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- using UnityEngine;
- using System.Collections;
- using RootMotion.FinalIK;
- namespace RootMotion.Demos {
- /// <summary>
- /// Absorbing motion on FBBIK effectors on impact. Attach this to the GameObject that receives OnCollisionEnter calls.
- /// </summary>
- public class MotionAbsorb : OffsetModifier {
- [System.Serializable]
- public enum Mode {
- Position,
- PositionOffset
- }
- // Manages motion absorbing for an effector
- [System.Serializable]
- public class Absorber {
- [Tooltip("The type of effector (hand, foot, shoulder...) - this is just an enum")]
- public FullBodyBipedEffector effector;
- [Tooltip("How much should motion be absorbed on this effector")]
- public float weight = 1f;
- private Vector3 position;
- private Quaternion rotation = Quaternion.identity;
- private IKEffector e;
- // Set effector position and rotation to match it's bone
- public void SetToBone(IKSolverFullBodyBiped solver, Mode mode) {
- e = solver.GetEffector(effector);
- // Using world space position and rotation here for the sake of simplicity of the demo
- // Ideally we should use position and rotation relative to character's root, so we could move around while doing this.
- switch(mode) {
- case Mode.Position:
- e.position = e.bone.position;
- e.rotation = e.bone.rotation;
- return;
- case Mode.PositionOffset:
- position = e.bone.position;
- rotation = e.bone.rotation;
- return;
- }
- }
- // Set effector position and rotation weight to match the value, multiply with the weight of this Absorber
- public void UpdateEffectorWeights(float w) {
- e.positionWeight = w * weight;
- e.rotationWeight = w * weight;
- }
- // Set effector positionOffset to match the position, multiply with the weight of this Absorber
- public void SetPosition(float w) {
- e.positionOffset += (position - e.bone.position) * w * weight;
- }
- // Set effector bone rotation to match the rotation, multiply with the weight of this Absorber
- public void SetRotation(float w) {
- e.bone.rotation = Quaternion.Slerp(e.bone.rotation, rotation, w * weight);
- }
- }
- [Tooltip("Use either effector position, position weight, rotation, rotationWeight or positionOffset and rotating the bone directly.")]
- public Mode mode;
- [Tooltip("Array containing the absorbers")]
- public Absorber[] absorbers;
- [Tooltip("Weight falloff curve (how fast will the effect reduce after impact)")]
- public AnimationCurve falloff;
- [Tooltip("How fast will the impact fade away. (if 1, effect lasts for 1 second)")]
- public float falloffSpeed = 1f;
- private float timer; // Used for fading out the effect of the impact
- private float w;
- private Mode initialMode;
- protected override void Start() {
- base.Start();
- ik.solver.OnPostUpdate += AfterIK;
- initialMode = mode;
- }
- void OnCollisionEnter(Collision c) {
- // Don't register another contact until the effect of the last one has faded
- if (timer > 0f) return;
- // Reset timer
- timer = 1f;
- // Set effector position and rotation to match it's bone
- for (int i = 0; i < absorbers.Length; i++) absorbers[i].SetToBone(ik.solver, mode);
- }
- // Called by IKSolverFullBody before updating
- protected override void OnModifyOffset() {
- if (timer <= 0f) return;
- mode = initialMode;
- // Fading out the effect
- timer -= Time.deltaTime * falloffSpeed;
- // Evaluate the absorb weight
- w = falloff.Evaluate(timer);
- // Set the weights of the effectors
- if (mode == Mode.Position) {
- for (int i = 0; i < absorbers.Length; i++) absorbers[i].UpdateEffectorWeights(w * weight);
- } else {
- for (int i = 0; i < absorbers.Length; i++) absorbers[i].SetPosition(w * weight);
- }
- }
- void AfterIK() {
- if (timer <= 0f) return;
- if (mode == Mode.Position) return;
- for (int i = 0; i < absorbers.Length; i++) absorbers[i].SetRotation(w * weight);
- }
- protected override void OnDestroy() {
- base.OnDestroy();
- if (ik != null) ik.solver.OnPostUpdate -= AfterIK;
- }
- }
- }
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