Updated accessibility
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@ -82,7 +82,7 @@ namespace Passer.Humanoid {
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#region Upper Leg
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#region Upper Leg
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private Quaternion NaturalUpperLegOrientation(FootTarget footTarget, Vector3 footPosition) {
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protected Quaternion NaturalUpperLegOrientation(FootTarget footTarget, Vector3 footPosition) {
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Quaternion oldUpperLegRotation = footTarget.upperLeg.bone.transform.rotation * footTarget.upperLeg.bone.toTargetRotation;
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Quaternion oldUpperLegRotation = footTarget.upperLeg.bone.transform.rotation * footTarget.upperLeg.bone.toTargetRotation;
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Quaternion upperLegRotation = CalculateUpperLegRotation(footTarget, footTarget.upperLeg.bone.transform.position, footPosition, footTarget.foot.target.transform.rotation, footTarget.upperLeg.bone.length, footTarget.lowerLeg.bone.length);
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Quaternion upperLegRotation = CalculateUpperLegRotation(footTarget, footTarget.upperLeg.bone.transform.position, footPosition, footTarget.foot.target.transform.rotation, footTarget.upperLeg.bone.length, footTarget.lowerLeg.bone.length);
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//upperLegRotation = LimitRotationSpeed(oldUpperLegRotation, upperLegRotation);
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//upperLegRotation = LimitRotationSpeed(oldUpperLegRotation, upperLegRotation);
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@ -130,7 +130,8 @@ namespace Passer.Humanoid {
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#endregion
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#endregion
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#region Lower Leg
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#region Lower Leg
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private Quaternion NaturalLowerLegOrientation(FootTarget footTarget, Quaternion upperLegRotation, Vector3 footPosition) {
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protected Quaternion NaturalLowerLegOrientation(FootTarget footTarget, Quaternion upperLegRotation, Vector3 footPosition) {
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float lowerLegAngle = CalculateKneeAngle(footTarget.upperLeg.bone.transform.position, footPosition, footTarget.upperLeg.bone.length, footTarget.lowerLeg.bone.length);
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float lowerLegAngle = CalculateKneeAngle(footTarget.upperLeg.bone.transform.position, footPosition, footTarget.upperLeg.bone.length, footTarget.lowerLeg.bone.length);
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if (footTarget.lowerLeg.bone.jointLimitations)
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if (footTarget.lowerLeg.bone.jointLimitations)
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@ -163,12 +164,13 @@ namespace Passer.Humanoid {
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kneeAngle = 180;
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kneeAngle = 180;
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return 180 - kneeAngle;
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return 180 - kneeAngle;
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}
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}
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#endregion
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#endregion
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#region Foot
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#region Foot
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// Calculate the foot position taking body limitations into account
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// Calculate the foot position taking body limitations into account
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private Vector3 NaturalFootPosition(FootTarget footTarget) {
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protected Vector3 NaturalFootPosition(FootTarget footTarget) {
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if (footTarget.ground == null || !footTarget.physics)
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if (footTarget.ground == null || !footTarget.physics)
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return footTarget.foot.target.transform.position;
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return footTarget.foot.target.transform.position;
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else {
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else {
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@ -177,7 +179,7 @@ namespace Passer.Humanoid {
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}
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}
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// Calculate the foot orientation taking body limitation into account
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// Calculate the foot orientation taking body limitation into account
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private Quaternion NaturalFootOrientation(FootTarget footTarget) {
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protected Quaternion NaturalFootOrientation(FootTarget footTarget) {
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Quaternion footOrientation = DetermineFootOrientation(footTarget);
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Quaternion footOrientation = DetermineFootOrientation(footTarget);
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if (footTarget.foot.bone.jointLimitations)
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if (footTarget.foot.bone.jointLimitations)
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footOrientation = LimitAngle(footTarget.foot, ref lastLocalFootRotation, footOrientation);
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footOrientation = LimitAngle(footTarget.foot, ref lastLocalFootRotation, footOrientation);
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@ -232,7 +234,8 @@ namespace Passer.Humanoid {
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#endregion
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#endregion
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#region Toes
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#region Toes
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private Quaternion NaturalToesOrientation(FootTarget footTarget) {
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protected Quaternion NaturalToesOrientation(FootTarget footTarget) {
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Quaternion footRotation = footTarget.foot.bone.transform.rotation * footTarget.foot.bone.toTargetRotation;
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Quaternion footRotation = footTarget.foot.bone.transform.rotation * footTarget.foot.bone.toTargetRotation;
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if (footTarget.ground != null) {
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if (footTarget.ground != null) {
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return Quaternion.LookRotation(footTarget.groundNormal, footRotation * Vector3.back) * Quaternion.Euler(90, 0, 0);
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return Quaternion.LookRotation(footTarget.groundNormal, footRotation * Vector3.back) * Quaternion.Euler(90, 0, 0);
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@ -241,6 +244,7 @@ namespace Passer.Humanoid {
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return footRotation;
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return footRotation;
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}
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}
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}
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}
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#endregion
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#endregion
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private static float Square(float x) {
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private static float Square(float x) {
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