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- using UnityEngine;
- using System.Collections;
- namespace RootMotion.FinalIK {
- /// <summary>
- /// Grounding for BipedIK characters.
- /// </summary>
- [HelpURL("http://www.root-motion.com/finalikdox/html/page9.html")]
- [AddComponentMenu("Scripts/RootMotion.FinalIK/Grounder/Grounder Biped")]
- public class GrounderBipedIK: 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_biped_i_k.html");
- }
- #region Main Interface
-
- /// <summary>
- /// The BipedIK componet.
- /// </summary>
- [Tooltip("The BipedIK componet.")]
- public BipedIK ik;
- /// <summary>
- /// The amount of spine bending towards upward slopes.
- /// </summary>
- [Tooltip("The amount of spine bending towards upward slopes.")]
- public float spineBend = 7f;
- /// <summary>
- /// The interpolation speed of spine bending.
- /// </summary>
- [Tooltip("The interpolation speed of spine bending.")]
- public float spineSpeed = 3f;
- #endregion Main Interface
- public override void ResetPosition() {
- solver.Reset();
- spineOffset = Vector3.zero;
- }
-
- private Transform[] feet = new Transform[2];
- private Quaternion[] footRotations = new Quaternion[2];
- private Vector3 animatedPelvisLocalPosition, solvedPelvisLocalPosition;
- private Vector3 spineOffset;
- private float lastWeight;
- // Can we initiate the Grounding?
- private bool IsReadyToInitiate() {
- if (ik == null) return false;
- if (!ik.solvers.leftFoot.initiated) return false;
- if (!ik.solvers.rightFoot.initiated) return false;
- return true;
- }
- // Initiate once we have a BipedIK component
- void Update() {
- weight = Mathf.Clamp(weight, 0f, 1f);
- if (weight <= 0f) return;
- if (initiated) return;
- if (!IsReadyToInitiate()) return;
-
- Initiate();
- }
-
- private void Initiate() {
- // Gathering both foot bones from the BipedIK
- feet = new Transform[2];
- footRotations = new Quaternion[2];
- feet[0] = ik.references.leftFoot;
- feet[1] = ik.references.rightFoot;
- footRotations[0] = Quaternion.identity;
- footRotations[1] = Quaternion.identity;
- // Adding to the delegates to get call at certain points in the solving process
- ik.solvers.spine.OnPreUpdate += OnSolverUpdate;
- ik.solvers.rightFoot.OnPostUpdate += OnPostSolverUpdate;
- // Store the default localPosition of the pelvis
- animatedPelvisLocalPosition = ik.references.pelvis.localPosition;
- // Initiate the Grounding
- solver.Initiate(ik.references.root, feet);
-
- initiated = true;
- }
- // Weigh out the limb solvers properly when the component is disabled
- void OnDisable() {
- if (!initiated) return;
- ik.solvers.leftFoot.IKPositionWeight = 0f;
- ik.solvers.rightFoot.IKPositionWeight = 0f;
- }
- // Called before updating the spine 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 (OnPreGrounder != null) OnPreGrounder();
- // If the pelvis local position has not changed since last solved state, consider it unanimated
- if (ik.references.pelvis.localPosition != solvedPelvisLocalPosition) animatedPelvisLocalPosition = ik.references.pelvis.localPosition;
- else ik.references.pelvis.localPosition = animatedPelvisLocalPosition;
- // Update the Grounding
- solver.Update();
- // Move the pelvis
- ik.references.pelvis.position += solver.pelvis.IKOffset * weight;
- // Update IKPositions and IKPositionWeights of the feet
- SetLegIK(ik.solvers.leftFoot, 0);
- SetLegIK(ik.solvers.rightFoot, 1);
- // Bending the spine
- if (spineBend != 0f && ik.references.spine.Length > 0) {
- spineSpeed = Mathf.Clamp(spineSpeed, 0f, spineSpeed);
- Vector3 spineOffseTarget = GetSpineOffsetTarget() * weight;
- spineOffset = Vector3.Lerp(spineOffset, spineOffseTarget * spineBend, Time.deltaTime * spineSpeed);
- // Store upper arm rotations to revert them after we rotate the spine
- Quaternion leftArmRotation = ik.references.leftUpperArm.rotation;
- Quaternion rightArmRotation = ik.references.rightUpperArm.rotation;
- // Get the offset rotation for the spine
- Vector3 up = solver.up;
- Quaternion f = Quaternion.FromToRotation(up, up + spineOffset);
- // Rotate the spine
- ik.references.spine[0].rotation = f * ik.references.spine[0].rotation;
- // Revert the upper arms
- ik.references.leftUpperArm.rotation = leftArmRotation;
- ik.references.rightUpperArm.rotation = rightArmRotation;
- ik.solvers.lookAt.SetDirty();
- }
- if (OnPostGrounder != null) OnPostGrounder();
- }
- // Set the IK position and weight for a limb
- private void SetLegIK(IKSolverLimb limb, int index) {
- footRotations[index] = feet[index].rotation;
- limb.IKPosition = solver.legs[index].IKPosition;
- limb.IKPositionWeight = weight;
- }
- // Rotating the feet after IK has finished
- private void OnPostSolverUpdate() {
- if (weight <= 0f) return;
- if (!enabled) return;
- 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 = ik.references.pelvis.localPosition;
- }
- // Cleaning up the delegates
- void OnDestroy() {
- if (initiated && ik != null) {
- ik.solvers.spine.OnPreUpdate -= OnSolverUpdate;
- ik.solvers.rightFoot.OnPostUpdate -= OnPostSolverUpdate;
- }
- }
- }
- }
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