using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { /// /// Grounding for FBBIK characters. /// [HelpURL("https://www.youtube.com/watch?v=9MiZiaJorws&index=6&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6")] [AddComponentMenu("Scripts/RootMotion.FinalIK/Grounder/Grounder Full Body Biped")] public class GrounderFBBIK: Grounder { // Open a video tutorial video [ContextMenu("TUTORIAL VIDEO")] void OpenTutorial() { Application.OpenURL("https://www.youtube.com/watch?v=9MiZiaJorws&index=6&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6"); } // 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_f_b_b_i_k.html"); } #region Main Interface /// /// Contains the bending weights for an effector. /// [System.Serializable] public class SpineEffector { /// /// The type of the effector. /// [Tooltip("The type of the effector.")] public FullBodyBipedEffector effectorType; /// /// The weight of horizontal bend offset towards the slope.. /// [Tooltip("The weight of horizontal bend offset towards the slope.")] public float horizontalWeight = 1f; /// /// The vertical bend offset weight. /// [Tooltip("The vertical bend offset weight.")] public float verticalWeight; public SpineEffector() {} /// /// Initializes a new instance of the class. /// /// Effector type. /// Horizontal weight. /// Vertical weight. public SpineEffector(FullBodyBipedEffector effectorType, float horizontalWeight, float verticalWeight) { this.effectorType = effectorType; this.horizontalWeight = horizontalWeight; this.verticalWeight = verticalWeight; } } /// /// Reference to the FBBIK componet. /// [Tooltip("Reference to the FBBIK componet.")] public FullBodyBipedIK ik; /// /// The amount of spine bending towards upward slopes. /// [Tooltip("The amount of spine bending towards upward slopes.")] public float spineBend = 2f; /// /// The interpolation speed of spine bending. /// [Tooltip("The interpolation speed of spine bending.")] public float spineSpeed = 3f; /// /// The spine bending effectors. /// public SpineEffector[] spine = new SpineEffector[0]; #endregion Main Interface public override void ResetPosition() { solver.Reset(); spineOffset = Vector3.zero; } private Transform[] feet = new Transform[2]; private Vector3 spineOffset; private bool firstSolve; // Can we initiate the Grounding? private bool IsReadyToInitiate() { if (ik == null) return false; if (!ik.solver.initiated) return false; return true; } // Initiate once we have a FBBIK component void Update() { firstSolve = true; weight = Mathf.Clamp(weight, 0f, 1f); if (weight <= 0f) return; if (initiated) return; if (!IsReadyToInitiate()) return; Initiate(); } void FixedUpdate() { firstSolve = true; } void LateUpdate() { firstSolve = true; } private void Initiate () { // Set maintainRotationWeight to 1 for both limbs so their rotation will be maintained as animated ik.solver.leftLegMapping.maintainRotationWeight = 1f; ik.solver.rightLegMapping.maintainRotationWeight = 1f; // Gathering both foot bones from the FBBIK feet = new Transform[2]; feet[0] = ik.solver.leftFootEffector.bone; feet[1] = ik.solver.rightFootEffector.bone; // Add to the FBBIK OnPreUpdate delegate to know when it solves ik.solver.OnPreUpdate += OnSolverUpdate; // Initiate Grounding solver.Initiate(ik.references.root, feet); initiated = true; } // Called before updating the main IK solver private void OnSolverUpdate() { if (!firstSolve) return; firstSolve = false; if (!enabled) return; if (weight <= 0f) return; if (OnPreGrounder != null) OnPreGrounder(); solver.Update(); // Move the pelvis ik.references.pelvis.position += solver.pelvis.IKOffset * weight; // Set effector positionOffsets for the feet SetLegIK(ik.solver.leftFootEffector, solver.legs[0]); SetLegIK(ik.solver.rightFootEffector, solver.legs[1]); // Bending the spine if (spineBend != 0f) { spineSpeed = Mathf.Clamp(spineSpeed, 0f, spineSpeed); Vector3 spineOffseTarget = GetSpineOffsetTarget() * weight; spineOffset = Vector3.Lerp(spineOffset, spineOffseTarget * spineBend, Time.deltaTime * spineSpeed); Vector3 verticalOffset = ik.references.root.up * spineOffset.magnitude; for (int i = 0; i < spine.Length; i++) { ik.solver.GetEffector(spine[i].effectorType).positionOffset += (spineOffset * spine[i].horizontalWeight) + (verticalOffset * spine[i].verticalWeight); } } if (OnPostGrounder != null) OnPostGrounder(); } // Set the effector positionOffset for the foot private void SetLegIK(IKEffector effector, Grounding.Leg leg) { effector.positionOffset += (leg.IKPosition - effector.bone.position) * weight; effector.bone.rotation = Quaternion.Slerp(Quaternion.identity, leg.rotationOffset, weight) * effector.bone.rotation; } // Auto-assign ik void OnDrawGizmosSelected() { if (ik == null) ik = GetComponent(); if (ik == null) ik = GetComponentInParent(); if (ik == null) ik = GetComponentInChildren(); } // Cleaning up the delegate void OnDestroy() { if (initiated && ik != null) ik.solver.OnPreUpdate -= OnSolverUpdate; } } }