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67 lines
2.1 KiB
C#

6 months ago
using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.FinalIK {
/// <summary>
/// Calculates bending direction and hand rotations for a FBBIK rig for VR hand controllers.
/// </summary>
public class FBBIKArmBending : MonoBehaviour {
public FullBodyBipedIK ik;
// Bend direction offset for the arms
public Vector3 bendDirectionOffsetLeft;
public Vector3 bendDirectionOffsetRight;
// Add some bend direction offset in character space
public Vector3 characterSpaceBendOffsetLeft;
public Vector3 characterSpaceBendOffsetRight;
private Quaternion leftHandTargetRotation;
private Quaternion rightHandTargetRotation;
private bool initiated;
void LateUpdate() {
if (ik == null) return;
if (!initiated) {
ik.solver.OnPostUpdate += OnPostFBBIK;
initiated = true;
}
// Left arm bend direction
if (ik.solver.leftHandEffector.target != null) {
Vector3 armAxisLeft = Vector3.left;
ik.solver.leftArmChain.bendConstraint.direction = ik.solver.leftHandEffector.target.rotation * armAxisLeft + ik.solver.leftHandEffector.target.rotation * bendDirectionOffsetLeft + ik.transform.rotation * characterSpaceBendOffsetLeft;
ik.solver.leftArmChain.bendConstraint.weight = 1f;
}
// Right arm bend direction
if (ik.solver.rightHandEffector.target != null) {
Vector3 armAxisRight = Vector3.right;
ik.solver.rightArmChain.bendConstraint.direction = ik.solver.rightHandEffector.target.rotation * armAxisRight + ik.solver.rightHandEffector.target.rotation * bendDirectionOffsetRight + ik.transform.rotation * characterSpaceBendOffsetRight;
ik.solver.rightArmChain.bendConstraint.weight = 1f;
}
}
void OnPostFBBIK() {
if (ik == null) return;
// Rotate hand bones
if (ik.solver.leftHandEffector.target != null) {
ik.references.leftHand.rotation = ik.solver.leftHandEffector.target.rotation;
}
if (ik.solver.rightHandEffector.target != null) {
ik.references.rightHand.rotation = ik.solver.rightHandEffector.target.rotation;
}
}
void OnDestroy() {
if (ik != null) ik.solver.OnPostUpdate -= OnPostFBBIK;
}
}
}