using System; using UnityEngine; namespace FIMSpace.FTools { public partial class FimpIK_Limb : FIK_ProcessorBase { public class IKBone : FIK_IKBoneBase { [SerializeField] private Quaternion targetToLocalSpace; [SerializeField] private Vector3 defaultLocalPoleNormal; public Vector3 right { get; private set; } public Vector3 up { get; private set; } public Vector3 forward { get; private set; } public Vector3 srcPosition { get; private set; } public Quaternion srcRotation { get; private set; } public IKBone(Transform t) : base(t) { } public void Init(Transform root, Vector3 childPosition, Vector3 orientationNormal) { RefreshOrientations(childPosition, orientationNormal); sqrMagn = (childPosition - transform.position).sqrMagnitude; LastKeyLocalRotation = transform.localRotation; right = transform.InverseTransformDirection(root.right); up = transform.InverseTransformDirection(root.up); forward = transform.InverseTransformDirection(root.forward); CaptureSourceAnimation(); } public void RefreshOrientations(Vector3 childPosition, Vector3 orientationNormal) { if (orientationNormal == Vector3.zero) return; Vector3 dir = childPosition - transform.position; dir.Normalize(); if (dir == Vector3.zero) return; Quaternion defaultTargetRotation = Quaternion.LookRotation(dir, orientationNormal); targetToLocalSpace = RotationToLocal(transform.rotation, defaultTargetRotation); defaultLocalPoleNormal = Quaternion.Inverse(transform.rotation) * orientationNormal; } public void CaptureSourceAnimation() { srcPosition = transform.position; srcRotation = transform.rotation; } public static Quaternion RotationToLocal(Quaternion parent, Quaternion rotation) { return Quaternion.Inverse(Quaternion.Inverse(parent) * rotation); } public Quaternion GetRotation(Vector3 direction, Vector3 orientationNormal) { return Quaternion.LookRotation(direction, orientationNormal) * targetToLocalSpace; } public Vector3 GetCurrentOrientationNormal() { return transform.rotation * (defaultLocalPoleNormal); } } } }