阶段性完成
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using System;
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using UnityEngine;
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namespace FIMSpace.FTools
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{
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public partial class FimpIK_Limb : FIK_ProcessorBase
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{
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public class IKBone : FIK_IKBoneBase
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{
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[SerializeField] private Quaternion targetToLocalSpace;
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[SerializeField] private Vector3 defaultLocalPoleNormal;
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public Vector3 right { get; private set; }
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public Vector3 up { get; private set; }
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public Vector3 forward { get; private set; }
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public Vector3 srcPosition { get; private set; }
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public Quaternion srcRotation { get; private set; }
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public IKBone(Transform t) : base(t) { }
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public void Init(Transform root, Vector3 childPosition, Vector3 orientationNormal)
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{
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RefreshOrientations(childPosition, orientationNormal);
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sqrMagn = (childPosition - transform.position).sqrMagnitude;
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LastKeyLocalRotation = transform.localRotation;
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right = transform.InverseTransformDirection(root.right);
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up = transform.InverseTransformDirection(root.up);
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forward = transform.InverseTransformDirection(root.forward);
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CaptureSourceAnimation();
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}
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public void RefreshOrientations(Vector3 childPosition, Vector3 orientationNormal)
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{
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if (orientationNormal == Vector3.zero) return;
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Vector3 dir = childPosition - transform.position;
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dir.Normalize();
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if (dir == Vector3.zero) return;
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Quaternion defaultTargetRotation = Quaternion.LookRotation(dir, orientationNormal);
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targetToLocalSpace = RotationToLocal(transform.rotation, defaultTargetRotation);
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defaultLocalPoleNormal = Quaternion.Inverse(transform.rotation) * orientationNormal;
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}
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public void CaptureSourceAnimation()
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{
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srcPosition = transform.position;
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srcRotation = transform.rotation;
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}
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public static Quaternion RotationToLocal(Quaternion parent, Quaternion rotation)
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{ return Quaternion.Inverse(Quaternion.Inverse(parent) * rotation); }
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public Quaternion GetRotation(Vector3 direction, Vector3 orientationNormal)
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{ return Quaternion.LookRotation(direction, orientationNormal) * targetToLocalSpace; }
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public Vector3 GetCurrentOrientationNormal()
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{ return transform.rotation * (defaultLocalPoleNormal); }
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}
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}
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}
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