holopy3/Assets/Plugins/RootMotion/FinalIK/InteractionSystem/InteractionTarget.cs
2020-12-10 15:25:12 +01:00

170 lines
6.7 KiB
C#

using UnityEngine;
using System.Collections;
using RootMotion;
namespace RootMotion.FinalIK {
/// <summary>
/// The target of an effector in the InteractionSystem.
/// </summary>
[HelpURL("https://www.youtube.com/watch?v=r5jiZnsDH3M")]
[AddComponentMenu("Scripts/RootMotion.FinalIK/Interaction System/Interaction Target")]
public class InteractionTarget : MonoBehaviour {
// Open the User Manual URL
[ContextMenu("User Manual")]
void OpenUserManual()
{
Application.OpenURL("http://www.root-motion.com/finalikdox/html/page10.html");
}
// Open the Script Reference URL
[ContextMenu("Scrpt Reference")]
void OpenScriptReference()
{
Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_target.html");
}
// Open a video tutorial video
[ContextMenu("TUTORIAL VIDEO (PART 1: BASICS)")]
void OpenTutorial1() {
Application.OpenURL("https://www.youtube.com/watch?v=r5jiZnsDH3M");
}
// Open a video tutorial video
[ContextMenu("TUTORIAL VIDEO (PART 2: PICKING UP...)")]
void OpenTutorial2() {
Application.OpenURL("https://www.youtube.com/watch?v=eP9-zycoHLk");
}
// Open a video tutorial video
[ContextMenu("TUTORIAL VIDEO (PART 3: ANIMATION)")]
void OpenTutorial3() {
Application.OpenURL("https://www.youtube.com/watch?v=sQfB2RcT1T4&index=14&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
}
// Open a video tutorial video
[ContextMenu("TUTORIAL VIDEO (PART 4: TRIGGERS)")]
void OpenTutorial4() {
Application.OpenURL("https://www.youtube.com/watch?v=-TDZpNjt2mk&index=15&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
}
// 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/");
}
/// <summary>
/// Multiplies the value of a weight curve for this effector target.
/// </summary>
[System.Serializable]
public class Multiplier {
/// <summary>
/// The curve type (InteractionObject.WeightCurve.Type).
/// </summary>
[Tooltip("The curve type (InteractionObject.WeightCurve.Type).")]
public InteractionObject.WeightCurve.Type curve;
/// <summary>
/// Multiplier of the curve's value.
/// </summary>
[Tooltip("Multiplier of the curve's value.")]
public float multiplier;
}
/// <summary>
/// The type of the FBBIK effector.
/// </summary>
[Tooltip("The type of the FBBIK effector.")]
public FullBodyBipedEffector effectorType;
/// <summary>
/// InteractionObject weight curve multipliers for this effector target.
/// </summary>
[Tooltip("InteractionObject weight curve multipliers for this effector target.")]
public Multiplier[] multipliers;
/// <summary>
/// The interaction speed multiplier for this effector. This can be used to make interactions faster/slower for specific effectors.
/// </summary>
[Tooltip("The interaction speed multiplier for this effector. This can be used to make interactions faster/slower for specific effectors.")]
public float interactionSpeedMlp = 1f;
/// <summary>
/// The pivot to twist/swing this interaction target about. For symmetric objects that can be interacted with from a certain angular range.
/// </summary>
[Tooltip("The pivot to twist/swing this interaction target about. For symmetric objects that can be interacted with from a certain angular range.")]
public Transform pivot;
/// <summary>
/// The axis of twisting the interaction target.
/// </summary>
[Tooltip("The axis of twisting the interaction target (blue line).")]
public Vector3 twistAxis = Vector3.up;
/// <summary>
/// The weight of twisting the interaction target towards the effector bone in the start of the interaction.
/// </summary>
[Tooltip("The weight of twisting the interaction target towards the effector bone in the start of the interaction.")]
public float twistWeight = 1f;
/// <summary>
/// The weight of swinging the interaction target towards the effector bone in the start of the interaction. Swing is defined as a 3-DOF rotation around any axis, while twist is only around the twist axis.
/// </summary>
[Tooltip("The weight of swinging the interaction target towards the effector bone in the start of the interaction. Swing is defined as a 3-DOF rotation around any axis, while twist is only around the twist axis.")]
public float swingWeight;
/// <summary>
/// If true, will twist/swing around the pivot only once at the start of the interaction. If false, will continue rotating throuout the whole interaction.
/// </summary>
[Tooltip("If true, will twist/swing around the pivot only once at the start of the interaction. If false, will continue rotating throuout the whole interaction.")]
public bool rotateOnce = true;
private Quaternion defaultLocalRotation;
private Transform lastPivot;
// Should a curve of the Type be ignored for this effector?
public float GetValue(InteractionObject.WeightCurve.Type curveType) {
for (int i = 0; i < multipliers.Length; i++) if (multipliers[i].curve == curveType) return multipliers[i].multiplier;
return 1f;
}
// Reset the twist and swing rotation of the target
public void ResetRotation() {
if (pivot != null) pivot.localRotation = defaultLocalRotation;
}
// Rotate this target towards a position
public void RotateTo(Vector3 position) {
if (pivot == null) return;
if (pivot != lastPivot) {
defaultLocalRotation = pivot.localRotation;
lastPivot = pivot;
}
// Rotate to the default local rotation
pivot.localRotation = defaultLocalRotation;
// Twisting around the twist axis
if (twistWeight > 0f) {
Vector3 targetTangent = transform.position - pivot.position;
Vector3 n = pivot.rotation * twistAxis;
Vector3 normal = n;
Vector3.OrthoNormalize(ref normal, ref targetTangent);
normal = n;
Vector3 direction = position - pivot.position;
Vector3.OrthoNormalize(ref normal, ref direction);
Quaternion q = QuaTools.FromToAroundAxis(targetTangent, direction, n);
pivot.rotation = Quaternion.Lerp(Quaternion.identity, q, twistWeight) * pivot.rotation;
}
// Swinging freely
if (swingWeight > 0f) {
Quaternion s = Quaternion.FromToRotation(transform.position - pivot.position, position - pivot.position);
pivot.rotation = Quaternion.Lerp(Quaternion.identity, s, swingWeight) * pivot.rotation;
}
}
}
}