holopy3/Assets/Plugins/RootMotion/FinalIK/Grounder/Grounding.cs
2020-12-10 15:25:12 +01:00

352 lines
12 KiB
C#

using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// Foot placement system.
/// </summary>
[System.Serializable]
public partial class Grounding {
#region Main Interface
/// <summary>
/// The raycasting quality. Fastest is a single raycast per foot, Simple is three raycasts, Best is one raycast and a capsule cast per foot.
/// </summary>
[System.Serializable]
public enum Quality {
Fastest,
Simple,
Best
}
/// <summary>
/// Layers to ground the character to. Make sure to exclude the layer of the character controller.
/// </summary>
[Tooltip("Layers to ground the character to. Make sure to exclude the layer of the character controller.")]
public LayerMask layers;
/// <summary>
/// Max step height. Maximum vertical distance of Grounding from the root of the character.
/// </summary>
[Tooltip("Max step height. Maximum vertical distance of Grounding from the root of the character.")]
public float maxStep = 0.5f;
/// <summary>
/// The height offset of the root.
/// </summary>
[Tooltip("The height offset of the root.")]
public float heightOffset;
/// <summary>
/// The speed of moving the feet up/down.
/// </summary>
[Tooltip("The speed of moving the feet up/down.")]
public float footSpeed = 2.5f;
/// <summary>
/// CapsuleCast radius. Should match approximately with the size of the feet.
/// </summary>
[Tooltip("CapsuleCast radius. Should match approximately with the size of the feet.")]
public float footRadius = 0.15f;
/// <summary>
/// Offset of the foot center along character forward axis.
/// </summary>
[Tooltip("Offset of the foot center along character forward axis.")]
[HideInInspector] public float footCenterOffset; // TODO make visible in inspector if Grounder Visualization is finished.
/// <summary>
/// Amount of velocity based prediction of the foot positions.
/// </summary>
[Tooltip("Amount of velocity based prediction of the foot positions.")]
public float prediction = 0.05f;
/// <summary>
/// Weight of rotating the feet to the ground normal offset.
/// </summary>
[Tooltip("Weight of rotating the feet to the ground normal offset.")]
[Range(0f, 1f)]
public float footRotationWeight = 1f;
/// <summary>
/// Speed of slerping the feet to their grounded rotations.
/// </summary>
[Tooltip("Speed of slerping the feet to their grounded rotations.")]
public float footRotationSpeed = 7f;
/// <summary>
/// Max Foot Rotation Angle, Max angular offset from the foot's rotation (Reasonable range: 0-90 degrees).
/// </summary>
[Tooltip("Max Foot Rotation Angle. Max angular offset from the foot's rotation.")]
[Range(0f, 90f)]
public float maxFootRotationAngle = 45f;
/// <summary>
/// If true, solver will rotate with the character root so the character can be grounded for example to spherical planets.
/// For performance reasons leave this off unless needed.
/// </summary>
[Tooltip("If true, solver will rotate with the character root so the character can be grounded for example to spherical planets. For performance reasons leave this off unless needed.")]
public bool rotateSolver;
/// <summary>
/// The speed of moving the character up/down.
/// </summary>
[Tooltip("The speed of moving the character up/down.")]
public float pelvisSpeed = 5f;
/// <summary>
/// Used for smoothing out vertical pelvis movement (range 0 - 1).
/// </summary>
[Tooltip("Used for smoothing out vertical pelvis movement (range 0 - 1).")]
[Range(0f, 1f)]
public float pelvisDamper;
/// <summary>
/// The weight of lowering the pelvis to the lowest foot.
/// </summary>
[Tooltip("The weight of lowering the pelvis to the lowest foot.")]
public float lowerPelvisWeight = 1f;
/// <summary>
/// The weight of lifting the pelvis to the highest foot. This is useful when you don't want the feet to go too high relative to the body when crouching.
/// </summary>
[Tooltip("The weight of lifting the pelvis to the highest foot. This is useful when you don't want the feet to go too high relative to the body when crouching.")]
public float liftPelvisWeight;
/// <summary>
/// The radius of the spherecast from the root that determines whether the character root is grounded.
/// </summary>
[Tooltip("The radius of the spherecast from the root that determines whether the character root is grounded.")]
public float rootSphereCastRadius = 0.1f;
/// <summary>
/// If false, keeps the foot that is over a ledge at the root level. If true, lowers the overstepping foot and body by the 'Max Step' value.
/// </summary>
[Tooltip("If false, keeps the foot that is over a ledge at the root level. If true, lowers the overstepping foot and body by the 'Max Step' value.")]
public bool overstepFallsDown = true;
/// <summary>
/// The raycasting quality. Fastest is a single raycast per foot, Simple is three raycasts, Best is one raycast and a capsule cast per foot.
/// </summary>
[Tooltip("The raycasting quality. Fastest is a single raycast per foot, Simple is three raycasts, Best is one raycast and a capsule cast per foot.")]
public Quality quality = Quality.Best;
/// <summary>
/// The %Grounding legs.
/// </summary>
public Leg[] legs { get; private set; }
/// <summary>
/// The %Grounding pelvis.
/// </summary>
public Pelvis pelvis { get; private set; }
/// <summary>
/// Gets a value indicating whether any of the legs are grounded
/// </summary>
public bool isGrounded { get; private set; }
/// <summary>
/// The root Transform
/// </summary>
public Transform root { get; private set; }
/// <summary>
/// Ground height at the root position.
/// </summary>
public RaycastHit rootHit { get; private set; }
/// <summary>
/// Is the RaycastHit from the root grounded?
/// </summary>
public bool rootGrounded {
get {
return rootHit.distance < maxStep * 2f;
}
}
/// <summary>
/// Raycasts or sphereCasts to find the root ground point. Distance of the Ray/Sphere cast is maxDistanceMlp x maxStep. Use this instead of rootHit if the Grounder is weighed out/disabled and not updated.
/// </summary>
public RaycastHit GetRootHit(float maxDistanceMlp = 10f) {
RaycastHit h = new RaycastHit();
Vector3 _up = up;
Vector3 legsCenter = Vector3.zero;
foreach (Leg leg in legs) legsCenter += leg.transform.position;
legsCenter /= (float)legs.Length;
h.point = legsCenter - _up * maxStep * 10f;
float distMlp = maxDistanceMlp + 1;
h.distance = maxStep * distMlp;
if (maxStep <= 0f) return h;
if (quality != Quality.Best) Physics.Raycast(legsCenter + _up * maxStep, -_up, out h, maxStep * distMlp, layers, QueryTriggerInteraction.Ignore);
else Physics.SphereCast(legsCenter + _up * maxStep, rootSphereCastRadius, -up, out h, maxStep * distMlp, layers, QueryTriggerInteraction.Ignore);
return h;
}
/// <summary>
/// Gets a value indicating whether this <see cref="Grounding"/> is valid.
/// </summary>
public bool IsValid(ref string errorMessage) {
if (root == null) {
errorMessage = "Root transform is null. Can't initiate Grounding.";
return false;
}
if (legs == null) {
errorMessage = "Grounding legs is null. Can't initiate Grounding.";
return false;
}
if (pelvis == null) {
errorMessage = "Grounding pelvis is null. Can't initiate Grounding.";
return false;
}
if (legs.Length == 0) {
errorMessage = "Grounding has 0 legs. Can't initiate Grounding.";
return false;
}
return true;
}
/// <summary>
/// Initiate the %Grounding as an integrated solver by providing the root Transform, leg solvers, pelvis Transform and spine solver.
/// </summary>
public void Initiate(Transform root, Transform[] feet) {
this.root = root;
initiated = false;
rootHit = new RaycastHit();
// Constructing Legs
if (legs == null) legs = new Leg[feet.Length];
if (legs.Length != feet.Length) legs = new Leg[feet.Length];
for (int i = 0; i < feet.Length; i++) if (legs[i] == null) legs[i] = new Leg();
// Constructing pelvis
if (pelvis == null) pelvis = new Pelvis();
string errorMessage = string.Empty;
if (!IsValid(ref errorMessage)) {
Warning.Log(errorMessage, root, false);
return;
}
// Initiate solvers only if application is playing
if (Application.isPlaying) {
for (int i = 0; i < feet.Length; i++) legs[i].Initiate(this, feet[i]);
pelvis.Initiate(this);
initiated = true;
}
}
/// <summary>
/// Updates the Grounding.
/// </summary>
public void Update() {
if (!initiated) return;
if (layers == 0) LogWarning("Grounding layers are set to nothing. Please add a ground layer.");
maxStep = Mathf.Clamp(maxStep, 0f, maxStep);
footRadius = Mathf.Clamp(footRadius, 0.0001f, maxStep);
pelvisDamper = Mathf.Clamp(pelvisDamper, 0f, 1f);
rootSphereCastRadius = Mathf.Clamp(rootSphereCastRadius, 0.0001f, rootSphereCastRadius);
maxFootRotationAngle = Mathf.Clamp(maxFootRotationAngle, 0f, 90f);
prediction = Mathf.Clamp(prediction, 0f, prediction);
footSpeed = Mathf.Clamp(footSpeed, 0f, footSpeed);
// Root hit
rootHit = GetRootHit();
float lowestOffset = Mathf.NegativeInfinity;
float highestOffset = Mathf.Infinity;
isGrounded = false;
// Process legs
foreach (Leg leg in legs) {
leg.Process();
if (leg.IKOffset > lowestOffset) lowestOffset = leg.IKOffset;
if (leg.IKOffset < highestOffset) highestOffset = leg.IKOffset;
if (leg.isGrounded) isGrounded = true;
}
// Precess pelvis
pelvis.Process(-lowestOffset * lowerPelvisWeight, -highestOffset * liftPelvisWeight, isGrounded);
}
// Calculate the normal of the plane defined by leg positions, so we know how to rotate the body
public Vector3 GetLegsPlaneNormal() {
if (!initiated) return Vector3.up;
Vector3 _up = up;
Vector3 normal = _up;
// Go through all the legs, rotate the normal by it's offset
for (int i = 0; i < legs.Length; i++) {
// Direction from the root to the leg
Vector3 legDirection = legs[i].IKPosition - root.position;
// Find the tangent
Vector3 legNormal = _up;
Vector3 legTangent = legDirection;
Vector3.OrthoNormalize(ref legNormal, ref legTangent);
// Find the rotation offset from the tangent to the direction
Quaternion fromTo = Quaternion.FromToRotation(legTangent, legDirection);
// Rotate the normal
normal = fromTo * normal;
}
return normal;
}
// Set everything to 0
public void Reset() {
if (!Application.isPlaying) return;
pelvis.Reset();
foreach (Leg leg in legs) leg.Reset();
}
#endregion Main Interface
private bool initiated;
// Logs the warning if no other warning has beed logged in this session.
public void LogWarning(string message) {
Warning.Log(message, root);
}
// The up vector in solver rotation space.
public Vector3 up {
get {
return (useRootRotation? root.up: Vector3.up);
}
}
// Gets the vertical offset between two vectors in solver rotation space
public float GetVerticalOffset(Vector3 p1, Vector3 p2) {
if (useRootRotation) {
Vector3 v = Quaternion.Inverse(root.rotation) * (p1 - p2);
return v.y;
}
return p1.y - p2.y;
}
// Flattens a vector to ground plane in solver rotation space
public Vector3 Flatten(Vector3 v) {
if (useRootRotation) {
Vector3 tangent = v;
Vector3 normal = root.up;
Vector3.OrthoNormalize(ref normal, ref tangent);
return Vector3.Project(v, tangent);
}
v.y = 0;
return v;
}
// Determines whether to use root rotation as solver rotation
private bool useRootRotation {
get {
if (!rotateSolver) return false;
if (root.up == Vector3.up) return false;
return true;
}
}
public Vector3 GetFootCenterOffset() {
return root.forward * footRadius + root.forward * footCenterOffset;
}
}
}