Files
2026-03-04 10:03:45 +08:00

47 lines
1.4 KiB
C#

using System;
using UnityEngine;
namespace RootMotion.FinalIK
{
public class OffsetPose : MonoBehaviour
{
[Serializable]
public class EffectorLink
{
public FullBodyBipedEffector effector;
public Vector3 offset;
public Vector3 pin;
public Vector3 pinWeight;
public void Apply(IKSolverFullBodyBiped solver, float weight, Quaternion rotation)
{
solver.GetEffector(effector).positionOffset += rotation * offset * weight;
Vector3 vector = solver.GetRoot().position + rotation * pin - solver.GetEffector(effector).bone.position;
Vector3 vector2 = pinWeight * Mathf.Abs(weight);
solver.GetEffector(effector).positionOffset = new Vector3(Mathf.Lerp(solver.GetEffector(effector).positionOffset.x, vector.x, vector2.x), Mathf.Lerp(solver.GetEffector(effector).positionOffset.y, vector.y, vector2.y), Mathf.Lerp(solver.GetEffector(effector).positionOffset.z, vector.z, vector2.z));
}
}
public EffectorLink[] effectorLinks = new EffectorLink[0];
public void Apply(IKSolverFullBodyBiped solver, float weight)
{
for (int i = 0; i < effectorLinks.Length; i++)
{
effectorLinks[i].Apply(solver, weight, solver.GetRoot().rotation);
}
}
public void Apply(IKSolverFullBodyBiped solver, float weight, Quaternion rotation)
{
for (int i = 0; i < effectorLinks.Length; i++)
{
effectorLinks[i].Apply(solver, weight, rotation);
}
}
}
}