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61 lines
1.8 KiB
C#

using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// Hybrid %IK solver designed for mapping a character to a VR headset and 2 hand controllers
/// </summary>
public partial class IKSolverVR: IKSolver {
[System.Serializable]
public partial class Locomotion {
[System.Serializable]
public enum Mode
{
Procedural = 0,
Animated = 1,
}
[Tooltip("Procedural (legacy) or animated locomotion.")]
/// <summary>
/// Procedural (legacy) or animated locomotion.
/// </summary>
public Mode mode;
[Tooltip("Used for blending in/out of procedural/animated locomotion.")]
/// <summary>
/// Used for blending in/out of procedural/animated locomotion.
/// </summary>
[Range(0f, 1f)]
public float weight = 1f;
public void Initiate(Animator animator, Vector3[] positions, Quaternion[] rotations, bool hasToes, float scale) {
Initiate_Procedural(positions, rotations, hasToes, scale);
Initiate_Animated(animator, positions);
}
public void Reset(Vector3[] positions, Quaternion[] rotations) {
Reset_Procedural(positions, rotations);
Reset_Animated(positions);
}
public void Relax()
{
Relax_Procedural();
}
public void AddDeltaRotation(Quaternion delta, Vector3 pivot) {
AddDeltaRotation_Procedural(delta, pivot);
AddDeltaRotation_Animated(delta, pivot);
}
public void AddDeltaPosition(Vector3 delta) {
AddDeltaPosition_Procedural(delta);
AddDeltaPosition_Animated(delta);
}
}
}
}