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114 lines
5.0 KiB
C#
114 lines
5.0 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Examples.InverseKinematics
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{
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/// <summary>
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/// Demonstrates how to use Unity's Inverse Kinematics (IK) system to adjust a character's feet according to the
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/// terrain they are moving over.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Inverse Kinematics - Raycast Foot IK")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.InverseKinematics/RaycastFootIK")]
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public sealed class RaycastFootIK : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private ExposedCurve _LeftFootWeight;
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[SerializeField] private ExposedCurve _RightFootWeight;
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[SerializeField] private float _RaycastOriginY = 0.5f;
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[SerializeField] private float _RaycastEndY = -0.2f;
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/************************************************************************************************************************/
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private Transform _LeftFoot;
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private Transform _RightFoot;
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/************************************************************************************************************************/
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/// <summary>Public property for a UI Toggle to enable or disable the IK.</summary>
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public bool ApplyAnimatorIK
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{
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get { return _Animancer.Layers[0].ApplyAnimatorIK; }
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set { _Animancer.Layers[0].ApplyAnimatorIK = value; }
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}
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/************************************************************************************************************************/
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private void Awake()
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{
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// Make sure both curves are actually being extracted from the same animation.
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Debug.Assert(_LeftFootWeight.Clip == _RightFootWeight.Clip);
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// Play that animation (ExposedCurve has an implicit cast to use its Clip).
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_Animancer.Play(_LeftFootWeight);
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// Tell Unity that OnAnimatorIK needs to be called every frame.
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ApplyAnimatorIK = true;
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// Get the foot bones.
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_LeftFoot = _Animancer.Animator.GetBoneTransform(HumanBodyBones.LeftFoot);
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_RightFoot = _Animancer.Animator.GetBoneTransform(HumanBodyBones.RightFoot);
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}
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/************************************************************************************************************************/
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// Note that due to limitations in the Playables API, Unity will always call this method with layerIndex = 0.
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#pragma warning disable IDE0060 // Remove unused parameter.
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private void OnAnimatorIK(int layerIndex)
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#pragma warning restore IDE0060 // Remove unused parameter.
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{
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UpdateFootIK(AvatarIKGoal.LeftFoot, _LeftFootWeight, _LeftFoot, _Animancer.Animator.leftFeetBottomHeight);
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UpdateFootIK(AvatarIKGoal.RightFoot, _RightFootWeight, _RightFoot, _Animancer.Animator.rightFeetBottomHeight);
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}
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/************************************************************************************************************************/
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private void UpdateFootIK(AvatarIKGoal goal, ExposedCurve curve, Transform footTransform, float footBottomHeight)
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{
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var weight = curve.Evaluate(_Animancer);
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_Animancer.Animator.SetIKPositionWeight(goal, weight);
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_Animancer.Animator.SetIKRotationWeight(goal, weight);
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if (weight == 0)
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return;
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// Get the local up direction of the foot.
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var rotation = _Animancer.Animator.GetIKRotation(goal);
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var localUp = rotation * Vector3.up;
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var position = footTransform.position;
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position += localUp * _RaycastOriginY;
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var distance = _RaycastOriginY - _RaycastEndY;
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RaycastHit hit;
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if (Physics.Raycast(position, -localUp, out hit, distance))
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{
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// Use the hit point as the desired position.
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position = hit.point;
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position += localUp * footBottomHeight;
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_Animancer.Animator.SetIKPosition(goal, position);
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// Use the hit normal to calculate the desired rotation.
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var rotAxis = Vector3.Cross(localUp, hit.normal);
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var angle = Vector3.Angle(localUp, hit.normal);
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rotation = Quaternion.AngleAxis(angle, rotAxis) * rotation;
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_Animancer.Animator.SetIKRotation(goal, rotation);
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}
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// Otherwise simply stretch the leg out to the end of the ray.
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else
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{
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position += localUp * (footBottomHeight - distance);
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_Animancer.Animator.SetIKPosition(goal, position);
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}
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}
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/************************************************************************************************************************/
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}
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}
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