using UnityEngine;
namespace RootMotion.FinalIK
{
public partial class IKSolverVR : IKSolver
{
public partial class Locomotion
{
[Tooltip("Start moving (horizontal distance to HMD + HMD velocity) threshold.")]
///
/// Start moving (horizontal distance to HMD + HMD velocity) threshold.
///
[ShowIf("mode", Mode.Animated)]
public float moveThreshold = 0.3f;
// ANIMATION
[ShowLargeHeaderIf("Animation", "mode", Mode.Animated)] [SerializeField] byte animationHeader;
[Tooltip("Minimum locomotion animation speed.")]
///
/// Minimum locomotion animation speed.
///
[ShowRangeIf(0.1f, 1f, "mode", Mode.Animated)]
public float minAnimationSpeed = 0.2f;
[Tooltip("Maximum locomotion animation speed.")]
///
/// Maximum locomotion animation speed.
///
[ShowRangeIf(1f, 10f, "mode", Mode.Animated)]
public float maxAnimationSpeed = 3f;
[Tooltip("Smoothing time for Vector3.SmoothDamping 'VRIK_Horizontal' and 'VRIK_Vertical' parameters. Larger values make animation smoother, but less responsive.")]
///
/// Smoothing time for Vector3.SmoothDamping 'VRIK_Horizontal' and 'VRIK_Vertical' parameters. Larger values make animation smoother, but less responsive.
///
[ShowRangeIf(0.05f, 0.2f, "mode", Mode.Animated)]
public float animationSmoothTime = 0.1f;
[ShowLargeHeaderIf("Root Position", "mode", Mode.Animated)] [SerializeField] byte rootPositionHeader;
[Tooltip("X and Z standing offset from the horizontal position of the HMD.")]
///
/// X and Z standing offset from the horizontal position of the HMD.
///
[ShowIf("mode", Mode.Animated)]
public Vector2 standOffset;
[Tooltip("Lerp root towards the horizontal position of the HMD with this speed while moving.")]
///
/// Lerp root towards the horizontal position of the HMD with this speed while moving.
///
[ShowRangeIf(0f, 50f, "mode", Mode.Animated)]
public float rootLerpSpeedWhileMoving = 30f;
[Tooltip("Lerp root towards the horizontal position of the HMD with this speed while in transition from locomotion to idle state.")]
///
/// Lerp root towards the horizontal position of the HMD with this speed while in transition from locomotion to idle state.
///
[ShowRangeIf(0f, 50f, "mode", Mode.Animated)]
public float rootLerpSpeedWhileStopping = 10f;
[Tooltip("Lerp root towards the horizontal position of the HMD with this speed while turning on spot.")]
///
/// Lerp root towards the horizontal position of the HMD with this speed while turning on spot.
///
[ShowRangeIf(0f, 50f, "mode", Mode.Animated)]
public float rootLerpSpeedWhileTurning = 10f;
[Tooltip("Max horizontal distance from the root to the HMD.")]
///
/// Max horizontal distance from the root to the HMD.
///
[ShowIf("mode", Mode.Animated)]
public float maxRootOffset = 0.5f;
[ShowLargeHeaderIf("Root Rotation", "mode", Mode.Animated)] [SerializeField] byte rootRotationHeader;
[Tooltip("Max root angle from head forward while moving (ik.solver.spine.maxRootAngle).")]
///
/// Max root angle from head forward while moving (ik.solver.spine.maxRootAngle).
///
[ShowRangeIf(0f, 180f, "mode", Mode.Animated)]
public float maxRootAngleMoving = 10f;
[Tooltip("Max root angle from head forward while standing (ik.solver.spine.maxRootAngle.")]
///
/// Max root angle from head forward while standing (ik.solver.spine.maxRootAngle.
///
[ShowRangeIf(0f, 180f, "mode", Mode.Animated)]
public float maxRootAngleStanding = 90f;
///
/// Multiplies "VRIK_Horizontal" and "VRIK_Vertical" parameters. Larger values make steps longer and animation slower.
///
[HideInInspector][SerializeField] public float stepLengthMlp = 1f;
private Animator animator;
private Vector3 velocityLocal, velocityLocalV;
private Vector3 lastCorrection;
private Vector3 lastHeadTargetPos;
private Vector3 lastSpeedRootPos;
private Vector3 lastEndRootPos;
private float rootLerpSpeed, rootVelocityV;
private float animSpeed = 1f;
private float animSpeedV;
private float stopMoveTimer;
private float turn;
private float maxRootAngleV;
private float currentAnimationSmoothTime = 0.05f;
private bool isMoving;
private bool firstFrame = true;
private static int VRIK_Horizontal;
private static int VRIK_Vertical;
private static int VRIK_IsMoving;
private static int VRIK_Speed;
private static int VRIK_Turn;
private static bool isHashed;
public void Initiate_Animated(Animator animator, Vector3[] positions)
{
this.animator = animator;
if (animator == null && mode == Mode.Animated)
{
Debug.LogError("VRIK is in Animated locomotion mode, but cannot find Animator on the VRIK root gameobject.");
}
ResetParams(positions);
}
private void ResetParams(Vector3[] positions)
{
lastHeadTargetPos = positions[5];
lastSpeedRootPos = positions[0];
lastEndRootPos = lastSpeedRootPos;
lastCorrection = Vector3.zero;
isMoving = false;
currentAnimationSmoothTime = 0.05f;
stopMoveTimer = 1f;
}
public void Reset_Animated(Vector3[] positions)
{
ResetParams(positions);
if (animator == null) return;
if (!isHashed)
{
VRIK_Horizontal = Animator.StringToHash("VRIK_Horizontal");
VRIK_Vertical = Animator.StringToHash("VRIK_Vertical");
VRIK_IsMoving = Animator.StringToHash("VRIK_IsMoving");
VRIK_Speed = Animator.StringToHash("VRIK_Speed");
VRIK_Turn = Animator.StringToHash("VRIK_Turn");
isHashed = true;
}
if (!firstFrame)
{
animator.SetFloat(VRIK_Horizontal, 0f);
animator.SetFloat(VRIK_Vertical, 0f);
animator.SetBool(VRIK_IsMoving, false);
animator.SetFloat(VRIK_Speed, 1f);
animator.SetFloat(VRIK_Turn, 0f);
}
}
private void AddDeltaRotation_Animated(Quaternion delta, Vector3 pivot)
{
Vector3 toLastEndRootPos = lastEndRootPos - pivot;
lastEndRootPos = pivot + delta * toLastEndRootPos;
Vector3 toLastSpeedRootPos = lastSpeedRootPos - pivot;
lastSpeedRootPos = pivot + delta * toLastSpeedRootPos;
Vector3 toLastHeadTargetPos = lastHeadTargetPos - pivot;
lastHeadTargetPos = pivot + delta * toLastHeadTargetPos;
}
private void AddDeltaPosition_Animated(Vector3 delta)
{
lastEndRootPos += delta;
lastSpeedRootPos += delta;
lastHeadTargetPos += delta;
}
private float lastVelLocalMag;
public void Solve_Animated(IKSolverVR solver, float scale, float deltaTime)
{
if (animator == null)
{
Debug.LogError("VRIK cannot find Animator on the VRIK root gameobject.", solver.root);
return;
}
if (deltaTime <= 0f) return;
// Root up vector
Vector3 rootUp = solver.rootBone.solverRotation * Vector3.up;
// Substract any motion from parent transforms
Vector3 externalDelta = solver.rootBone.solverPosition - lastEndRootPos;
externalDelta -= animator.deltaPosition;
// Head target position
Vector3 headTargetPos = solver.spine.headPosition;
Vector3 standOffsetWorld = solver.rootBone.solverRotation * new Vector3(standOffset.x, 0f, standOffset.y) * scale;
headTargetPos += standOffsetWorld;
if (firstFrame)
{
lastHeadTargetPos = headTargetPos;
firstFrame = false;
}
// Head target velocity
Vector3 headTargetVelocity = (headTargetPos - lastHeadTargetPos) / deltaTime;
lastHeadTargetPos = headTargetPos;
headTargetVelocity = V3Tools.Flatten(headTargetVelocity, rootUp);
// Head target offset
Vector3 offset = headTargetPos - solver.rootBone.solverPosition;
offset -= externalDelta;
offset -= lastCorrection;
offset = V3Tools.Flatten(offset, rootUp);
// Turning
Vector3 headForward = (solver.spine.IKRotationHead * solver.spine.anchorRelativeToHead) * Vector3.forward;
headForward.y = 0f;
Vector3 headForwardLocal = Quaternion.Inverse(solver.rootBone.solverRotation) * headForward;
float angle = Mathf.Atan2(headForwardLocal.x, headForwardLocal.z) * Mathf.Rad2Deg;
angle += solver.spine.rootHeadingOffset;
float turnTarget = angle / 90f;
bool isTurning = true;
if (Mathf.Abs(turnTarget) < 0.2f)
{
turnTarget = 0f;
isTurning = false;
}
turn = Mathf.Lerp(turn, turnTarget, Time.deltaTime * 3f);
animator.SetFloat(VRIK_Turn, turn * 2f);
// Local Velocity, animation smoothing
Vector3 velocityLocalTarget = Quaternion.Inverse(solver.readRotations[0]) * (headTargetVelocity + offset);
velocityLocalTarget *= weight * stepLengthMlp;
float animationSmoothTimeTarget = isTurning && !isMoving ? 0.2f : animationSmoothTime;
currentAnimationSmoothTime = Mathf.Lerp(currentAnimationSmoothTime, animationSmoothTimeTarget, deltaTime * 20f);
velocityLocal = Vector3.SmoothDamp(velocityLocal, velocityLocalTarget, ref velocityLocalV, currentAnimationSmoothTime, Mathf.Infinity, deltaTime);
float velLocalMag = velocityLocal.magnitude / stepLengthMlp;
//animator.SetBool("VRIK_StartWithRightFoot", velocityLocal.x >= 0f);
animator.SetFloat(VRIK_Horizontal, velocityLocal.x / scale);
animator.SetFloat(VRIK_Vertical, velocityLocal.z / scale);
// Is Moving
float m = moveThreshold * scale;
if (isMoving) m *= 0.9f;
bool isMovingRaw = velocityLocal.sqrMagnitude > m * m;
if (isMovingRaw) stopMoveTimer = 0f;
else stopMoveTimer += deltaTime;
isMoving = stopMoveTimer < 0.05f;
// Max root angle
float maxRootAngleTarget = isMoving ? maxRootAngleMoving : maxRootAngleStanding;
solver.spine.maxRootAngle = Mathf.SmoothDamp(solver.spine.maxRootAngle, maxRootAngleTarget, ref maxRootAngleV, 0.2f, Mathf.Infinity, deltaTime);
animator.SetBool(VRIK_IsMoving, isMoving);
// Animation speed
Vector3 currentRootPos = solver.rootBone.solverPosition;
currentRootPos -= externalDelta;
currentRootPos -= lastCorrection;
Vector3 rootVelocity = (currentRootPos - lastSpeedRootPos) / deltaTime;
lastSpeedRootPos = solver.rootBone.solverPosition;
float rootVelocityMag = rootVelocity.magnitude;
float animSpeedTarget = minAnimationSpeed;
if (rootVelocityMag > 0f && isMovingRaw)
{
animSpeedTarget = animSpeed * (velLocalMag / rootVelocityMag);
}
animSpeedTarget = Mathf.Clamp(animSpeedTarget, minAnimationSpeed, maxAnimationSpeed);
animSpeed = Mathf.SmoothDamp(animSpeed, animSpeedTarget, ref animSpeedV, 0.05f, Mathf.Infinity, deltaTime);
animSpeed = Mathf.Lerp(1f, animSpeed, weight);
animator.SetFloat(VRIK_Speed, animSpeed);
// Is Stopping
AnimatorTransitionInfo transInfo = animator.GetAnimatorTransitionInfo(0);
bool isStopping = transInfo.IsUserName("VRIK_Stop");
// Root lerp speed
float rootLerpSpeedTarget = 0;
if (isMoving) rootLerpSpeedTarget = rootLerpSpeedWhileMoving;
if (isStopping) rootLerpSpeedTarget = rootLerpSpeedWhileStopping;
if (isTurning) rootLerpSpeedTarget = rootLerpSpeedWhileTurning;
rootLerpSpeedTarget *= Mathf.Max(headTargetVelocity.magnitude, 0.2f);
rootLerpSpeed = Mathf.Lerp(rootLerpSpeed, rootLerpSpeedTarget, deltaTime * 20f);
// Root lerp and limits
headTargetPos += V3Tools.ExtractVertical(solver.rootBone.solverPosition - headTargetPos, rootUp, 1f);
if (maxRootOffset > 0f)
{
// Lerp towards head target position
Vector3 p = solver.rootBone.solverPosition;
if (rootLerpSpeed > 0f)
{
solver.rootBone.solverPosition = Vector3.Lerp(solver.rootBone.solverPosition, headTargetPos, rootLerpSpeed * deltaTime * weight);
}
lastCorrection = solver.rootBone.solverPosition - p;
// Max offset
offset = headTargetPos - solver.rootBone.solverPosition;
offset = V3Tools.Flatten(offset, rootUp);
float offsetMag = offset.magnitude;
if (offsetMag > maxRootOffset)
{
lastCorrection += (offset - (offset / offsetMag) * maxRootOffset) * weight;
solver.rootBone.solverPosition += lastCorrection;
}
} else
{
// Snap to head target position
lastCorrection = (headTargetPos - solver.rootBone.solverPosition) * weight;
solver.rootBone.solverPosition += lastCorrection;
}
lastEndRootPos = solver.rootBone.solverPosition;
}
}
}
}