holopy3/Assets/Plugins/RootMotion/FinalIK/_DEMOS/Aim IK/Scripts/TerrainOffset.cs
2020-12-10 15:25:12 +01:00

54 lines
2.1 KiB
C#

using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
/// <summary>
/// Raycasting to the ground to redirect upper-body animation based on ground topography.
/// </summary>
public class TerrainOffset : MonoBehaviour {
public AimIK aimIK; // Reference to the AimIK component
public Vector3 raycastOffset = new Vector3(0f, 2f, 1.5f); // Offset from the character, in local space, to raycast from
public LayerMask raycastLayers; // The layers we want to raycast at
public float min = -2f, max = 2f; // Min and max for the offset
public float lerpSpeed = 10f; // The speed of lerping the IKPosition to make things nice and smooth
private RaycastHit hit;
private Vector3 offset;
void LateUpdate() {
// Find the raycastOffset in world space
Vector3 worldOffset = transform.rotation * raycastOffset;
// Find how much higher is the ground at worldOffset relative to the character position.
Vector3 realOffset = GetGroundHeightOffset(transform.position + worldOffset);
// Smoothly lerp the offset value so it would not jump on sudden raycast changes
offset = Vector3.Lerp(offset, realOffset, Time.deltaTime * lerpSpeed);
// The default offset point at the character's height
Vector3 zeroOffsetPosition = transform.position + new Vector3(worldOffset.x, 0f, worldOffset.z);
// Make the Aim Transform look at the default offset point (So when we are on planar ground there will be nothing for Aim IK to do)
aimIK.solver.transform.LookAt(zeroOffsetPosition);
// Make Aim IK bend the spine by the offset.
aimIK.solver.IKPosition = zeroOffsetPosition + offset;
}
private Vector3 GetGroundHeightOffset(Vector3 worldPosition) {
// Visualize the raycast
Debug.DrawRay(worldPosition, Vector3.down * raycastOffset.y * 2f, Color.green);
// Raycast to find how much higher is the ground at worldPosition relative to the character.
if (Physics.Raycast(worldPosition, Vector3.down, out hit, raycastOffset.y * 2f)) {
return Mathf.Clamp(hit.point.y - transform.position.y, min, max) * Vector3.up;
}
// Raycast found nothing so return zero
return Vector3.zero;
}
}
}