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71 lines
1.8 KiB
C#
71 lines
1.8 KiB
C#
6 months ago
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using UnityEngine;
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using System.Collections;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// The base abstract class for all class that are translating a hierarchy of bones to match the translation of bones in another hierarchy.
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/// </summary>
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public abstract class Poser: SolverManager {
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/// <summary>
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/// Reference to the other Transform (should be identical to this one)
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/// </summary>
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public Transform poseRoot;
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/// <summary>
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/// The master weight.
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/// </summary>
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[Range(0f, 1f)] public float weight = 1f;
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/// <summary>
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/// Weight of localRotation matching
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/// </summary>
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[Range(0f, 1f)] public float localRotationWeight = 1f;
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/// <summary>
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/// Weight of localPosition matching
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/// </summary>
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[Range(0f, 1f)] public float localPositionWeight;
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/// <summary>
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/// Map this instance to the poseRoot.
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/// </summary>
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public abstract void AutoMapping();
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public virtual void AutoMapping(Transform[] bones) { }
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/// <summary>
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/// For manual update of the poser.
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/// </summary>
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public void UpdateManual() {
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UpdatePoser();
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}
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private bool initiated;
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protected abstract void InitiatePoser();
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protected abstract void UpdatePoser();
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protected abstract void FixPoserTransforms();
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/*
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* Updates the solver. If you need full control of the execution order of your IK solvers, disable this script and call UpdateSolver() instead.
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* */
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protected override void UpdateSolver() {
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if (!initiated) InitiateSolver();
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if (!initiated) return;
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UpdatePoser();
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}
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/*
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* Initiates the %IK solver
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* */
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protected override void InitiateSolver() {
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if (initiated) return;
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InitiatePoser();
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initiated = true;
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}
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protected override void FixTransforms() {
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if (!initiated) return;
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FixPoserTransforms();
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}
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}
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}
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