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IkManager.cs
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IkManager.cs
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//Copyright A1un (C) 2019 IK Manager
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Animator))]
public class IkManager : MonoBehaviour {
#region Variable
public List<IikBase> iIkBases = new List<IikBase>();
public IhandIkSolver iHandIkSolver;
public IlookIkSolver iLookIkSolver;
public IfootIkSolver iFootIkSolver;
public Animator anim; //Animator
public bool enableIk = true;
[Header("Ik Weight Options")]
[Range(0, 1)] [SerializeField] private float targetHeadIkWeight = 1f;
[Range(0, 1)] [SerializeField] private float targetBodyIkWeight = 0.2f;
[Range(0, 1)] [SerializeField] private float targetPelvisIkWeight = 1f;
[Range(0, 1)] [SerializeField] private float targetLeftHandIkWeight = 1f;
[Range(0, 1)] [SerializeField] private float targetRightHandIkWeight = 1f;
[Range(0, 1)] [SerializeField] private float targetLeftFootIkWeight = 1f;
[Range(0, 1)] [SerializeField] private float targetRightFootIkWeight = 1f;
private float headIkWeight = 1f;
private float bodyIkWeight = 1f;
private float pelvisIkWeight = 1f;
private float leftHandIkWeight = 1f;
private float rightHandIkWeight = 1f;
private float leftFootIkWeight = 1f;
private float rightFootIkWeight = 1f;
[Header("Ik Weight Curve Options")]
public string leftFootAnimVariableName = "LeftFootCurve";
public string rightFootAnimVariableName = "RightFootCurve";
public bool useProIkFeature = false;
[Header("Ik Speed Options")]
[Range(0, 1)] [SerializeField] private float handToIkPositionSpeed = 0.5f;
[Range(0, 1)] [SerializeField] private float handToIkRotationSpeed = 0.5f;
[Range(0, 1)] [SerializeField] private float feetToIkPositionSpeed = 0.5f;
[Header("Debug")]
public bool showSolverDebug = true;
private float bodyIkPosY, lastBodyPosOffsetY;
private Vector3 SpinePositon, leftHandPos, rightHandPos, rightHandIkPos, leftHandIkPos, lastRightHandPos, lastLeftHandPos, LookAtPos;
private Quaternion leftHandRot, rightHandRot, rightHandIkRot, leftHandIkRot, lastRightHandRot, lastLeftHandRot;
private Vector3 rightFootPos, leftFootPos, leftFootIkPos, rightFootIkPos;
private Quaternion leftFootIkRot, rightFootIkRot;
private float lastPelvisPositionY, lastRightFootPositionY, lastLeftFootPositionY;
#endregion
#region Initialization
// Use this for initialization
void Start () {
anim = GetComponent<Animator>();
iHandIkSolver = GetComponent<IhandIkSolver>();
iLookIkSolver = GetComponent<IlookIkSolver>();
iFootIkSolver = GetComponent<IfootIkSolver>();
foreach (IikBase ib in GetComponents<IikBase>())
{
iIkBases.Add(ib);
}
}
#endregion
#region Update
private void FixedUpdate()
{
if (GetComponent<CharacterController>().isGrounded)
{
setTargetPelvisWeight(1);
}
else
{
setTargetPelvisWeight(0);
}
if (isLeftFootGrounded())
setTargetFeetWeight(1, -1);
else
setTargetFeetWeight(0, -1);
if (isRightFootGrounded())
setTargetFeetWeight(-1, 1);
else
setTargetFeetWeight(-1,0);
headIkWeight = Mathf.Lerp(targetHeadIkWeight, 1, 0.3f);
bodyIkWeight = Mathf.Lerp(targetBodyIkWeight, 1, 0.3f);
pelvisIkWeight = Mathf.Lerp(targetPelvisIkWeight, 1, 0.3f);
leftFootIkWeight = Mathf.Lerp(targetLeftFootIkWeight, 1, 0.3f);
rightFootIkWeight = Mathf.Lerp(targetRightFootIkWeight, 1, 0.3f);
PosSolverByWeight();
foreach (IikBase iis in iIkBases)
{
if (iis.isEnabled() == false)
continue;
iis.inFixedUpdate();
}
}
private void applyInAnimatorIk(IikBase iis)
{
if (iis.isEnabled() == false)
return;
iis.inAnimatorIK();
}
private void OnAnimatorIK()
{
applyInAnimatorIk(iFootIkSolver);
AnimBodyPosIkUpdate();
applyInAnimatorIk(iHandIkSolver);
AnimIkUpdate();
}
// Update is called once per frame
private void LateUpdate () {
SetHandRotation();
}
#endregion
#region UpdateMethods
void AnimBodyPosIkUpdate()
{
Vector3 lastBodyPos = anim.bodyPosition;
Vector3 bodyIkPos = anim.bodyPosition;
bodyIkPos.y += bodyIkPosY;
Vector3 newVector3;
newVector3 = Vector3.Lerp(lastBodyPos, bodyIkPos, pelvisIkWeight);
anim.bodyPosition = newVector3;
lastBodyPosOffsetY = newVector3.y - lastBodyPos.y;
}
/// <summary>
///
/// </summary>
void AnimIkUpdate()
{
if (enableIk == false) { return; }
if (anim == null) { return; }
anim.SetLookAtPosition(LookAtPos);
anim.SetLookAtWeight(headIkWeight, bodyIkWeight);
anim.SetIKPositionWeight(AvatarIKGoal.LeftHand, leftHandIkWeight);
anim.SetIKRotationWeight(AvatarIKGoal.LeftHand, leftHandIkWeight);
MoveHandToIkPoint(AvatarIKGoal.LeftHand, leftHandIkPos, leftHandIkRot, ref lastLeftHandPos);
anim.SetIKPositionWeight(AvatarIKGoal.RightHand, rightHandIkWeight);
anim.SetIKRotationWeight(AvatarIKGoal.RightHand, rightHandIkWeight);
MoveHandToIkPoint(AvatarIKGoal.RightHand, rightHandIkPos, rightHandIkRot, ref lastRightHandPos);
//right foot ik position and rotation -- utilise the pro features in here
anim.SetIKPositionWeight(AvatarIKGoal.RightFoot, rightFootIkWeight);
if (useProIkFeature)
{
anim.SetIKRotationWeight(AvatarIKGoal.RightFoot, anim.GetFloat(rightFootAnimVariableName));
}
MoveFeetToIkPoint(AvatarIKGoal.RightFoot, rightFootIkPos, rightFootIkRot, ref lastRightFootPositionY);
//left foot ik position and rotation -- utilise the pro features in here
anim.SetIKPositionWeight(AvatarIKGoal.LeftFoot, leftFootIkWeight);
if (useProIkFeature)
{
anim.SetIKRotationWeight(AvatarIKGoal.LeftFoot, anim.GetFloat(leftFootAnimVariableName));
}
MoveFeetToIkPoint(AvatarIKGoal.LeftFoot, leftFootIkPos, leftFootIkRot, ref lastLeftFootPositionY);
}
#endregion
#region IkMethods
private void applyIkResult(IhandIkSolver iis)
{
if (iis.isEnabled() == false)
return;
leftHandIkPos = iis.getLeftHandIkPos();
leftHandIkRot = iis.getLeftHandIkRot();
rightHandIkPos = iis.getRightHandIkPos();
rightHandIkRot = iis.getRightHandIkRot();
}
private void applyIkResult(IlookIkSolver iis)
{
if (iis.isEnabled() == false)
return;
LookAtPos = iis.getLookAtPos();
}
private void applyIkResult(IfootIkSolver iis)
{
if (iis.isEnabled() == false)
return;
leftFootIkPos = iis.getLeftFootIkPos();
leftFootIkRot = iis.getLeftFootIkRot();
rightFootIkPos = iis.getRightFootIkPos();
rightFootIkRot = iis.getRightFootIkRot();
bodyIkPosY = iis.getPelvisOffsetPosY();
//bodyIkPosY = iis.getPelvisIkPosY();
}
/// <summary>
///
/// </summary>
private void PosSolverByWeight()
{
applyIkResult(iHandIkSolver);
applyIkResult(iLookIkSolver);
applyIkResult(iFootIkSolver);
}
/// <summary>
///
/// </summary>
/// <param name="hand"></param>
/// <param name="positionIkHolder"></param>
/// <param name="rotationIkHolder"></param>
/// <param name="lastHandPosition"></param>
private void MoveHandToIkPoint(AvatarIKGoal hand, Vector3 localPosIkHolder, Quaternion rotationIkHolder, ref Vector3 lastHandPosition)
{
Vector3 targetIkPosition = anim.GetIKPosition(hand);
if (localPosIkHolder != Vector3.zero)
{
targetIkPosition = transform.InverseTransformPoint(targetIkPosition);
Vector3 Variable = Vector3.Lerp(lastHandPosition, localPosIkHolder, handToIkPositionSpeed);
targetIkPosition = Variable;
lastHandPosition = Variable;
targetIkPosition = transform.TransformPoint(targetIkPosition);
anim.SetIKRotation(hand, rotationIkHolder);
}
Vector3 newPelvisVectorOffset = Vector3.zero;
newPelvisVectorOffset.y=getBodyIkPosOffsetY();
anim.SetIKPosition(hand, targetIkPosition+ newPelvisVectorOffset);
}
/// <summary>
/// Moves the feet to ik point.
/// </summary>
/// <param name="foot"></param>
/// <param name="positionIkHolder"></param>
/// <param name="rotationIkHolder"></param>
/// <param name="lastFootPositionY"></param>
void MoveFeetToIkPoint(AvatarIKGoal foot, Vector3 positionIkHolder, Quaternion rotationIkHolder, ref float lastFootPositionY)
{
Vector3 targetIkPosition = anim.GetIKPosition(foot);
if (positionIkHolder != Vector3.zero)
{
targetIkPosition = transform.InverseTransformPoint(targetIkPosition);
positionIkHolder = transform.InverseTransformPoint(positionIkHolder);
float yVariable = Mathf.Lerp(lastFootPositionY, positionIkHolder.y, feetToIkPositionSpeed);
targetIkPosition.y += yVariable;
lastFootPositionY = yVariable;
targetIkPosition = transform.TransformPoint(targetIkPosition);
anim.SetIKRotation(foot, rotationIkHolder);
}
anim.SetIKPosition(foot, targetIkPosition);
}
/// <summary>
///
/// </summary>
private void SetHandRotation()
{
if (enableIk == false) { return; }
if (anim == null) { return; }
lastLeftHandRot = anim.GetBoneTransform(HumanBodyBones.LeftHand).rotation;
lastRightHandRot = anim.GetBoneTransform(HumanBodyBones.RightHand).rotation;
if (leftHandIkWeight >0)
anim.GetBoneTransform(HumanBodyBones.LeftHand).rotation = Quaternion.Slerp(lastLeftHandRot, leftHandIkRot, leftHandIkWeight);
if (rightHandIkWeight > 0f)
anim.GetBoneTransform(HumanBodyBones.RightHand).rotation = Quaternion.Slerp(lastRightHandRot, rightHandIkRot, rightHandIkWeight);
}
#endregion
#region publicFun
public void setTargetLookWeight(float head, float body)
{
if(head >= 0)
targetHeadIkWeight = head;
if(body >= 0)
targetBodyIkWeight = body;
}
public void setTargetPelvisWeight(float pelvis)
{
if(pelvis>=0)
targetPelvisIkWeight = pelvis;
}
public void setTargetHandWeight(float left, float right)
{
if (left >= 0)
targetLeftHandIkWeight = left;
if (right >=0)
targetRightHandIkWeight = right;
}
public void setTargetFeetWeight(float left, float right)
{
if (left >= 0)
targetLeftFootIkWeight = left;
if (right >= 0)
targetRightFootIkWeight = right;
}
public float getBodyIkPosOffsetY()
{
return lastBodyPosOffsetY;
}
public bool isLeftFootGrounded()
{
return leftFootIkPos != Vector3.zero;
}
public bool isRightFootGrounded()
{
return rightFootIkPos != Vector3.zero;
}
#endregion
}