using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { /// /// A wrapper for making IKSolverVRLeg work with other IK components and the Grounder. /// [System.Serializable] public class IKSolverLeg : IKSolver { [Range(0f, 1f)] public float IKRotationWeight = 1f; /// /// The %IK rotation target. /// public Quaternion IKRotation = Quaternion.identity; public IKSolver.Point pelvis = new IKSolver.Point(); public IKSolver.Point thigh = new IKSolver.Point(); public IKSolver.Point calf = new IKSolver.Point(); public IKSolver.Point foot = new IKSolver.Point(); public IKSolver.Point toe = new IKSolver.Point(); public IKSolverVR.Leg leg = new IKSolverVR.Leg(); public Vector3 heelOffset; private Vector3[] positions = new Vector3[6]; private Quaternion[] rotations = new Quaternion[6]; public override bool IsValid(ref string message) { if (pelvis.transform == null || thigh.transform == null || calf.transform == null || foot.transform == null || toe.transform == null) { message = "Please assign all bone slots of the Leg IK solver."; return false; } Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(new Transform[5] { pelvis.transform, thigh.transform, calf.transform, foot.transform, toe.transform }); if (duplicate != null) { message = duplicate.name + " is represented multiple times in the LegIK."; return false; } return true; } /// /// Set IK rotation weight for the leg. /// public void SetRotationWeight(float weight) { IKRotationWeight = weight; } /// /// Reinitiate the solver with new bone Transforms. /// /// /// Returns true if the new chain is valid. /// public bool SetChain(Transform pelvis, Transform thigh, Transform calf, Transform foot, Transform toe, Transform root) { this.pelvis.transform = pelvis; this.thigh.transform = thigh; this.calf.transform = calf; this.foot.transform = foot; this.toe.transform = toe; Initiate(root); return initiated; } public override IKSolver.Point[] GetPoints() { return new IKSolver.Point[5] { (IKSolver.Point)pelvis, (IKSolver.Point)thigh, (IKSolver.Point)calf, (IKSolver.Point)foot, (IKSolver.Point)toe }; } public override IKSolver.Point GetPoint(Transform transform) { if (pelvis.transform == transform) return (IKSolver.Point)pelvis; if (thigh.transform == transform) return (IKSolver.Point)thigh; if (calf.transform == transform) return (IKSolver.Point)calf; if (foot.transform == transform) return (IKSolver.Point)foot; if (toe.transform == transform) return (IKSolver.Point)toe; return null; } public override void StoreDefaultLocalState() { thigh.StoreDefaultLocalState(); calf.StoreDefaultLocalState(); foot.StoreDefaultLocalState(); toe.StoreDefaultLocalState(); } public override void FixTransforms() { if (!initiated) return; thigh.FixTransform(); calf.FixTransform(); foot.FixTransform(); toe.FixTransform(); } protected override void OnInitiate() { IKPosition = toe.transform.position; IKRotation = toe.transform.rotation; Read (); } protected override void OnUpdate() { Read (); Solve (); Write (); } private void Solve() { leg.heelPositionOffset += heelOffset; leg.PreSolve (1f); leg.ApplyOffsets(1f); leg.Solve (true); leg.ResetOffsets (); } private void Read() { leg.IKPosition = IKPosition; leg.positionWeight = IKPositionWeight; leg.IKRotation = IKRotation; leg.rotationWeight = IKRotationWeight; positions [0] = root.position; positions [1] = pelvis.transform.position; positions [2] = thigh.transform.position; positions [3] = calf.transform.position; positions [4] = foot.transform.position; positions [5] = toe.transform.position; rotations [0] = root.rotation; rotations [1] = pelvis.transform.rotation; rotations [2] = thigh.transform.rotation; rotations [3] = calf.transform.rotation; rotations [4] = foot.transform.rotation; rotations [5] = toe.transform.rotation; leg.Read(positions, rotations, false, false, false, true, true, 1, 2); } private void Write() { leg.Write (ref positions, ref rotations); thigh.transform.rotation = rotations [2]; calf.transform.rotation = rotations [3]; foot.transform.rotation = rotations [4]; toe.transform.rotation = rotations [5]; calf.transform.position = positions[3]; foot.transform.position = positions[4]; } } }