/// <summary> /// Process the motor each frame so that it can update the bone rotations. /// This is the function that should be overridden in each motor /// </summary> /// <param name="rDeltaTime">Delta time to use for the update</param> /// <param name="rUpdate">Determines if it is officially time to do the update</param> protected override void Update(float rDeltaTime, bool rUpdate) { // TRT 02/04/2016 a - Protection for some errors I saw when going from debug to running if (mBones.Count < 3) { return; } if (mSkeleton == null) { return; } if (object.ReferenceEquals(mSkeleton, null)) { return; } if (object.ReferenceEquals(mSkeleton.gameObject, null)) { return; } // Shortcuts for easy access BoneControllerBone lUpperLeg = mBones[0]; BoneControllerBone lLowerLeg = mBones[1]; BoneControllerBone lFoot = mBones[2]; BoneControllerBone lToes = (mBones.Count > 3 ? mBones[3] : null); // Get out if we don't have valid bones if (lUpperLeg == null || lLowerLeg == null || lFoot == null) { return; } // Ensure we have valid values if (lToes != null) { if (_FootToeDistance == 0f) { _FootToeDistance = mBones[3]._Transform.position.y - mBones[2]._Transform.position.y; } } if (_FootForwardToBind == Quaternion.identity) { Vector3 lBindGroundForward = Vector3.Cross(mSkeleton.transform.up, lFoot.WorldBindRotation * -Vector3.right); Quaternion lBindForwardRotation = Quaternion.LookRotation(lBindGroundForward, mSkeleton.transform.up); _FootForwardToBind = Quaternion.Inverse(lBindForwardRotation) * lFoot.WorldBindRotation; } // Ensure we have the correct amount of bone infos... we should while (_BoneInfo.Count < mBones.Count) { FootPlacementMotorBone lBoneInfo = new FootPlacementMotorBone(); _BoneInfo.Add(lBoneInfo); } // If it's time to update, cast out to find the collision point and // generate the new positions. if (rUpdate) { bool lUseCurrentRotation = true; Transform lOwnerTransform = mSkeleton.gameObject.transform; // Heel cast Vector3 lHeelStart = lFoot.Transform.position; lHeelStart = lHeelStart + (lOwnerTransform.up * _RaycastStartDistance); float lHeelRaycastDistance = _RaycastStartDistance + _FootToeDistance + _ToeSoleDistance + (_AllowLegExtension ? _RaycastExtensionDistance : 0f); Vector3 lHeelEnd = lHeelStart - (lOwnerTransform.up * lHeelRaycastDistance); bool lHeelCollision = RaycastExt.SafeRaycast(lHeelStart, -lOwnerTransform.up, out sCollisionInfo1, lHeelRaycastDistance, _GroundingLayers, mSkeleton._RootTransform, mSkeleton.BoneTransforms); // Toe cast bool lToeCollision = false; Vector3 lToeEnd = Vector3.zero; if (lToes != null) { Vector3 lToeStart = lToes.Transform.position; lToeStart = lToeStart + (lOwnerTransform.up * _RaycastStartDistance); float lToeRaycastDistance = _RaycastStartDistance + _ToeSoleDistance + (_AllowLegExtension ? _RaycastExtensionDistance : 0f); lToeEnd = lToeStart - (lOwnerTransform.up * lToeRaycastDistance); lToeCollision = RaycastExt.SafeRaycast(lToeStart, -lOwnerTransform.up, out sCollisionInfo2, lToeRaycastDistance, _GroundingLayers, mSkeleton._RootTransform, mSkeleton.BoneTransforms); } // Prepare some variables in case we'll need to continue Vector3 lFootTarget = Vector3.zero; Vector3 lGroundNormal = Vector3.up; // We only need to process if there is a collision if (lHeelCollision || lToeCollision) { lUseCurrentRotation = false; // Test if we actually hit anything bool lUseHeel = true; if (!lHeelCollision || (lToeCollision && (sCollisionInfo2.point.y - lToeEnd.y > sCollisionInfo1.point.y - lHeelEnd.y))) { lUseHeel = false; } lGroundNormal = (lUseHeel ? sCollisionInfo1 : sCollisionInfo2).normal; // Determine the actual foot bone target if (lUseHeel) { lFootTarget = sCollisionInfo1.point + (lOwnerTransform.up * _FootToeDistance); } else { lFootTarget = sCollisionInfo2.point + ((lFoot.Transform.position - lToes.Transform.position).normalized * lFoot.Length); } // If we aren't allowed to extend the leg, but we need to... stop if (!_AllowLegExtension) { // TRT 02/04/2016 a - When than animation curls the leg and pulls the foot up, we // don't want to force the foot to the ground. So, we disable the IK. The problem is // if there's a tiny shuffling animation, we could flicker the IK on and off. float lLegFootAnimationDistance = (lFoot._Transform.position - lUpperLeg._Transform.position).sqrMagnitude; float lLegFootTargetDistance = (lFootTarget - lUpperLeg._Transform.position).sqrMagnitude; //if (lLegFootNew >= lLegFootOld) float lLegDelta = lLegFootTargetDistance - lLegFootAnimationDistance; if (lLegDelta > _MaxDeltaDistance) { lUseCurrentRotation = true; } } } // If we're using the current rotations, we need to remove the targets that // may have been set. We do this so we can smoothly blend to the current rotation // as set by animations. if (lUseCurrentRotation) { if (lUpperLeg != null) { BoneControllerBone lBone = lUpperLeg; FootPlacementMotorBone lBoneInfo = _BoneInfo[mBones.IndexOf(lBone)]; lBoneInfo.RotationTarget = lBone.Transform.rotation * lBone.ToBoneForward; lBoneInfo.Rotation = Quaternion.Lerp(lBoneInfo.Rotation, lBoneInfo.RotationTarget, (_IsFixedUpdateEnabled && !mIsFirstUpdate ? lBoneInfo.RotationLerp : 1f)); lBone.SetWorldRotation(lBoneInfo.Rotation, _BoneWeight); if (lBone.ApplyLimitsInFrame) { lBone.ApplyLimitsInFrame = _ApplyLimits; } } if (lLowerLeg != null) { BoneControllerBone lBone = lLowerLeg; FootPlacementMotorBone lBoneInfo = _BoneInfo[mBones.IndexOf(lBone)]; lBoneInfo.RotationTarget = lBone.Transform.rotation * lBone.ToBoneForward; lBoneInfo.Rotation = Quaternion.Lerp(lBoneInfo.Rotation, lBoneInfo.RotationTarget, (_IsFixedUpdateEnabled && !mIsFirstUpdate ? lBoneInfo.RotationLerp : 1f)); lBone.SetWorldRotation(lBoneInfo.Rotation, _BoneWeight); if (lBone.ApplyLimitsInFrame) { lBone.ApplyLimitsInFrame = _ApplyLimits; } } if (lFoot != null && _RotateFootToGround) { RotateFoot(lOwnerTransform, lLowerLeg, lFoot, lToes, lFootTarget, lGroundNormal, lHeelCollision, lToeCollision); } } // If we get there, we need to bend the legs because there is a collision // or an extension else { // Only perform the solve if there enough movement involved. Otherwise, // we're wasting resources. //float lTargetDistance = Vector3.Distance(lFoot.Transform.position, lFootTarget); // TRT 02/04/2016 a - With minor movements in animation, we can see the solver popping on and off. // So, we'll force the solver to run each frame no matter what. It's not that big of a hit. //if (lTargetDistance > FootGround2BoneMotor.MIN_TARGET_DISTANCE) { //HingeSwingAndTwistJoint lLowerJoint = lLowerLeg.Joint as HingeSwingAndTwistJoint; // Since we have a target, solve IKSolverState lState = IKSolverState.Allocate(); lState.TargetPosition = lFootTarget; lState.UseBindRotation = _UseBindRotation; lState.UsePlaneNormal = _UsePlaneNormal; lState.IsDebugEnabled = _IsDebugEnabled; lState.Bones.Add(lUpperLeg); lState.Bones.Add(lLowerLeg); lState.BoneBendAxes.Add(_BoneInfo[0].BendAxis); lState.BoneBendAxes.Add(_BoneInfo[1].BendAxis); CosineSolver.SolveIK(ref lState); // Process the results of the solve. We use the enumerator to // avoid garbage from the ForEach Dictionary <BoneControllerBone, Quaternion> .Enumerator lEnumerator = lState.Rotations.GetEnumerator(); while (lEnumerator.MoveNext()) { BoneControllerBone lBone = lEnumerator.Current.Key; FootPlacementMotorBone lBoneInfo = _BoneInfo[mBones.IndexOf(lBone)]; // The current rotation we will lerp from. We remove the trailing rotation offset because we'll add it later Quaternion lCurrentRotation = lBone.Transform.rotation * lBone.ToBoneForward; // Rotation as determined by the target Quaternion lTargetRotation = lState.Rotations[lBone] * Quaternion.Euler(0f, 0f, lBoneInfo.Twist); // Determine the final rotation based on weight lBoneInfo.RotationTarget = Quaternion.Lerp(lCurrentRotation, lTargetRotation, _Weight * lBoneInfo.Weight); // Slowly move towards the rotation we determined lBoneInfo.Rotation = Quaternion.Lerp(lBoneInfo.Rotation, lBoneInfo.RotationTarget, (_IsFixedUpdateEnabled && !mIsFirstUpdate ? lBoneInfo.RotationLerp : 1f)); // Set the world rotation lBone.SetWorldRotation(lBoneInfo.Rotation, _BoneWeight); if (lBone.ApplyLimitsInFrame) { lBone.ApplyLimitsInFrame = _ApplyLimits; } } //// Process the results of the solve //foreach (BoneControllerBone lBone in lState.Rotations.Keys) //{ // FootPlacementMotorBone lBoneInfo = _BoneInfo[mBones.IndexOf(lBone)]; // // The current rotation we will lerp from. We remove the trailing rotation offset because we'll add it later // Quaternion lCurrentRotation = lBone.Transform.rotation * lBone.ToBoneForward; // // Rotation as determined by the target // Quaternion lTargetRotation = lState.Rotations[lBone] * Quaternion.Euler(0f, 0f, lBoneInfo.Twist); // // Determine the final rotation based on weight // lBoneInfo.RotationTarget = Quaternion.Lerp(lCurrentRotation, lTargetRotation, _Weight * lBoneInfo.Weight); // // Slowly move towards the rotation we determined // lBoneInfo.Rotation = Quaternion.Lerp(lBoneInfo.Rotation, lBoneInfo.RotationTarget, (_IsFixedUpdateEnabled && !mIsFirstUpdate ? lBoneInfo.RotationLerp : 1f)); // // Set the world rotation // lBone.SetWorldRotation(lBoneInfo.Rotation, _BoneWeight); // if (lBone.ApplyLimitsInFrame) { lBone.ApplyLimitsInFrame = _ApplyLimits; } //} //DebugDraw.DrawLineOverlay(lUpperLeg.Transform.position, lUpperLeg.Transform.position + (lUpperLeg.Transform.rotation * lUpperLeg.ToBoneForward * (Vector3.forward * 0.5f)), 0.02f, Color.blue, 0.5f); //DebugDraw.DrawLineOverlay(lUpperLeg.Transform.position, lUpperLeg.Transform.position + (lUpperLeg.Transform.rotation * lUpperLeg.ToBoneForward * (Vector3.up * 0.5f)), 0.02f, Color.green, 0.5f); //DebugDraw.DrawLineOverlay(lUpperLeg.Transform.position, lUpperLeg.Transform.position + (lUpperLeg.Transform.rotation * lUpperLeg.ToBoneForward * (Vector3.right * 0.5f)), 0.02f, Color.red, 0.5f); // Set the foot rotations. This may change based on the collisions if (lFoot != null && _RotateFootToGround) { RotateFoot(lOwnerTransform, lLowerLeg, lFoot, lToes, lFootTarget, lGroundNormal, lHeelCollision, lToeCollision); } // Clean up IKSolverState.Release(lState); } } // Keep track of the last position so we can test for movement mLastPosition = mSkeleton.transform.position; } // If it's not on a consistant update, we just want to reset the // last rotations that we found. else { for (int i = 0; i < mBones.Count; i++) { BoneControllerBone lBone = mBones[i]; if (lBone == null || lBone == lToes) { continue; } if (lBone == lFoot) { Vector3 lMovement = mSkeleton.transform.position - mLastPosition; if (!_RotateFootOnMovement && (Mathf.Abs(lMovement.x) > 0.001f || Mathf.Abs(lMovement.z) > 0.001f)) { continue; } } lBone.SetWorldRotation(_BoneInfo[i].Rotation, _BoneWeight); } } }
/// <summary> /// Process the motor each frame so that it can update the bone rotations. /// This is the function that should be overridden in each motor /// </summary> /// <param name="rDeltaTime">Delta time to use for the update</param> /// <param name="rUpdate">Determines if it is officially time to do the update</param> protected override void Update(float rDeltaTime, bool rUpdate) { if (mBones == null || mBones.Count < 2) { return; } if (_TargetTransform == null && _TargetTransformName.Length > 0) { GameObject lObject = GameObject.Find(_TargetTransformName); if (lObject != null) { _TargetTransform = lObject.transform; } } if (_TargetTransform != null && !_TargetTransform.gameObject.activeInHierarchy) { return; } // Ensure we have the correct amount of bone infos... we should while (_BoneInfo.Count < mBones.Count) { LimbReachMotorBone lBoneInfo = new LimbReachMotorBone(); _BoneInfo.Add(lBoneInfo); } // If it's time to update, determine the positions we need to be // at and lerp towards them. if (rUpdate) { // Grab the target. Priority is given to the transform Vector3 lTargetPosition = (_TargetTransform != null ? _TargetTransform.position : _TargetPosition); if (lTargetPosition == Vector3.zero) { return; } // Simplify the bone names BoneControllerBone lBoneChainRoot = mBones[0]; BoneControllerBone lBoneChainEnd = mBones[1]; // If we have valid bones, solve if (lBoneChainRoot != null && lBoneChainEnd != null) { //HingeSwingAndTwistJoint lEndJoint = lBoneChainEnd.Joint as HingeSwingAndTwistJoint; IKSolverState lState = IKSolverState.Allocate(); lState.TargetPosition = lTargetPosition; lState.UseBindRotation = _UseBindRotation; lState.UsePlaneNormal = _UsePlaneNormal; lState.IsDebugEnabled = _IsDebugEnabled; lState.Bones.Add(lBoneChainRoot); lState.Bones.Add(lBoneChainEnd); lState.BoneBendAxes.Add(_BoneInfo[0].BendAxis); lState.BoneBendAxes.Add(_BoneInfo[1].BendAxis); CosineSolver.SolveIK(ref lState, _Bone2Extension); // Process the results of the solve. We use the enumerator to // avoid garbage from the ForEach Dictionary <BoneControllerBone, Quaternion> .Enumerator lEnumerator = lState.Rotations.GetEnumerator(); while (lEnumerator.MoveNext()) { BoneControllerBone lBone = lEnumerator.Current.Key; int lIndex = mBones.IndexOf(lBone); // The current rotation we will lerp from. We remove the trailing rotation offset because we'll add it later Quaternion lCurrentRotation = lBone.Transform.rotation * lBone.ToBoneForward; // Rotation based on the target position Quaternion lTargetRotation = lState.Rotations[lBone] * Quaternion.Euler(0f, 0f, _BoneInfo[lIndex].Twist); // Rotation as determined by the target _BoneInfo[lIndex].RotationTarget = Quaternion.Lerp(lCurrentRotation, lTargetRotation, _Weight * _BoneInfo[lIndex].Weight); // Slowly move towards the rotation we determined _BoneInfo[lIndex].Rotation = Quaternion.Lerp(_BoneInfo[lIndex].Rotation, _BoneInfo[lIndex].RotationTarget, (_IsFixedUpdateEnabled && !mIsFirstUpdate ? _BoneInfo[lIndex].RotationLerp : 1f)); // Set the world rotation lBone.SetWorldRotation(_BoneInfo[lIndex].Rotation, _BoneWeight); if (lBone.ApplyLimitsInFrame) { lBone.ApplyLimitsInFrame = _ApplyLimits; } } //foreach (BoneControllerBone lBone in lState.Rotations.Keys) //{ // int lIndex = mBones.IndexOf(lBone); // // The current rotation we will lerp from. We remove the trailing rotation offset because we'll add it later // Quaternion lCurrentRotation = lBone.Transform.rotation * lBone.ToBoneForward; // // Rotation based on the target position // Quaternion lTargetRotation = lState.Rotations[lBone] * Quaternion.Euler(0f, 0f, _BoneInfo[lIndex].Twist); // // Rotation as determined by the target // _BoneInfo[lIndex].RotationTarget = Quaternion.Lerp(lCurrentRotation, lTargetRotation, _Weight * _BoneInfo[lIndex].Weight); // // Slowly move towards the rotation we determined // _BoneInfo[lIndex].Rotation = Quaternion.Lerp(_BoneInfo[lIndex].Rotation, _BoneInfo[lIndex].RotationTarget, (_IsFixedUpdateEnabled && !mIsFirstUpdate ? _BoneInfo[lIndex].RotationLerp : 1f)); // // Set the world rotation // lBone.SetWorldRotation(_BoneInfo[lIndex].Rotation, _BoneWeight); // if (lBone.ApplyLimitsInFrame) { lBone.ApplyLimitsInFrame = _ApplyLimits; } //} IKSolverState.Release(lState); } } // If it's not on a consistant update, we just want to reset the // last rotations that we found. else { for (int i = 0; i < mBones.Count; i++) { BoneControllerBone lBone = mBones[i]; if (lBone == null) { continue; } lBone.SetWorldRotation(_BoneInfo[i].Rotation, _BoneWeight); } } }