394 lines
14 KiB
C#
394 lines
14 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using RootMotion;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// Managing Interactions for a single FBBIK effector.
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/// </summary>
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[System.Serializable]
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public class InteractionEffector {
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// The type of the effector
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public FullBodyBipedEffector effectorType { get; private set; }
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// Has the interaction been paused?
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public bool isPaused { get; private set; }
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// The current InteractionObject (null if there is no interaction going on)
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public InteractionObject interactionObject { get; private set; }
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// Is this InteractionEffector currently in the middle of an interaction?
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public bool inInteraction { get { return interactionObject != null; }}
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// Internal values
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private Poser poser;
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private IKEffector effector;
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private float timer, length, weight, fadeInSpeed, defaultPositionWeight, defaultRotationWeight, defaultPull, defaultReach, defaultPush, defaultPushParent, defaultBendGoalWeight, resetTimer;
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private bool positionWeightUsed, rotationWeightUsed, pullUsed, reachUsed, pushUsed, pushParentUsed, bendGoalWeightUsed;
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private bool pickedUp, defaults, pickUpOnPostFBBIK;
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private Vector3 pickUpPosition, pausePositionRelative;
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private Quaternion pickUpRotation, pauseRotationRelative;
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private InteractionTarget interactionTarget;
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private Transform target;
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private List<bool> triggered = new List<bool>();
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private InteractionSystem interactionSystem;
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private bool started;
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// The custom constructor
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public InteractionEffector (FullBodyBipedEffector effectorType) {
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this.effectorType = effectorType;
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}
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// Initiate this, get the default values
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public void Initiate(InteractionSystem interactionSystem) {
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this.interactionSystem = interactionSystem;
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// Find the effector if we haven't already
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if (effector == null) {
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effector = interactionSystem.ik.solver.GetEffector(effectorType);
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poser = effector.bone.GetComponent<Poser>();
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}
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StoreDefaults();
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}
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private void StoreDefaults() {
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defaultPositionWeight = interactionSystem.ik.solver.GetEffector(effectorType).positionWeight;
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defaultRotationWeight = interactionSystem.ik.solver.GetEffector(effectorType).rotationWeight;
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//defaultPoserWeight = poser != null? poser.weight: 0f;
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defaultPull = interactionSystem.ik.solver.GetChain(effectorType).pull;
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defaultReach = interactionSystem.ik.solver.GetChain(effectorType).reach;
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defaultPush = interactionSystem.ik.solver.GetChain(effectorType).push;
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defaultPushParent = interactionSystem.ik.solver.GetChain(effectorType).pushParent;
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defaultBendGoalWeight = interactionSystem.ik.solver.GetChain(effectorType).bendConstraint.weight;
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}
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// Interpolate to default values when currently not in interaction
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public bool ResetToDefaults(float speed) {
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if (inInteraction) return false;
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if (isPaused) return false;
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if (defaults) return false;
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resetTimer = Mathf.MoveTowards(resetTimer, 0f, Time.deltaTime * speed);
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// Pull and Reach
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if (effector.isEndEffector) {
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if (pullUsed) interactionSystem.ik.solver.GetChain(effectorType).pull = Mathf.Lerp(defaultPull, interactionSystem.ik.solver.GetChain(effectorType).pull, resetTimer);
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if (reachUsed) interactionSystem.ik.solver.GetChain(effectorType).reach = Mathf.Lerp(defaultReach, interactionSystem.ik.solver.GetChain(effectorType).reach, resetTimer);
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if (pushUsed) interactionSystem.ik.solver.GetChain(effectorType).push = Mathf.Lerp(defaultPush, interactionSystem.ik.solver.GetChain(effectorType).push, resetTimer);
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if (pushParentUsed) interactionSystem.ik.solver.GetChain(effectorType).pushParent = Mathf.Lerp(defaultPushParent, interactionSystem.ik.solver.GetChain(effectorType).pushParent, resetTimer);
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if (bendGoalWeightUsed) interactionSystem.ik.solver.GetChain(effectorType).bendConstraint.weight = Mathf.Lerp(defaultBendGoalWeight, interactionSystem.ik.solver.GetChain(effectorType).bendConstraint.weight, resetTimer);
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}
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// Effector weights
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if (positionWeightUsed) effector.positionWeight = Mathf.Lerp(defaultPositionWeight, effector.positionWeight, resetTimer);
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if (rotationWeightUsed) effector.rotationWeight = Mathf.Lerp(defaultRotationWeight, effector.rotationWeight, resetTimer);
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if (resetTimer <= 0f) {
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pullUsed = false;
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reachUsed = false;
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pushUsed = false;
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pushParentUsed = false;
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positionWeightUsed = false;
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rotationWeightUsed = false;
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bendGoalWeightUsed = false;
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//poserUsed = false;
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defaults = true;
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}
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return true;
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}
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// Pause this interaction
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public bool Pause() {
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if (!inInteraction) return false;
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isPaused = true;
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pausePositionRelative = target.InverseTransformPoint(effector.position);
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pauseRotationRelative = Quaternion.Inverse(target.rotation) * effector.rotation;
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if (interactionSystem.OnInteractionPause != null) {
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interactionSystem.OnInteractionPause(effectorType, interactionObject);
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}
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return true;
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}
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// Resume a paused interaction
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public bool Resume() {
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if (!inInteraction) return false;
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isPaused = false;
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if (interactionSystem.OnInteractionResume != null) interactionSystem.OnInteractionResume(effectorType, interactionObject);
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return true;
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}
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// Start interaction
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public bool Start(InteractionObject interactionObject, string tag, float fadeInTime, bool interrupt) {
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// If not in interaction, set effector positions to their bones
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if (!inInteraction) {
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effector.position = effector.bone.position;;
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effector.rotation = effector.bone.rotation;;
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} else {
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if (!interrupt) return false;
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else defaults = false;
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}
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// Get the InteractionTarget
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target = interactionObject.GetTarget(effectorType, tag);
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if (target == null) return false;
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interactionTarget = target.GetComponent<InteractionTarget>();
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// Start the interaction
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this.interactionObject = interactionObject;
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if (interactionSystem.OnInteractionStart != null) interactionSystem.OnInteractionStart(effectorType, interactionObject);
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interactionObject.OnStartInteraction(interactionSystem);
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// Cleared triggered events
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triggered.Clear();
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for (int i = 0; i < interactionObject.events.Length; i++) {
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triggered.Add(false);
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}
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// Posing the hand/foot
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if (poser != null) {
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if (poser.poseRoot == null) poser.weight = 0f;
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if (interactionTarget != null) poser.poseRoot = target.transform;
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else poser.poseRoot = null;
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poser.AutoMapping();
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}
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// See which InteractionObject.WeightCurve.Types are used
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positionWeightUsed = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.PositionWeight);
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rotationWeightUsed = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.RotationWeight);
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pullUsed = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.Pull);
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reachUsed = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.Reach);
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pushUsed = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.Push);
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pushParentUsed = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.PushParent);
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bendGoalWeightUsed = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.BendGoalWeight);
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//poserUsed = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.PoserWeight);
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if (defaults) StoreDefaults();
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// Reset internal values
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timer = 0f;
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weight = 0f;
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fadeInSpeed = fadeInTime > 0f? 1f / fadeInTime: 1000f;
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length = interactionObject.length;
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isPaused = false;
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pickedUp = false;
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pickUpPosition = Vector3.zero;
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pickUpRotation = Quaternion.identity;
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if (interactionTarget != null) interactionTarget.RotateTo(effector.bone.position);
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started = true;
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return true;
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}
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// Update the (possibly) ongoing interaction
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public void Update(Transform root, float speed) {
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if (!inInteraction) {
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// If the InteractionObject has been destroyed, reset to defaults
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if (started) {
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isPaused = false;
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pickedUp = false;
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defaults = false;
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resetTimer = 1f;
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started = false;
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}
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return;
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}
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// Rotate target
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if (interactionTarget != null && !interactionTarget.rotateOnce) interactionTarget.RotateTo(effector.bone.position);
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if (isPaused) {
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effector.position = target.TransformPoint(pausePositionRelative);
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effector.rotation = target.rotation * pauseRotationRelative;
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// Apply the current interaction state to the solver
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interactionObject.Apply(interactionSystem.ik.solver, effectorType, interactionTarget, timer, weight);
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return;
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}
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// Advance the interaction timer and weight
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timer += Time.deltaTime * speed * (interactionTarget != null? interactionTarget.interactionSpeedMlp: 1f);
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weight = Mathf.Clamp(weight + Time.deltaTime * fadeInSpeed * speed, 0f, 1f);
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// Interaction events
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bool pickUp = false;
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bool pause = false;
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TriggerUntriggeredEvents(true, out pickUp, out pause);
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// Effector target positions and rotations
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Vector3 targetPosition = pickedUp? pickUpPosition: target.position;
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Quaternion targetRotation = pickedUp? pickUpRotation: target.rotation;
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// Interpolate effector position and rotation
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effector.position = Vector3.Lerp(effector.bone.position, targetPosition, weight);
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effector.rotation = Quaternion.Lerp(effector.bone.rotation, targetRotation, weight);
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// Apply the current interaction state to the solver
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interactionObject.Apply(interactionSystem.ik.solver, effectorType, interactionTarget, timer, weight);
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if (pickUp) PickUp(root);
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if (pause) Pause();
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// Hand poser weight
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float poserWeight = interactionObject.GetValue (InteractionObject.WeightCurve.Type.PoserWeight, interactionTarget, timer);
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if (poser != null) {
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poser.weight = Mathf.Lerp (poser.weight, poserWeight, weight);
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} else {
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if (poserWeight > 0f) {
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Warning.Log("InteractionObject " + interactionObject.name + " has a curve/multipler for Poser Weight, but the bone of effector " + effectorType.ToString() + " has no HandPoser/GenericPoser attached.", effector.bone);
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}
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}
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if (timer >= length) Stop();
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}
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// Get the normalized progress of the interaction
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public float progress {
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get {
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if (!inInteraction) return 0f;
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if (length == 0f) return 0f;
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return timer / length;
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}
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}
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// Go through all the InteractionObject events to trigger the ones that have not yet triggered
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private void TriggerUntriggeredEvents(bool checkTime, out bool pickUp, out bool pause) {
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pickUp = false;
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pause = false;
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for (int i = 0; i < triggered.Count; i++) {
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// If this event has not been triggered by this effector
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if (!triggered[i]) {
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// If time has passed...
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if (!checkTime || interactionObject.events[i].time < timer) {
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// Activate the event
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interactionObject.events[i].Activate(effector.bone);
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// Picking up
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if (interactionObject.events[i].pickUp) {
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if (timer >= interactionObject.events[i].time) timer = interactionObject.events[i].time;
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pickUp = true;
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}
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// Pausing
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if (interactionObject.events[i].pause) {
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if (timer >= interactionObject.events[i].time) timer = interactionObject.events[i].time;
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pause = true;
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}
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if (interactionSystem.OnInteractionEvent != null) interactionSystem.OnInteractionEvent(effectorType, interactionObject, interactionObject.events[i]);
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triggered[i] = true;
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}
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}
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}
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}
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// Trigger the interaction object
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private void PickUp(Transform root) {
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// Picking up the object
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pickUpPosition = effector.position;
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pickUpRotation = effector.rotation;
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pickUpOnPostFBBIK = true;
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pickedUp = true;
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var rigidbody = interactionObject.targetsRoot.GetComponent<Rigidbody>();
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if (rigidbody != null) {
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if (!rigidbody.isKinematic) {
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rigidbody.isKinematic = true;
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}
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// Ignore collisions between the character and the colliders of the interaction object
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var rootCollider = root.GetComponent<Collider>();
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if (rootCollider != null) {
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var colliders = interactionObject.targetsRoot.GetComponentsInChildren<Collider>();
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foreach (Collider collider in colliders) {
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if (!collider.isTrigger && collider.enabled) Physics.IgnoreCollision(rootCollider, collider);
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}
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}
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}
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if (interactionSystem.OnInteractionPickUp != null) interactionSystem.OnInteractionPickUp(effectorType, interactionObject);
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}
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// Stop the interaction
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public bool Stop() {
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if (!inInteraction) return false;
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bool pickUp = false;
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bool pause = false;
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TriggerUntriggeredEvents(false, out pickUp, out pause);
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if (interactionSystem.OnInteractionStop != null) interactionSystem.OnInteractionStop(effectorType, interactionObject);
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// Reset the interaction target
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if (interactionTarget != null) interactionTarget.ResetRotation();
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// Reset the internal values
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interactionObject = null;
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weight = 0f;
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timer = 0f;
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isPaused = false;
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target = null;
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defaults = false;
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resetTimer = 1f;
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if (poser != null && !pickedUp) poser.weight = 0f;
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pickedUp = false;
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started = false;
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return true;
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}
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// Called after FBBIK update
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public void OnPostFBBIK() {
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if (!inInteraction) return;
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// Rotate the hands/feet to the RotateBoneWeight curve
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float rotateBoneWeight = interactionObject.GetValue(InteractionObject.WeightCurve.Type.RotateBoneWeight, interactionTarget, timer) * weight;
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if (rotateBoneWeight > 0f) {
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Quaternion r = pickedUp? pickUpRotation: effector.rotation;
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Quaternion targetRotation = Quaternion.Slerp(effector.bone.rotation, r, rotateBoneWeight * rotateBoneWeight);
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effector.bone.localRotation = Quaternion.Inverse(effector.bone.parent.rotation) * targetRotation;
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}
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// Positioning the interaction object to the effector (not the bone, because it is still at it's animated translation)
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if (pickUpOnPostFBBIK) {
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Vector3 bonePosition = effector.bone.position;
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effector.bone.position = pickUpPosition;
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interactionObject.targetsRoot.parent = effector.bone;
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effector.bone.position = bonePosition;
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pickUpOnPostFBBIK = false;
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}
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}
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}
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}
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