using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
///
/// Grounding for BipedIK characters.
///
[HelpURL("http://www.root-motion.com/finalikdox/html/page9.html")]
[AddComponentMenu("Scripts/RootMotion.FinalIK/Grounder/Grounder Biped")]
public class GrounderBipedIK: Grounder {
// 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_biped_i_k.html");
}
#region Main Interface
///
/// The BipedIK componet.
///
[Tooltip("The BipedIK componet.")]
public BipedIK ik;
///
/// The amount of spine bending towards upward slopes.
///
[Tooltip("The amount of spine bending towards upward slopes.")]
public float spineBend = 7f;
///
/// The interpolation speed of spine bending.
///
[Tooltip("The interpolation speed of spine bending.")]
public float spineSpeed = 3f;
#endregion Main Interface
public override void ResetPosition() {
solver.Reset();
spineOffset = Vector3.zero;
}
private Transform[] feet = new Transform[2];
private Quaternion[] footRotations = new Quaternion[2];
private Vector3 animatedPelvisLocalPosition, solvedPelvisLocalPosition;
private Vector3 spineOffset;
private float lastWeight;
// Can we initiate the Grounding?
private bool IsReadyToInitiate() {
if (ik == null) return false;
if (!ik.solvers.leftFoot.initiated) return false;
if (!ik.solvers.rightFoot.initiated) return false;
return true;
}
// Initiate once we have a BipedIK component
void Update() {
weight = Mathf.Clamp(weight, 0f, 1f);
if (weight <= 0f) return;
if (initiated) return;
if (!IsReadyToInitiate()) return;
Initiate();
}
private void Initiate() {
// Gathering both foot bones from the BipedIK
feet = new Transform[2];
footRotations = new Quaternion[2];
feet[0] = ik.references.leftFoot;
feet[1] = ik.references.rightFoot;
footRotations[0] = Quaternion.identity;
footRotations[1] = Quaternion.identity;
// Adding to the delegates to get call at certain points in the solving process
ik.solvers.spine.OnPreUpdate += OnSolverUpdate;
ik.solvers.rightFoot.OnPostUpdate += OnPostSolverUpdate;
// Store the default localPosition of the pelvis
animatedPelvisLocalPosition = ik.references.pelvis.localPosition;
// Initiate the Grounding
solver.Initiate(ik.references.root, feet);
initiated = true;
}
// Weigh out the limb solvers properly when the component is disabled
void OnDisable() {
if (!initiated) return;
ik.solvers.leftFoot.IKPositionWeight = 0f;
ik.solvers.rightFoot.IKPositionWeight = 0f;
}
// Called before updating the spine IK solver
private void OnSolverUpdate() {
if (!enabled) return;
if (weight <= 0f) {
if (lastWeight <= 0f) return;
// Weigh out the limb solvers properly
OnDisable();
}
lastWeight = weight;
if (OnPreGrounder != null) OnPreGrounder();
// If the pelvis local position has not changed since last solved state, consider it unanimated
if (ik.references.pelvis.localPosition != solvedPelvisLocalPosition) animatedPelvisLocalPosition = ik.references.pelvis.localPosition;
else ik.references.pelvis.localPosition = animatedPelvisLocalPosition;
// Update the Grounding
solver.Update();
// Move the pelvis
ik.references.pelvis.position += solver.pelvis.IKOffset * weight;
// Update IKPositions and IKPositionWeights of the feet
SetLegIK(ik.solvers.leftFoot, 0);
SetLegIK(ik.solvers.rightFoot, 1);
// Bending the spine
if (spineBend != 0f && ik.references.spine.Length > 0) {
spineSpeed = Mathf.Clamp(spineSpeed, 0f, spineSpeed);
Vector3 spineOffseTarget = GetSpineOffsetTarget() * weight;
spineOffset = Vector3.Lerp(spineOffset, spineOffseTarget * spineBend, Time.deltaTime * spineSpeed);
// Store upper arm rotations to revert them after we rotate the spine
Quaternion leftArmRotation = ik.references.leftUpperArm.rotation;
Quaternion rightArmRotation = ik.references.rightUpperArm.rotation;
// Get the offset rotation for the spine
Vector3 up = solver.up;
Quaternion f = Quaternion.FromToRotation(up, up + spineOffset);
// Rotate the spine
ik.references.spine[0].rotation = f * ik.references.spine[0].rotation;
// Revert the upper arms
ik.references.leftUpperArm.rotation = leftArmRotation;
ik.references.rightUpperArm.rotation = rightArmRotation;
}
if (OnPostGrounder != null) OnPostGrounder();
}
// Set the IK position and weight for a limb
private void SetLegIK(IKSolverLimb limb, int index) {
footRotations[index] = feet[index].rotation;
limb.IKPosition = solver.legs[index].IKPosition;
limb.IKPositionWeight = weight;
}
// Rotating the feet after IK has finished
private void OnPostSolverUpdate() {
if (weight <= 0f) return;
if (!enabled) return;
for (int i = 0; i < feet.Length; i++) {
feet[i].rotation = Quaternion.Slerp(Quaternion.identity, solver.legs[i].rotationOffset, weight) * footRotations[i];
}
// Store the local position of the pelvis so we know it it changes
solvedPelvisLocalPosition = ik.references.pelvis.localPosition;
}
// Cleaning up the delegates
void OnDestroy() {
if (initiated && ik != null) {
ik.solvers.spine.OnPreUpdate -= OnSolverUpdate;
ik.solvers.rightFoot.OnPostUpdate -= OnPostSolverUpdate;
}
}
}
}