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- using UnityEngine;
- using System.Collections;
- using RootMotion.FinalIK;
- namespace RootMotion.Demos {
- /// <summary>
- /// Raycasting to the ground to redirect upper-body animation based on ground topography.
- /// </summary>
- public class TerrainOffset : MonoBehaviour {
-
- public AimIK aimIK; // Reference to the AimIK component
- public Vector3 raycastOffset = new Vector3(0f, 2f, 1.5f); // Offset from the character, in local space, to raycast from
- public LayerMask raycastLayers; // The layers we want to raycast at
- public float min = -2f, max = 2f; // Min and max for the offset
- public float lerpSpeed = 10f; // The speed of lerping the IKPosition to make things nice and smooth
- private RaycastHit hit;
- private Vector3 offset;
- void LateUpdate() {
- // Find the raycastOffset in world space
- Vector3 worldOffset = transform.rotation * raycastOffset;
- // Find how much higher is the ground at worldOffset relative to the character position.
- Vector3 realOffset = GetGroundHeightOffset(transform.position + worldOffset);
- // Smoothly lerp the offset value so it would not jump on sudden raycast changes
- offset = Vector3.Lerp(offset, realOffset, Time.deltaTime * lerpSpeed);
- // The default offset point at the character's height
- Vector3 zeroOffsetPosition = transform.position + new Vector3(worldOffset.x, 0f, worldOffset.z);
- // Make the Aim Transform look at the default offset point (So when we are on planar ground there will be nothing for Aim IK to do)
- aimIK.solver.transform.LookAt(zeroOffsetPosition);
- // Make Aim IK bend the spine by the offset.
- aimIK.solver.IKPosition = zeroOffsetPosition + offset;
- }
- private Vector3 GetGroundHeightOffset(Vector3 worldPosition) {
- // Visualize the raycast
- Debug.DrawRay(worldPosition, Vector3.down * raycastOffset.y * 2f, Color.green);
- // Raycast to find how much higher is the ground at worldPosition relative to the character.
- if (Physics.Raycast(worldPosition, Vector3.down, out hit, raycastOffset.y * 2f)) {
- return Mathf.Clamp(hit.point.y - transform.position.y, min, max) * Vector3.up;
- }
- // Raycast found nothing so return zero
- return Vector3.zero;
- }
- }
- }
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