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83 lines
2.1 KiB
C#

using UnityEngine;
using System.Collections;
using RootMotion;
namespace RootMotion.FinalIK {
public partial class Grounding {
/// <summary>
/// The %Grounding %Pelvis.
/// </summary>
public class Pelvis {
/// <summary>
/// Offset of the pelvis as a Vector3.
/// </summary>
public Vector3 IKOffset { get; private set; }
/// <summary>
/// Scalar vertical offset of the pelvis.
/// </summary>
public float heightOffset { get; private set; }
private Grounding grounding;
private Vector3 lastRootPosition;
private float damperF;
private bool initiated;
private float lastTime;
// Initiating the pelvis
public void Initiate(Grounding grounding) {
this.grounding = grounding;
initiated = true;
OnEnable();
}
// Set everything to 0
public void Reset() {
this.lastRootPosition = grounding.root.transform.position;
lastTime = Time.deltaTime;
IKOffset = Vector3.zero;
heightOffset = 0f;
}
// Should be called each time the pelvis is (re)activated
public void OnEnable() {
if (!initiated) return;
this.lastRootPosition = grounding.root.transform.position;
lastTime = Time.time;
}
// Updates the pelvis position offset
public void Process(float lowestOffset, float highestOffset, bool isGrounded) {
if (!initiated) return;
float deltaTime = Time.time - lastTime;
lastTime = Time.time;
if (deltaTime <= 0f) return;
float offsetTarget = lowestOffset + highestOffset;
if (!grounding.rootGrounded) offsetTarget = 0f;
// Interpolating the offset
heightOffset = Mathf.Lerp(heightOffset, offsetTarget, deltaTime * grounding.pelvisSpeed);
// Damper
Vector3 rootDelta = (grounding.root.position - lastRootPosition);
lastRootPosition = grounding.root.position;
// Fading out damper when ungrounded
damperF = Interp.LerpValue(damperF, isGrounded? 1f: 0f, 1f, 10f);
// Calculating the final damper
heightOffset -= grounding.GetVerticalOffset(rootDelta, Vector3.zero) * grounding.pelvisDamper * damperF;
// Update IK value
IKOffset = grounding.up * heightOffset;
}
}
}
}