/// <summary>
        /// Core function that relies on the law of cosines in order to
        /// determine the angles between two bones.
        /// </summary>
        /// <param name="rState">State object containing information about what is to be solved and the results</param>
        public static void SolveIK(ref IKSolverState rState, float rBone2Extension = 0f)
        {
            if (rState.Bones == null || rState.Bones.Count != 2)
            {
                return;
            }

            // Extract out the data
            BoneControllerBone lBone1 = rState.Bones[0];
            BoneControllerBone lBone2 = rState.Bones[1];

            // Grab basic bone info. We need the end's bind rotation so that it will keep the cosine equations
            // on a single plane after limits are processed.
            float      lBone1Length   = Vector3.Distance(lBone1.Transform.position, lBone2.Transform.position);
            Vector3    lBone1Position = lBone1.Transform.position;
            Quaternion lBone1Rotation = lBone1.Transform.rotation;
            Vector3    lBone1BendAxis = rState.BoneBendAxes[0];

            float      lBone2Length   = lBone2.Length + rBone2Extension;
            Vector3    lBone2Position = lBone2.Transform.position;
            Quaternion lBone2Rotation = lBone2.Transform.rotation;
            Vector3    lBone2BendAxis = rState.BoneBendAxes[1];

            Vector3 lBone3Position = lBone2Position + (lBone2Rotation * lBone2.BindRotation * lBone2.ToBoneForward * (Vector3.forward * lBone2Length));

            // Check if our final position is too far. If so, we need to bring it in
            Vector3 lTargetPosition      = rState.TargetPosition;
            float   lBone1ToTargetLength = Vector3.Distance(lBone1Position, lTargetPosition);

            if (lBone1ToTargetLength > lBone1Length + lBone2Length)
            {
                // We remove a tiny bit of length so we never end up with a
                // bone angle of 0. This allows us to account for the bend axis.
                lBone1ToTargetLength = lBone1Length + lBone2Length;// -0.0000f;

                Vector3 lDirection = (lTargetPosition - lBone1Position).normalized;
                lTargetPosition = lBone1Position + (lDirection * lBone1ToTargetLength);
            }

            // Grab the angle between the target vector and the mid bone. Then, create the final rotation vector for the first bone
            float lAngle      = (-(lBone2Length * lBone2Length) + (lBone1Length * lBone1Length) + (lBone1ToTargetLength * lBone1ToTargetLength)) / (2f * lBone1Length * lBone1ToTargetLength);
            float lBone1Angle = Mathf.Acos(Mathf.Clamp(lAngle, -1f, 1f)) * Mathf.Rad2Deg;

            // The bind rotation in world coordinates
            Quaternion lBaseRootRotation = (rState.UseBindRotation ? lBone1.WorldBindRotation : lBone1.Transform.rotation * lBone1.ToBoneForward);

            // Grab the rotation that gets us from the base vector to the target vector. This is the hypotenuse.
            Quaternion lToTargetRotation = Quaternion.FromToRotation(lBaseRootRotation * Vector3.forward, lTargetPosition - lBone1Position);

            // Determine the axis we'll rotate the root bone around
            Vector3 lRootBendAxis = Vector3.zero;

            if (rState.UsePlaneNormal)
            {
                lRootBendAxis = Vector3Ext.PlaneNormal(lBone1Position, lBone2Position, lBone3Position);
            }
            else
            {
                lRootBendAxis = lToTargetRotation * lBaseRootRotation * lBone1BendAxis;
            }

            // Rotate from the base rotation to the target rotation and finally to the correct rotation (based on the angle)
            lBone1Rotation = Quaternion.AngleAxis(lBone1Angle, lRootBendAxis) * lToTargetRotation * lBaseRootRotation;

            // Now we can determine the position of the second bone
            lBone2Position = lBone1Position + (lBone1Rotation * (Vector3.forward * lBone1Length));

            // Want to ensure we don't end up with a '0' look direction. Otherwise, we'll get infinite errors.
            if (Vector3.SqrMagnitude(lTargetPosition - lBone2Position) > 0.001f)
            {
                // Grabbing the rotation of the second bone is easier since we just look at the target
                Vector3 lForward = lTargetPosition - lBone2Position;
                Vector3 lRight   = lBone1Rotation * lBone2BendAxis;
                Vector3 lUp      = Vector3.Cross(lForward, lRight).normalized;

                lBone2Rotation = Quaternion.LookRotation(lForward, lUp);
            }

            // Return the results
            rState.Rotations.Clear();
            rState.AddRotation(lBone1, lBone1Rotation);
            rState.AddRotation(lBone2, lBone2Rotation);

            // Set the position valudes (for debugging)
            rState.BonePositions.Clear();
            rState.BonePositions.Add(lBone1Position);
            rState.BonePositions.Add(lBone2Position);
            rState.BonePositions.Add(lBone2Position + (lBone2Rotation * (Vector3.forward * lBone2Length)));

            // Debug
            if (rState.IsDebugEnabled)
            {
                DebugDraw.DrawOctahedronOverlay(lBone1Position, Quaternion.identity, 0.03f, Color.red, 1f);
                DebugDraw.DrawOctahedronOverlay(lBone2Position, Quaternion.identity, 0.03f, Color.green, 1f);
                DebugDraw.DrawOctahedronOverlay(lBone3Position, Quaternion.identity, 0.03f, Color.blue, 1f);
                DebugDraw.DrawOctahedronOverlay(lTargetPosition, Quaternion.identity, 0.03f, Color.magenta, 1f);

                DebugDraw.DrawLineOverlay(lBone1Position, lBone1Position + (lBone1Rotation * (Vector3.forward * 0.5f)), 0.01f, Color.blue, 0.75f);
                DebugDraw.DrawLineOverlay(lBone1Position, lBone1Position + (lBone1Rotation * (Vector3.up * 0.5f)), 0.01f, Color.green, 0.75f);
                DebugDraw.DrawLineOverlay(lBone1Position, lBone1Position + (lBone1Rotation * (Vector3.right * 0.5f)), 0.01f, Color.red, 0.75f);

                DebugDraw.DrawLineOverlay(lBone2Position, lBone2Position + (lBone2Rotation * Vector3.forward), 0.02f, Color.blue, 0.5f);
                DebugDraw.DrawLineOverlay(lBone2Position, lBone2Position + (lBone2Rotation * Vector3.up), 0.02f, Color.green, 0.5f);
                DebugDraw.DrawLineOverlay(lBone2Position, lBone2Position + (lBone2Rotation * Vector3.right), 0.02f, Color.red, 0.5f);
            }
        }
Esempio n. 2
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        /// <summary>
        /// Determine the final position and rotation of the bones in a chain. The
        /// first bone will remain fixed, while the last bone will attempt to reach the target
        /// position.
        /// </summary>
        /// <param name="rBoneChainRoot">List of BoneControllerBones we'll be solving for.</param>
        /// <param name="rBoneChainEffector">Vector3 the last bone in the chain is attempting to reach.</param>
        /// <remarks>Note that the last bone (effector) will have a bone length of 0. This joint is the effector.</remarks>
        public static void SolveIK(ref IKSolverState rState)
        {
            lBonePositions.Clear();
            lBoneRotations.Clear();

            BoneControllerBone lBoneChainRoot = rState.Bones[0];
            BoneControllerBone lBoneChainEnd  = rState.Bones[rState.Bones.Count - 1];

            // Positions of each bone. This allows us to iterate the positions
            //List<Vector3> lBonePositions = rState.BonePositions;

            // Rotations of each bone. This allows us to iterate the rotations
            //List<Quaternion> lBoneRotations = rState.BoneRotations;

            Vector3 lBoneForward = lBoneChainRoot.BoneForward;

            Quaternion lToBoneForward = lBoneChainRoot.ToBoneForward;

            // Build the chain that we'll be processing
            List <BoneControllerBone> lBones = new List <BoneControllerBone>();

            // Store the root start position
            Vector3 lRootPosition = lBoneChainRoot.Transform.position;

            // Add the end point of the last bone in our chain
            // as our last point. We do this so we rotate this last bone correctly
            lBones.Add(null);
            lBonePositions.Add(lBoneChainEnd.Transform.position + (lBoneChainEnd.Transform.rotation * (lBoneForward * lBoneChainEnd.Length)));

            // Insert each ancestor
            BoneControllerBone lParent = lBoneChainEnd;

            while (lParent != null)
            {
                lBones.Insert(0, lParent);
                lBonePositions.Insert(0, lParent.Transform.position);

                lParent = (lParent == lBoneChainRoot ? null : lParent = lParent.Parent);
            }

            // Since a bone can have multiple children, we want the length that
            // follows this chain. So, we'll work backwards.
            float        lTotalLength = 0f;
            List <float> lBoneLengths = new List <float>();

            for (int i = 0; i < lBonePositions.Count - 2; i++)
            {
                float lLength = Vector3.Distance(lBonePositions[i], lBonePositions[i + 1]);

                lTotalLength += lLength;
                lBoneLengths.Add(lLength);
            }

            // Add the last lengths since we can't determine them. The second
            // to last one is the end point of our chain
            lTotalLength += lBoneChainEnd.Length;

            lBoneLengths.Add(lBoneChainEnd.Length);
            lBoneLengths.Add(0);

            //// We need to determine if we can even reach the target. If not, we'll define
            //// a target we can reach
            //if (lTotalLength > Vector3.Distance(rBoneChainRoot.Transform.position, rTargetPosition))
            //{
            //    Vector3 lDirection = (rTargetPosition - rBoneChainRoot.Transform.position).normalized;
            //    rTargetPosition = rBoneChainRoot.Transform.position + (lDirection * lTotalLength);
            //}

            // Perform the solution
            bool lIterate        = true;
            int  lIterationCount = 0;

            while (lIterate && lIterationCount < BoneController.MaxIterations)
            {
                lIterationCount++;

                // First, reposition from the end and iterate backwards. Grab the
                // line the new position should be on and based on the bone length,
                // position it. We don't need to change the position of the first
                // bone since it needs to be fixed as the root.
                lBonePositions[lBonePositions.Count - 1] = rState.TargetPosition;
                for (int i = lBonePositions.Count - 2; i >= 0; i--)
                {
                    Vector3 lDirection = lBonePositions[i + 1].DirectionTo(lBonePositions[i]);
                    lBonePositions[i] = lBonePositions[i + 1] + (lDirection * lBoneLengths[i]);
                }

                // Second, reposition the start and iterate forward. Grab the
                // line the new position should be on and based on the bone length,
                // position it.
                lBonePositions[0] = lRootPosition;
                for (int i = 1; i < lBonePositions.Count; i++)
                {
                    Vector3 lDirection = lBonePositions[i - 1].DirectionTo(lBonePositions[i]);
                    lBonePositions[i] = lBonePositions[i - 1] + (lDirection * lBoneLengths[i - 1]);
                }

                // Enforce limits
                lBoneRotations.Clear();
                for (int i = 0; i < lBonePositions.Count - 1; i++)
                {
                    Vector3 lNextPosition = lBonePositions[i + 1];

                    Vector3 lDirectionForward = (lNextPosition - lBones[i]._Transform.position).normalized;

                    // For the arm, the forward direction points down (as the rotation axis of the elbow). So, that's what we'll get.
                    // For the arm, we use this directly as it's the "up" vector for the "look" rotation
                    Vector3 lUpAxis = (lBones[i]._Joint == null ? Vector3.forward : lBones[i]._Joint._UpAxis);

                    // Using the bind pose "rotation axis", grab an "up" direction for our look rotation
                    Vector3 lDirectionUp = lBones[i].WorldBindRotation * lUpAxis;
                    //lDirectionUp = Quaternion.AngleAxis(90, lDirectionUp) * lDirectionForward;

                    // Create the rotation based on typical forward and up. Then, we need to point from
                    // the typical forward direction to the 'BoneForward'
                    Quaternion lWorldRotation = Quaternion.LookRotation(lDirectionForward, lDirectionUp);
                    lWorldRotation = lWorldRotation * lToBoneForward;

                    // Convert the world rotation we want to a rotation that is relative to the bone
                    Quaternion lLocalRotation = lBones[i].TransformWorldRotationToLocalRotation(lWorldRotation);

                    if (lBones[i]._Joint != null)
                    {
                        // Extract out the limitations so we can adjust the reach
                        Quaternion lSwing = Quaternion.identity;
                        Quaternion lTwist = Quaternion.identity;
                        lLocalRotation.DecomposeSwingTwist(lBoneForward, ref lSwing, ref lTwist);

                        lBones[i]._Joint.ApplyLimits(ref lSwing, ref lTwist);
                        lLocalRotation = lSwing * lTwist;
                    }

                    // Store the resulting local rotations
                    lBoneRotations.Add(lLocalRotation);
                }

                // Determine the new positions based on the final rotations. This is
                // important since the rotations may have been limited
                Vector3    lParentPosition = lBones[0]._Transform.position;
                Quaternion lParentRotation = (lBones[0]._Transform.parent != null ? lBones[0]._Transform.parent.rotation : Quaternion.identity);
                for (int i = 1; i < lBonePositions.Count; i++)
                {
                    int iMinus1 = i - 1;

                    lParentRotation   = lParentRotation * lBones[iMinus1].BindRotation * lBoneRotations[iMinus1];
                    lBonePositions[i] = lParentPosition + (lParentRotation * (lBoneForward * lBoneLengths[iMinus1]));

                    lParentPosition = lBonePositions[i];
                }

                // If our last position is close to our target, we can stop
                float lDistance = Vector3.Distance(lBonePositions[lBonePositions.Count - 1], rState.TargetPosition);
                if (lDistance < 0.01f)
                {
                    lIterate = false;
                }
            }

            // We'll report the new rotations that we calculated earlier
            rState.Swings.Clear();
            rState.Twists.Clear();
            rState.Rotations.Clear();
            for (int i = 0; i < lBoneRotations.Count; i++)
            {
                Quaternion lSwing = Quaternion.identity;
                Quaternion lTwist = Quaternion.identity;
                lBoneRotations[i].DecomposeSwingTwist(lBoneForward, ref lSwing, ref lTwist);

                rState.AddRotation(lBones[i], lSwing, lTwist);
            }

            // The final positions we'll be moving to
            //return lBonePositions;
        }