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83 lines
2.6 KiB
C#
83 lines
2.6 KiB
C#
using UnityEngine;
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using System.Collections;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// Simple angular rotation limit.
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/// </summary>
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[HelpURL("http://www.root-motion.com/finalikdox/html/page14.html")]
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[AddComponentMenu("Scripts/RootMotion.FinalIK/Rotation Limits/Rotation Limit Angle")]
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public class RotationLimitAngle : RotationLimit {
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// Open the User Manual URL
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[ContextMenu("User Manual")]
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private void OpenUserManual() {
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Application.OpenURL("http://www.root-motion.com/finalikdox/html/page14.html");
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}
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// Open the Script Reference URL
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[ContextMenu("Scrpt Reference")]
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private void OpenScriptReference() {
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Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit_angle.html");
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}
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// Link to the Final IK Google Group
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[ContextMenu("Support Group")]
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void SupportGroup() {
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Application.OpenURL("https://groups.google.com/forum/#!forum/final-ik");
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}
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// Link to the Final IK Asset Store thread in the Unity Community
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[ContextMenu("Asset Store Thread")]
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void ASThread() {
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Application.OpenURL("http://forum.unity3d.com/threads/final-ik-full-body-ik-aim-look-at-fabrik-ccd-ik-1-0-released.222685/");
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}
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#region Main Interface
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/// <summary>
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/// The swing limit.
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/// </summary>
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[Range(0f, 180f)] public float limit = 45;
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/// <summary>
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/// Limit of twist rotation around the main axis.
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/// </summary>
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[Range(0f, 180f)] public float twistLimit = 180;
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#endregion Main Interface
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/*
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* Limits the rotation in the local space of this instance's Transform.
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* */
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protected override Quaternion LimitRotation(Quaternion rotation) {
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// Subtracting off-limits swing
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Quaternion swing = LimitSwing(rotation);
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// Apply twist limits
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return LimitTwist(swing, axis, secondaryAxis, twistLimit);
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}
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/*
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* Apply swing limits
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* */
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private Quaternion LimitSwing(Quaternion rotation) {
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if (axis == Vector3.zero) return rotation; // Ignore with zero axes
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if (rotation == Quaternion.identity) return rotation; // Assuming initial rotation is in the reachable area
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if (limit >= 180) return rotation;
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Vector3 swingAxis = rotation * axis;
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// Get the limited swing axis
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Quaternion swingRotation = Quaternion.FromToRotation(axis, swingAxis);
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Quaternion limitedSwingRotation = Quaternion.RotateTowards(Quaternion.identity, swingRotation, limit);
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// Rotation from current(illegal) swing rotation to the limited(legal) swing rotation
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Quaternion toLimits = Quaternion.FromToRotation(swingAxis, limitedSwingRotation * axis);
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// Subtract the illegal rotation
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return toLimits * rotation;
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}
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}
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}
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