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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/// Base class for all FBBIK effector positionOffset modifiers. Works with animatePhysics, safe delegates, offset limits.
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/// </summary>
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public abstract class OffsetModifier: MonoBehaviour {
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/// <summary>
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/// Limiting effector position offsets
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/// </summary>
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[System.Serializable]
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public class OffsetLimits {
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[Tooltip("The effector type (this is just an enum)")]
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public FullBodyBipedEffector effector;
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[Tooltip("Spring force, if zero then this is a hard limit, if not, offset can exceed the limit.")]
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public float spring = 0f;
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[Tooltip("Which axes to limit the offset on?")]
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public bool x, y, z;
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[Tooltip("The limits")]
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public float minX, maxX, minY, maxY, minZ, maxZ;
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// Apply the limit to the effector
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public void Apply(IKEffector e, Quaternion rootRotation) {
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Vector3 offset = Quaternion.Inverse(rootRotation) * e.positionOffset;
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if (spring <= 0f) {
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// Hard limits
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if (x) offset.x = Mathf.Clamp(offset.x, minX, maxX);
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if (y) offset.y = Mathf.Clamp(offset.y, minY, maxY);
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if (z) offset.z = Mathf.Clamp(offset.z, minZ, maxZ);
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} else {
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// Soft limits
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if (x) offset.x = SpringAxis(offset.x, minX, maxX);
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if (y) offset.y = SpringAxis(offset.y, minY, maxY);
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if (z) offset.z = SpringAxis(offset.z, minZ, maxZ);
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}
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// Apply to the effector
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e.positionOffset = rootRotation * offset;
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}
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// Just math for limiting floats
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private float SpringAxis(float value, float min, float max) {
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if (value > min && value < max) return value;
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if (value < min) return Spring(value, min, true);
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return Spring(value, max, false);
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}
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// Spring math
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private float Spring(float value, float limit, bool negative) {
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float illegal = value - limit;
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float s = illegal * spring;
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if (negative) return value + Mathf.Clamp(-s, 0, -illegal);
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return value - Mathf.Clamp(s, 0, illegal);
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}
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}
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[Tooltip("The master weight")]
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public float weight = 1f;
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[Tooltip("Reference to the FBBIK component")]
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public FullBodyBipedIK ik;
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// 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.
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protected float deltaTime { get { return Time.time - lastTime; }}
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protected abstract void OnModifyOffset();
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protected float lastTime;
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protected virtual void Start() {
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StartCoroutine(Initiate());
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}
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private IEnumerator Initiate() {
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while (ik == null) yield return null;
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// You can use just LateUpdate, but note that it doesn't work when you have animatePhysics turned on for the character.
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ik.solver.OnPreUpdate += ModifyOffset;
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lastTime = Time.time;
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}
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// The main function that checks for all conditions and calls OnModifyOffset if they are met
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private void ModifyOffset() {
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if (!enabled) return;
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if (weight <= 0f) return;
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if (ik == null) return;
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weight = Mathf.Clamp(weight, 0f, 1f);
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if (deltaTime <= 0f) return;
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OnModifyOffset();
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lastTime = Time.time;
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}
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protected void ApplyLimits(OffsetLimits[] limits) {
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// Apply the OffsetLimits
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foreach (OffsetLimits limit in limits) {
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limit.Apply(ik.solver.GetEffector(limit.effector), transform.rotation);
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}
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}
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// Remove the delegate when destroyed
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protected virtual void OnDestroy() {
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if (ik != null) ik.solver.OnPreUpdate -= ModifyOffset;
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}
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}
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}
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