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- using UnityEngine;
- using System.Collections;
- using RootMotion.FinalIK;
- namespace RootMotion.Demos {
- /// <summary>
- /// Basic full body FPS IK controller.
- ///
- /// If aimWeight is weighed in, the character will simply use AimIK to aim his gun towards the camera forward direction.
- /// If sightWeight is weighed in, the character will also use FBBIK to pose the gun to a predefined position relative to the camera so it stays fixed in view.
- /// That position was simply defined by making a copy of the gun (gunTarget), parenting it to the camera and positioning it so that the camera would look down it's sights.
- /// </summary>
- public class FPSAiming : MonoBehaviour {
- [Range(0f, 1f)] public float aimWeight = 1f; // The weight of aiming the gun towards camera forward
- [Range(0f, 1f)] public float sightWeight = 1f; // the weight of aiming down the sight (multiplied by aimWeight)
- [Range(0f, 180f)] public float maxAngle = 80f; // The maximum angular offset of the aiming direction from the character forward. Character will be rotated to comply.
- public Vector3 aimOffset; // Can be used to adjust the aiming angle
- public bool animatePhysics; // Is Animate Physiscs turned on for the character?
- public Transform gun; // The gun that the character is holding
- public Transform gunTarget; // The copy of the gun that has been parented to the camera
- public FullBodyBipedIK ik; // Reference to the FBBIK component
- public AimIK gunAim; // Reference to the AimIK component
- public AimIK headAim; // AimIK solver used for look-at when aimWeight < 1
- public CameraControllerFPS cam; // Reference to the FPS camera
- public Recoil recoil; // The recoil component (optional)
- [Range(0f, 1f)] public float cameraRecoilWeight = 0.5f; // How much of the recoil motion is added to the camera?
- private Vector3 gunTargetDefaultLocalPosition;
- private Vector3 gunTargetDefaultLocalRotation;
- private Vector3 camDefaultLocalPosition;
- private Vector3 camRelativeToGunTarget;
- private bool updateFrame;
- void Start() {
- // Remember some default local positions
- gunTargetDefaultLocalPosition = gunTarget.localPosition;
- gunTargetDefaultLocalRotation = gunTarget.localEulerAngles;
- camDefaultLocalPosition = cam.transform.localPosition;
- // Disable the camera and IK components so we can handle their execution order
- cam.enabled = false;
- gunAim.enabled = false;
- if (headAim != null) headAim.enabled = false;
- ik.enabled = false;
- if (recoil != null && ik.solver.iterations == 0) Debug.LogWarning("FPSAiming with Recoil needs FBBIK solver iteration count to be at least 1 to maintain accuracy.");
- }
- void FixedUpdate() {
- // Making sure this works with Animate Physics
- updateFrame = true;
- }
- void LateUpdate() {
- // Making sure this works with Animate Physics
- if (!animatePhysics) updateFrame = true;
- if (!updateFrame) return;
- updateFrame = false;
- // Put the camera back to it's default local position relative to the head
- cam.transform.localPosition = camDefaultLocalPosition;
- // Remember the camera's position relative to the gun target
- camRelativeToGunTarget = gunTarget.InverseTransformPoint(cam.transform.position);
- // Update the camera
- cam.LateUpdate();
- // Rotating the root of the character if it is past maxAngle from the camera forward
- RotateCharacter();
- Aiming();
- LookDownTheSight();
- }
- private void Aiming()
- {
- if (headAim == null && aimWeight <= 0f) return;
- // Remember the rotation of the camera because we need to reset it later so the IK would not interfere with the rotating of the camera
- Quaternion camRotation = cam.transform.rotation;
- // Aim head towards camera forward
- headAim.solver.IKPosition = cam.transform.position + cam.transform.forward * 10f;
- headAim.solver.IKPositionWeight = 1f - aimWeight;
- headAim.solver.Update();
- // Aim the gun towards camera forward
- gunAim.solver.IKPosition = cam.transform.position + cam.transform.forward * 10f + cam.transform.rotation * aimOffset;
- gunAim.solver.IKPositionWeight = aimWeight;
- gunAim.solver.Update();
-
- cam.transform.rotation = camRotation;
- }
- private void LookDownTheSight() {
- float sW = aimWeight * sightWeight;
- //if (sW <= 0f && recoil == null) return;
- // Interpolate the gunTarget from the current animated position of the gun to the position fixed to the camera
- gunTarget.position = Vector3.Lerp(gun.position, gunTarget.parent.TransformPoint(gunTargetDefaultLocalPosition), sW);
- gunTarget.rotation = Quaternion.Lerp(gun.rotation, gunTarget.parent.rotation * Quaternion.Euler(gunTargetDefaultLocalRotation), sW);
- // Get the current positions of the hands relative to the gun
- Vector3 leftHandRelativePosition = gun.InverseTransformPoint(ik.solver.leftHandEffector.bone.position);
- Vector3 rightHandRelativePosition = gun.InverseTransformPoint(ik.solver.rightHandEffector.bone.position);
- // Get the current rotations of the hands relative to the gun
- Quaternion leftHandRelativeRotation = Quaternion.Inverse(gun.rotation) * ik.solver.leftHandEffector.bone.rotation;
- Quaternion rightHandRelativeRotation = Quaternion.Inverse(gun.rotation) * ik.solver.rightHandEffector.bone.rotation;
- //float handWeight = aimWeight > 0 && sightWeight > 0? aimWeight * sightWeight: 0f;
- float handWeight = 1f;//aimWeight * sightWeight;
- ik.solver.leftHandEffector.positionOffset += (gunTarget.TransformPoint(leftHandRelativePosition) - (ik.solver.leftHandEffector.bone.position + ik.solver.leftHandEffector.positionOffset)) * handWeight;
- ik.solver.rightHandEffector.positionOffset += (gunTarget.TransformPoint(rightHandRelativePosition) - (ik.solver.rightHandEffector.bone.position + ik.solver.rightHandEffector.positionOffset)) * handWeight;
- // Make sure the head does not rotate
- ik.solver.headMapping.maintainRotationWeight = 1f;
- if (recoil != null) recoil.SetHandRotations(gunTarget.rotation * leftHandRelativeRotation, gunTarget.rotation * rightHandRelativeRotation);
- // Update FBBIK
- ik.solver.Update();
- // Rotate the hand bones relative to the gun target the same way they are rotated relative to the gun
- if (recoil != null) {
- ik.references.leftHand.rotation = recoil.rotationOffset * (gunTarget.rotation * leftHandRelativeRotation);
- ik.references.rightHand.rotation = recoil.rotationOffset * (gunTarget.rotation * rightHandRelativeRotation);
- } else {
- ik.references.leftHand.rotation = gunTarget.rotation * leftHandRelativeRotation;
- ik.references.rightHand.rotation = gunTarget.rotation * rightHandRelativeRotation;
- }
- // Position the camera to where it was before FBBIK relative to the gun
- cam.transform.position = Vector3.Lerp(cam.transform.position, Vector3.Lerp(gunTarget.TransformPoint(camRelativeToGunTarget), gun.transform.TransformPoint(camRelativeToGunTarget), cameraRecoilWeight), sW);
- }
- // Rotating the root of the character if it is past maxAngle from the camera forward
- private void RotateCharacter() {
- if (maxAngle >= 180f) return;
- // If no angular difference is allowed, just rotate the character to the flattened camera forward
- if (maxAngle <= 0f) {
- transform.rotation = Quaternion.LookRotation(new Vector3(cam.transform.forward.x, 0f, cam.transform.forward.z));
- return;
- }
- // Get camera forward in the character's rotation space
- Vector3 camRelative = transform.InverseTransformDirection(cam.transform.forward);
- // Get the angle of the camera forward relative to the character forward
- float angle = Mathf.Atan2(camRelative.x, camRelative.z) * Mathf.Rad2Deg;
- // Making sure the angle does not exceed maxangle
- if (Mathf.Abs(angle) > Mathf.Abs(maxAngle)) {
- float a = angle - maxAngle;
- if (angle < 0f) a = angle + maxAngle;
- transform.rotation = Quaternion.AngleAxis(a, transform.up) * transform.rotation;
- }
- }
- }
- }
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