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90 lines
3.3 KiB
C#

using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.FinalIK {
/// <summary>
/// Prevents body parts from penetrating scene geometry by offsetting effectors away from the colliders.
/// </summary>
public class PenetrationAvoidance : OffsetModifier {
/// <summary>
/// Definition of avoidance and raycasting info.
/// </summary>
[System.Serializable]
public class Avoider {
/// <summary>
/// Linking this to an effector
/// </summary>
[System.Serializable]
public class EffectorLink {
[Tooltip("Effector to apply the offset to.")] public FullBodyBipedEffector effector;
[Tooltip("Multiplier of the offset value, can be negative.")] public float weight;
}
[Tooltip("Bones to start the raycast from. Multiple raycasts can be used by assigning more than 1 bone.")] public Transform[] raycastFrom;
[Tooltip("The Transform to raycast towards. Usually the body part that you want to keep from penetrating.")] public Transform raycastTo;
[Tooltip("If 0, will use simple raycasting, if > 0, will use sphere casting (better, but slower).")] [Range(0f, 1f)] public float raycastRadius;
[Tooltip("Linking this to FBBIK effectors.")] public EffectorLink[] effectors;
[Tooltip("The time of smooth interpolation of the offset value to avoid penetration.")] public float smoothTimeIn = 0.1f;
[Tooltip("The time of smooth interpolation of the offset value blending out of penetration avoidance.")] public float smoothTimeOut = 0.3f;
[Tooltip("Layers to keep penetrating from.")] public LayerMask layers;
private Vector3 offset;
private Vector3 offsetTarget;
private Vector3 offsetV;
public void Solve(IKSolverFullBodyBiped solver, float weight) {
// Get the offset to interpolate to
offsetTarget = GetOffsetTarget(solver);
// Interpolating the offset value
float smoothDampTime = offsetTarget.sqrMagnitude > offset.sqrMagnitude? smoothTimeIn: smoothTimeOut;
offset = Vector3.SmoothDamp(offset, offsetTarget, ref offsetV, smoothDampTime);
// Apply offset to the FBBIK effectors
foreach (EffectorLink link in effectors) {
solver.GetEffector(link.effector).positionOffset += offset * weight * link.weight;
}
}
// Multiple raycasting to accumulate the offset
private Vector3 GetOffsetTarget(IKSolverFullBodyBiped solver) {
Vector3 t = Vector3.zero;
foreach (Transform from in raycastFrom) {
t += Raycast(from.position, raycastTo.position + t);
}
return t;
}
// Raycast, return the offset that would not penetrate any colliders
private Vector3 Raycast(Vector3 from, Vector3 to) {
Vector3 direction = to - from;
float distance = direction.magnitude;
RaycastHit hit;
if (raycastRadius <= 0f) {
Physics.Raycast(from, direction, out hit, distance, layers);
} else {
Physics.SphereCast(from, raycastRadius, direction, out hit, distance, layers);
}
if (hit.collider == null) return Vector3.zero;
return Vector3.Project(-direction.normalized * (distance - hit.distance), hit.normal);
}
}
[Tooltip("Definitions of penetration avoidances.")] public Avoider[] avoiders;
// Called by IKSolverFullBody before updating
protected override void OnModifyOffset() {
foreach (Avoider avoider in avoiders) avoider.Solve(ik.solver, weight);
}
}
}