263 lines
7.8 KiB
C#
263 lines
7.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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//thomas09
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//this script is attached to the PALM child gameObject of the arms.
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public class FastIKFabrics : MonoBehaviour
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{
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public int ChainLength = 2;
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public Transform Target;
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public Transform Pole;
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[Header("Solver Parameters")]
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public int Iterations = 10;
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public float Delta = 0.001f;
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[Range(0, 1)]
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public float SnapBackStrength = 1f;
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protected float[] BonesLength; //Target to Origin
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protected float CompleteLength;
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protected Transform[] Bones;
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protected Vector3[] Positions;
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protected Vector3[] StartDirectionSucc;
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protected Quaternion[] StartRotationBone;
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protected Quaternion StartRotationTarget;
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protected Transform Root;
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// Start is called before the first frame update
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void Awake()
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{
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Init();
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}
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void Init()
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{
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//initial array
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Bones = new Transform[ChainLength + 1];
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Positions = new Vector3[ChainLength + 1];
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BonesLength = new float[ChainLength];
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StartDirectionSucc = new Vector3[ChainLength + 1];
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StartRotationBone = new Quaternion[ChainLength + 1];
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//find root
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Root = transform;
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for (var i = 0; i <= ChainLength; i++)
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{
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if (Root == null)
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{
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throw new UnityException("The chain value is longer than the ancestor chain!");
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}
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Root = Root.parent;
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}
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//init target
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if (Target == null)
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{
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Target = new GameObject(gameObject.name + " Target").transform;
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SetPositionRootSpace(Target, GetPositionRootSpace(transform));
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}
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StartRotationTarget = GetRotationRootSpace(Target);
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//init data
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var current = transform;
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CompleteLength = 0;
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for (var i = Bones.Length - 1; i >= 0; i--)
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{
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Bones[i] = current;
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StartRotationBone[i] = GetRotationRootSpace(current);
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if (i == Bones.Length - 1)
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{
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//leaf
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StartDirectionSucc[i] = GetPositionRootSpace(Target) - GetPositionRootSpace(current);
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}
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else
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{
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//mid bone
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StartDirectionSucc[i] = GetPositionRootSpace(Bones[i + 1]) - GetPositionRootSpace(current);
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BonesLength[i] = StartDirectionSucc[i].magnitude;
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CompleteLength += BonesLength[i];
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}
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current = current.parent;
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}
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}
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void LateUpdate()
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{
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ResolveIK();
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}
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private void ResolveIK()
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{
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if (Target == null) return;
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if (BonesLength.Length != ChainLength) Init();
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//get position
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for (int i = 0; i < Bones.Length; i++)
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{
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Positions[i] = GetPositionRootSpace(Bones[i]);
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}
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var targetPosition = GetPositionRootSpace(Target);
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var targetRotation = GetRotationRootSpace(Target);
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//1st is possible to reach?
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if ((targetPosition - GetPositionRootSpace(Bones[0])).sqrMagnitude >= CompleteLength * CompleteLength)
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{
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//just strech it
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var direction = (targetPosition - Positions[0]).normalized;
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//set everything after root
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for (int i = 1; i < Positions.Length; i++)
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{
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Positions[i] = Positions[i - 1] + direction * BonesLength[i - 1];
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}
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}
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else
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{
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for (int i = 0; i < Positions.Length - 1; i++)
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{
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Positions[i + 1] = Vector3.Lerp(Positions[i + 1], Positions[i] + StartDirectionSucc[i], SnapBackStrength);
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}
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for (int iteration = 0; iteration < Iterations; iteration++)
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{
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//back
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for (int i = Positions.Length - 1; i > 0; i--)
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{
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if (i == Positions.Length - 1)
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{
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Positions[i] = targetPosition; //set it to target
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}
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else
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{
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Positions[i] = Positions[i + 1] + (Positions[i] - Positions[i + 1]).normalized * BonesLength[i]; //set in line on distance
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}
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}
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//forward
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for (int i = 1; i < Positions.Length; i++)
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{
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Positions[i] = Positions[i - 1] + (Positions[i] - Positions[i - 1]).normalized * BonesLength[i - 1];
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}
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//close enough?
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if ((Positions[Positions.Length - 1] - targetPosition).sqrMagnitude < Delta * Delta)
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{
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break;
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}
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}
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}
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//move towards pole
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if (Pole != null)
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{
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var polePosition = GetPositionRootSpace(Pole);
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for (int i = 1; i < Positions.Length - 1; i++)
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{
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var plane = new Plane(Positions[i + 1] - Positions[i - 1], Positions[i - 1]);
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var projectedPole = plane.ClosestPointOnPlane(polePosition);
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var projectedBone = plane.ClosestPointOnPlane(Positions[i]);
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var angle = Vector3.SignedAngle(projectedBone - Positions[i - 1], projectedPole - Positions[i - 1], plane.normal);
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Positions[i] = Quaternion.AngleAxis(angle, plane.normal) * (Positions[i] - Positions[i - 1]) + Positions[i - 1];
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}
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}
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//set position & rotation
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for (int i = 0; i < Positions.Length; i++)
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{
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if (i == Positions.Length - 1)
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{
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SetRotationRootSpace(Bones[i], Quaternion.Inverse(targetRotation) * StartRotationTarget * Quaternion.Inverse(StartRotationBone[i]));
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}
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else
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{
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SetRotationRootSpace(Bones[i], Quaternion.FromToRotation(StartDirectionSucc[i], Positions[i + 1] - Positions[i]) * Quaternion.Inverse(StartRotationBone[i]));
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}
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SetPositionRootSpace(Bones[i], Positions[i]);
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}
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}
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private Vector3 GetPositionRootSpace(Transform current)
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{
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if (Root == null)
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{
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return current.position;
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}
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else
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{
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return Quaternion.Inverse(Root.rotation) * (current.position - Root.position);
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}
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}
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private void SetPositionRootSpace(Transform current, Vector3 position)
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{
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if (Root == null)
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{
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current.position = position;
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}
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else
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{
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current.position = Root.rotation * position + Root.position;
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}
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}
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private Quaternion GetRotationRootSpace(Transform current)
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{
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//inverse(after) * before => rot: before -> after
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if (Root == null)
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{
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return current.rotation;
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}
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else
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{
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return Quaternion.Inverse(current.rotation) * Root.rotation;
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}
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}
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private void SetRotationRootSpace(Transform current, Quaternion rotation)
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{
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if (Root == null)
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{
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current.rotation = rotation;
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}
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else
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{
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current.rotation = Root.rotation * rotation;
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}
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}
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void OnDrawGizmos()
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{
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#if UNITY_EDITOR
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var current = this.transform;
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for (int i = 0; i < ChainLength && current != null && current.parent != null; i++)
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{
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var scale = Vector3.Distance(current.position, current.parent.position) * 0.1f;
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Handles.matrix = Matrix4x4.TRS(current.position, Quaternion.FromToRotation(Vector3.up, current.parent.position - current.position), new Vector3(scale, Vector3.Distance(current.parent.position, current.position), scale));
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Handles.color = Color.green;
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Handles.DrawWireCube(Vector3.up * 0.5f, Vector3.one);
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current = current.parent;
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}
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#endif
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}
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}
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