|
|
|
|
using UnityEngine;
|
|
|
|
|
using System.Collections;
|
|
|
|
|
|
|
|
|
|
namespace RootMotion.FinalIK {
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Grounding for FBBIK characters.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[HelpURL("https://www.youtube.com/watch?v=9MiZiaJorws&index=6&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6")]
|
|
|
|
|
[AddComponentMenu("Scripts/RootMotion.FinalIK/Grounder/Grounder Full Body Biped")]
|
|
|
|
|
public class GrounderFBBIK: Grounder {
|
|
|
|
|
|
|
|
|
|
// Open a video tutorial video
|
|
|
|
|
[ContextMenu("TUTORIAL VIDEO")]
|
|
|
|
|
void OpenTutorial() {
|
|
|
|
|
Application.OpenURL("https://www.youtube.com/watch?v=9MiZiaJorws&index=6&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Open the User Manual URL
|
|
|
|
|
[ContextMenu("User Manual")]
|
|
|
|
|
protected override void OpenUserManual() {
|
|
|
|
|
Application.OpenURL("http://www.root-motion.com/finalikdox/html/page9.html");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Open the Script Reference URL
|
|
|
|
|
[ContextMenu("Scrpt Reference")]
|
|
|
|
|
protected override void OpenScriptReference() {
|
|
|
|
|
Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_f_b_b_i_k.html");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#region Main Interface
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Contains the bending weights for an effector.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[System.Serializable]
|
|
|
|
|
public class SpineEffector {
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The type of the effector.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[Tooltip("The type of the effector.")]
|
|
|
|
|
public FullBodyBipedEffector effectorType;
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The weight of horizontal bend offset towards the slope..
|
|
|
|
|
/// </summary>
|
|
|
|
|
[Tooltip("The weight of horizontal bend offset towards the slope.")]
|
|
|
|
|
public float horizontalWeight = 1f;
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The vertical bend offset weight.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[Tooltip("The vertical bend offset weight.")]
|
|
|
|
|
public float verticalWeight;
|
|
|
|
|
|
|
|
|
|
public SpineEffector() {}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Initializes a new instance of the <see cref="RootMotion.FinalIK.GrounderFBBIK+SpineEffector"/> class.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="effectorType">Effector type.</param>
|
|
|
|
|
/// <param name="horizontalWeight">Horizontal weight.</param>
|
|
|
|
|
/// <param name="verticalWeight">Vertical weight.</param>
|
|
|
|
|
public SpineEffector(FullBodyBipedEffector effectorType, float horizontalWeight, float verticalWeight) {
|
|
|
|
|
this.effectorType = effectorType;
|
|
|
|
|
this.horizontalWeight = horizontalWeight;
|
|
|
|
|
this.verticalWeight = verticalWeight;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Reference to the FBBIK componet.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[Tooltip("Reference to the FBBIK componet.")]
|
|
|
|
|
public FullBodyBipedIK ik;
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The amount of spine bending towards upward slopes.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[Tooltip("The amount of spine bending towards upward slopes.")]
|
|
|
|
|
public float spineBend = 2f;
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The interpolation speed of spine bending.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[Tooltip("The interpolation speed of spine bending.")]
|
|
|
|
|
public float spineSpeed = 3f;
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The spine bending effectors.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public SpineEffector[] spine = new SpineEffector[0];
|
|
|
|
|
|
|
|
|
|
#endregion Main Interface
|
|
|
|
|
|
|
|
|
|
public override void ResetPosition() {
|
|
|
|
|
solver.Reset();
|
|
|
|
|
spineOffset = Vector3.zero;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private Transform[] feet = new Transform[2];
|
|
|
|
|
private Vector3 spineOffset;
|
|
|
|
|
private bool firstSolve;
|
|
|
|
|
|
|
|
|
|
// Can we initiate the Grounding?
|
|
|
|
|
private bool IsReadyToInitiate() {
|
|
|
|
|
if (ik == null) return false;
|
|
|
|
|
if (!ik.solver.initiated) return false;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Initiate once we have a FBBIK component
|
|
|
|
|
void Update() {
|
|
|
|
|
firstSolve = true;
|
|
|
|
|
weight = Mathf.Clamp(weight, 0f, 1f);
|
|
|
|
|
if (weight <= 0f) return;
|
|
|
|
|
|
|
|
|
|
if (initiated) return;
|
|
|
|
|
if (!IsReadyToInitiate()) return;
|
|
|
|
|
|
|
|
|
|
Initiate();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FixedUpdate() {
|
|
|
|
|
firstSolve = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LateUpdate() {
|
|
|
|
|
firstSolve = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void Initiate () {
|
|
|
|
|
// Set maintainRotationWeight to 1 for both limbs so their rotation will be maintained as animated
|
|
|
|
|
ik.solver.leftLegMapping.maintainRotationWeight = 1f;
|
|
|
|
|
ik.solver.rightLegMapping.maintainRotationWeight = 1f;
|
|
|
|
|
|
|
|
|
|
// Gathering both foot bones from the FBBIK
|
|
|
|
|
feet = new Transform[2];
|
|
|
|
|
feet[0] = ik.solver.leftFootEffector.bone;
|
|
|
|
|
feet[1] = ik.solver.rightFootEffector.bone;
|
|
|
|
|
|
|
|
|
|
// Add to the FBBIK OnPreUpdate delegate to know when it solves
|
|
|
|
|
ik.solver.OnPreUpdate += OnSolverUpdate;
|
|
|
|
|
ik.solver.OnPostUpdate += OnPostSolverUpdate;
|
|
|
|
|
|
|
|
|
|
// Initiate Grounding
|
|
|
|
|
solver.Initiate(ik.references.root, feet);
|
|
|
|
|
|
|
|
|
|
initiated = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Called before updating the main IK solver
|
|
|
|
|
private void OnSolverUpdate() {
|
|
|
|
|
if (!firstSolve) return;
|
|
|
|
|
firstSolve = false;
|
|
|
|
|
if (!enabled) return;
|
|
|
|
|
if (weight <= 0f) return;
|
|
|
|
|
|
|
|
|
|
if (OnPreGrounder != null) OnPreGrounder();
|
|
|
|
|
|
|
|
|
|
solver.Update();
|
|
|
|
|
|
|
|
|
|
// Move the pelvis
|
|
|
|
|
ik.references.pelvis.position += solver.pelvis.IKOffset * weight;
|
|
|
|
|
|
|
|
|
|
// Set effector positionOffsets for the feet
|
|
|
|
|
SetLegIK(ik.solver.leftFootEffector, solver.legs[0]);
|
|
|
|
|
SetLegIK(ik.solver.rightFootEffector, solver.legs[1]);
|
|
|
|
|
|
|
|
|
|
// Bending the spine
|
|
|
|
|
if (spineBend != 0f) {
|
|
|
|
|
spineSpeed = Mathf.Clamp(spineSpeed, 0f, spineSpeed);
|
|
|
|
|
|
|
|
|
|
Vector3 spineOffseTarget = GetSpineOffsetTarget() * weight;
|
|
|
|
|
spineOffset = Vector3.Lerp(spineOffset, spineOffseTarget * spineBend, Time.deltaTime * spineSpeed);
|
|
|
|
|
Vector3 verticalOffset = ik.references.root.up * spineOffset.magnitude;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < spine.Length; i++) {
|
|
|
|
|
ik.solver.GetEffector(spine[i].effectorType).positionOffset += (spineOffset * spine[i].horizontalWeight) + (verticalOffset * spine[i].verticalWeight);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (OnPostGrounder != null) OnPostGrounder();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set the effector positionOffset for the foot
|
|
|
|
|
private void SetLegIK(IKEffector effector, Grounding.Leg leg) {
|
|
|
|
|
effector.positionOffset += (leg.IKPosition - effector.bone.position) * weight;
|
|
|
|
|
|
|
|
|
|
effector.bone.rotation = Quaternion.Slerp(Quaternion.identity, leg.rotationOffset, weight) * effector.bone.rotation;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Auto-assign ik
|
|
|
|
|
void OnDrawGizmosSelected() {
|
|
|
|
|
if (ik == null) ik = GetComponent<FullBodyBipedIK>();
|
|
|
|
|
if (ik == null) ik = GetComponentInParent<FullBodyBipedIK>();
|
|
|
|
|
if (ik == null) ik = GetComponentInChildren<FullBodyBipedIK>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void OnPostSolverUpdate()
|
|
|
|
|
{
|
|
|
|
|
if (OnPostIK != null) OnPostIK();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Cleaning up the delegate
|
|
|
|
|
void OnDestroy() {
|
|
|
|
|
if (initiated && ik != null)
|
|
|
|
|
{
|
|
|
|
|
ik.solver.OnPreUpdate -= OnSolverUpdate;
|
|
|
|
|
ik.solver.OnPostUpdate -= OnPostSolverUpdate;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|