コード例 #1
0
        bool ISRFootMove(IKSolverFullBodyBiped solver, Vector3 velocity)
        {
            Vector3 moveDir = Util.ProjectOntoPlane(velocity, Vector3.up);
//			float angle = Vector3.Angle(moveDir, solver.GetRoot().right);
//			if(angle < m_CampAngle)
//				return true;
//			else if(angle > 180 - m_CampAngle)
//				return false;
            Vector3 rFootToLFoot = solver.GetEffector(FullBodyBipedEffector.LeftFoot).bone.transform.position
                                   - solver.GetEffector(FullBodyBipedEffector.RightFoot).bone.transform.position;

            return(Vector3.Angle(rFootToLFoot, moveDir) > 90f);
        }
コード例 #2
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            // Update this body, apply the offset to the effector
            public void Update(IKSolverFullBodyBiped solver, float weight, float deltaTime)
            {
                if (transform == null)
                {
                    return;
                }

                // If first update, set this body to Transform
                if (firstUpdate)
                {
                    Reset();
                    firstUpdate = false;
                }

                // Acceleration
                direction = Vector3.Lerp(direction, ((transform.position - lazyPoint) / deltaTime) * 0.01f, deltaTime * acceleration);

                // Lazy follow
                lazyPoint += direction * deltaTime * speed;

                // Match velocity
                delta      = transform.position - lastPosition;
                lazyPoint += delta * matchVelocity;

                // Gravity
                lazyPoint.y += gravity * deltaTime;

                // Apply position offset to the effector
                foreach (EffectorLink effectorLink in effectorLinks)
                {
                    solver.GetEffector(effectorLink.effector).positionOffset += (lazyPoint - transform.position) * effectorLink.weight * weight;
                }

                lastPosition = transform.position;
            }
コード例 #3
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ファイル: Amplifier.cs プロジェクト: UnforeseenOcean/Warmode
            public void Update(IKSolverFullBodyBiped solver, float w, float deltaTime)
            {
                if (this.transform == null || this.relativeTo == null)
                {
                    return;
                }
                Vector3 a = this.relativeTo.InverseTransformDirection(this.transform.position - this.relativeTo.position);

                if (this.firstUpdate)
                {
                    this.lastRelativePos = a;
                    this.firstUpdate     = false;
                }
                Vector3 vector = (a - this.lastRelativePos) / deltaTime;

                this.smoothDelta = ((this.speed > 0f) ? Vector3.Lerp(this.smoothDelta, vector, deltaTime * this.speed) : vector);
                Vector3 v  = this.relativeTo.TransformDirection(this.smoothDelta);
                Vector3 a2 = V3Tools.ExtractVertical(v, solver.GetRoot().up, this.verticalWeight) + V3Tools.ExtractHorizontal(v, solver.GetRoot().up, this.horizontalWeight);

                for (int i = 0; i < this.effectorLinks.Length; i++)
                {
                    solver.GetEffector(this.effectorLinks[i].effector).positionOffset += a2 * w * this.effectorLinks[i].weight;
                }
                this.lastRelativePos = a;
            }
コード例 #4
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                public void Update(IKSolverFullBodyBiped solver, float weight, float deltaTime, float velocity)
                {
                    //Update inertia
                    Vector3 delta = m_FollowTarget.position - m_LazyPoint;

                    Vector3 currentSpeed = delta / deltaTime;
                    Vector3 vecChgange   = currentSpeed - m_LastVelocity;
                    float   dTime        = vecChgange.magnitude / m_InertiaAcc;

                    dTime           = Mathf.Min(dTime, deltaTime);
                    m_LastVelocity += vecChgange.normalized * m_InertiaAcc * dTime;

                    //
                    m_LazyPoint += m_LastVelocity * deltaTime;

                    delta = m_FollowTarget.position - m_LazyPoint;

                    // Match velocity
                    m_LazyPoint += delta * m_MachVelocity;

                    delta = m_LazyPoint - m_FollowTarget.position;

                    foreach (EffectorLink effectorLink in m_EffectorLink)
                    {
                        solver.GetEffector(effectorLink.m_Effector).positionOffset += delta * effectorLink.m_Weight * weight * m_VelocityFacter.Evaluate(velocity);
                    }
                }
コード例 #5
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            // Update this body, apply the offset to the effector
            public void Update(IKSolverFullBodyBiped solver, float weight)
            {
                // If first update, set this body to Transform
                if (firstUpdate)
                {
                    Reset();
                    firstUpdate = false;
                }

                // not using Time.deltaTime or Time.fixedDeltaTime here, because we don't know if animatePhysics is true or not on the character, so we have to keep track of time ourselves.
                float deltaTime = Time.time - lastTime;

                // Acceleration
                direction = Vector3.Lerp(direction, transform.position - lazyPoint, deltaTime * acceleration);

                // Lazy follow
                lazyPoint += direction * deltaTime * speed;

                // Match velocity
                delta      = transform.position - lastPosition;
                lazyPoint += delta * matchVelocity;

                // Gravity
                lazyPoint.y += gravity * deltaTime;

                // Apply position offset to the effector
                foreach (EffectorLink effectorLink in effectorLinks)
                {
                    solver.GetEffector(effectorLink.effector).positionOffset += (lazyPoint - transform.position) * effectorLink.weight * weight;
                }

                lastPosition = transform.position;
                lastTime     = Time.time;
            }
コード例 #6
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 // Apply offset to FBBIK effectors
 public void Apply(IKSolverFullBodyBiped solver, Quaternion rotation, float masterWeight)
 {
     foreach (EffectorLink e in effectorLinks)
     {
         solver.GetEffector(e.effector).positionOffset += rotation * (offset * masterWeight * e.weight);
     }
 }
コード例 #7
0
ファイル: Recoil.cs プロジェクト: UnforeseenOcean/Warmode
 public void Apply(IKSolverFullBodyBiped solver, Quaternion rotation, float masterWeight)
 {
     Recoil.RecoilOffset.EffectorLink[] array = this.effectorLinks;
     for (int i = 0; i < array.Length; i++)
     {
         Recoil.RecoilOffset.EffectorLink effectorLink = array[i];
         solver.GetEffector(effectorLink.effector).positionOffset += rotation * (this.offset * masterWeight * effectorLink.weight);
     }
 }
コード例 #8
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        public bool m_PinWordPos = false;         // Wether pin effect in world position

        public void OnModifyOffset(IKSolverFullBodyBiped solver, Vector3 dir, float timeP, float weight, Vector3 deltaDir)
        {
            if (null == solver)
            {
                return;
            }
            solver.GetEffector(m_Effector).positionOffset
                += (m_ForceDir.Evaluate(timeP) * dir + m_UpDir.Evaluate(timeP) * Vector3.up - (m_PinWordPos?deltaDir:Vector3.zero)) * weight;
        }
コード例 #9
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            // Apply offset to FBBIK effectors
            public void Apply(IKSolverFullBodyBiped solver, Quaternion rotation, float masterWeight, float length, float timeLeft)
            {
                additiveOffset = Vector3.Lerp(Vector3.zero, additiveOffset, timeLeft / length);
                lastOffset     = (rotation * (offset * masterWeight)) + (rotation * additiveOffset);

                foreach (EffectorLink e in effectorLinks)
                {
                    solver.GetEffector(e.effector).positionOffset += lastOffset * e.weight;
                }
            }
コード例 #10
0
ファイル: HitReaction.cs プロジェクト: group8CA/AssignB5
                // Update and Apply the position offset to the effector
                public void Update(IKSolverFullBodyBiped solver, Vector3 offsetTarget, float weight)
                {
                    // Lerping offset to the offset target
                    offset = Vector3.Lerp(offset, offsetTarget * multiplier, Time.deltaTime * speed);

                    // Apply gravity
                    Vector3 g = (solver.GetRoot().up *gravity) * offset.magnitude;

                    // Apply the offset to the effector
                    solver.GetEffector(effector).positionOffset += (offset * weight * this.weight) + (g * weight);
                }
コード例 #11
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                public void Apply(IKSolverFullBodyBiped solver, float m_Weight, Vector3 curentVelocity, float deltaTime)
                {
                    //Update forward tilt
                    Vector3 forwardPro     = Vector3.Project(curentVelocity, solver.GetRoot().forward);
                    float   curProVelocity = forwardPro.magnitude;

                    if (Vector3.Angle(forwardPro, solver.GetRoot().forward) > 150)
                    {
                        curProVelocity *= -1;
                    }
                    m_ProVelocity = Mathf.Lerp(m_ProVelocity, curProVelocity, m_TileAcc * deltaTime);

                    //Apply offset
                    solver.GetEffector(m_Effector).positionOffset += solver.GetRoot().TransformDirection(m_Offset * m_TileWeight.Evaluate(m_ProVelocity)) * m_Weight;
                }
コード例 #12
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            // 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;
                }
            }
コード例 #13
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            public Leg(IKSolverFullBodyBiped solver, PuppetMaster puppetMaster, FullBodyBipedEffector effectorType)
            {
                this.solver = solver;
                effector    = solver.GetEffector(effectorType);
                chain       = solver.GetChain(effectorType);

                stepFrom = effector.bone.position;
                stepTo   = effector.bone.position;
                position = effector.bone.position;

                offset = effectorType == FullBodyBipedEffector.LeftFoot? Vector3.left: Vector3.right;

                stepTimer  = 0f;
                stepLength = 0f;

                muscle      = puppetMaster.GetMuscle(effector.bone);
                thighMuscle = puppetMaster.GetMuscle(chain.nodes[0].transform);

                mass          = muscle.rigidbody.mass;
                inertiaTensor = muscle.rigidbody.inertiaTensor;
            }
コード例 #14
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            public Vector3 pinWeight;              // Pin weight vector

            // Apply positionOffset to the effector
            public void Apply(IKSolverFullBodyBiped solver, float weight, Quaternion rotation)
            {
                // Offset
                solver.GetEffector(effector).positionOffset += rotation * offset * weight;

                // Calculating pinned position
                Vector3 pinPosition       = solver.GetRoot().position + rotation * pin;
                Vector3 pinPositionOffset = pinPosition - solver.GetEffector(effector).bone.position;

                Vector3 pinWeightVector = pinWeight * Mathf.Abs(weight);

                // Lerping to pinned position
                solver.GetEffector(effector).positionOffset = new Vector3(
                    Mathf.Lerp(solver.GetEffector(effector).positionOffset.x, pinPositionOffset.x, pinWeightVector.x),
                    Mathf.Lerp(solver.GetEffector(effector).positionOffset.y, pinPositionOffset.y, pinWeightVector.y),
                    Mathf.Lerp(solver.GetEffector(effector).positionOffset.z, pinPositionOffset.z, pinWeightVector.z)
                    );
            }
コード例 #15
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            // Update this body, apply the offset to the effector
            public void Update(IKSolverFullBodyBiped solver, float weight, float deltaTime)
            {
                if (transform == null)
                {
                    return;
                }

                // If first update, set this body to Transform
                if (firstUpdate)
                {
                    Reset();
                    firstUpdate = false;
                }

                delta = transform.position - lazyPoint;

                Vector3 currentSpeed = delta / deltaTime;
                Vector3 vecChgange   = currentSpeed - direction;
                float   dTime        = vecChgange.magnitude / acceleration;

                dTime      = Mathf.Min(dTime, deltaTime);
                direction += vecChgange.normalized * acceleration * dTime;

                lazyPoint += direction * deltaTime;

                // Match velocity
//				lazyPoint += delta * matchVelocity.Evaluate(direction.magnitude);
                lazyPoint += delta * matchVelocity;

                // Apply position offset to the effector
                foreach (EffectorLink effectorLink in effectorLinks)
                {
                    solver.GetEffector(effectorLink.effector).positionOffset += (lazyPoint - transform.position) * effectorLink.weight * weight;
                }

                //lastPosition = transform.position;
            }
コード例 #16
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            // Update the Body
            public void Update(IKSolverFullBodyBiped solver, float w, float deltaTime)
            {
                if (transform == null || relativeTo == null)
                {
                    return;
                }

                // Find the relative position of the transform
                Vector3 relativePos = relativeTo.InverseTransformDirection(transform.position - relativeTo.position);

                // Initiating
                if (firstUpdate)
                {
                    lastRelativePos = relativePos;
                    firstUpdate     = false;
                }

                // Find how much the relative position has changed
                Vector3 delta = (relativePos - lastRelativePos) / deltaTime;

                // Smooth the change
                smoothDelta = speed <= 0f? delta: Vector3.Lerp(smoothDelta, delta, deltaTime * speed);

                // Convert to world space
                Vector3 worldDelta = relativeTo.TransformDirection(smoothDelta);

                // Extract horizontal and vertical offset
                Vector3 offset = V3Tools.ExtractVertical(worldDelta, solver.GetRoot().up, verticalWeight) + V3Tools.ExtractHorizontal(worldDelta, solver.GetRoot().up, horizontalWeight);

                // Apply the amplitude to the effector links
                for (int i = 0; i < effectorLinks.Length; i++)
                {
                    solver.GetEffector(effectorLinks[i].effector).positionOffset += offset * w * effectorLinks[i].weight;
                }

                lastRelativePos = relativePos;
            }
コード例 #17
0
ファイル: Inertia.cs プロジェクト: UnforeseenOcean/Warmode
 public void Update(IKSolverFullBodyBiped solver, float weight, float deltaTime)
 {
     if (this.transform == null)
     {
         return;
     }
     if (this.firstUpdate)
     {
         this.Reset();
         this.firstUpdate = false;
     }
     this.direction   = Vector3.Lerp(this.direction, (this.transform.position - this.lazyPoint) / deltaTime * 0.01f, deltaTime * this.acceleration);
     this.lazyPoint  += this.direction * deltaTime * this.speed;
     this.delta       = this.transform.position - this.lastPosition;
     this.lazyPoint  += this.delta * this.matchVelocity;
     this.lazyPoint.y = this.lazyPoint.y + this.gravity * deltaTime;
     Inertia.Body.EffectorLink[] array = this.effectorLinks;
     for (int i = 0; i < array.Length; i++)
     {
         Inertia.Body.EffectorLink effectorLink = array[i];
         solver.GetEffector(effectorLink.effector).positionOffset += (this.lazyPoint - this.transform.position) * effectorLink.weight * weight;
     }
     this.lastPosition = this.transform.position;
 }
コード例 #18
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ファイル: HitReaction.cs プロジェクト: t1mmmmY/SeaDogs
                // Apply an offset to this effector
                public void Apply(IKSolverFullBodyBiped solver, Vector3 offset, float crossFader)
                {
                    current = Vector3.Lerp(lastValue, offset * weight, crossFader);

                    solver.GetEffector(effector).positionOffset += current;
                }
コード例 #19
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 public void SetToBone(IKSolverFullBodyBiped solver)
 {
     solver.GetEffector(this.effector).position = solver.GetEffector(this.effector).bone.position;
     solver.GetEffector(this.effector).rotation = solver.GetEffector(this.effector).bone.rotation;
 }
コード例 #20
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 // Set effector position and rotation weight to match the value, multiply with the weight of this Absorber
 public void SetEffectorWeights(IKSolverFullBodyBiped solver, float w)
 {
     solver.GetEffector(effector).positionWeight = w * weight;
     solver.GetEffector(effector).rotationWeight = w * weight;
 }