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