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

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
public class LookAtController : MonoBehaviour {
public LookAtIK ik;
[Header("Target Smoothing")]
[Tooltip("The target to look at. Do not use the Target transform that is assigned to LookAtIK. Set to null if you wish to stop looking.")]
public Transform target;
[Range(0f, 1f)] public float weight = 1f;
public Vector3 offset;
[Tooltip("The time it takes to switch targets.")]
public float targetSwitchSmoothTime = 0.3f;
[Tooltip("The time it takes to blend in/out of LookAtIK weight.")]
public float weightSmoothTime = 0.3f;
[Header("Turning Towards The Target")]
[Tooltip("Enables smooth turning towards the target according to the parameters under this header.")]
public bool smoothTurnTowardsTarget = true;
[Tooltip("Speed of turning towards the target using Vector3.RotateTowards.")]
public float maxRadiansDelta = 3f;
[Tooltip("Speed of moving towards the target using Vector3.RotateTowards.")]
public float maxMagnitudeDelta = 3f;
[Tooltip("Speed of slerping towards the target.")]
public float slerpSpeed = 3f;
[Tooltip("The position of the pivot that the look at target is rotated around relative to the root of the character.")]
public Vector3 pivotOffsetFromRoot = Vector3.up;
[Tooltip("Minimum distance of looking from the first bone. Keeps the solver from failing if the target is too close.")]
public float minDistance = 1f;
[Header("RootRotation")]
[Tooltip("Character root will be rotate around the Y axis to keep root forward within this angle from the look direction.")]
[Range(0f, 180f)]
public float maxRootAngle = 45f;
private Transform lastTarget;
private float switchWeight, switchWeightV;
private float weightV;
private Vector3 lastPosition;
private Vector3 dir;
private bool lastSmoothTowardsTarget;
void Start() {
lastPosition = ik.solver.IKPosition;
dir = ik.solver.IKPosition - pivot;
}
void LateUpdate () {
// If target has changed...
if (target != lastTarget) {
if (lastTarget == null && target != null && ik.solver.IKPositionWeight <= 0f) {
lastPosition = target.position;
dir = target.position - pivot;
ik.solver.IKPosition = target.position + offset;
} else {
lastPosition = ik.solver.IKPosition;
dir = ik.solver.IKPosition - pivot;
}
switchWeight = 0f;
lastTarget = target;
}
// Smooth weight
ik.solver.IKPositionWeight = Mathf.SmoothDamp(ik.solver.IKPositionWeight, (target != null? weight: 0f), ref weightV, weightSmoothTime);
if (ik.solver.IKPositionWeight >= 0.999f) ik.solver.IKPositionWeight = 1f;
if (ik.solver.IKPositionWeight <= 0.001f) ik.solver.IKPositionWeight = 0f;
if (ik.solver.IKPositionWeight <= 0f) return;
// Smooth target switching
switchWeight = Mathf.SmoothDamp(switchWeight, 1f, ref switchWeightV, targetSwitchSmoothTime);
if (switchWeight >= 0.999f) switchWeight = 1f;
if (target != null) {
ik.solver.IKPosition = Vector3.Lerp(lastPosition, target.position + offset, switchWeight);
}
// Smooth turn towards target
if (smoothTurnTowardsTarget != lastSmoothTowardsTarget) {
dir = ik.solver.IKPosition - pivot;
lastSmoothTowardsTarget = smoothTurnTowardsTarget;
}
if (smoothTurnTowardsTarget) {
Vector3 targetDir = ik.solver.IKPosition - pivot;
dir = Vector3.Slerp(dir, targetDir, Time.deltaTime * slerpSpeed);
dir = Vector3.RotateTowards(dir, targetDir, Time.deltaTime * maxRadiansDelta, maxMagnitudeDelta);
ik.solver.IKPosition = pivot + dir;
}
// Min distance from the pivot
ApplyMinDistance();
// Root rotation
RootRotation();
}
// Pivot of rotating the aiming direction.
private Vector3 pivot {
get {
return ik.transform.position + ik.transform.rotation * pivotOffsetFromRoot;
}
}
// Make sure aiming target is not too close (might make the solver instable when the target is closer to the first bone than the last bone is).
void ApplyMinDistance() {
Vector3 aimFrom = pivot;
Vector3 direction = (ik.solver.IKPosition - aimFrom);
direction = direction.normalized * Mathf.Max(direction.magnitude, minDistance);
ik.solver.IKPosition = aimFrom + direction;
}
// Character root will be rotate around the Y axis to keep root forward within this angle from the looking direction.
private void RootRotation() {
float max = Mathf.Lerp(180f, maxRootAngle, ik.solver.IKPositionWeight);
if (max < 180f) {
Vector3 faceDirLocal = Quaternion.Inverse(ik.transform.rotation) * (ik.solver.IKPosition - pivot);
float angle = Mathf.Atan2(faceDirLocal.x, faceDirLocal.z) * Mathf.Rad2Deg;
float rotation = 0f;
if (angle > max) {
rotation = angle - max;
}
if (angle < -max) {
rotation = angle + max;
}
ik.transform.rotation = Quaternion.AngleAxis(rotation, ik.transform.up) * ik.transform.rotation;
}
}
}
}