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364 lines
12 KiB
C#
364 lines
12 KiB
C#
using UnityEngine;
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using System.Collections;
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using System;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// Analytic %IK solver based on the Law of Cosines.
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/// </summary>
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[System.Serializable]
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public class IKSolverTrigonometric: IKSolver {
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#region Main Interface
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/// <summary>
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/// The target Transform.
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/// </summary>
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public Transform target;
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/// <summary>
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/// The %IK rotation weight (rotation of the last bone).
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/// </summary>
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[Range(0f, 1f)]
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public float IKRotationWeight = 1f;
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/// <summary>
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/// The %IK rotation target.
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/// </summary>
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public Quaternion IKRotation = Quaternion.identity;
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/// <summary>
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/// The bend plane normal.
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/// </summary>
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public Vector3 bendNormal = Vector3.right;
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/// <summary>
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/// The first bone (upper arm or thigh).
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/// </summary>
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public TrigonometricBone bone1 = new TrigonometricBone();
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/// <summary>
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/// The second bone (forearm or calf).
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/// </summary>
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public TrigonometricBone bone2 = new TrigonometricBone();
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/// <summary>
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/// The third bone (hand or foot).
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/// </summary>
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public TrigonometricBone bone3 = new TrigonometricBone();
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/// <summary>
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/// Sets the bend goal position.
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/// </summary>
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/// <param name='goalPosition'>
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/// Goal position.
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/// </param>
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public void SetBendGoalPosition(Vector3 goalPosition, float weight) {
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if (!initiated) return;
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if (weight <= 0f) return;
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Vector3 normal = Vector3.Cross(goalPosition - bone1.transform.position, IKPosition - bone1.transform.position);
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if (normal != Vector3.zero) {
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if (weight >= 1f) {
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bendNormal = normal;
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return;
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}
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bendNormal = Vector3.Lerp(bendNormal, normal, weight);
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}
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}
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/// <summary>
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/// Sets the bend plane to match current bone rotations.
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/// </summary>
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public void SetBendPlaneToCurrent() {
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if (!initiated) return;
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Vector3 normal = Vector3.Cross(bone2.transform.position - bone1.transform.position, bone3.transform.position - bone2.transform.position);
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if (normal != Vector3.zero) bendNormal = normal;
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}
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/// <summary>
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/// Sets the %IK rotation.
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/// </summary>
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public void SetIKRotation(Quaternion rotation) {
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IKRotation = rotation;
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}
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/// <summary>
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/// Sets the %IK rotation weight.
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/// </summary>
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public void SetIKRotationWeight(float weight) {
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IKRotationWeight = Mathf.Clamp(weight, 0f, 1f);
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}
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/// <summary>
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/// Gets the %IK rotation.
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/// </summary>
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public Quaternion GetIKRotation() {
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return IKRotation;
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}
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/// <summary>
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/// Gets the %IK rotation weight.
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/// </summary>
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public float GetIKRotationWeight() {
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return IKRotationWeight;
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}
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public override IKSolver.Point[] GetPoints() {
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return new IKSolver.Point[3] { (IKSolver.Point)bone1, (IKSolver.Point)bone2, (IKSolver.Point)bone3 };
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}
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public override IKSolver.Point GetPoint(Transform transform) {
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if (bone1.transform == transform) return (IKSolver.Point)bone1;
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if (bone2.transform == transform) return (IKSolver.Point)bone2;
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if (bone3.transform == transform) return (IKSolver.Point)bone3;
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return null;
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}
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public override void StoreDefaultLocalState() {
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bone1.StoreDefaultLocalState();
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bone2.StoreDefaultLocalState();
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bone3.StoreDefaultLocalState();
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}
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public override void FixTransforms() {
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if (!initiated) return;
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bone1.FixTransform();
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bone2.FixTransform();
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bone3.FixTransform();
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}
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public override bool IsValid(ref string message) {
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if (bone1.transform == null || bone2.transform == null || bone3.transform == null) {
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message = "Please assign all Bones to the IK solver.";
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return false;
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}
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Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(new Transform[3] { bone1.transform, bone2.transform, bone3.transform });
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if (duplicate != null) {
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message = duplicate.name + " is represented multiple times in the Bones.";
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return false;
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}
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if (bone1.transform.position == bone2.transform.position) {
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message = "first bone position is the same as second bone position.";
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return false;
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}
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if (bone2.transform.position == bone3.transform.position) {
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message = "second bone position is the same as third bone position.";
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return false;
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}
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return true;
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}
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/// <summary>
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/// Bone type used by IKSolverTrigonometric.
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/// </summary>
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[System.Serializable]
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public class TrigonometricBone: IKSolver.Bone {
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private Quaternion targetToLocalSpace;
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private Vector3 defaultLocalBendNormal;
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#region Public methods
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/*
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* Initiates the bone, precalculates values.
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* */
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public void Initiate(Vector3 childPosition, Vector3 bendNormal) {
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// Get default target rotation that looks at child position with bendNormal as up
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Quaternion defaultTargetRotation = Quaternion.LookRotation(childPosition - transform.position, bendNormal);
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// Covert default target rotation to local space
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targetToLocalSpace = QuaTools.RotationToLocalSpace(transform.rotation, defaultTargetRotation);
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defaultLocalBendNormal = Quaternion.Inverse(transform.rotation) * bendNormal;
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}
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/*
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* Calculates the rotation of this bone to targetPosition.
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* */
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public Quaternion GetRotation(Vector3 direction, Vector3 bendNormal) {
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return Quaternion.LookRotation(direction, bendNormal) * targetToLocalSpace;
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}
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/*
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* Gets the bend normal from current bone rotation.
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* */
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public Vector3 GetBendNormalFromCurrentRotation() {
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return transform.rotation * defaultLocalBendNormal;
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}
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#endregion Public methods
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}
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/// <summary>
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/// Reinitiate the solver with new bone Transforms.
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/// </summary>
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/// <returns>
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/// Returns true if the new chain is valid.
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/// </returns>
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public bool SetChain(Transform bone1, Transform bone2, Transform bone3, Transform root) {
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this.bone1.transform = bone1;
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this.bone2.transform = bone2;
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this.bone3.transform = bone3;
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Initiate(root);
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return initiated;
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}
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#endregion Main Interface
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#region Class Methods
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/// <summary>
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/// Solve the bone chain.
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/// </summary>
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public static void Solve(Transform bone1, Transform bone2, Transform bone3, Vector3 targetPosition, Vector3 bendNormal, float weight) {
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if (weight <= 0f) return;
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// Direction of the limb in solver
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targetPosition = Vector3.Lerp(bone3.position, targetPosition, weight);
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Vector3 dir = targetPosition - bone1.position;
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// Distance between the first and the last node solver positions
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float length = dir.magnitude;
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if (length == 0f) return;
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float sqrMag1 = (bone2.position - bone1.position).sqrMagnitude;
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float sqrMag2 = (bone3.position - bone2.position).sqrMagnitude;
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// Get the general world space bending direction
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Vector3 bendDir = Vector3.Cross(dir, bendNormal);
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// Get the direction to the trigonometrically solved position of the second node
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Vector3 toBendPoint = GetDirectionToBendPoint(dir, length, bendDir, sqrMag1, sqrMag2);
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// Position the second node
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Quaternion q1 = Quaternion.FromToRotation(bone2.position - bone1.position, toBendPoint);
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if (weight < 1f) q1 = Quaternion.Lerp(Quaternion.identity, q1, weight);
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bone1.rotation = q1 * bone1.rotation;
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Quaternion q2 = Quaternion.FromToRotation(bone3.position - bone2.position, targetPosition - bone2.position);
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if (weight < 1f) q2 = Quaternion.Lerp(Quaternion.identity, q2, weight);
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bone2.rotation = q2 * bone2.rotation;
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}
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//Calculates the bend direction based on the law of cosines. NB! Magnitude of the returned vector does not equal to the length of the first bone!
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private static Vector3 GetDirectionToBendPoint(Vector3 direction, float directionMag, Vector3 bendDirection, float sqrMag1, float sqrMag2) {
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float x = ((directionMag * directionMag) + (sqrMag1 - sqrMag2)) / 2f / directionMag;
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float y = (float)Math.Sqrt(Mathf.Clamp(sqrMag1 - x * x, 0, Mathf.Infinity));
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if (direction == Vector3.zero) return Vector3.zero;
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return Quaternion.LookRotation(direction, bendDirection) * new Vector3(0f, y, x);
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}
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#endregion Class Methods
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protected override void OnInitiate() {
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if (bendNormal == Vector3.zero) bendNormal = Vector3.right;
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OnInitiateVirtual();
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IKPosition = bone3.transform.position;
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IKRotation = bone3.transform.rotation;
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// Initiating bones
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InitiateBones();
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directHierarchy = IsDirectHierarchy();
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}
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// Are the bones parented directly to each other?
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private bool IsDirectHierarchy() {
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if (bone3.transform.parent != bone2.transform) return false;
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if (bone2.transform.parent != bone1.transform) return false;
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return true;
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}
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// Set the defaults for the bones
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public void InitiateBones() {
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bone1.Initiate(bone2.transform.position, bendNormal);
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bone2.Initiate(bone3.transform.position, bendNormal);
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SetBendPlaneToCurrent();
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}
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protected override void OnUpdate() {
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IKPositionWeight = Mathf.Clamp(IKPositionWeight, 0f, 1f);
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IKRotationWeight = Mathf.Clamp(IKRotationWeight, 0f, 1f);
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if (target != null) {
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IKPosition = target.position;
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IKRotation = target.rotation;
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}
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OnUpdateVirtual();
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if (IKPositionWeight > 0) {
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// Reinitiating the bones when the hierarchy is not direct. This allows for skipping animated bones in the hierarchy.
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if (!directHierarchy) {
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bone1.Initiate(bone2.transform.position, bendNormal);
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bone2.Initiate(bone3.transform.position, bendNormal);
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}
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// Find out if bone lengths should be updated
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bone1.sqrMag = (bone2.transform.position - bone1.transform.position).sqrMagnitude;
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bone2.sqrMag = (bone3.transform.position - bone2.transform.position).sqrMagnitude;
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if (bendNormal == Vector3.zero && !Warning.logged) LogWarning("IKSolverTrigonometric Bend Normal is Vector3.zero.");
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weightIKPosition = Vector3.Lerp(bone3.transform.position, IKPosition, IKPositionWeight);
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// Interpolating bend normal
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Vector3 currentBendNormal = Vector3.Lerp(bone1.GetBendNormalFromCurrentRotation(), bendNormal, IKPositionWeight);
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// Calculating and interpolating bend direction
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Vector3 bendDirection = Vector3.Lerp(bone2.transform.position - bone1.transform.position, GetBendDirection(weightIKPosition, currentBendNormal), IKPositionWeight);
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if (bendDirection == Vector3.zero) bendDirection = bone2.transform.position - bone1.transform.position;
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// Rotating bone1
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bone1.transform.rotation = bone1.GetRotation(bendDirection, currentBendNormal);
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// Rotating bone 2
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bone2.transform.rotation = bone2.GetRotation(weightIKPosition - bone2.transform.position, bone2.GetBendNormalFromCurrentRotation());
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}
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// Rotating bone3
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if (IKRotationWeight > 0) {
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bone3.transform.rotation = Quaternion.Slerp(bone3.transform.rotation, IKRotation, IKRotationWeight);
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}
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OnPostSolveVirtual();
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}
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protected Vector3 weightIKPosition;
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protected virtual void OnInitiateVirtual() {}
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protected virtual void OnUpdateVirtual() {}
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protected virtual void OnPostSolveVirtual() {}
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protected bool directHierarchy = true;
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/*
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* Calculates the bend direction based on the Law of Cosines.
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* */
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protected Vector3 GetBendDirection(Vector3 IKPosition, Vector3 bendNormal) {
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Vector3 direction = IKPosition - bone1.transform.position;
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if (direction == Vector3.zero) return Vector3.zero;
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float directionSqrMag = direction.sqrMagnitude;
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float directionMagnitude = (float)Math.Sqrt(directionSqrMag);
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float x = (directionSqrMag + bone1.sqrMag - bone2.sqrMag) / 2f / directionMagnitude;
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float y = (float)Math.Sqrt(Mathf.Clamp(bone1.sqrMag - x * x, 0, Mathf.Infinity));
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Vector3 yDirection = Vector3.Cross(direction / directionMagnitude, bendNormal);
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return Quaternion.LookRotation(direction, yDirection) * new Vector3(0f, y, x);
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}
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}
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}
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