initial upload
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using UnityEngine;
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using System.Collections;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// Grounding for BipedIK characters.
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/// </summary>
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[HelpURL("http://www.root-motion.com/finalikdox/html/page9.html")]
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[AddComponentMenu("Scripts/RootMotion.FinalIK/Grounder/Grounder Biped")]
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public class GrounderBipedIK: Grounder {
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// Open the User Manual URL
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[ContextMenu("User Manual")]
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protected override void OpenUserManual() {
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Application.OpenURL("http://www.root-motion.com/finalikdox/html/page9.html");
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}
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// Open the Script Reference URL
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[ContextMenu("Scrpt Reference")]
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protected override void OpenScriptReference() {
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Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_biped_i_k.html");
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}
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#region Main Interface
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/// <summary>
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/// The BipedIK componet.
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/// </summary>
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[Tooltip("The BipedIK componet.")]
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public BipedIK ik;
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/// <summary>
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/// The amount of spine bending towards upward slopes.
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/// </summary>
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[Tooltip("The amount of spine bending towards upward slopes.")]
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public float spineBend = 7f;
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/// <summary>
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/// The interpolation speed of spine bending.
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/// </summary>
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[Tooltip("The interpolation speed of spine bending.")]
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public float spineSpeed = 3f;
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#endregion Main Interface
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public override void ResetPosition() {
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solver.Reset();
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spineOffset = Vector3.zero;
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}
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private Transform[] feet = new Transform[2];
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private Quaternion[] footRotations = new Quaternion[2];
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private Vector3 animatedPelvisLocalPosition, solvedPelvisLocalPosition;
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private Vector3 spineOffset;
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private float lastWeight;
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// Can we initiate the Grounding?
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private bool IsReadyToInitiate() {
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if (ik == null) return false;
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if (!ik.solvers.leftFoot.initiated) return false;
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if (!ik.solvers.rightFoot.initiated) return false;
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return true;
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}
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// Initiate once we have a BipedIK component
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void Update() {
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weight = Mathf.Clamp(weight, 0f, 1f);
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if (weight <= 0f) return;
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if (initiated) return;
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if (!IsReadyToInitiate()) return;
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Initiate();
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}
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private void Initiate() {
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// Gathering both foot bones from the BipedIK
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feet = new Transform[2];
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footRotations = new Quaternion[2];
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feet[0] = ik.references.leftFoot;
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feet[1] = ik.references.rightFoot;
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footRotations[0] = Quaternion.identity;
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footRotations[1] = Quaternion.identity;
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// Adding to the delegates to get call at certain points in the solving process
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ik.solvers.spine.OnPreUpdate += OnSolverUpdate;
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ik.solvers.rightFoot.OnPostUpdate += OnPostSolverUpdate;
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// Store the default localPosition of the pelvis
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animatedPelvisLocalPosition = ik.references.pelvis.localPosition;
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// Initiate the Grounding
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solver.Initiate(ik.references.root, feet);
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initiated = true;
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}
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// Weigh out the limb solvers properly when the component is disabled
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void OnDisable() {
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if (!initiated) return;
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ik.solvers.leftFoot.IKPositionWeight = 0f;
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ik.solvers.rightFoot.IKPositionWeight = 0f;
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}
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// Called before updating the spine IK solver
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private void OnSolverUpdate() {
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if (!enabled) return;
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if (weight <= 0f) {
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if (lastWeight <= 0f) return;
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// Weigh out the limb solvers properly
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OnDisable();
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}
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lastWeight = weight;
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if (OnPreGrounder != null) OnPreGrounder();
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// If the pelvis local position has not changed since last solved state, consider it unanimated
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if (ik.references.pelvis.localPosition != solvedPelvisLocalPosition) animatedPelvisLocalPosition = ik.references.pelvis.localPosition;
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else ik.references.pelvis.localPosition = animatedPelvisLocalPosition;
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// Update the Grounding
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solver.Update();
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// Move the pelvis
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ik.references.pelvis.position += solver.pelvis.IKOffset * weight;
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// Update IKPositions and IKPositionWeights of the feet
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SetLegIK(ik.solvers.leftFoot, 0);
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SetLegIK(ik.solvers.rightFoot, 1);
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// Bending the spine
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if (spineBend != 0f && ik.references.spine.Length > 0) {
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spineSpeed = Mathf.Clamp(spineSpeed, 0f, spineSpeed);
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Vector3 spineOffseTarget = GetSpineOffsetTarget() * weight;
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spineOffset = Vector3.Lerp(spineOffset, spineOffseTarget * spineBend, Time.deltaTime * spineSpeed);
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// Store upper arm rotations to revert them after we rotate the spine
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Quaternion leftArmRotation = ik.references.leftUpperArm.rotation;
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Quaternion rightArmRotation = ik.references.rightUpperArm.rotation;
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// Get the offset rotation for the spine
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Vector3 up = solver.up;
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Quaternion f = Quaternion.FromToRotation(up, up + spineOffset);
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// Rotate the spine
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ik.references.spine[0].rotation = f * ik.references.spine[0].rotation;
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// Revert the upper arms
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ik.references.leftUpperArm.rotation = leftArmRotation;
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ik.references.rightUpperArm.rotation = rightArmRotation;
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ik.solvers.lookAt.SetDirty();
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}
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if (OnPostGrounder != null) OnPostGrounder();
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}
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// Set the IK position and weight for a limb
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private void SetLegIK(IKSolverLimb limb, int index) {
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footRotations[index] = feet[index].rotation;
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limb.IKPosition = solver.legs[index].IKPosition;
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limb.IKPositionWeight = weight;
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}
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// Rotating the feet after IK has finished
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private void OnPostSolverUpdate() {
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if (weight <= 0f) return;
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if (!enabled) return;
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for (int i = 0; i < feet.Length; i++) {
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feet[i].rotation = Quaternion.Slerp(Quaternion.identity, solver.legs[i].rotationOffset, weight) * footRotations[i];
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}
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// Store the local position of the pelvis so we know it it changes
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solvedPelvisLocalPosition = ik.references.pelvis.localPosition;
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if (OnPostIK != null) OnPostIK();
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}
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// Cleaning up the delegates
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void OnDestroy() {
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if (initiated && ik != null) {
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ik.solvers.spine.OnPreUpdate -= OnSolverUpdate;
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ik.solvers.rightFoot.OnPostUpdate -= OnPostSolverUpdate;
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}
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}
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}
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}
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