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CrowdControl/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/02 Uneven Ground/RaycastFootIK.cs

114 lines
5.0 KiB
C#

// 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);
}
}
/************************************************************************************************************************/
}
}