You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
184 lines
6.9 KiB
184 lines
6.9 KiB
using UnityEngine;
|
|
using System.Collections;
|
|
|
|
|
|
namespace com.rfilkov.components
|
|
{
|
|
/// <summary>
|
|
/// HmdHeadMover moves the avatar model, according to the camera position reported by the HMD tracker.
|
|
/// Don't forget to enable the 'External root motion'-setting of the AvatarController-component in this case.
|
|
/// </summary>
|
|
public class HmdHeadMover : MonoBehaviour
|
|
{
|
|
[Tooltip("The transform that needs to be followed by the avatar's head, usually the eye-camera position reported by the HMD tracker. When left empty, it defaults to the main camera's position.")]
|
|
public Transform targetTransform;
|
|
|
|
[Tooltip("The transform of the avatar's head. When left empty, it defaults to the head position, as reported by Animator-component.")]
|
|
private Transform headTransform;
|
|
|
|
[Tooltip("Whether the avatar's feet must stick to the ground.")]
|
|
public bool groundedFeet = false;
|
|
|
|
[Tooltip("The transform of the avatar's left toes, if grounding is enabled.")]
|
|
private Transform leftToes;
|
|
|
|
[Tooltip("The transform of the avatar's right toes, if grounding is enabled.")]
|
|
private Transform rightToes;
|
|
|
|
|
|
// grounder constants and variables
|
|
//private const int raycastLayers = ~2; // Ignore Raycast
|
|
private const float maxFootDistanceGround = 0.02f; // maximum distance from lower foot to the ground
|
|
private const float maxFootDistanceTime = 0.02f; // 0.2f; // maximum allowed time, the lower foot to be distant from the ground
|
|
//private Transform leftFoot, rightFoot;
|
|
|
|
private float fFootDistanceInitial = 0f;
|
|
private float fFootDistance = 0f;
|
|
private float fFootDistanceTime = 0f;
|
|
|
|
|
|
void Start()
|
|
{
|
|
// if the target transform is not set, use the camera transform
|
|
if (targetTransform == null && Camera.main != null)
|
|
{
|
|
targetTransform = Camera.main.transform;
|
|
}
|
|
}
|
|
|
|
|
|
void LateUpdate()
|
|
{
|
|
// move the head and body to the target
|
|
MoveHeadToTarget();
|
|
}
|
|
|
|
|
|
// moves the avatar's head to the target, and the rest of its body too
|
|
private void MoveHeadToTarget()
|
|
{
|
|
if (headTransform == null)
|
|
{
|
|
Animator animatorComponent = GetComponent<Animator>();
|
|
headTransform = animatorComponent ? animatorComponent.GetBoneTransform(HumanBodyBones.Head) : null;
|
|
}
|
|
|
|
if (!targetTransform || !headTransform)
|
|
return;
|
|
|
|
Transform trans = headTransform.transform;
|
|
Vector3 posTrans = targetTransform.position;
|
|
|
|
while (trans.parent != null)
|
|
{
|
|
Transform transParent = trans.parent;
|
|
|
|
Vector3 dirParent = transParent.position - trans.position;
|
|
posTrans += dirParent;
|
|
|
|
trans = transParent;
|
|
}
|
|
|
|
if (groundedFeet)
|
|
{
|
|
// keep the current correction
|
|
float fLastTgtY = posTrans.y;
|
|
posTrans.y += fFootDistance;
|
|
|
|
float fNewDistance = GetDistanceToGround();
|
|
float fNewDistanceTime = Time.time;
|
|
|
|
// Debug.Log(string.Format("PosY: {0:F2}, LastY: {1:F2}, TgrY: {2:F2}, NewDist: {3:F2}, Corr: {4:F2}, Time: {5:F2}", bodyRoot != null ? bodyRoot.position.y : transform.position.y,
|
|
// fLastTgtY, targetPos.y, fNewDistance, fFootDistance, fNewDistanceTime));
|
|
|
|
if (Mathf.Abs(fNewDistance) >= 0.01f && Mathf.Abs(fNewDistance - fFootDistanceInitial) >= maxFootDistanceGround)
|
|
{
|
|
if ((fNewDistanceTime - fFootDistanceTime) >= maxFootDistanceTime)
|
|
{
|
|
fFootDistance += (fNewDistance - fFootDistanceInitial);
|
|
fFootDistanceTime = fNewDistanceTime;
|
|
|
|
posTrans.y = fLastTgtY + fFootDistance;
|
|
|
|
// Debug.Log(string.Format(" >> change({0:F2})! - Corr: {1:F2}, LastY: {2:F2}, TgrY: {3:F2} at time {4:F2}",
|
|
// (fNewDistance - fFootDistanceInitial), fFootDistance, fLastTgtY, targetPos.y, fFootDistanceTime));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fFootDistanceTime = fNewDistanceTime;
|
|
}
|
|
}
|
|
|
|
// set root transform position
|
|
if (trans)
|
|
{
|
|
trans.position = posTrans;
|
|
}
|
|
|
|
// Vector3 posDiff = targetTransform.position - headTransform.position;
|
|
// transform.position += posDiff;
|
|
|
|
//Debug.Log("PosTrans: " + posTrans + ", Transofrm: " + transform.position);
|
|
}
|
|
|
|
|
|
// returns the lower distance distance from left or right foot to the ground, or 1000f if no LF/RF transforms are found
|
|
private float GetDistanceToGround()
|
|
{
|
|
if (leftToes == null && rightToes == null)
|
|
{
|
|
Animator animatorComponent = GetComponent<Animator>();
|
|
|
|
if (animatorComponent)
|
|
{
|
|
leftToes = animatorComponent.GetBoneTransform(HumanBodyBones.LeftToes);
|
|
rightToes = animatorComponent.GetBoneTransform(HumanBodyBones.RightToes);
|
|
}
|
|
}
|
|
|
|
float fDistMin = 1000f;
|
|
float fDistLeft = leftToes ? GetTransformDistanceToGround(leftToes) : fDistMin;
|
|
float fDistRight = rightToes ? GetTransformDistanceToGround(rightToes) : fDistMin;
|
|
fDistMin = Mathf.Abs(fDistLeft) < Mathf.Abs(fDistRight) ? fDistLeft : fDistRight;
|
|
|
|
if (fDistMin == 1000f)
|
|
{
|
|
fDistMin = 0f; // fFootDistanceInitial;
|
|
}
|
|
|
|
// Debug.Log (string.Format ("LFootY: {0:F2}, Dist: {1:F2}, RFootY: {2:F2}, Dist: {3:F2}, Min: {4:F2}", leftToes ? leftToes.position.y : 0f, fDistLeft,
|
|
// rightToes ? rightToes.position.y : 0f, fDistRight, fDistMin));
|
|
|
|
return fDistMin;
|
|
}
|
|
|
|
|
|
// returns distance from the given transform to the underlying object.
|
|
private float GetTransformDistanceToGround(Transform trans)
|
|
{
|
|
if (!trans)
|
|
return 0f;
|
|
|
|
// RaycastHit hit;
|
|
// if(Physics.Raycast(trans.position, Vector3.down, out hit, 2f, raycastLayers))
|
|
// {
|
|
// return -hit.distance;
|
|
// }
|
|
// else if(Physics.Raycast(trans.position, Vector3.up, out hit, 2f, raycastLayers))
|
|
// {
|
|
// return hit.distance;
|
|
// }
|
|
// else
|
|
// {
|
|
// if (trans.position.y < 0)
|
|
// return -trans.position.y;
|
|
// else
|
|
// return 1000f;
|
|
// }
|
|
|
|
return -trans.position.y;
|
|
}
|
|
|
|
}
|
|
}
|
|
|