So in my project, I have multiple npcs that you can talk to via the Dialogue System. I want to add a bit more realism by making the NPCs look at you. I am using the script below to override the animations of the NPCs, it all works fine except the target variable is a Vector3 where you have to put in the XYZ of the target. I would like to change this to a Transform so the NPC will follow the player instead of looking at one coordinate. I’m not exactly sure of how I would do this, any ideas? Thank you for your time!
public float bendingMultiplier = 0.6f;
public float maxAngleDifference = 30;
public float maxBendingAngle = 80;
public float responsiveness = 5;
internal float angleH;
internal float angleV;
internal Vector3 dirUp;
internal Vector3 referenceLookDir;
internal Vector3 referenceUpDir;
internal int chainLength;
internal Quaternion[] origRotations;
}
[System.Serializable]
public class NonAffectedJoints {
public Transform joint;
public float effect = 0;
}
public class HeadLookController : MonoBehaviour {
public Transform rootNode;
public BendingSegment[] segments;
public NonAffectedJoints[] nonAffectedJoints;
public Vector3 headLookVector = Vector3.forward;
public Vector3 headUpVector = Vector3.up;
public Vector3 target = Vector3.zero;
public float effect = 1;
public bool overrideAnimation = false;
void Start () {
if (rootNode == null) {
rootNode = transform;
}
// Setup segments
foreach (BendingSegment segment in segments) {
Quaternion parentRot = segment.firstTransform.parent.rotation;
Quaternion parentRotInv = Quaternion.Inverse(parentRot);
segment.referenceLookDir =
parentRotInv * rootNode.rotation * headLookVector.normalized;
segment.referenceUpDir =
parentRotInv * rootNode.rotation * headUpVector.normalized;
segment.angleH = 0;
segment.angleV = 0;
segment.dirUp = segment.referenceUpDir;
segment.chainLength = 1;
Transform t = segment.lastTransform;
while (t != segment.firstTransform && t != t.root) {
segment.chainLength++;
t = t.parent;
}
segment.origRotations = new Quaternion[segment.chainLength];
t = segment.lastTransform;
for (int i=segment.chainLength-1; i>=0; i--) {
segment.origRotations *= t.localRotation;*
t = t.parent;
}
}
}
void LateUpdate () {
if (Time.deltaTime == 0)
return;
// Remember initial directions of joints that should not be affected
Vector3[] jointDirections = new Vector3[nonAffectedJoints.Length];
for (int i=0; i<nonAffectedJoints.Length; i++) {
foreach (Transform child in nonAffectedJoints*.joint) {*
jointDirections = child.position - nonAffectedJoints*.joint.position;*
break;
}
}
// Handle each segment
foreach (BendingSegment segment in segments) {
Transform t = segment.lastTransform;
if (overrideAnimation) {
for (int i=segment.chainLength-1; i>=0; i–) {
t.localRotation = segment.origRotations*;*
t = t.parent;
}
}
Quaternion parentRot = segment.firstTransform.parent.rotation;
Quaternion parentRotInv = Quaternion.Inverse(parentRot);
// Desired look direction in world space
Vector3 lookDirWorld = (target - segment.lastTransform.position).normalized;
// Desired look directions in neck parent space
Vector3 lookDirGoal = (parentRotInv * lookDirWorld);
// Get the horizontal and vertical rotation angle to look at the target
float hAngle = AngleAroundAxis(
segment.referenceLookDir, lookDirGoal, segment.referenceUpDir
);
Vector3 rightOfTarget = Vector3.Cross(segment.referenceUpDir, lookDirGoal);
Vector3 lookDirGoalinHPlane =
lookDirGoal - Vector3.Project(lookDirGoal, segment.referenceUpDir);
float vAngle = AngleAroundAxis(
lookDirGoalinHPlane, lookDirGoal, rightOfTarget
);
// Handle threshold angle difference, bending multiplier,
// and max angle difference here
float hAngleThr = Mathf.Max(
0, Mathf.Abs(hAngle) - segment.thresholdAngleDifference
) * Mathf.Sign(hAngle);
float vAngleThr = Mathf.Max(
0, Mathf.Abs(vAngle) - segment.thresholdAngleDifference
) * Mathf.Sign(vAngle);
hAngle = Mathf.Max(
Mathf.Abs(hAngleThr) * Mathf.Abs(segment.bendingMultiplier),
Mathf.Abs(hAngle) - segment.maxAngleDifference
) * Mathf.Sign(hAngle) * Mathf.Sign(segment.bendingMultiplier);
vAngle = Mathf.Max(
Mathf.Abs(vAngleThr) * Mathf.Abs(segment.bendingMultiplier),
Mathf.Abs(vAngle) - segment.maxAngleDifference
) * Mathf.Sign(vAngle) * Mathf.Sign(segment.bendingMultiplier);
// Handle max bending angle here
hAngle = Mathf.Clamp(hAngle, -segment.maxBendingAngle, segment.maxBendingAngle);
vAngle = Mathf.Clamp(vAngle, -segment.maxBendingAngle, segment.maxBendingAngle);
Vector3 referenceRightDir =
Vector3.Cross(segment.referenceUpDir, segment.referenceLookDir);
// Lerp angles
segment.angleH = Mathf.Lerp(
segment.angleH, hAngle, Time.deltaTime * segment.responsiveness
);
segment.angleV = Mathf.Lerp(
segment.angleV, vAngle, Time.deltaTime * segment.responsiveness
);
// Get direction
lookDirGoal = Quaternion.AngleAxis(segment.angleH, segment.referenceUpDir)
* Quaternion.AngleAxis(segment.angleV, referenceRightDir)
* segment.referenceLookDir;
// Make look and up perpendicular
Vector3 upDirGoal = segment.referenceUpDir;
Vector3.OrthoNormalize(ref lookDirGoal, ref upDirGoal);
// Interpolated look and up directions in neck parent space
Vector3 lookDir = lookDirGoal;
segment.dirUp = Vector3.Slerp(segment.dirUp, upDirGoal, Time.deltaTime*5);
Vector3.OrthoNormalize(ref lookDir, ref segment.dirUp);
// Look rotation in world space
Quaternion lookRot = (
(parentRot * Quaternion.LookRotation(lookDir, segment.dirUp))
* Quaternion.Inverse(
parentRot * Quaternion.LookRotation(
segment.referenceLookDir, segment.referenceUpDir
)
)
);
// Distribute rotation over all joints in segment
Quaternion dividedRotation =
Quaternion.Slerp(Quaternion.identity, lookRot, effect / segment.chainLength);
t = segment.lastTransform;
for (int i=0; i<segment.chainLength; i++) {
t.rotation = dividedRotation * t.rotation;
t = t.parent;
}
}
// Handle non affected joints
for (int i=0; i<nonAffectedJoints.Length; i++) {
Vector3 newJointDirection = Vector3.zero;
foreach (Transform child in nonAffectedJoints*.joint) {*
newJointDirection = child.position - nonAffectedJoints*.joint.position;*
break;
}
Vector3 combinedJointDirection = Vector3.Slerp(
jointDirections_, newJointDirection, nonAffectedJoints*.effect*
);_
nonAffectedJoints*.joint.rotation = Quaternion.FromToRotation(*
newJointDirection, combinedJointDirection
) * nonAffectedJoints*.joint.rotation;*
}
}
// The angle between dirA and dirB around axis
public static float AngleAroundAxis (Vector3 dirA, Vector3 dirB, Vector3 axis) {
// Project A and B onto the plane orthogonal target axis
dirA = dirA - Vector3.Project(dirA, axis);
dirB = dirB - Vector3.Project(dirB, axis);
// Find (positive) angle between A and B
float angle = Vector3.Angle(dirA, dirB);
// Return angle multiplied with 1 or -1
return angle * (Vector3.Dot(axis, Vector3.Cross(dirA, dirB)) < 0 ? -1 : 1);
}
}