holopy3/Assets/Plugins/RootMotion/FinalIK/Tools/HitReactionVRIK.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// Class for creating procedural FBBIK hit reactions.
/// </summary>
public class HitReactionVRIK : OffsetModifierVRIK {
public AnimationCurve[] offsetCurves;
/// <summary>
/// Hit point definition
/// </summary>
[System.Serializable]
public abstract class Offset {
[Tooltip("Just for visual clarity, not used at all")]
public string name;
[Tooltip("Linking this hit point to a collider")]
public Collider collider;
[Tooltip("Only used if this hit point gets hit when already processing another hit")]
[SerializeField] float crossFadeTime = 0.1f;
protected float crossFader { get; private set; }
protected float timer { get; private set; }
protected Vector3 force { get; private set; }
protected Vector3 point { get; private set; }
private float length;
private float crossFadeSpeed;
private float lastTime;
// Start processing the hit
public void Hit(Vector3 force, AnimationCurve[] curves, Vector3 point) {
if (length == 0f) length = GetLength(curves);
if (length <= 0f) {
Debug.LogError("Hit Point WeightCurve length is zero.");
return;
}
// Start crossfading if the last hit has not completed yet
if (timer < 1f) crossFader = 0f;
crossFadeSpeed = crossFadeTime > 0f? 1f / crossFadeTime: 0f;
CrossFadeStart();
// Reset timer
timer = 0f;
// Remember hit direction and point
this.force = force;
this.point = point;
}
// Apply to IKSolverFullBodyBiped
public void Apply(VRIK ik, AnimationCurve[] curves, float weight) {
float deltaTime = Time.time - lastTime;
lastTime = Time.time;
if (timer >= length) {
return;
}
// Advance the timer
timer = Mathf.Clamp(timer + deltaTime, 0f, length);
// Advance the crossFader
if (crossFadeSpeed > 0f) crossFader = Mathf.Clamp(crossFader + (deltaTime * crossFadeSpeed), 0f, 1f);
else crossFader = 1f;
// Pass this on to the hit points
OnApply(ik, curves, weight);
}
protected abstract float GetLength(AnimationCurve[] curves);
protected abstract void CrossFadeStart();
protected abstract void OnApply(VRIK ik, AnimationCurve[] curves, float weight);
}
/// <summary>
/// Hit Point for FBBIK effectors
/// </summary>
[System.Serializable]
public class PositionOffset: Offset {
/// <summary>
/// Linking a FBBIK effector to this effector hit point
/// </summary>
[System.Serializable]
public class PositionOffsetLink {
[Tooltip("The FBBIK effector type")]
public IKSolverVR.PositionOffset positionOffset;
[Tooltip("The weight of this effector (could also be negative)")]
public float weight;
private Vector3 lastValue;
private Vector3 current;
// Apply an offset to this effector
public void Apply(VRIK ik, Vector3 offset, float crossFader) {
current = Vector3.Lerp(lastValue, offset * weight, crossFader);
ik.solver.AddPositionOffset(positionOffset, current);
}
// Remember the current offset value, so we can smoothly crossfade from it
public void CrossFadeStart() {
lastValue = current;
}
}
[Tooltip("Offset magnitude in the direction of the hit force")]
public int forceDirCurveIndex;
[Tooltip("Offset magnitude in the direction of character.up")]
public int upDirCurveIndex = 1;
[Tooltip("Linking this offset to the VRIK position offsets")]
public PositionOffsetLink[] offsetLinks;
// Returns the length of this hit (last key in the AnimationCurves)
protected override float GetLength(AnimationCurve[] curves) {
float time1 = curves[forceDirCurveIndex].keys.Length > 0? curves[forceDirCurveIndex].keys[curves[forceDirCurveIndex].length - 1].time: 0f;
float time2 = curves[upDirCurveIndex].keys.Length > 0? curves[upDirCurveIndex].keys[curves[upDirCurveIndex].length - 1].time: 0f;
return Mathf.Clamp(time1, time2, time1);
}
// Remember the current offset values for each effector, so we can smoothly crossfade from it
protected override void CrossFadeStart() {
foreach (PositionOffsetLink l in offsetLinks) l.CrossFadeStart();
}
// Calculate offset, apply to FBBIK effectors
protected override void OnApply(VRIK ik, AnimationCurve[] curves, float weight) {
Vector3 up = ik.transform.up * force.magnitude;
Vector3 offset = (curves[forceDirCurveIndex].Evaluate(timer) * force) + (curves[upDirCurveIndex].Evaluate(timer) * up);
offset *= weight;
foreach (PositionOffsetLink l in offsetLinks) l.Apply(ik, offset, crossFader);
}
}
/// <summary>
/// Hit Point for simple bone Transforms that don't have a FBBIK effector
/// </summary>
[System.Serializable]
public class RotationOffset: Offset {
/// <summary>
/// Linking a bone Transform to this bone hit point
/// </summary>
[System.Serializable]
public class RotationOffsetLink {
[Tooltip("Reference to the bone that this hit point rotates")]
public IKSolverVR.RotationOffset rotationOffset;
[Tooltip("Weight of rotating the bone")]
[Range(0f, 1f)] public float weight;
private Quaternion lastValue = Quaternion.identity;
private Quaternion current = Quaternion.identity;
// Apply a rotational offset to this effector
public void Apply(VRIK ik, Quaternion offset, float crossFader) {
current = Quaternion.Lerp(lastValue, Quaternion.Lerp(Quaternion.identity, offset, weight), crossFader);
ik.solver.AddRotationOffset(rotationOffset, current);
}
// Remember the current offset value, so we can smoothly crossfade from it
public void CrossFadeStart() {
lastValue = current;
}
}
[Tooltip("The angle to rotate the bone around it's rigidbody's world center of mass")]
public int curveIndex;
[Tooltip("Linking this hit point to bone(s)")]
public RotationOffsetLink[] offsetLinks;
private Rigidbody rigidbody;
// Returns the length of this hit (last key in the AnimationCurves)
protected override float GetLength(AnimationCurve[] curves) {
return curves[curveIndex].keys.Length > 0? curves[curveIndex].keys[ curves[curveIndex].length - 1].time: 0f;
}
// Remember the current offset values for each bone, so we can smoothly crossfade from it
protected override void CrossFadeStart() {
foreach (RotationOffsetLink l in offsetLinks) l.CrossFadeStart();
}
// Calculate offset, apply to the bones
protected override void OnApply(VRIK ik, AnimationCurve[] curves, float weight) {
if (collider == null) {
Debug.LogError ("No collider assigned for a HitPointBone in the HitReaction component.");
return;
}
if (rigidbody == null) rigidbody = collider.GetComponent<Rigidbody>();
if (rigidbody != null) {
Vector3 comAxis = Vector3.Cross(force, point - rigidbody.worldCenterOfMass);
float comValue = curves[curveIndex].Evaluate(timer) * weight;
Quaternion offset = Quaternion.AngleAxis(comValue, comAxis);
foreach (RotationOffsetLink l in offsetLinks) l.Apply(ik, offset, crossFader);
}
}
}
[Tooltip("Hit points for the FBBIK effectors")]
public PositionOffset[] positionOffsets;
[Tooltip(" Hit points for bones without an effector, such as the head")]
public RotationOffset[] rotationOffsets;
// Called by IKSolverFullBody before updating
protected override void OnModifyOffset() {
foreach (PositionOffset p in positionOffsets) p.Apply(ik, offsetCurves, weight);
foreach (RotationOffset r in rotationOffsets) r.Apply(ik, offsetCurves, weight);
}
// Hit one of the hit points (defined by hit.collider)
public void Hit(Collider collider, Vector3 force, Vector3 point) {
if (ik == null) {
Debug.LogError("No IK assigned in HitReaction");
return;
}
foreach (PositionOffset p in positionOffsets) {
if (p.collider == collider) p.Hit(force, offsetCurves, point);
}
foreach (RotationOffset r in rotationOffsets) {
if (r.collider == collider) r.Hit(force, offsetCurves, point);
}
}
}
}