77 lines
2.9 KiB
C#
77 lines
2.9 KiB
C#
using UnityEngine;
|
|
using System.Collections;
|
|
using RootMotion.FinalIK;
|
|
|
|
namespace RootMotion.FinalIK {
|
|
|
|
/// <summary>
|
|
/// Shoulder rotator is a workaround for FBBIK not rotating the shoulder bones when pulled by hands.
|
|
/// It get's the job done if you need it, but will take 2 solving iterations.
|
|
/// </summary>
|
|
public class ShoulderRotator : MonoBehaviour {
|
|
|
|
[Tooltip("Weight of shoulder rotation")]
|
|
public float weight = 1.5f;
|
|
[Tooltip("The greater the offset, the sooner the shoulder will start rotating")]
|
|
public float offset = 0.2f;
|
|
|
|
private FullBodyBipedIK ik;
|
|
private bool skip;
|
|
|
|
void Start() {
|
|
ik = GetComponent<FullBodyBipedIK>();
|
|
|
|
// You can use just LateUpdate, but note that it doesn't work when you have animatePhysics turned on for the character.
|
|
ik.solver.OnPostUpdate += RotateShoulders;
|
|
}
|
|
|
|
private void RotateShoulders () {
|
|
if (ik == null) return;
|
|
if (ik.solver.IKPositionWeight <= 0f) return;
|
|
|
|
// Skipping the second update cycle
|
|
if (skip) {
|
|
skip = false;
|
|
return;
|
|
}
|
|
|
|
RotateShoulder(FullBodyBipedChain.LeftArm, weight, offset); // Rotate the left shoulder
|
|
RotateShoulder(FullBodyBipedChain.RightArm, weight, offset); // Rotate the right shoulder
|
|
|
|
skip = true;
|
|
ik.solver.Update(); // Update FBBIK again with the rotated shoulders
|
|
}
|
|
|
|
// Rotates a shoulder of a FBBIK character
|
|
private void RotateShoulder(FullBodyBipedChain chain, float weight, float offset) {
|
|
// Get FromToRotation from the current swing direction of the shoulder to the IK target direction
|
|
Quaternion fromTo = Quaternion.FromToRotation(GetParentBoneMap(chain).swingDirection, ik.solver.GetEndEffector(chain).position - GetParentBoneMap(chain).transform.position);
|
|
|
|
// Direction to the IK target
|
|
Vector3 toTarget = ik.solver.GetEndEffector(chain).position - ik.solver.GetLimbMapping(chain).bone1.position;
|
|
|
|
// Length of the limb
|
|
float limbLength = ik.solver.GetChain(chain).nodes[0].length + ik.solver.GetChain(chain).nodes[1].length;
|
|
|
|
// Divide IK Target direction magnitude by limb length to know how much the limb is being pulled
|
|
float delta = (toTarget.magnitude / limbLength) - 1f + offset;
|
|
delta = Mathf.Clamp(delta * weight, 0f, 1f);
|
|
|
|
// Calculate the rotation offset for the shoulder
|
|
Quaternion rotationOffset = Quaternion.Lerp(Quaternion.identity, fromTo, delta * ik.solver.GetEndEffector(chain).positionWeight * ik.solver.IKPositionWeight);
|
|
|
|
// Rotate the shoulder
|
|
ik.solver.GetLimbMapping(chain).parentBone.rotation = rotationOffset * ik.solver.GetLimbMapping(chain).parentBone.rotation;
|
|
}
|
|
|
|
// Get the shoulder BoneMap
|
|
private IKMapping.BoneMap GetParentBoneMap(FullBodyBipedChain chain) {
|
|
return ik.solver.GetLimbMapping(chain).GetBoneMap(IKMappingLimb.BoneMapType.Parent);
|
|
}
|
|
|
|
// Remove the delegate when destroyed
|
|
void OnDestroy() {
|
|
if (ik != null) ik.solver.OnPostUpdate -= RotateShoulders;
|
|
}
|
|
}
|
|
}
|