/// <summary>
        /// we need to offset the root to achieve the results
        /// </summary>
        private void OffsetTargets()
        {
            Vector3 _newRootPos = Root().position;
            float   _toRight    = Vector3.Distance(_newRootPos, rightLeg.GetIKPosition());
            float   _toLeft     = Vector3.Distance(_newRootPos, leftLeg.GetIKPosition());
            float   _rootOffset = Mathf.Max(_toLeft, _toRight) - Mathf.Min(_toRight, _toLeft);

            rootY          = Mathf.Lerp(rootY, _rootOffset, rootLerp * Time.fixedDeltaTime);
            _newRootPos.y -= rootY;


            for (int i = 0; i < 2; i++)
            {
                Vector3 _targetOffset = i == 0 ? rightLeg.GetIKPosition() : leftLeg.GetIKPosition();
                _targetOffset += Vector3.up * footHeight;
                offsetedIK[i]  = GenericMaths.Interpolate(offsetedIK[i], _targetOffset, footLerp * Time.fixedDeltaTime);
            }

            rightLeg.SetIKPosition(offsetedIK[0]);
            leftLeg.SetIKPosition(offsetedIK[1]);
            Root().position = _newRootPos;

            //RayArtist.DrawHitPoints(rightLeg.GetEndEffector().position + Vector3.up * maxStep + Vector3.right * 0.3f, rightLeg.GetIKPosition() + Vector3.right * 0.3f, Color.red);
            //RayArtist.DrawHitPoints(leftLeg.GetEndEffector().position + Vector3.up * maxStep + Vector3.left * 0.2f, leftLeg.GetIKPosition() + Vector3.left * 0.2f, Color.red);
        }
        /// <summary>
        /// Solve the IK chain using CCD method
        /// </summary>
        /// <param name="_IKChain"></param>
        public void SolveCCD(RootIK.Chain _IKChain)
        {
            if (_IKChain.weight <= 0f)
            {
                return;
            }
            if (_IKChain.joints.Count <= 0)
            {
                return;
            }

            _IKChain.SetIKPosition(_IKChain.target ? Vector3.zero : _IKChain.GetIKPosition());

            for (int j = 0; j < _IKChain.iterations; j++)
            {
                for (int i = _IKChain.joints.Count - 1; i >= 0; i--)
                {
                    _IKChain.weight = Mathf.Clamp(_IKChain.weight, 0f, 1f);

                    float _weight = _IKChain.weight * _IKChain.joints[i].weight;

                    Vector3 _v0 = _IKChain.GetIKPosition() - _IKChain.joints[i].transform.position;
                    Vector3 _v1 = _IKChain.joints[_IKChain.joints.Count - 1].transform.position - _IKChain.joints[i].transform.position;

                    Quaternion _sourceRotation = _IKChain.joints[i].transform.rotation;
                    Quaternion _targetRotation = Quaternion.Lerp(Quaternion.identity, RootIK.RotateFromTo(_v0, _v1), _weight);

                    _IKChain.joints[i].transform.rotation = Quaternion.Lerp(_sourceRotation, GenericMaths.ApplyQuaternion(_targetRotation, _sourceRotation), _weight);
                }
            }

            _IKChain.joints[_IKChain.joints.Count - 1].transform.rotation = _IKChain.GetIKRotation();
        }
        /// <summary>
        /// Prepare the solver and solve the IK problem analytically with specific axis of rotation
        /// (the chain must contain 2 joints, no more and no less)
        /// </summary>
        /// <param name="_hingeChain">the chain</param>
        /// <param name="_direction">direction of the player</param>
        /// <param name="_axis">axis of rotation for the 2nd joint (the Hinge joint)</param>
        public void SolveAnalytically(RootIK.Chain _hingeChain, Vector3 _direction, Vector3 _axis)
        {
            if (_hingeChain.joints.Count > 3)
            {
                return;
            }
            if (_hingeChain.iterations <= 0)
            {
                return;
            }
            if (_hingeChain.joints.Count <= 0)
            {
                return;
            }


            //calculate bone length;
            upperLength  = Vector3.Distance(_hingeChain.joints[0].transform.position, _hingeChain.joints[1].transform.position);
            lowerLength  = Vector3.Distance(_hingeChain.joints[1].transform.position, _hingeChain.joints[2].transform.position);
            systemLength = Vector3.Distance(_hingeChain.joints[0].transform.position, _hingeChain.GetIKPosition());

            //lowerjoint 1DOF
            float _angle = GenericMaths.Formula(upperLength, lowerLength, systemLength) + Mathf.PI * Mathf.Rad2Deg;

            if (_axis == Vector3.zero)
            {
                _axis = Vector3.Cross(RootIK.TransformVector(Vector3.up, _hingeChain.joints[1].transform.rotation), _direction);
            }
            else
            {
                _axis = Vector3.Cross(RootIK.TransformVector(_axis, _hingeChain.joints[1].transform.rotation), _direction);
            }
            Quaternion _src      = _hingeChain.joints[1].transform.rotation;
            Quaternion _t        = GenericMaths.QuaternionFromAngleAxis(_axis, _angle + Mathf.Acos(Mathf.Clamp(_src.w, -1f, 1f)) * 10f);
            Quaternion _finalRot = Quaternion.Lerp(Quaternion.identity, _t, _hingeChain.weight);

            _hingeChain.joints[1].transform.rotation = GenericMaths.ApplyQuaternion(_finalRot, _src);


            //Upperjoint 3DOF
            Vector3    _v1        = _hingeChain.GetIKPosition() - _hingeChain.joints[0].transform.position;
            Vector3    _v2        = _hingeChain.joints[2].transform.position - _hingeChain.joints[0].transform.position;
            Quaternion _src2      = _hingeChain.joints[0].transform.rotation;
            Quaternion _t2        = RootIK.RotateFromTo(_v2, _v1);
            Quaternion _finalRot2 = Quaternion.Lerp(Quaternion.identity, _t2, _hingeChain.weight);

            _hingeChain.joints[0].transform.rotation = GenericMaths.ApplyQuaternion(Quaternion.Inverse(_finalRot2), _src2);

            //foot 6DOF
            _hingeChain.GetEndEffector().rotation = _hingeChain.GetIKRotation();
        }
Exemple #4
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        /// <summary>
        /// solve the joints backward
        /// </summary>
        private void SolveInward()
        {
            chain.joints[chain.joints.Count - 1].solvePos = GenericMaths.Interpolate(chain.GetEndEffector().position, chain.GetIKPosition(), chain.weight);

            for (int i = chain.joints.Count - 2; i >= 0; i--)
            {
                Vector3 _v1 = chain.joints[i + 1].solvePos;
                Vector3 _v0 = chain.joints[i].solvePos - _v1;

                _v0.Normalize();
                _v0 *= Vector3.Distance(chain.joints[i].transform.position, chain.joints[i + 1].transform.position);

                chain.joints[i].solvePos = GenericMaths.Interpolate(chain.joints[i].transform.position, _v0 + _v1, chain.weight);
            }
        }
        /// <summary>
        /// A helping method to update 2 IK chains based on the dist to their IK target
        /// </summary>
        /// <param name="_IKChain"></param>
        /// <param name="_IKChain2"></param>
        public void SolveCCD(RootIK.Chain _IKChain, RootIK.Chain _IKChain2)
        {
            //in CCD algorithm, the last chain to be updated will have the biggest influence on the overall results

            if (_IKChain.joints.Count <= 0 || _IKChain2.joints.Count <= 0)
            {
                return;
            }

            float _distToTarget  = Vector3.Distance(_IKChain.GetIKPosition(), _IKChain.joints[0].transform.position);
            float _distToTarget2 = Vector3.Distance(_IKChain2.GetIKPosition(), _IKChain2.joints[0].transform.position);

            if (_distToTarget > _distToTarget2)
            {
                SolveCCD(_IKChain);
                SolveCCD(_IKChain2);
            }
            else
            {
                SolveCCD(_IKChain2);
                SolveCCD(_IKChain);
            }
        }