From 426d2cfbec967a95fbebd4d7e2d3e03c8b3c9f4e Mon Sep 17 00:00:00 2001 From: chai Date: Mon, 21 Feb 2022 09:56:10 +0800 Subject: + fast IK --- .../Scripts/Sample/SampleProcedualAnimation.cs | 45 ++++++++++++++++++++++ 1 file changed, 45 insertions(+) create mode 100644 JamHelper/Assets/JamUtils/FastIK/Scripts/Sample/SampleProcedualAnimation.cs (limited to 'JamHelper/Assets/JamUtils/FastIK/Scripts/Sample/SampleProcedualAnimation.cs') diff --git a/JamHelper/Assets/JamUtils/FastIK/Scripts/Sample/SampleProcedualAnimation.cs b/JamHelper/Assets/JamUtils/FastIK/Scripts/Sample/SampleProcedualAnimation.cs new file mode 100644 index 0000000..01e38ff --- /dev/null +++ b/JamHelper/Assets/JamUtils/FastIK/Scripts/Sample/SampleProcedualAnimation.cs @@ -0,0 +1,45 @@ +using UnityEngine; + +namespace DitzelGames.FastIK +{ + class SampleProcedualAnimation : MonoBehaviour + { + public Transform[] FootTarget; + public Transform LookTarget; + public Transform HandTarget; + public Transform HandPole; + public Transform Step; + public Transform Attraction; + + public void LateUpdate() + { + //move step & attraction + Step.Translate(Vector3.forward * Time.deltaTime * 0.7f); + if (Step.position.z > 1f) + Step.position = Step.position + Vector3.forward * -2f; + Attraction.Translate(Vector3.forward * Time.deltaTime * 0.5f); + if (Attraction.position.z > 1f) + Attraction.position = Attraction.position + Vector3.forward * -2f; + + //footsteps + for(int i = 0; i < FootTarget.Length; i++) + { + var foot = FootTarget[i]; + var ray = new Ray(foot.transform.position + Vector3.up * 0.5f, Vector3.down); + var hitInfo = new RaycastHit(); + if(Physics.SphereCast(ray, 0.05f, out hitInfo, 0.50f)) + foot.position = hitInfo.point + Vector3.up * 0.05f; + } + + //hand and look + var normDist = Mathf.Clamp((Vector3.Distance(LookTarget.position, Attraction.position) - 0.3f) / 1f, 0, 1); + HandTarget.rotation = Quaternion.Lerp(Quaternion.Euler(90, 0, 0), HandTarget.rotation, normDist); + HandTarget.position = Vector3.Lerp(Attraction.position, HandTarget.position, normDist); + HandPole.position = Vector3.Lerp(HandTarget.position + Vector3.down * 2, HandTarget.position + Vector3.forward * 2f, normDist); + LookTarget.position = Vector3.Lerp(Attraction.position, LookTarget.position, normDist); + + + } + + } +} -- cgit v1.1-26-g67d0