using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
///
/// Definition of FBBIK Offset pose.
///
public class OffsetPose: MonoBehaviour {
///
/// State of an effector in this pose
///
[System.Serializable]
public class EffectorLink {
[Tooltip("The effector type (this is just an enum)")] public FullBodyBipedEffector effector;
[Tooltip("Offset of the effector in this pose")] public Vector3 offset;
[Tooltip("Pin position relative to the solver root Transform")] public Vector3 pin;
[Tooltip("Pin weight vector")] public Vector3 pinWeight;
[Tooltip("Only applies for end effectors (hands, feet)")] public Vector3 rotationOffset;
// Apply positionOffset to the effector
public void Apply(IKSolverFullBodyBiped solver, float weight, Quaternion rotation) {
var e = solver.GetEffector(effector);
// Offset
e.positionOffset += rotation * offset * weight;
// Calculating pinned position
Vector3 pinPosition = solver.GetRoot().position + rotation * pin;
Vector3 pinPositionOffset = pinPosition - e.bone.position;
Vector3 pinWeightVector = pinWeight * Mathf.Abs(weight);
// Lerping to pinned position
e.positionOffset = new Vector3(
Mathf.Lerp(e.positionOffset.x, pinPositionOffset.x, pinWeightVector.x),
Mathf.Lerp(e.positionOffset.y, pinPositionOffset.y, pinWeightVector.y),
Mathf.Lerp(e.positionOffset.z, pinPositionOffset.z, pinWeightVector.z)
);
if (e.isEndEffector) e.bone.localRotation *= Quaternion.Euler(rotationOffset * weight);
}
}
public EffectorLink[] effectorLinks = new EffectorLink[0];
// Apply positionOffsets of all the EffectorLinks
public void Apply(IKSolverFullBodyBiped solver, float weight) {
for (int i = 0; i < effectorLinks.Length; i++) effectorLinks[i].Apply(solver, weight, solver.GetRoot().rotation);
}
public void Apply(IKSolverFullBodyBiped solver, float weight, Quaternion rotation) {
for (int i = 0; i < effectorLinks.Length; i++) effectorLinks[i].Apply(solver, weight, rotation);
}
}
}