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