideInInspector] public float zeroAxisDisplayOffset; // Angular offset of the scene view display of the Hinge rotation limit
private Quaternion lastRotation = Quaternion.identity;
private float lastAngle;
/*
* Apply the hinge rotation limit
* */
private Quaternion LimitHinge(Quaternion rotation) {
// If limit is zero return rotation fixed to axis
if (min == 0 && max == 0 && useLimits) return Quaternion.AngleAxis(0, axis);
// Get 1 degree of freedom rotation along axis
Quaternion free1DOF = Limit1DOF(rotation, axis);
if (!useLimits) return free1DOF;
// Get offset from last rotation in angle-axis representation
Quaternion addR = free1DOF * Quaternion.Inverse(lastRotation);
float addA = Quaternion.Angle(Quaternion.identity, addR);
Vector3 secondaryAxis = new Vector3(axis.z, axis.x, axis.y);
Vector3 cross = Vector3.Cross(secondaryAxis, axis);
if (Vector3.Dot(addR * secondaryAxis, cross) > 0f) addA = - addA;
// Clamp to limits
lastAngle = Mathf.Clamp(lastAngle + addA, min, max);
return Quaternion.AngleAxis(lastAngle, axis);
}
}
}