holopy3/Assets/Plugins/RootMotion/FinalIK/_DEMOS/FBBIK/Scripts/FPSAiming.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
/// <summary>
/// Basic full body FPS IK controller.
///
/// If aimWeight is weighed in, the character will simply use AimIK to aim his gun towards the camera forward direction.
/// If sightWeight is weighed in, the character will also use FBBIK to pose the gun to a predefined position relative to the camera so it stays fixed in view.
/// That position was simply defined by making a copy of the gun (gunTarget), parenting it to the camera and positioning it so that the camera would look down it's sights.
/// </summary>
public class FPSAiming : MonoBehaviour {
[Range(0f, 1f)] public float aimWeight = 1f; // The weight of aiming the gun towards camera forward
[Range(0f, 1f)] public float sightWeight = 1f; // the weight of aiming down the sight (multiplied by aimWeight)
[Range(0f, 180f)] public float maxAngle = 80f; // The maximum angular offset of the aiming direction from the character forward. Character will be rotated to comply.
public Vector3 aimOffset; // Can be used to adjust the aiming angle
public bool animatePhysics; // Is Animate Physiscs turned on for the character?
public Transform gun; // The gun that the character is holding
public Transform gunTarget; // The copy of the gun that has been parented to the camera
public FullBodyBipedIK ik; // Reference to the FBBIK component
public AimIK gunAim; // Reference to the AimIK component
public CameraControllerFPS cam; // Reference to the FPS camera
public Recoil recoil; // The recoil component (optional)
[Range(0f, 1f)] public float cameraRecoilWeight = 0.5f; // How much of the recoil motion is added to the camera?
public Vector3 gunTargetDefaultLocalPosition;
public Vector3 gunTargetDefaultLocalRotation;
private Vector3 camDefaultLocalPosition;
private Vector3 camRelativeToGunTarget;
private bool updateFrame;
void Start() {
// Remember some default local positions
gunTargetDefaultLocalPosition = gunTarget.localPosition;
gunTargetDefaultLocalRotation = gunTarget.localEulerAngles;
camDefaultLocalPosition = cam.transform.localPosition;
// Disable the camera and IK components so we can handle their execution order
cam.enabled = false;
gunAim.enabled = false;
ik.enabled = false;
if (recoil != null && ik.solver.iterations == 0) Debug.LogWarning("FPSAiming with Recoil needs FBBIK solver iteration count to be at least 1 to maintain accuracy.");
}
void FixedUpdate() {
// Making sure this works with Animate Physics
updateFrame = true;
}
void LateUpdate() {
// Making sure this works with Animate Physics
if (!animatePhysics) updateFrame = true;
if (!updateFrame) return;
updateFrame = false;
// Put the camera back to it's default local position relative to the head
cam.transform.localPosition = camDefaultLocalPosition;
// Remember the camera's position relative to the gun target
camRelativeToGunTarget = gunTarget.InverseTransformPoint(cam.transform.position);
// Update the camera
cam.LateUpdate();
// Rotating the root of the character if it is past maxAngle from the camera forward
RotateCharacter();
Aiming();
LookDownTheSight();
}
private void Aiming() {
if (aimWeight <= 0f) return;
// Remember the rotation of the camera because we need to reset it later so the IK would not interfere with the rotating of the camera
Quaternion camRotation = cam.transform.rotation;
// Aim the gun towards camera forward
gunAim.solver.IKPosition = cam.transform.position + cam.transform.forward * 10f + cam.transform.rotation * aimOffset;
gunAim.solver.IKPositionWeight = aimWeight;
gunAim.solver.Update();
cam.transform.rotation = camRotation;
}
private void LookDownTheSight() {
float sW = aimWeight * sightWeight;
//if (sW <= 0f && recoil == null) return;
// Interpolate the gunTarget from the current animated position of the gun to the position fixed to the camera
gunTarget.position = Vector3.Lerp(gun.position, gunTarget.parent.TransformPoint(gunTargetDefaultLocalPosition), sW);
gunTarget.rotation = Quaternion.Lerp(gun.rotation, gunTarget.parent.rotation * Quaternion.Euler(gunTargetDefaultLocalRotation), sW);
// Get the current positions of the hands relative to the gun
Vector3 leftHandRelativePosition = gun.InverseTransformPoint(ik.solver.leftHandEffector.bone.position);
Vector3 rightHandRelativePosition = gun.InverseTransformPoint(ik.solver.rightHandEffector.bone.position);
// Get the current rotations of the hands relative to the gun
Quaternion leftHandRelativeRotation = Quaternion.Inverse(gun.rotation) * ik.solver.leftHandEffector.bone.rotation;
Quaternion rightHandRelativeRotation = Quaternion.Inverse(gun.rotation) * ik.solver.rightHandEffector.bone.rotation;
//float handWeight = aimWeight > 0 && sightWeight > 0? aimWeight * sightWeight: 0f;
float handWeight = 1f;//aimWeight * sightWeight;
ik.solver.leftHandEffector.positionOffset += (gunTarget.TransformPoint(leftHandRelativePosition) - (ik.solver.leftHandEffector.bone.position + ik.solver.leftHandEffector.positionOffset)) * handWeight;
ik.solver.rightHandEffector.positionOffset += (gunTarget.TransformPoint(rightHandRelativePosition) - (ik.solver.rightHandEffector.bone.position + ik.solver.rightHandEffector.positionOffset)) * handWeight;
// Make sure the head does not rotate
ik.solver.headMapping.maintainRotationWeight = 1f;
if (recoil != null) recoil.SetHandRotations(gunTarget.rotation * leftHandRelativeRotation, gunTarget.rotation * rightHandRelativeRotation);
// Update FBBIK
ik.solver.Update();
// Rotate the hand bones relative to the gun target the same way they are rotated relative to the gun
if (recoil != null) {
ik.references.leftHand.rotation = recoil.rotationOffset * (gunTarget.rotation * leftHandRelativeRotation);
ik.references.rightHand.rotation = recoil.rotationOffset * (gunTarget.rotation * rightHandRelativeRotation);
} else {
ik.references.leftHand.rotation = gunTarget.rotation * leftHandRelativeRotation;
ik.references.rightHand.rotation = gunTarget.rotation * rightHandRelativeRotation;
}
// Position the camera to where it was before FBBIK relative to the gun
cam.transform.position = Vector3.Lerp(cam.transform.position, Vector3.Lerp(gunTarget.TransformPoint(camRelativeToGunTarget), gun.transform.TransformPoint(camRelativeToGunTarget), cameraRecoilWeight), sW);
}
// Rotating the root of the character if it is past maxAngle from the camera forward
private void RotateCharacter() {
if (maxAngle >= 180f) return;
// If no angular difference is allowed, just rotate the character to the flattened camera forward
if (maxAngle <= 0f) {
transform.rotation = Quaternion.LookRotation(new Vector3(cam.transform.forward.x, 0f, cam.transform.forward.z));
return;
}
// Get camera forward in the character's rotation space
Vector3 camRelative = transform.InverseTransformDirection(cam.transform.forward);
// Get the angle of the camera forward relative to the character forward
float angle = Mathf.Atan2(camRelative.x, camRelative.z) * Mathf.Rad2Deg;
// Making sure the angle does not exceed maxangle
if (Mathf.Abs(angle) > Mathf.Abs(maxAngle)) {
float a = angle - maxAngle;
if (angle < 0f) a = angle + maxAngle;
transform.rotation = Quaternion.AngleAxis(a, transform.up) * transform.rotation;
}
}
}
}