using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
///
/// Leg of the Mech spider. Controls stepping and positioning the IK target
///
public class MechSpiderLeg : MonoBehaviour {
public MechSpider mechSpider; // Reference to the target
public MechSpiderLeg unSync; // One of the other legs that we dont want to be completely in sync with, that is stepping at the same time
public Vector3 offset; // Offset from the default position
public float minDelay = 0.2f, maxOffset = 1.0f, stepSpeed = 5.0f, footHeight = 0.15f, velocityPrediction = 0.2f, raycastFocus = 0.1f; // Parameters for stepping
public AnimationCurve yOffset;
public Transform foot;
public Vector3 footUpAxis;
public float footRotationSpeed = 10f;
public ParticleSystem sand; // FX for sand
private IK ik;
private float stepProgress = 1f, lastStepTime;
private Vector3 defaultPosition;
private RaycastHit hit = new RaycastHit();
private Quaternion lastFootLocalRotation;
private Vector3 smoothHitNormal = Vector3.up;
private Vector3 lastStepPosition;
// Is the leg stepping?
public bool isStepping {
get {
return stepProgress < 1f;
}
}
// Gets and sets the IK position for this leg
public Vector3 position {
get {
return ik.GetIKSolver().GetIKPosition();
}
set {
ik.GetIKSolver().SetIKPosition(value);
}
}
void Awake()
{
// Find the ik component
ik = GetComponent();
if (foot != null)
{
if (footUpAxis == Vector3.zero) footUpAxis = Quaternion.Inverse(foot.rotation) * Vector3.up;
lastFootLocalRotation = foot.localRotation;
ik.GetIKSolver().OnPostUpdate += AfterIK;
}
}
private void AfterIK()
{
if (foot == null) return;
foot.localRotation = lastFootLocalRotation;
smoothHitNormal = Vector3.Slerp(smoothHitNormal, hit.normal, Time.deltaTime * footRotationSpeed);
Quaternion f = Quaternion.FromToRotation(foot.rotation * footUpAxis, smoothHitNormal);
foot.rotation = f * foot.rotation;
}
void Start() {
// Workaround for Unity Win Store/Phone serialization bug
stepProgress = 1f;
hit = new RaycastHit();
var points = ik.GetIKSolver().GetPoints();
position = points[points.Length - 1].transform.position;
lastStepPosition = position;
hit.point = position;
// Store the default rest position of the leg
defaultPosition = mechSpider.transform.InverseTransformPoint(position + offset * mechSpider.scale);
StartCoroutine(Step(position, position));
}
// Find the relaxed grounded positon of the leg relative to the body in world space.
private Vector3 GetStepTarget(out bool stepFound, float focus, float distance) {
stepFound = false;
// place hit.point to the default position relative to the body
Vector3 stepTarget = mechSpider.transform.TransformPoint(defaultPosition);
stepTarget += (hit.point - position) * velocityPrediction;
Vector3 up = mechSpider.transform.up;
// Focus the ray directions towards the spider body
Vector3 toBody = mechSpider.body.position - position;
Vector3 axis = Vector3.Cross(up, toBody);
up = Quaternion.AngleAxis(focus, axis) * up;
// Raycast to ground the relaxed position
if (Physics.Raycast(stepTarget + up * mechSpider.raycastHeight * mechSpider.scale, -up, out hit, mechSpider.raycastHeight * mechSpider.scale + distance, mechSpider.raycastLayers)) stepFound = true;
//return hit.point + mechSpider.transform.up * footHeight * mechSpider.scale;
return hit.point + hit.normal * footHeight * mechSpider.scale;
}
private void UpdatePosition(float distance)
{
Vector3 up = mechSpider.transform.up;
if (Physics.Raycast(lastStepPosition + up * mechSpider.raycastHeight * mechSpider.scale, -up, out hit, mechSpider.raycastHeight * mechSpider.scale + distance, mechSpider.raycastLayers))
{
position = hit.point + hit.normal * footHeight * mechSpider.scale;
}
}
void Update () {
UpdatePosition(mechSpider.raycastDistance * mechSpider.scale);
// if already stepping, do nothing
if (isStepping) return;
// Minimum delay before stepping again
if (Time.time < lastStepTime + minDelay) return;
// If the unSync leg is stepping, do nothing
if (unSync != null) {
if (unSync.isStepping) return;
}
// Find the ideal relaxed position for the leg relative to the body
bool stepFound = false;
Vector3 idealPosition = GetStepTarget(out stepFound, raycastFocus, mechSpider.raycastDistance * mechSpider.scale);
if (!stepFound) idealPosition = GetStepTarget(out stepFound, -raycastFocus, mechSpider.raycastDistance * 3f * mechSpider.scale); // Try again with inverted focus
if (!stepFound) return;
// If distance to that ideal position is less than the threshold, do nothing
if (Vector3.Distance(position, idealPosition) < maxOffset * mechSpider.scale * UnityEngine.Random.Range(0.9f, 1.2f)) return;
// Need to step closer to the ideal position
StopAllCoroutines();
StartCoroutine(Step(position, idealPosition));
}
// Stepping co-routine
private IEnumerator Step(Vector3 stepStartPosition, Vector3 targetPosition) {
stepProgress = 0f;
// Moving the IK position
while (stepProgress < 1) {
stepProgress += Time.deltaTime * stepSpeed;
position = Vector3.Lerp(stepStartPosition, targetPosition, stepProgress);
position += mechSpider.transform.up * yOffset.Evaluate(stepProgress) * mechSpider.scale;
lastStepPosition = position;
yield return null;
}
position = targetPosition;
lastStepPosition = position;
// Emit sand
if (sand != null) {
sand.transform.position = position - mechSpider.transform.up * footHeight * mechSpider.scale;
sand.Emit(20);
}
lastStepTime = Time.time;
}
}
}