using UnityEngine; using System.Collections; using System; namespace RootMotion.FinalIK { /// /// Posing the children of a Transform to match the children of another Transform that has different bone orientations. /// public class UniversalPoser : Poser { /// /// Mapping a bone to its target /// [System.Serializable] public class Map { public Transform bone; [HideInInspector] public Transform target; private Vector3 defaultLocalPosition; private Quaternion defaultLocalRotation; // Custom constructor public Map(Transform bone, Transform target) { this.bone = bone; this.target = target; StoreDefaultState(); } public void StoreDefaultState() { defaultLocalPosition = bone.localPosition; defaultLocalRotation = bone.localRotation; } public void FixTransform() { bone.localPosition = defaultLocalPosition; bone.localRotation = defaultLocalRotation; } // Update mapping public void Update(float localRotationWeight, float localPositionWeight, Vector3 targetAxis1, Vector3 targetAxis2, Vector3 axis1, Vector3 axis2) { if (targetAxis1 == axis1 && targetAxis2 == axis2) { bone.localRotation = Quaternion.Lerp(bone.localRotation, target.localRotation, localRotationWeight); } else { Quaternion r = Quaternion.Lerp(bone.localRotation, QuaTools.MatchRotation(target.localRotation, targetAxis1, targetAxis2, axis1, axis2), localRotationWeight); Quaternion c = QuaTools.MatchRotation(Quaternion.identity, targetAxis1, targetAxis2, axis1, axis2); bone.localRotation = c * r; } //bone.localPosition = Vector3.Lerp(bone.localPosition, target.localPosition, localPositionWeight); //TODO } } [Tooltip("Choose 2 axes of a finger bone. For example 1 pointing towards the next finger and 2 pointing up. Select a finger bone in the InteractionTarget hierarchy and see which local axis points towards the next bone and which local axis points up and set targetAxis1 and targetAxis2 accordingly. Then select a finger in this poser's hierarchy and do the same for axis1 and axis2.")] public Vector3 targetAxis1, targetAxis2, axis1, axis2; [Tooltip("List of bones must match InteractionTarget's list of bones in both array size and hierarchy.")] public Map[] bones; public override void AutoMapping() {} public override void AutoMapping(Transform[] bones) { if (bones.Length != this.bones.Length) { Debug.LogError("Trying to use UniversalPoser with an InteractionTarget that has a different number of bones. Bones must match with UniversalPoser bones in both array size and hierarchy", transform); return; } for (int i = 0; i < this.bones.Length; i++) { this.bones[i].target = bones[i]; } StoreDefaultState(); } protected override void InitiatePoser() { StoreDefaultState(); } protected override void UpdatePoser() { if (weight <= 0f) return; if (localPositionWeight <= 0f && localRotationWeight <= 0f) return; if (poseRoot == null) return; // Calculate weights float rW = localRotationWeight * weight; float pW = localPositionWeight * weight; // Lerping the localRotation and the localPosition for (int i = 0; i < bones.Length; i++) bones[i].Update(rW, pW, targetAxis1, targetAxis2, axis1, axis2); } protected override void FixPoserTransforms() { for (int i = 0; i < bones.Length; i++) { bones[i].FixTransform(); } } private void StoreDefaultState() { for (int i = 0; i < bones.Length; i++) { bones[i].StoreDefaultState(); } } // Returns a Transform from the array that has the specified name private Transform GetTargetNamed(string tName, Transform[] array) { for (int i = 0; i < array.Length; i++) { if (array[i].name == tName) return array[i]; } return null; } } }