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281 lines
8.8 KiB
C#

using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// Grounding for LimbIK, CCD and/or FABRIK solvers.
/// </summary>
[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
/// <summary>
/// The leg %IK componets (can be any type of IK component).
/// </summary>
public IK[] legs;
/// <summary>
/// The pelvis transform. Common ancestor of all the legs.
/// </summary>
[Tooltip("The pelvis transform. Common ancestor of all the legs.")]
public Transform pelvis;
/// <summary>
/// The root Transform of the character, with the rigidbody and the collider.
/// </summary>
[Tooltip("The root Transform of the character, with the rigidbody and the collider.")]
public Transform characterRoot;
/// <summary>
/// The weight of rotating the character root to the ground normal (range: 0 - 1).
/// </summary>
[Tooltip("The weight of rotating the character root to the ground normal (range: 0 - 1).")]
[Range(0f, 1f)]
public float rootRotationWeight;
/// <summary>
/// The speed of rotating the character root to the ground normal (range: 0 - inf).
/// </summary>
[Tooltip("The speed of rotating the character root to the ground normal (range: 0 - inf).")]
public float rootRotationSpeed = 5f;
/// <summary>
/// The maximum angle of root rotation (range: 0 - 90).
/// </summary>
[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<Rigidbody>();
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;
}
}
}
}
}
}