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60 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RootMotion.FinalIK
{
/// <summary>
/// Automatic stretch and squash for CCDIK.
/// </summary>
public class CCDStretch : MonoBehaviour
{
public CCDIK ik;
[Range(0f, 0.999f)] public float maxSquash = 0f;
public float maxStretch = 2f;
private Vector3[] defaultLocalPositions = new Vector3[0];
private void Start()
{
// Store default localPositions
defaultLocalPositions = new Vector3[ik.solver.bones.Length - 1];
for (int i = 1; i < ik.solver.bones.Length; i++)
{
defaultLocalPositions[i - 1] = ik.solver.bones[i].transform.localPosition;
}
}
private void LateUpdate()
{
// Reset to default localPositions
for (int i = 1; i < ik.solver.bones.Length; i++)
{
ik.solver.bones[i].transform.localPosition = defaultLocalPositions[i - 1];
}
// Get distance from first bone to target
float targetDist = Vector3.Magnitude((ik.solver.target != null ? ik.solver.target.position : ik.solver.IKPosition) - ik.solver.bones[0].transform.position);
// Get bone chain length
float chainLength = 0f;
for (int i = 1; i < ik.solver.bones.Length; i++)
{
chainLength += Vector3.Magnitude(ik.solver.bones[i].transform.position - ik.solver.bones[i - 1].transform.position);
}
// Compare target distance to chain length...
maxStretch = Mathf.Max(maxStretch, 1f);
float mlp = Mathf.Clamp(targetDist / chainLength, 1f - maxSquash, maxStretch);
// Stretch
for (int i = 1; i < ik.solver.bones.Length; i++)
{
ik.solver.bones[i].transform.localPosition *= mlp;
}
}
}
}