using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { /// /// Using a spline to limit the range of rotation on universal and ball-and-socket joints. /// Reachable area is defined by an AnimationCurve orthogonally mapped onto a sphere. /// [HelpURL("http://www.root-motion.com/finalikdox/html/page14.html")] [AddComponentMenu("Scripts/RootMotion.FinalIK/Rotation Limits/Rotation Limit Spline")] public class RotationLimitSpline : RotationLimit { // Open the User Manual URL [ContextMenu("User Manual")] private void OpenUserManual() { Application.OpenURL("http://www.root-motion.com/finalikdox/html/page14.html"); } // Open the Script Reference URL [ContextMenu("Scrpt Reference")] private void OpenScriptReference() { Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit_spline.html"); } // Link to the Final IK Google Group [ContextMenu("Support Group")] void SupportGroup() { Application.OpenURL("https://groups.google.com/forum/#!forum/final-ik"); } // Link to the Final IK Asset Store thread in the Unity Community [ContextMenu("Asset Store Thread")] void ASThread() { Application.OpenURL("http://forum.unity3d.com/threads/final-ik-full-body-ik-aim-look-at-fabrik-ccd-ik-1-0-released.222685/"); } #region Main Interface /// /// Limit of twist rotation around the main axis. /// [Range(0f, 180f)] public float twistLimit = 180; /// /// Set the spline keyframes. /// /// /// Keyframes. /// public void SetSpline(Keyframe[] keyframes) { spline.keys = keyframes; } /* * The AnimationCurve orthogonally mapped onto a sphere that defines the swing limits * */ [HideInInspector] public AnimationCurve spline; #endregion Main Interface /* * Limits the rotation in the local space of this instance's Transform. * */ protected override Quaternion LimitRotation(Quaternion rotation) { // Subtracting off-limits swing Quaternion swing = LimitSwing(rotation); // Apply twist limits return LimitTwist(swing, axis, secondaryAxis, twistLimit); } /* * Apply the swing rotation limits * */ public Quaternion LimitSwing(Quaternion rotation) { if (axis == Vector3.zero) return rotation; // Ignore with zero axes if (rotation == Quaternion.identity) return rotation; // Assuming initial rotation is in the reachable area // Get the rotation angle orthogonal to Axis Vector3 swingAxis = rotation * axis; float angle = GetOrthogonalAngle(swingAxis, secondaryAxis, axis); // Convert angle from 180 to 360 degrees representation float dot = Vector3.Dot(swingAxis, crossAxis); if (dot < 0) angle = 180 + (180 - angle); // Evaluate the limit for this angle float limit = spline.Evaluate(angle); // Get the limited swing axis Quaternion swingRotation = Quaternion.FromToRotation(axis, swingAxis); Quaternion limitedSwingRotation = Quaternion.RotateTowards(Quaternion.identity, swingRotation, limit); // Rotation from current(illegal) swing rotation to the limited(legal) swing rotation Quaternion toLimits = Quaternion.FromToRotation(swingAxis, limitedSwingRotation * axis); // Subtract the illegal rotation return toLimits * rotation; } } }