/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using UnityEngine; namespace Spine.Unity.Modules { [RequireComponent(typeof(SkeletonUtilityBone)), ExecuteInEditMode] public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint { [Tooltip("LayerMask for what objects to raycast against")] public LayerMask groundMask; [Tooltip("Use 2D")] public bool use2D = false; [Tooltip("Uses SphereCast for 3D mode and CircleCast for 2D mode")] public bool useRadius = false; [Tooltip("The Radius")] public float castRadius = 0.1f; [Tooltip("How high above the target bone to begin casting from")] public float castDistance = 5f; [Tooltip("X-Axis adjustment")] public float castOffset = 0; [Tooltip("Y-Axis adjustment")] public float groundOffset = 0; [Tooltip("How fast the target IK position adjusts to the ground. Use smaller values to prevent snapping")] public float adjustSpeed = 5; Vector3 rayOrigin; Vector3 rayDir = new Vector3(0, -1, 0); float hitY; float lastHitY; protected override void OnEnable () { base.OnEnable(); lastHitY = transform.position.y; } public override void DoUpdate () { rayOrigin = transform.position + new Vector3(castOffset, castDistance, 0); hitY = float.MinValue; if (use2D) { RaycastHit2D hit; if (useRadius) hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask); else hit = Physics2D.Raycast(rayOrigin, rayDir, castDistance + groundOffset, groundMask); if (hit.collider != null) { hitY = hit.point.y + groundOffset; if (Application.isPlaying) hitY = Mathf.MoveTowards(lastHitY, hitY, adjustSpeed * Time.deltaTime); } else { if (Application.isPlaying) hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustSpeed * Time.deltaTime); } } else { RaycastHit hit; bool validHit = false; if (useRadius) validHit = Physics.SphereCast(rayOrigin, castRadius, rayDir, out hit, castDistance + groundOffset, groundMask); else validHit = Physics.Raycast(rayOrigin, rayDir, out hit, castDistance + groundOffset, groundMask); if (validHit) { hitY = hit.point.y + groundOffset; if (Application.isPlaying) hitY = Mathf.MoveTowards(lastHitY, hitY, adjustSpeed * Time.deltaTime); } else { if (Application.isPlaying) hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustSpeed * Time.deltaTime); } } Vector3 v = transform.position; v.y = Mathf.Clamp(v.y, Mathf.Min(lastHitY, hitY), float.MaxValue); transform.position = v; utilBone.bone.X = transform.localPosition.x; utilBone.bone.Y = transform.localPosition.y; lastHitY = hitY; } void OnDrawGizmos () { Vector3 hitEnd = rayOrigin + (rayDir * Mathf.Min(castDistance, rayOrigin.y - hitY)); Vector3 clearEnd = rayOrigin + (rayDir * castDistance); Gizmos.DrawLine(rayOrigin, hitEnd); if (useRadius) { Gizmos.DrawLine(new Vector3(hitEnd.x - castRadius, hitEnd.y - groundOffset, hitEnd.z), new Vector3(hitEnd.x + castRadius, hitEnd.y - groundOffset, hitEnd.z)); Gizmos.DrawLine(new Vector3(clearEnd.x - castRadius, clearEnd.y, clearEnd.z), new Vector3(clearEnd.x + castRadius, clearEnd.y, clearEnd.z)); } Gizmos.color = Color.red; Gizmos.DrawLine(hitEnd, clearEnd); } } }