Files
2025-05-29 22:31:40 +03:00

68 lines
2.5 KiB
C#

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); }
}
}
}