67 lines
2.8 KiB
C#
67 lines
2.8 KiB
C#
using UnityEngine;
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namespace Passer.CreatureControl {
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/// <summary>
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/// A target rig for a creature
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/// </summary>
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public class TargetRig : MonoBehaviour {
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public Animator animator;
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/// <summary>
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/// Pose the target rig using the IK targets
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/// </summary>
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public virtual void Pose() {
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}
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/// <summary>
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/// Align the target rig with a creature
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/// </summary>
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/// <param name="creature">The creature to align to</param>
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public void MatchTo(Creature creature) {
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bool anythingChangedDummy = false;
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MatchTo(creature, ref anythingChangedDummy);
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}
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/// <summary>
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/// Align the target rig with a creature
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/// </summary>
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/// <param name="creature">The creature to align to</param>
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/// <param name="anythingChanged">True when any property of the creature has changed</param>
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public virtual void MatchTo(Creature creature, ref bool anythingChanged) {
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Vector3 targetToModelTranslation = creature.model.position - this.transform.position;
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bool changed = targetToModelTranslation != creature.targetToModelTranslation;
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if (changed) {
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anythingChanged = true;
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creature.targetToModelTranslation = targetToModelTranslation;
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}
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Quaternion targetToModelRotation = Quaternion.Inverse(this.transform.rotation) * creature.model.rotation;
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changed = targetToModelRotation != creature.targetToModelRotation;
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if (changed) {
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anythingChanged = true;
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creature.targetToModelRotation = targetToModelRotation;
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}
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}
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/// <summary>
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/// Compute the rotation from the target bone to a creature's bone
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/// </summary>
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/// <param name="bone">The creature's bone for this target bone</param>
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/// <param name="nextBone">The next bone in the creature's hierarchy</param>
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/// <returns>The rotation from the target bone rotation to the creature bone rotation</returns>
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/// The next bone is used to compute the direction of the bone.
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/// The 'up'-direction of the bone is currently fixed to (world) up.
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public static Quaternion TargetToBoneRotation(Transform bone, Transform nextBone) {
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if (bone == null || nextBone == null)
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return Quaternion.identity;
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Vector3 direction = nextBone.position - bone.position;
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Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
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Quaternion toBoneRotation = Quaternion.Inverse(targetRotation) * bone.rotation;
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return toBoneRotation;
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}
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}
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} |