1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889 |
- using UnityEngine;
- using System.Collections;
- using System;
- namespace RootMotion.FinalIK {
- /// <summary>
- /// BipedIK solver collection.
- /// </summary>
- [System.Serializable]
- public class BipedIKSolvers {
- /// <summary>
- /// The left foot
- /// </summary>
- public IKSolverLimb leftFoot = new IKSolverLimb(AvatarIKGoal.LeftFoot);
- /// <summary>
- /// The right foot.
- /// </summary>
- public IKSolverLimb rightFoot = new IKSolverLimb(AvatarIKGoal.RightFoot);
- /// <summary>
- /// The left hand.
- /// </summary>
- public IKSolverLimb leftHand = new IKSolverLimb(AvatarIKGoal.LeftHand);
- /// <summary>
- /// The right hand.
- /// </summary>
- public IKSolverLimb rightHand = new IKSolverLimb(AvatarIKGoal.RightHand);
- /// <summary>
- /// The spine.
- /// </summary>
- public IKSolverFABRIK spine = new IKSolverFABRIK();
- /// <summary>
- /// The Look At %IK.
- /// </summary>
- public IKSolverLookAt lookAt = new IKSolverLookAt();
- /// <summary>
- /// The Aim %IK. Rotates the spine to aim a transform's forward towards the target.
- /// </summary>
- public IKSolverAim aim = new IKSolverAim();
- /// <summary>
- /// %Constraints for manipulating the character's pelvis.
- /// </summary>
- public Constraints pelvis = new Constraints();
- /// <summary>
- /// Gets the array containing all the limbs.
- /// </summary>
- public IKSolverLimb[] limbs {
- get {
- if (_limbs == null || (_limbs != null && _limbs.Length != 4)) _limbs = new IKSolverLimb[4] { leftFoot, rightFoot, leftHand, rightHand };
- return _limbs;
- }
- }
- private IKSolverLimb[] _limbs;
-
- /// <summary>
- /// Gets the array containing all %IK solvers.
- /// </summary>
- public IKSolver[] ikSolvers {
- get {
- if (_ikSolvers == null || (_ikSolvers != null && _ikSolvers.Length != 7)) _ikSolvers = new IKSolver[7] { leftFoot, rightFoot, leftHand, rightHand, spine, lookAt, aim };
- return _ikSolvers;
- }
- }
- private IKSolver[] _ikSolvers;
-
- public void AssignReferences(BipedReferences references) {
- // Assigning limbs from references
- leftHand.SetChain(references.leftUpperArm, references.leftForearm, references.leftHand, references.root);
- rightHand.SetChain(references.rightUpperArm, references.rightForearm, references.rightHand, references.root);
- leftFoot.SetChain(references.leftThigh, references.leftCalf, references.leftFoot, references.root);
- rightFoot.SetChain(references.rightThigh, references.rightCalf, references.rightFoot, references.root);
- // Assigning spine bones from references
- spine.SetChain(references.spine, references.root);
- // Assigning lookAt bones from references
- lookAt.SetChain(references.spine, references.head, references.eyes, references.root);
- // Assigning Aim bones from references
- aim.SetChain(references.spine, references.root);
- leftFoot.goal = AvatarIKGoal.LeftFoot;
- rightFoot.goal = AvatarIKGoal.RightFoot;
- leftHand.goal = AvatarIKGoal.LeftHand;
- rightHand.goal = AvatarIKGoal.RightHand;
- }
- }
- }
|