112 lines
5.1 KiB
C#
112 lines
5.1 KiB
C#
|
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
|
||
|
|
||
|
#pragma warning disable CS0414 // Field is assigned but its value is never used.
|
||
|
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
|
||
|
|
||
|
using Animancer.Units;
|
||
|
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>
|
||
|
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/ik/uneven-ground">Uneven Ground</see></example>
|
||
|
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/RaycastFootIK
|
||
|
///
|
||
|
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - Raycast Foot IK")]
|
||
|
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(RaycastFootIK))]
|
||
|
public sealed class RaycastFootIK : MonoBehaviour
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
[SerializeField] private AnimancerComponent _Animancer;
|
||
|
[SerializeField, Meters] private float _RaycastOriginY = 0.5f;
|
||
|
[SerializeField, Meters] private float _RaycastEndY = -0.2f;
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private Transform _LeftFoot;
|
||
|
private Transform _RightFoot;
|
||
|
|
||
|
private AnimatedFloat _FootWeights;
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Public property for a UI Toggle to enable or disable the IK.</summary>
|
||
|
public bool ApplyAnimatorIK
|
||
|
{
|
||
|
get => _Animancer.Layers[0].ApplyAnimatorIK;
|
||
|
set => _Animancer.Layers[0].ApplyAnimatorIK = value;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private void Awake()
|
||
|
{
|
||
|
_LeftFoot = _Animancer.Animator.GetBoneTransform(HumanBodyBones.LeftFoot);
|
||
|
_RightFoot = _Animancer.Animator.GetBoneTransform(HumanBodyBones.RightFoot);
|
||
|
|
||
|
_FootWeights = new AnimatedFloat(_Animancer, "LeftFootIK", "RightFootIK");
|
||
|
|
||
|
// Tell Unity that OnAnimatorIK needs to be called every frame.
|
||
|
ApplyAnimatorIK = true;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
// Note that due to limitations in the Playables API, Unity will always call this method with layerIndex = 0.
|
||
|
private void OnAnimatorIK(int layerIndex)
|
||
|
{
|
||
|
// _FootWeights[0] is the first property we specified in Awake: "LeftFootIK".
|
||
|
// _FootWeights[1] is the second property we specified in Awake: "RightFootIK".
|
||
|
UpdateFootIK(_LeftFoot, AvatarIKGoal.LeftFoot, _FootWeights[0], _Animancer.Animator.leftFeetBottomHeight);
|
||
|
UpdateFootIK(_RightFoot, AvatarIKGoal.RightFoot, _FootWeights[1], _Animancer.Animator.rightFeetBottomHeight);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private void UpdateFootIK(Transform footTransform, AvatarIKGoal goal, float weight, float footBottomHeight)
|
||
|
{
|
||
|
var animator = _Animancer.Animator;
|
||
|
animator.SetIKPositionWeight(goal, weight);
|
||
|
animator.SetIKRotationWeight(goal, weight);
|
||
|
|
||
|
if (weight == 0)
|
||
|
return;
|
||
|
|
||
|
// Get the local up direction of the foot.
|
||
|
var rotation = animator.GetIKRotation(goal);
|
||
|
var localUp = rotation * Vector3.up;
|
||
|
|
||
|
var position = footTransform.position;
|
||
|
position += localUp * _RaycastOriginY;
|
||
|
|
||
|
var distance = _RaycastOriginY - _RaycastEndY;
|
||
|
|
||
|
if (Physics.Raycast(position, -localUp, out var hit, distance))
|
||
|
{
|
||
|
// Use the hit point as the desired position.
|
||
|
position = hit.point;
|
||
|
position += localUp * footBottomHeight;
|
||
|
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;
|
||
|
|
||
|
animator.SetIKRotation(goal, rotation);
|
||
|
}
|
||
|
else// Otherwise simply stretch the leg out to the end of the ray.
|
||
|
{
|
||
|
position += localUp * (footBottomHeight - distance);
|
||
|
animator.SetIKPosition(goal, position);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
}
|