81 lines
3.4 KiB
C#

using UnityEngine;
namespace Passer.CreatureControl {
// An insect target rig....
public class TargetRig : MonoBehaviour {
public TargetLeg leftFrontLeg;
public TargetLeg leftMiddleLeg;
public TargetLeg leftBackLeg;
public TargetLeg rightFrontLeg;
public TargetLeg rightMiddleLeg;
public TargetLeg rightBackLeg;
public Animator animator;
public void PoseLimbs() {
leftBackLeg.PoseLimb();
leftMiddleLeg.PoseLimb();
leftFrontLeg.PoseLimb();
rightBackLeg.PoseLimb();
rightMiddleLeg.PoseLimb();
rightFrontLeg.PoseLimb();
}
public void MatchTo(Insect insect) {
if (insect == null)
return;
if (leftFrontLeg != null && insect.leftFrontLeg != null)
leftFrontLeg.MatchToCreature(insect.leftFrontLeg);
if (leftMiddleLeg != null && insect.leftMiddleLeg != null)
leftMiddleLeg.MatchToCreature(insect.leftMiddleLeg);
if (leftBackLeg != null && insect.leftHindLeg != null)
leftBackLeg.MatchToCreature(insect.leftHindLeg);
if (rightFrontLeg != null && insect.rightFrontLeg != null)
rightFrontLeg.MatchToCreature(insect.rightFrontLeg);
if (rightMiddleLeg != null && insect.rightMiddleLeg != null)
rightMiddleLeg.MatchToCreature(insect.rightMiddleLeg);
if (rightBackLeg != null && insect.rightHindLeg != null)
rightBackLeg.MatchToCreature(insect.rightHindLeg);
}
public static void MoveTargetToBone(Transform target, Transform bone) {
if (target == null || bone == null)
return;
target.position = bone.position;
}
public static Quaternion TargetToBoneRotation(Transform bone, Transform nextBone) {
if (bone == null || nextBone == null)
return Quaternion.identity;
Vector3 direction = nextBone.position - bone.position;
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
Quaternion toBoneRotation = Quaternion.Inverse(targetRotation) * bone.rotation;
return toBoneRotation;
}
public static Quaternion TargetToBoneRotation(Transform target, Transform nextTarget, Transform bone) {
Vector3 direction = nextTarget.position - bone.position;
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
Quaternion toBoneRotation = Quaternion.Inverse(targetRotation) * bone.rotation;
return toBoneRotation;
}
public static Quaternion TargetToBoneRotation_Debug(Transform target, Transform nextTarget, Transform bone) {
Vector3 direction = nextTarget.position - target.position;
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
Debug.DrawRay(bone.position, targetRotation * Vector3.forward, Color.blue);
Debug.DrawRay(bone.position, targetRotation * Vector3.up, Color.green);
Quaternion toBoneRotation = Quaternion.Inverse(targetRotation) * bone.rotation;
Debug.Log($"{targetRotation.eulerAngles} {bone.rotation.eulerAngles} -> {toBoneRotation.eulerAngles}");
return toBoneRotation;
}
}
}