脚步IK,视线跟随
作者:互联网
/// <summary>
/// IK
/// </summary>
public class IKMotion : MonoBehaviour
{
private Animator anim;
/// <summary>
/// 射线检测IK位置
/// </summary>
private Vector3 LeftFootIK, RightFootIK;
/// <summary>
/// IK位置
/// </summary>
private Vector3 LeftFootPos, RightFootPos;
/// <summary>
/// IK旋转
/// </summary>
private Quaternion LeftFootRot, RightFootRot;
/// <summary>
/// IK交互层
/// </summary>
public LayerMask EnvLayer;
/// <summary>
/// 脚部IK位置与实际射线检测位置的Y轴差
/// </summary>
[Range(0,0.2f)] public float GroundOffset;
/// <summary>
/// 射线向下检测距离
/// </summary>
public float GroundDistance;
public bool enableIK;
private void Start()
{
anim = GetComponent<Animator>();
}
private void FixedUpdate()
{
Debug.DrawLine(LeftFootIK + Vector3.up, LeftFootIK + Vector3.down*GroundDistance, Color.blue, Time.fixedDeltaTime);
Debug.DrawLine(RightFootIK + Vector3.up, RightFootIK + Vector3.down * GroundDistance, Color.blue, Time.fixedDeltaTime);
if (Physics.Raycast(LeftFootIK + Vector3.up,Vector3.down,out RaycastHit hit,GroundDistance + 1,EnvLayer))
{
Debug.Log("123");
Debug.DrawRay(hit.point, hit.normal, Color.red, Time.fixedDeltaTime);
LeftFootPos = hit.point + Vector3.up * GroundOffset;
LeftFootRot = Quaternion.FromToRotation(Vector3.up, hit.normal) * transform.rotation;
}
if (Physics.Raycast(RightFootIK + Vector3.up, Vector3.down, out RaycastHit hit1, GroundDistance + 1, EnvLayer))
{
Debug.Log("456");
Debug.DrawRay(hit1.point, hit1.normal, Color.red, Time.fixedDeltaTime);
RightFootPos = hit1.point + Vector3.up * GroundOffset;
RightFootRot = Quaternion.FromToRotation(Vector3.up, hit1.normal) * transform.rotation;
}
}
private void OnAnimatorIK(int layerIndex)
{
LeftFootIK = anim.GetIKPosition(AvatarIKGoal.LeftFoot);
RightFootIK = anim.GetIKPosition(AvatarIKGoal.RightFoot);
if (enableIK == false)
return;
anim.SetIKPositionWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("LIK"));
anim.SetIKRotationWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("LIK"));
anim.SetIKPositionWeight(AvatarIKGoal.RightFoot, anim.GetFloat("RIK"));
anim.SetIKRotationWeight(AvatarIKGoal.RightFoot, anim.GetFloat("RIK"));
anim.SetIKPosition(AvatarIKGoal.LeftFoot, LeftFootPos);
anim.SetIKRotation(AvatarIKGoal.LeftFoot, LeftFootRot);
anim.SetIKPosition(AvatarIKGoal.RightFoot, RightFootPos);
anim.SetIKRotation(AvatarIKGoal.RightFoot, RightFootRot);
}
/// <summary>
/// IK
/// </summary>
public class IKMotion : MonoBehaviour
{
private Animator anim;
/// <summary>
/// 射线检测IK位置
/// </summary>
private Vector3 LeftFootIK, RightFootIK;
/// <summary>
/// IK位置
/// </summary>
private Vector3 LeftFootPos, RightFootPos;
/// <summary>
/// IK旋转
/// </summary>
private Quaternion LeftFootRot, RightFootRot;
/// <summary>
/// IK交互层
/// </summary>
public LayerMask EnvLayer;
/// <summary>
/// 脚部IK位置与实际射线检测位置的Y轴差
/// </summary>
[Range(0,0.2f)] public float GroundOffset;
/// <summary>
/// 射线向下检测距离
/// </summary>
public float GroundDistance;
public bool enableIK;
private void Start()
{
anim = GetComponent<Animator>();
}
private void FixedUpdate()
{
Debug.DrawLine(LeftFootIK + Vector3.up, LeftFootIK + Vector3.down*GroundDistance, Color.blue, Time.fixedDeltaTime);
Debug.DrawLine(RightFootIK + Vector3.up, RightFootIK + Vector3.down * GroundDistance, Color.blue, Time.fixedDeltaTime);
if (Physics.Raycast(LeftFootIK + Vector3.up,Vector3.down,out RaycastHit hit,GroundDistance + 1,EnvLayer))
{
Debug.Log("123");
Debug.DrawRay(hit.point, hit.normal, Color.red, Time.fixedDeltaTime);
LeftFootPos = hit.point + Vector3.up * GroundOffset;
LeftFootRot = Quaternion.FromToRotation(Vector3.up, hit.normal) * transform.rotation;
}
if (Physics.Raycast(RightFootIK + Vector3.up, Vector3.down, out RaycastHit hit1, GroundDistance + 1, EnvLayer))
{
Debug.Log("456");
Debug.DrawRay(hit1.point, hit1.normal, Color.red, Time.fixedDeltaTime);
RightFootPos = hit1.point + Vector3.up * GroundOffset;
RightFootRot = Quaternion.FromToRotation(Vector3.up, hit1.normal) * transform.rotation;
}
}
private void OnAnimatorIK(int layerIndex)
{
LeftFootIK = anim.GetIKPosition(AvatarIKGoal.LeftFoot);
RightFootIK = anim.GetIKPosition(AvatarIKGoal.RightFoot);
if (enableIK == false)
return;
anim.SetIKPositionWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("LIK"));
anim.SetIKRotationWeight(AvatarIKGoal.LeftFoot, anim.GetFloat("LIK"));
anim.SetIKPositionWeight(AvatarIKGoal.RightFoot, anim.GetFloat("RIK"));
anim.SetIKRotationWeight(AvatarIKGoal.RightFoot, anim.GetFloat("RIK"));
anim.SetIKPosition(AvatarIKGoal.LeftFoot, LeftFootPos);
anim.SetIKRotation(AvatarIKGoal.LeftFoot, LeftFootRot);
anim.SetIKPosition(AvatarIKGoal.RightFoot, RightFootPos);
anim.SetIKRotation(AvatarIKGoal.RightFoot, RightFootRot);
}
标签:anim,up,Vector3,AvatarIKGoal,private,视线,跟随,IK 来源: https://blog.csdn.net/liuhongze98/article/details/120798270