using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { /// /// Grounding for LimbIK, CCD and/or FABRIK solvers. /// [HelpURL("http://www.root-motion.com/finalikdox/html/page9.html")] [AddComponentMenu("Scripts/RootMotion.FinalIK/Grounder/Grounder IK")] public class GrounderIK: Grounder { // 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_i_k.html"); } #region Main Interface /// /// The leg %IK componets (can be any type of IK component). /// public IK[] legs; /// /// The pelvis transform. Common ancestor of all the legs. /// [Tooltip("The pelvis transform. Common ancestor of all the legs.")] public Transform pelvis; /// /// The root Transform of the character, with the rigidbody and the collider. /// [Tooltip("The root Transform of the character, with the rigidbody and the collider.")] public Transform characterRoot; /// /// The weight of rotating the character root to the ground normal (range: 0 - 1). /// [Tooltip("The weight of rotating the character root to the ground normal (range: 0 - 1).")] [Range(0f, 1f)] public float rootRotationWeight; /// /// The speed of rotating the character root to the ground normal (range: 0 - inf). /// [Tooltip("The speed of rotating the character root to the ground normal (range: 0 - inf).")] public float rootRotationSpeed = 5f; /// /// The maximum angle of root rotation (range: 0 - 90). /// [Tooltip("The maximum angle of root rotation (range: 0 - 90).")] public float maxRootRotationAngle = 45f; #endregion Main Interface public override void ResetPosition() { for (int i = 0; i < legs.Length; i++) { legs[i].GetIKSolver().IKPosition = feet[i].transform.position; if (legs[i] is LimbIK) { var leg = legs[i] as LimbIK; leg.solver.IKRotation = solver.legs[i].transform.rotation; } footRotations[i] = feet[i].rotation; } animatedPelvisLocalPosition = pelvis.localPosition; solvedPelvisLocalPosition = pelvis.localPosition; solver.Reset(); } private Transform[] feet = new Transform[0]; private Quaternion[] footRotations = new Quaternion[0]; private Vector3 animatedPelvisLocalPosition, solvedPelvisLocalPosition; private int solvedFeet; private bool solved; private float lastWeight; private Rigidbody characterRootRigidbody; // Can we initiate the Grounding? private bool IsReadyToInitiate() { if (pelvis == null) return false; if (legs.Length == 0) return false; foreach (IK leg in legs) { if (leg == null) return false; if (leg is FullBodyBipedIK) { LogWarning("GrounderIK does not support FullBodyBipedIK, use CCDIK, FABRIK, LimbIK or TrigonometricIK instead. If you want to use FullBodyBipedIK, use the GrounderFBBIK component."); return false; } if (leg is FABRIKRoot) { LogWarning("GrounderIK does not support FABRIKRoot, use CCDIK, FABRIK, LimbIK or TrigonometricIK instead."); return false; } if (leg is AimIK) { LogWarning("GrounderIK does not support AimIK, use CCDIK, FABRIK, LimbIK or TrigonometricIK instead."); return false; } } return true; } // Weigh out the IK solvers properly when the component is disabled void OnDisable() { if (!initiated) return; for (int i = 0; i < legs.Length; i++) { if (legs[i] != null) legs[i].GetIKSolver().IKPositionWeight = 0f; } } // Initiate once we have all the required components void Update() { weight = Mathf.Clamp(weight, 0f, 1f); if (weight <= 0f) return; solved = false; if (initiated) { // Clamping values rootRotationWeight = Mathf.Clamp(rootRotationWeight, 0f, 1f); rootRotationSpeed = Mathf.Clamp(rootRotationSpeed, 0f, rootRotationSpeed); // Root rotation if (characterRoot != null && rootRotationSpeed > 0f && rootRotationWeight > 0f && solver.isGrounded) { Vector3 normal = solver.GetLegsPlaneNormal(); // Root rotation weight if (rootRotationWeight < 1f) { normal = Vector3.Slerp(Vector3.up, normal, rootRotationWeight); } // Root rotation limit Quaternion upRotation = Quaternion.FromToRotation(transform.up, Vector3.up) * characterRoot.rotation; Quaternion rotationTarget = Quaternion.RotateTowards(upRotation, Quaternion.FromToRotation(transform.up, normal) * characterRoot.rotation, maxRootRotationAngle); // Rotate the root if (characterRootRigidbody == null) { characterRoot.rotation = Quaternion.Lerp(characterRoot.rotation, rotationTarget, Time.deltaTime * rootRotationSpeed); } else { characterRootRigidbody.MoveRotation(Quaternion.Lerp(characterRoot.rotation, rotationTarget, Time.deltaTime * rootRotationSpeed)); } } return; } if (!IsReadyToInitiate()) return; Initiate(); } private void Initiate() { // Building arrays feet = new Transform[legs.Length]; footRotations = new Quaternion[legs.Length]; for (int i = 0; i < feet.Length; i++) footRotations[i] = Quaternion.identity; // Gathering the last bones of the IK solvers as feet for (int i = 0; i < legs.Length; i++) { IKSolver.Point[] points = legs[i].GetIKSolver().GetPoints(); feet[i] = points[points.Length - 1].transform; // Add to the update delegates of each ik solver legs[i].GetIKSolver().OnPreUpdate += OnSolverUpdate; legs[i].GetIKSolver().OnPostUpdate += OnPostSolverUpdate; } // Store the default localPosition of the pelvis animatedPelvisLocalPosition = pelvis.localPosition; // Initiate the Grounding solver.Initiate(transform, feet); for (int i = 0; i < legs.Length; i++) { if (legs [i] is LegIK) { solver.legs[i].invertFootCenter = true; } } characterRootRigidbody = characterRoot.GetComponent(); initiated = true; } // Called before updating the first IK solver private void OnSolverUpdate() { if (!enabled) return; if (weight <= 0f) { if (lastWeight <= 0f) return; // Weigh out the limb solvers properly OnDisable(); } lastWeight = weight; // If another IK has already solved in this frame, do nothing if (solved) return; if (OnPreGrounder != null) OnPreGrounder(); // If the pelvis local position has not changed since last solved state, consider it unanimated if (pelvis.localPosition != solvedPelvisLocalPosition) animatedPelvisLocalPosition = pelvis.localPosition; else pelvis.localPosition = animatedPelvisLocalPosition; // Update the Grounding solver.Update(); // Update the IKPositions and IKPositonWeights of the legs for (int i = 0; i < legs.Length; i++) SetLegIK(i); // Move the pelvis pelvis.position += solver.pelvis.IKOffset * weight; solved = true; solvedFeet = 0; if (OnPostGrounder != null) OnPostGrounder(); } // Set the IK position and weight for a limb private void SetLegIK(int index) { footRotations[index] = feet[index].rotation; if (legs [index] is LegIK) { (legs[index].GetIKSolver() as IKSolverLeg).IKRotation = Quaternion.Slerp(Quaternion.identity, solver.legs[index].rotationOffset, weight) * footRotations[index]; (legs[index].GetIKSolver() as IKSolverLeg).IKRotationWeight = 1f; } legs[index].GetIKSolver().IKPosition = solver.legs[index].IKPosition; legs[index].GetIKSolver().IKPositionWeight = weight; } // Rotating the feet after IK has finished private void OnPostSolverUpdate() { if (weight <= 0f) return; if (!enabled) return; // Only do this after the last IK solver has finished solvedFeet ++; if (solvedFeet < feet.Length) return; solved = false; for (int i = 0; i < feet.Length; i++) { feet[i].rotation = Quaternion.Slerp(Quaternion.identity, solver.legs[i].rotationOffset, weight) * footRotations[i]; } // Store the local position of the pelvis so we know it it changes solvedPelvisLocalPosition = pelvis.localPosition; if (OnPostIK != null) OnPostIK(); } // Cleaning up the delegates void OnDestroy() { if (initiated) { foreach (IK leg in legs) { if (leg != null) { leg.GetIKSolver().OnPreUpdate -= OnSolverUpdate; leg.GetIKSolver().OnPostUpdate -= OnPostSolverUpdate; } } } } } }