You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
114 lines
5.0 KiB
C#
114 lines
5.0 KiB
C#
3 months ago
|
// Animancer // Copyright 2020 Kybernetik //
|
||
|
|
||
|
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
|
||
|
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Animancer.Examples.InverseKinematics
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Demonstrates how to use Unity's Inverse Kinematics (IK) system to adjust a character's feet according to the
|
||
|
/// terrain they are moving over.
|
||
|
/// </summary>
|
||
|
[AddComponentMenu(Strings.MenuPrefix + "Examples/Inverse Kinematics - Raycast Foot IK")]
|
||
|
[HelpURL(Strings.APIDocumentationURL + ".Examples.InverseKinematics/RaycastFootIK")]
|
||
|
public sealed class RaycastFootIK : MonoBehaviour
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
[SerializeField] private AnimancerComponent _Animancer;
|
||
|
[SerializeField] private ExposedCurve _LeftFootWeight;
|
||
|
[SerializeField] private ExposedCurve _RightFootWeight;
|
||
|
[SerializeField] private float _RaycastOriginY = 0.5f;
|
||
|
[SerializeField] private float _RaycastEndY = -0.2f;
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private Transform _LeftFoot;
|
||
|
private Transform _RightFoot;
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Public property for a UI Toggle to enable or disable the IK.</summary>
|
||
|
public bool ApplyAnimatorIK
|
||
|
{
|
||
|
get { return _Animancer.Layers[0].ApplyAnimatorIK; }
|
||
|
set { _Animancer.Layers[0].ApplyAnimatorIK = value; }
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private void Awake()
|
||
|
{
|
||
|
// Make sure both curves are actually being extracted from the same animation.
|
||
|
Debug.Assert(_LeftFootWeight.Clip == _RightFootWeight.Clip);
|
||
|
|
||
|
// Play that animation (ExposedCurve has an implicit cast to use its Clip).
|
||
|
_Animancer.Play(_LeftFootWeight);
|
||
|
|
||
|
// Tell Unity that OnAnimatorIK needs to be called every frame.
|
||
|
ApplyAnimatorIK = true;
|
||
|
|
||
|
// Get the foot bones.
|
||
|
_LeftFoot = _Animancer.Animator.GetBoneTransform(HumanBodyBones.LeftFoot);
|
||
|
_RightFoot = _Animancer.Animator.GetBoneTransform(HumanBodyBones.RightFoot);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
// Note that due to limitations in the Playables API, Unity will always call this method with layerIndex = 0.
|
||
|
#pragma warning disable IDE0060 // Remove unused parameter.
|
||
|
private void OnAnimatorIK(int layerIndex)
|
||
|
#pragma warning restore IDE0060 // Remove unused parameter.
|
||
|
{
|
||
|
UpdateFootIK(AvatarIKGoal.LeftFoot, _LeftFootWeight, _LeftFoot, _Animancer.Animator.leftFeetBottomHeight);
|
||
|
UpdateFootIK(AvatarIKGoal.RightFoot, _RightFootWeight, _RightFoot, _Animancer.Animator.rightFeetBottomHeight);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private void UpdateFootIK(AvatarIKGoal goal, ExposedCurve curve, Transform footTransform, float footBottomHeight)
|
||
|
{
|
||
|
var weight = curve.Evaluate(_Animancer);
|
||
|
_Animancer.Animator.SetIKPositionWeight(goal, weight);
|
||
|
_Animancer.Animator.SetIKRotationWeight(goal, weight);
|
||
|
|
||
|
if (weight == 0)
|
||
|
return;
|
||
|
|
||
|
// Get the local up direction of the foot.
|
||
|
var rotation = _Animancer.Animator.GetIKRotation(goal);
|
||
|
var localUp = rotation * Vector3.up;
|
||
|
|
||
|
var position = footTransform.position;
|
||
|
position += localUp * _RaycastOriginY;
|
||
|
|
||
|
var distance = _RaycastOriginY - _RaycastEndY;
|
||
|
|
||
|
RaycastHit hit;
|
||
|
if (Physics.Raycast(position, -localUp, out hit, distance))
|
||
|
{
|
||
|
// Use the hit point as the desired position.
|
||
|
position = hit.point;
|
||
|
position += localUp * footBottomHeight;
|
||
|
_Animancer.Animator.SetIKPosition(goal, position);
|
||
|
|
||
|
// Use the hit normal to calculate the desired rotation.
|
||
|
var rotAxis = Vector3.Cross(localUp, hit.normal);
|
||
|
var angle = Vector3.Angle(localUp, hit.normal);
|
||
|
rotation = Quaternion.AngleAxis(angle, rotAxis) * rotation;
|
||
|
|
||
|
_Animancer.Animator.SetIKRotation(goal, rotation);
|
||
|
}
|
||
|
// Otherwise simply stretch the leg out to the end of the ray.
|
||
|
else
|
||
|
{
|
||
|
position += localUp * (footBottomHeight - distance);
|
||
|
_Animancer.Animator.SetIKPosition(goal, position);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
}
|