using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
///
/// Offsets the transform from its (animated) rotation
///
[System.Serializable]
public class ConstraintRotationOffset: Constraint {
#region Main Interface
///
/// The rotation offset in world space.
///
public Quaternion offset;
public override void UpdateConstraint() {
if (weight <= 0) return;
if (!isValid) return;
// Initiating
if (!initiated) {
// Storing default rotations.
defaultLocalRotation = transform.localRotation;
lastLocalRotation = transform.localRotation;
initiated = true;
}
// Check if rotation has changed. If true, set default local rotation to current.
if (rotationChanged) defaultLocalRotation = transform.localRotation;
// Offsetting the rotation
transform.localRotation = defaultLocalRotation;
transform.rotation = Quaternion.Slerp(transform.rotation, offset, weight);
// Store the current local rotation to check if it has changed in the next update.
lastLocalRotation = transform.localRotation;
}
#endregion Main Interface
public ConstraintRotationOffset() {}
public ConstraintRotationOffset(Transform transform) {
this.transform = transform;
}
private Quaternion defaultRotation, defaultLocalRotation, lastLocalRotation, defaultTargetLocalRotation;
private bool initiated;
/*
* Check if rotation has been changed by animation or any other external script.
* If not, consider the object to be static and offset only from the default rotation.
* */
private bool rotationChanged {
get {
return transform.localRotation != lastLocalRotation;
}
}
}
}