private void FollowHead()
        {
            Vector3 oldControllerPosition = controllerPosition;

            Vector3 spineDirection     = ivr.transform.InverseTransformDirection(ivr.headTarget.position - ivr.hipTarget.position);
            Vector3 spineAngles        = (Quaternion.FromToRotation(Vector3.up, spineDirection)).eulerAngles;
            Vector3 clampedSpineAngles = Angles.ClampVector3(spineAngles, romSpineNegative, romSpinePositive);

            Vector3 spine = ivr.transform.rotation * Quaternion.Euler(clampedSpineAngles) * (Vector3.down * spineLength);

            Vector3 hipPosition = ivr.headTarget.position + spine;

            controllerPosition = Quaternion.Inverse(ivr.transform.rotation) * (hipPosition - ivr.transform.position);

            Vector3 headPosition = ivr.headTarget.position - ivr.transform.position;
            Vector3 bodyStretch  = headPosition - headStartPosition;

            if (bodyStretch.y >= -0.01F)
            {
                Vector3 movementDirection = new Vector3(controllerPosition.x - oldControllerPosition.x, 0, controllerPosition.z - oldControllerPosition.z).normalized;
                float   angle             = Vector3.Angle(movementDirection, ivr.hitNormal);
                if (ivr.collisions && ivr.collided && angle > 90)
                {
                    controllerPosition = oldControllerPosition;
                }
                else
                {
                    //controllerPosition = new Vector3(controllerPosition.x, oldControllerPosition.y, controllerPosition.z);
                }
            }
        }
Esempio n. 2
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        void CalculateHeadOrientation(Transform neck, Transform neckTarget)
        {
            Vector3 localHeadAngles = (Quaternion.Inverse(hipTarget.rotation) * neckTarget.rotation).eulerAngles;

            localHeadAngles = Angles.ClampVector3(localHeadAngles, minHeadAngles, maxHeadAngles);
            neck.rotation   = hipTarget.rotation * Quaternion.Euler(localHeadAngles) * torso.fromNormNeck;
        }
        private void HandRotation()
        {
            float dOrientation = 0;

            float dOrientationL = Angles.Difference(ivr.hipTarget.eulerAngles.y, ivr.leftHandTarget.eulerAngles.y);
            float dOrientationR = Angles.Difference(ivr.hipTarget.eulerAngles.y, ivr.rightHandTarget.eulerAngles.y);

            if (Mathf.Sign(dOrientationL) == Mathf.Sign(dOrientationR))
            {
                if (Mathf.Abs(dOrientationL) < Mathf.Abs(dOrientationR))
                {
                    dOrientation = dOrientationL;
                }
                else
                {
                    dOrientation = dOrientationR;
                }
            }

            float neckOrientation = Angles.Difference(ivr.headTarget.eulerAngles.y, ivr.hipTarget.eulerAngles.y + dOrientation);

            if (neckOrientation < 90 && neckOrientation > -90)   // head cannot turn more than 90 degrees
            {
                controllerRotation *= Quaternion.AngleAxis(dOrientation, Vector3.up);
            }
        }