holopy3/Assets/Plugins/RootMotion/FinalIK/Tools/HitReaction.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 HitReaction : OffsetModifier {
/// <summary>
/// Hit point definition
/// </summary>
[System.Serializable]
public abstract class HitPoint {
[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;
public bool inProgress { get { return timer < length; } }
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, Vector3 point) {
if (length == 0f) length = GetLength();
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(IKSolverFullBodyBiped solver, 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(solver, weight);
}
protected abstract float GetLength();
protected abstract void CrossFadeStart();
protected abstract void OnApply(IKSolverFullBodyBiped solver, float weight);
}
/// <summary>
/// Hit Point for FBBIK effectors
/// </summary>
[System.Serializable]
public class HitPointEffector: HitPoint {
/// <summary>
/// Linking a FBBIK effector to this effector hit point
/// </summary>
[System.Serializable]
public class EffectorLink {
[Tooltip("The FBBIK effector type")]
public FullBodyBipedEffector effector;
[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(IKSolverFullBodyBiped solver, Vector3 offset, float crossFader) {
current = Vector3.Lerp(lastValue, offset * weight, crossFader);
solver.GetEffector(effector).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 AnimationCurve offsetInForceDirection; //
[Tooltip("Offset magnitude in the direction of character.up")]
public AnimationCurve offsetInUpDirection; //
[Tooltip("Linking this offset to the FBBIK effectors")]
public EffectorLink[] effectorLinks;
// Returns the length of this hit (last key in the AnimationCurves)
protected override float GetLength() {
float time1 = offsetInForceDirection.keys.Length > 0? offsetInForceDirection.keys[offsetInForceDirection.length - 1].time: 0f;
float time2 = offsetInUpDirection.keys.Length > 0? offsetInUpDirection.keys[offsetInUpDirection.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 (EffectorLink e in effectorLinks) e.CrossFadeStart();
}
// Calculate offset, apply to FBBIK effectors
protected override void OnApply(IKSolverFullBodyBiped solver, float weight) {
Vector3 up = solver.GetRoot().up * force.magnitude;
Vector3 offset = (offsetInForceDirection.Evaluate(timer) * force) + (offsetInUpDirection.Evaluate(timer) * up);
offset *= weight;
foreach (EffectorLink e in effectorLinks) e.Apply(solver, offset, crossFader);
}
}
/// <summary>
/// Hit Point for simple bone Transforms that don't have a FBBIK effector
/// </summary>
[System.Serializable]
public class HitPointBone: HitPoint {
/// <summary>
/// Linking a bone Transform to this bone hit point
/// </summary>
[System.Serializable]
public class BoneLink {
[Tooltip("Reference to the bone that this hit point rotates")]
public Transform bone;
[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(IKSolverFullBodyBiped solver, Quaternion offset, float crossFader) {
current = Quaternion.Lerp(lastValue, Quaternion.Lerp(Quaternion.identity, offset, weight), crossFader);
bone.rotation = current * bone.rotation;
}
// 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 AnimationCurve aroundCenterOfMass;
[Tooltip("Linking this hit point to bone(s)")]
public BoneLink[] boneLinks;
private Rigidbody rigidbody;
// Returns the length of this hit (last key in the AnimationCurves)
protected override float GetLength() {
return aroundCenterOfMass.keys.Length > 0? aroundCenterOfMass.keys[aroundCenterOfMass.length - 1].time: 0f;
}
// Remember the current offset values for each bone, so we can smoothly crossfade from it
protected override void CrossFadeStart() {
foreach (BoneLink b in boneLinks) b.CrossFadeStart();
}
// Calculate offset, apply to the bones
protected override void OnApply(IKSolverFullBodyBiped solver, float weight) {
if (rigidbody == null) rigidbody = collider.GetComponent<Rigidbody>();
if (rigidbody != null) {
Vector3 comAxis = Vector3.Cross(force, point - rigidbody.worldCenterOfMass);
float comValue = aroundCenterOfMass.Evaluate(timer) * weight;
Quaternion offset = Quaternion.AngleAxis(comValue, comAxis);
foreach (BoneLink b in boneLinks) b.Apply(solver, offset, crossFader);
}
}
}
[Tooltip("Hit points for the FBBIK effectors")]
public HitPointEffector[] effectorHitPoints;
[Tooltip(" Hit points for bones without an effector, such as the head")]
public HitPointBone[] boneHitPoints;
/// <summary>
/// Returns true if any of the hits are being processed.
/// </summary>
public bool inProgress {
get {
foreach (HitPointEffector h in effectorHitPoints) {
if (h.inProgress) return true;
}
foreach (HitPointBone h in boneHitPoints) {
if (h.inProgress) return true;
}
return false;
}
}
// Called by IKSolverFullBody before updating
protected override void OnModifyOffset() {
foreach (HitPointEffector e in effectorHitPoints) e.Apply(ik.solver, weight);
foreach (HitPointBone b in boneHitPoints) b.Apply(ik.solver, 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 (HitPointEffector e in effectorHitPoints) {
if (e.collider == collider) e.Hit(force, point);
}
foreach (HitPointBone b in boneHitPoints) {
if (b.collider == collider) b.Hit(force, point);
}
}
}
}