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;
}
}
}