70 lines
2.8 KiB
C#
70 lines
2.8 KiB
C#
using UnityEngine;
|
|
using System.Collections;
|
|
using RootMotion.FinalIK;
|
|
|
|
namespace RootMotion.Demos {
|
|
|
|
/// <summary>
|
|
/// Maintains FBBIK hands on a 2-handed prop, regardless of position offset of the hand effectors
|
|
/// </summary>
|
|
public class FBIKHandsOnProp: MonoBehaviour {
|
|
|
|
public FullBodyBipedIK ik; // Reference to the FBBIK component
|
|
public bool leftHanded;
|
|
|
|
void Awake() {
|
|
// Add to OnPreUpdate delegate to get a call before the solver starts updating
|
|
ik.solver.OnPreRead += OnPreRead;
|
|
}
|
|
|
|
private void OnPreRead() {
|
|
if (leftHanded) HandsOnProp(ik.solver.leftHandEffector, ik.solver.rightHandEffector);
|
|
else HandsOnProp(ik.solver.rightHandEffector, ik.solver.leftHandEffector);
|
|
}
|
|
|
|
private void HandsOnProp(IKEffector mainHand, IKEffector otherHand) {
|
|
// Get the animated direction from the main hand to the other hand
|
|
Vector3 toOtherHand = otherHand.bone.position - mainHand.bone.position;
|
|
|
|
// Get the hand direction relative to the main hand's rotation
|
|
Vector3 otherHandRelativeDirection = Quaternion.Inverse(mainHand.bone.rotation) * toOtherHand;
|
|
|
|
// Get the center point of two hands
|
|
Vector3 handsCenter = mainHand.bone.position + (toOtherHand * 0.5f);
|
|
|
|
// Get the other hand's rotation relative to the main hand's rotation
|
|
Quaternion otherHandRelativeRotation = Quaternion.Inverse(mainHand.bone.rotation) * otherHand.bone.rotation;
|
|
|
|
// Get the direction from the main hand to the other hand that icludes effector position offsets
|
|
Vector3 toOtherHandWithOffset = (otherHand.bone.position + otherHand.positionOffset) - (mainHand.bone.position + mainHand.positionOffset);
|
|
|
|
// Get the center point of two hands that includes effector position offsets
|
|
Vector3 handsCenterWithOffset = (mainHand.bone.position + mainHand.positionOffset) + (toOtherHand * 0.5f);
|
|
|
|
// Main hand position
|
|
mainHand.position = (mainHand.bone.position + mainHand.positionOffset) + (handsCenterWithOffset - handsCenter);
|
|
mainHand.positionWeight = 1f;
|
|
|
|
// Main hand rotation
|
|
Quaternion rotationOffset = Quaternion.FromToRotation(toOtherHand, toOtherHandWithOffset);
|
|
mainHand.bone.rotation = rotationOffset * mainHand.bone.rotation;
|
|
|
|
// Other hand position
|
|
otherHand.position = mainHand.position + mainHand.bone.rotation * otherHandRelativeDirection;
|
|
otherHand.positionWeight = 1f;
|
|
|
|
// Other hand rotation
|
|
otherHand.bone.rotation = mainHand.bone.rotation * otherHandRelativeRotation;
|
|
|
|
ik.solver.leftArmMapping.maintainRotationWeight = 1f;
|
|
ik.solver.rightArmMapping.maintainRotationWeight = 1f;
|
|
}
|
|
|
|
// Clean up delegates
|
|
void OnDestroy() {
|
|
if (ik != null) {
|
|
ik.solver.OnPreRead -= OnPreRead;
|
|
}
|
|
}
|
|
}
|
|
}
|