You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
138 lines
4.3 KiB
C#
138 lines
4.3 KiB
C#
using UnityEngine;
|
|
using System.Collections;
|
|
|
|
namespace RootMotion {
|
|
|
|
/// <summary>
|
|
/// Contains the information about which way the limbs should be bent.
|
|
/// </summary>
|
|
[System.Serializable]
|
|
public class BipedLimbOrientations {
|
|
|
|
[System.Serializable]
|
|
public class LimbOrientation {
|
|
public Vector3 upperBoneForwardAxis;
|
|
public Vector3 lowerBoneForwardAxis;
|
|
public Vector3 lastBoneLeftAxis;
|
|
|
|
public LimbOrientation(Vector3 upperBoneForwardAxis, Vector3 lowerBoneForwardAxis, Vector3 lastBoneLeftAxis) {
|
|
this.upperBoneForwardAxis = upperBoneForwardAxis;
|
|
this.lowerBoneForwardAxis = lowerBoneForwardAxis;
|
|
this.lastBoneLeftAxis = lastBoneLeftAxis;
|
|
}
|
|
}
|
|
|
|
public LimbOrientation leftArm, rightArm, leftLeg, rightLeg;
|
|
|
|
/// <summary>
|
|
/// Initializes a new instance of the <see cref="RootMotion.FinalIK.FullBodyBipedBendDirections"/> class.
|
|
/// </summary>
|
|
public BipedLimbOrientations (LimbOrientation leftArm, LimbOrientation rightArm, LimbOrientation leftLeg, LimbOrientation rightLeg) {
|
|
this.leftArm = leftArm;
|
|
this.rightArm = rightArm;
|
|
this.leftLeg = leftLeg;
|
|
this.rightLeg = rightLeg;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the local bend directions of the standard UMA skeleton.
|
|
/// </summary>
|
|
public static BipedLimbOrientations UMA {
|
|
get {
|
|
return new BipedLimbOrientations(
|
|
new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.forward),
|
|
new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.back),
|
|
new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.down),
|
|
new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.down)
|
|
);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the local bend directions of the standard 3ds Max Biped skeleton.
|
|
/// </summary>
|
|
public static BipedLimbOrientations MaxBiped {
|
|
get {
|
|
return new BipedLimbOrientations(
|
|
new LimbOrientation(Vector3.down, Vector3.down, Vector3.down),
|
|
new LimbOrientation(Vector3.down, Vector3.down, Vector3.up),
|
|
new LimbOrientation(Vector3.up, Vector3.up, Vector3.back),
|
|
new LimbOrientation(Vector3.up, Vector3.up, Vector3.back)
|
|
);
|
|
}
|
|
}
|
|
|
|
/*
|
|
/// <summary>
|
|
/// Contains the local axes of the limb bones that they should bend towards.
|
|
/// </summary>
|
|
[System.Serializable]
|
|
public class Limb {
|
|
public Vector3 upper = Vector3.forward, lower = Vector3.forward, last = Vector3.right;
|
|
|
|
public Limb (Vector3 common) {
|
|
this.upper = common;
|
|
this.lower = common;
|
|
this.last = common;
|
|
}
|
|
|
|
public Limb (Vector3 upper, Vector3 lower, Vector3 last) {
|
|
this.upper = upper;
|
|
this.lower = lower;
|
|
this.last = last;
|
|
}
|
|
}
|
|
|
|
public Limb leftArm, rightArm, leftLeg, rightLeg;
|
|
|
|
/// <summary>
|
|
/// Initializes a new instance of the <see cref="RootMotion.FinalIK.FullBodyBipedBendDirections"/> class.
|
|
/// </summary>
|
|
public FullBodyBipedBendDirections(Vector3 upper, Vector3 lower, Vector3 last) {
|
|
this.leftArm = new Limb(upper, lower, last);
|
|
this.rightArm = new Limb(upper, lower, last);
|
|
this.leftLeg = new Limb(upper, lower, last);
|
|
this.rightLeg = new Limb(upper, lower, last);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initializes a new instance of the <see cref="RootMotion.FinalIK.FullBodyBipedBendAxes"/> struct.
|
|
/// </summary>
|
|
public FullBodyBipedBendDirections(Limb leftArm, Limb rightArm, Limb leftLeg, Limb rightLeg) {
|
|
this.leftArm = leftArm;
|
|
this.rightArm = rightArm;
|
|
this.leftLeg = leftLeg;
|
|
this.rightLeg = rightLeg;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the local bend directions of the standard UMA skeleton.
|
|
/// </summary>
|
|
public static FullBodyBipedBendDirections UMA {
|
|
get {
|
|
return new FullBodyBipedBendDirections(
|
|
new Limb(Vector3.back, Vector3.back, Vector3.back),
|
|
new Limb(Vector3.back, Vector3.back, Vector3.forward),
|
|
new Limb(Vector3.forward, Vector3.forward, Vector3.down),
|
|
new Limb(Vector3.forward, Vector3.forward, Vector3.down)
|
|
);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the local bend directions of the standard 3ds Max Biped skeleton.
|
|
/// </summary>
|
|
public static FullBodyBipedBendDirections MaxBiped {
|
|
get {
|
|
return new FullBodyBipedBendDirections(
|
|
new Limb(Vector3.up, Vector3.up, Vector3.up),
|
|
new Limb(Vector3.up, Vector3.up, Vector3.down),
|
|
new Limb(Vector3.up, Vector3.up, Vector3.back),
|
|
new Limb(Vector3.up, Vector3.up, Vector3.back)
|
|
);
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
}
|