using UnityEngine; using System.Collections; using UnityEngine.Events; namespace RootMotion.FinalIK { public partial class IKSolverVR: IKSolver { [System.Serializable] public class Footstep { public float stepSpeed = 3f; public Vector3 characterSpaceOffset; public Vector3 position; public Quaternion rotation = Quaternion.identity; public Quaternion stepToRootRot = Quaternion.identity; public bool isStepping { get { return stepProgress < 1f; }} public bool isSupportLeg; public bool relaxFlag; public float stepProgress { get; private set; } public Vector3 stepFrom; public Vector3 stepTo; public Quaternion stepFromRot = Quaternion.identity; public Quaternion stepToRot = Quaternion.identity; private Quaternion footRelativeToRoot = Quaternion.identity; private float supportLegW; private float supportLegWV; public Footstep (Quaternion rootRotation, Vector3 footPosition, Quaternion footRotation, Vector3 characterSpaceOffset) { this.characterSpaceOffset = characterSpaceOffset; Reset(rootRotation, footPosition, footRotation); footRelativeToRoot = Quaternion.Inverse(rootRotation) * rotation; } public void Reset(Quaternion rootRotation, Vector3 footPosition, Quaternion footRotation) { position = footPosition; rotation = footRotation; stepFrom = position; stepTo = position; stepFromRot = rotation; stepToRot = rotation; stepToRootRot = rootRotation; stepProgress = 1f; } public void StepTo(Vector3 p, Quaternion rootRotation, float stepThreshold) { if (relaxFlag) { stepThreshold = 0f; relaxFlag = false; } if (Vector3.Magnitude(p - stepTo) < stepThreshold && Quaternion.Angle(rootRotation, stepToRootRot) < 25f) return; stepFrom = position; stepTo = p; stepFromRot = rotation; stepToRootRot = rootRotation; stepToRot = rootRotation * footRelativeToRoot; stepProgress = 0f; } public void UpdateStepping(Vector3 p, Quaternion rootRotation, float speed, float deltaTime) { stepTo = Vector3.Lerp (stepTo, p, deltaTime * speed); stepToRot = Quaternion.Lerp (stepToRot, rootRotation * footRelativeToRoot, deltaTime * speed); stepToRootRot = stepToRot * Quaternion.Inverse(footRelativeToRoot); } public void UpdateStanding(Quaternion rootRotation, float minAngle, float speed, float deltaTime) { if (speed <= 0f || minAngle >= 180f) return; Quaternion r = rootRotation * footRelativeToRoot; float angle = Quaternion.Angle (rotation, r); if (angle > minAngle) rotation = Quaternion.RotateTowards (rotation, r, Mathf.Min (deltaTime * speed * (1f - supportLegW), angle -minAngle)); } public void Update(InterpolationMode interpolation, UnityEvent onStep, float deltaTime) { float supportLegWTarget = isSupportLeg ? 1f : 0f; supportLegW = Mathf.SmoothDamp (supportLegW, supportLegWTarget, ref supportLegWV, 0.2f); if (!isStepping) return; stepProgress = Mathf.MoveTowards(stepProgress, 1f, deltaTime * stepSpeed); if (stepProgress >= 1f) onStep.Invoke (); float stepProgressSmooth = RootMotion.Interp.Float(stepProgress, interpolation); position = Vector3.Lerp(stepFrom, stepTo, stepProgressSmooth); rotation = Quaternion.Lerp(stepFromRot, stepToRot, stepProgressSmooth); } } } }