holopy3/Assets/Plugins/RootMotion/FinalIK/Grounder/GrounderFBBIK.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// Grounding for FBBIK characters.
/// </summary>
[HelpURL("https://www.youtube.com/watch?v=9MiZiaJorws&index=6&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6")]
[AddComponentMenu("Scripts/RootMotion.FinalIK/Grounder/Grounder Full Body Biped")]
public class GrounderFBBIK: Grounder {
// Open a video tutorial video
[ContextMenu("TUTORIAL VIDEO")]
void OpenTutorial() {
Application.OpenURL("https://www.youtube.com/watch?v=9MiZiaJorws&index=6&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
}
// Open the User Manual URL
[ContextMenu("User Manual")]
protected override void OpenUserManual() {
Application.OpenURL("http://www.root-motion.com/finalikdox/html/page9.html");
}
// Open the Script Reference URL
[ContextMenu("Scrpt Reference")]
protected override void OpenScriptReference() {
Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_f_b_b_i_k.html");
}
#region Main Interface
/// <summary>
/// Contains the bending weights for an effector.
/// </summary>
[System.Serializable]
public class SpineEffector {
/// <summary>
/// The type of the effector.
/// </summary>
[Tooltip("The type of the effector.")]
public FullBodyBipedEffector effectorType;
/// <summary>
/// The weight of horizontal bend offset towards the slope..
/// </summary>
[Tooltip("The weight of horizontal bend offset towards the slope.")]
public float horizontalWeight = 1f;
/// <summary>
/// The vertical bend offset weight.
/// </summary>
[Tooltip("The vertical bend offset weight.")]
public float verticalWeight;
public SpineEffector() {}
/// <summary>
/// Initializes a new instance of the <see cref="RootMotion.FinalIK.GrounderFBBIK+SpineEffector"/> class.
/// </summary>
/// <param name="effectorType">Effector type.</param>
/// <param name="horizontalWeight">Horizontal weight.</param>
/// <param name="verticalWeight">Vertical weight.</param>
public SpineEffector(FullBodyBipedEffector effectorType, float horizontalWeight, float verticalWeight) {
this.effectorType = effectorType;
this.horizontalWeight = horizontalWeight;
this.verticalWeight = verticalWeight;
}
}
/// <summary>
/// Reference to the FBBIK componet.
/// </summary>
[Tooltip("Reference to the FBBIK componet.")]
public FullBodyBipedIK ik;
/// <summary>
/// The amount of spine bending towards upward slopes.
/// </summary>
[Tooltip("The amount of spine bending towards upward slopes.")]
public float spineBend = 2f;
/// <summary>
/// The interpolation speed of spine bending.
/// </summary>
[Tooltip("The interpolation speed of spine bending.")]
public float spineSpeed = 3f;
/// <summary>
/// The spine bending effectors.
/// </summary>
public SpineEffector[] spine = new SpineEffector[0];
#endregion Main Interface
public override void ResetPosition() {
solver.Reset();
spineOffset = Vector3.zero;
}
private Transform[] feet = new Transform[2];
private Vector3 spineOffset;
private bool firstSolve;
// Can we initiate the Grounding?
private bool IsReadyToInitiate() {
if (ik == null) return false;
if (!ik.solver.initiated) return false;
return true;
}
// Initiate once we have a FBBIK component
void Update() {
firstSolve = true;
weight = Mathf.Clamp(weight, 0f, 1f);
if (weight <= 0f) return;
if (initiated) return;
if (!IsReadyToInitiate()) return;
Initiate();
}
void FixedUpdate() {
firstSolve = true;
}
void LateUpdate() {
firstSolve = true;
}
private void Initiate () {
// Set maintainRotationWeight to 1 for both limbs so their rotation will be maintained as animated
ik.solver.leftLegMapping.maintainRotationWeight = 1f;
ik.solver.rightLegMapping.maintainRotationWeight = 1f;
// Gathering both foot bones from the FBBIK
feet = new Transform[2];
feet[0] = ik.solver.leftFootEffector.bone;
feet[1] = ik.solver.rightFootEffector.bone;
// Add to the FBBIK OnPreUpdate delegate to know when it solves
ik.solver.OnPreUpdate += OnSolverUpdate;
// Initiate Grounding
solver.Initiate(ik.references.root, feet);
initiated = true;
}
// Called before updating the main IK solver
private void OnSolverUpdate() {
if (!firstSolve) return;
firstSolve = false;
if (!enabled) return;
if (weight <= 0f) return;
if (OnPreGrounder != null) OnPreGrounder();
solver.Update();
// Move the pelvis
ik.references.pelvis.position += solver.pelvis.IKOffset * weight;
// Set effector positionOffsets for the feet
SetLegIK(ik.solver.leftFootEffector, solver.legs[0]);
SetLegIK(ik.solver.rightFootEffector, solver.legs[1]);
// Bending the spine
if (spineBend != 0f) {
spineSpeed = Mathf.Clamp(spineSpeed, 0f, spineSpeed);
Vector3 spineOffseTarget = GetSpineOffsetTarget() * weight;
spineOffset = Vector3.Lerp(spineOffset, spineOffseTarget * spineBend, Time.deltaTime * spineSpeed);
Vector3 verticalOffset = ik.references.root.up * spineOffset.magnitude;
for (int i = 0; i < spine.Length; i++) {
ik.solver.GetEffector(spine[i].effectorType).positionOffset += (spineOffset * spine[i].horizontalWeight) + (verticalOffset * spine[i].verticalWeight);
}
}
if (OnPostGrounder != null) OnPostGrounder();
}
// Set the effector positionOffset for the foot
private void SetLegIK(IKEffector effector, Grounding.Leg leg) {
effector.positionOffset += (leg.IKPosition - effector.bone.position) * weight;
effector.bone.rotation = Quaternion.Slerp(Quaternion.identity, leg.rotationOffset, weight) * effector.bone.rotation;
}
// Auto-assign ik
void OnDrawGizmosSelected() {
if (ik == null) ik = GetComponent<FullBodyBipedIK>();
if (ik == null) ik = GetComponentInParent<FullBodyBipedIK>();
if (ik == null) ik = GetComponentInChildren<FullBodyBipedIK>();
}
// Cleaning up the delegate
void OnDestroy() {
if (initiated && ik != null) ik.solver.OnPreUpdate -= OnSolverUpdate;
}
}
}