예제 #1
0
        public override void PrepareExecute()
        {
            base.PrepareExecute();

            // repurpose rotation effect flag for bone rotation delta back-propagation
            Params.Bits.SetBit(BoingWork.ReactorFlags.EnableRotationEffect, false);

            float dt = Time.fixedDeltaTime;

            m_minScale = Mathf.Min(transform.localScale.x, transform.localScale.y, transform.localScale.z);

            for (int iChain = 0; iChain < BoneData.Length; ++iChain)
            {
                var chain = BoneChains[iChain];
                var aBone = BoneData[iChain];

                if (aBone == null || chain.Root == null || aBone.Length == 0)
                {
                    continue;
                }

                Vector3 gravityDt = chain.Gravity * dt;
                if (UpdateMode == BoingManager.UpdateMode.FixedUpdate)
                {
                    gravityDt *= BoingManager.NumFixedUpdateIterations;
                }

                // update length from root
                float maxLengthFromRoot = 0.0f;
                foreach (var bone in aBone)
                {
                    if (bone.ParentIndex < 0)
                    {
                        bone.LengthFromRoot = 0.0f;
                        continue;
                    }

                    var   parentBone     = aBone[bone.ParentIndex];
                    float distFromParent = Vector3.Distance(bone.Transform.position, parentBone.Transform.position);
                    bone.LengthFromRoot = parentBone.LengthFromRoot + distFromParent;
                    maxLengthFromRoot   = Mathf.Max(maxLengthFromRoot, bone.LengthFromRoot);
                }
                float maxLengthFromRootInv = MathUtil.InvSafe(maxLengthFromRoot);

                // set up bones
                foreach (var bone in aBone)
                {
                    // evaluate curves
                    float tBone = bone.LengthFromRoot * maxLengthFromRootInv;
                    bone.AnimationBlend           = Chain.EvaluateCurve(chain.AnimationBlendCurveType, tBone, chain.AnimationBlendCustomCurve);
                    bone.LengthStiffness          = Chain.EvaluateCurve(chain.LengthStiffnessCurveType, tBone, chain.LengthStiffnessCustomCurve);
                    bone.LengthStiffnessT         = 1.0f - Mathf.Pow(1.0f - bone.LengthStiffness, 30.0f * dt); // a factor of 30.0f is what makes 0.5 length stiffness looks like 50% stiffness
                    bone.FullyStiffToParentLength =
                        bone.ParentIndex >= 0
            ? Vector3.Distance(aBone[bone.ParentIndex].Transform.position, bone.Transform.position)
            : 0.0f;
                    bone.PoseStiffness    = Chain.EvaluateCurve(chain.PoseStiffnessCurveType, tBone, chain.PoseStiffnessCustomCurve);
                    bone.BendAngleCap     = chain.MaxBendAngleCap * MathUtil.Deg2Rad * Chain.EvaluateCurve(chain.BendAngleCapCurveType, tBone, chain.BendAngleCapCustomCurve);
                    bone.CollisionRadius  = chain.MaxCollisionRadius * Chain.EvaluateCurve(chain.CollisionRadiusCurveType, tBone, chain.CollisionRadiusCustomCurve);
                    bone.SquashAndStretch = Chain.EvaluateCurve(chain.SquashAndStretchCurveType, tBone, chain.SquashAndStretchCustomCurve);
                }

                var     rootBone    = aBone[0];
                Vector3 rootAnimPos = rootBone.Transform.position;
                for (int iBone = 0; iBone < aBone.Length; ++iBone)
                {
                    var bone = aBone[iBone];

                    // evaluate curves
                    {
                        float tBone = bone.LengthFromRoot * maxLengthFromRootInv;
                        bone.AnimationBlend   = Chain.EvaluateCurve(chain.AnimationBlendCurveType, tBone, chain.AnimationBlendCustomCurve);
                        bone.LengthStiffness  = Chain.EvaluateCurve(chain.LengthStiffnessCurveType, tBone, chain.LengthStiffnessCustomCurve);
                        bone.PoseStiffness    = Chain.EvaluateCurve(chain.PoseStiffnessCurveType, tBone, chain.PoseStiffnessCustomCurve);
                        bone.BendAngleCap     = chain.MaxBendAngleCap * MathUtil.Deg2Rad * Chain.EvaluateCurve(chain.BendAngleCapCurveType, tBone, chain.BendAngleCapCustomCurve);
                        bone.CollisionRadius  = chain.MaxCollisionRadius * Chain.EvaluateCurve(chain.CollisionRadiusCurveType, tBone, chain.CollisionRadiusCustomCurve);
                        bone.SquashAndStretch = Chain.EvaluateCurve(chain.SquashAndStretchCurveType, tBone, chain.SquashAndStretchCustomCurve);
                    } // end: evaluate curves

                    // gravity
                    {
                        // no gravity on root
                        if (iBone > 0)
                        {
                            bone.Instance.PositionSpring.Velocity += gravityDt;
                        }
                    }
                    // end: gravity

                    // compute target transform
                    {
                        bone.RotationInverseWs       = Quaternion.Inverse(bone.Transform.rotation);
                        bone.SpringRotationWs        = bone.Instance.RotationSpring.ValueQuat;
                        bone.SpringRotationInverseWs = Quaternion.Inverse(bone.SpringRotationWs);

                        Vector3    targetPos = bone.Transform.position;
                        Quaternion targetRot = bone.Transform.rotation;

                        // compute translation & rotation in parent space
                        if (bone.ParentIndex >= 0)
                        {
                            // TODO: use parent spring transform to compute blended position & rotation

                            var parentBone = aBone[bone.ParentIndex];

                            Vector3 parentAnimPos   = parentBone.Transform.position;
                            Vector3 parentSpringPos = parentBone.Instance.PositionSpring.Value;

                            Vector3    springPosPs = parentBone.SpringRotationInverseWs * (bone.Instance.PositionSpring.Value - parentSpringPos);
                            Quaternion springRotPs = parentBone.SpringRotationInverseWs * bone.Instance.RotationSpring.ValueQuat;

                            Vector3    animPos   = bone.Transform.position;
                            Quaternion animRot   = bone.Transform.rotation;
                            Vector3    animPosPs = parentBone.RotationInverseWs * (animPos - parentAnimPos);
                            Quaternion animRotPs = parentBone.RotationInverseWs * animRot;

                            // apply pose stiffness
                            float      tPoseStiffness = bone.PoseStiffness;
                            Vector3    blendedPosPs   = Vector3.Lerp(springPosPs, animPosPs, tPoseStiffness);
                            Quaternion blendedRotPs   = Quaternion.Slerp(springRotPs, animRotPs, tPoseStiffness);

                            targetPos = parentSpringPos + (parentBone.SpringRotationWs * blendedPosPs);
                            targetRot = parentBone.SpringRotationWs * blendedRotPs;

                            // bend angle cap
                            if (bone.BendAngleCap < MathUtil.Pi - MathUtil.Epsilon)
                            {
                                Vector3 targetPosDelta = targetPos - rootAnimPos;
                                targetPosDelta = VectorUtil.ClampBend(targetPosDelta, animPos - rootAnimPos, bone.BendAngleCap);
                                targetPos      = rootAnimPos + targetPosDelta;
                            }
                        }

                        if (chain.ParamsOverride == null)
                        {
                            bone.Instance.PrepareExecute
                            (
                                ref Params,
                                targetPos,
                                targetRot,
                                MinScale,
                                true
                            );
                        }
                        else
                        {
                            bone.Instance.PrepareExecute
                            (
                                ref chain.ParamsOverride.Params,
                                targetPos,
                                targetRot,
                                MinScale,
                                true
                            );
                        }
                    } // end: compute target transform
                }
            }
        }
예제 #2
0
            public void Execute(BoingBones bones, float dt)
            {
                float maxCollisionResolutionPushLen = bones.MaxCollisionResolutionSpeed * dt;

                for (int iChain = 0; iChain < bones.BoneData.Length; ++iChain)
                {
                    var chain = bones.BoneChains[iChain];
                    var aBone = bones.BoneData[iChain];

                    if (aBone == null)
                    {
                        continue;
                    }

                    Vector3 gravityDt = chain.Gravity * dt;

                    // execute boing work
                    for (int iBone = 0; iBone < aBone.Length; ++iBone) // skip root
                    {
                        var bone = aBone[iBone];

                        // no gravity on root
                        if (iBone > 0)
                        {
                            bone.Instance.PositionSpring.Velocity += gravityDt;
                        }

                        if (chain.ParamsOverride == null)
                        {
                            bone.Instance.Execute(ref bones.Params, dt);
                        }
                        else
                        {
                            bone.Instance.Execute(ref chain.ParamsOverride.Params, dt);
                        }
                    }

                    var rootBone = aBone[0];
                    rootBone.ScaleWs = rootBone.BlendedScaleLs = rootBone.CachedScaleLs;

                    rootBone.UpdateBounds();
                    chain.Bounds = rootBone.Bounds;

                    Vector3 rootAnimPos = rootBone.Transform.position;

                    // apply length stiffness & volume preservation
                    for (int iBone = 1; iBone < aBone.Length; ++iBone) // skip root
                    {
                        var bone       = aBone[iBone];
                        var parentBone = aBone[bone.ParentIndex];

                        float tLengthStiffness = 1.0f - Mathf.Pow(1.0f - bone.LengthStiffness, 30.0f * dt); // a factor of 30.0f is what makes 0.5 length stiffness looks like 50% stiffness

                        Vector3 toParentVec           = parentBone.Instance.PositionSpring.Value - bone.Instance.PositionSpring.Value;
                        Vector3 toParentDir           = VectorUtil.NormalizeSafe(toParentVec, Vector3.zero);
                        float   fullyStiffToParentLen = (parentBone.Transform.position - bone.Transform.position).magnitude;
                        float   toParentLen           = toParentVec.magnitude;
                        float   fullyStiffLenDelta    = toParentLen - fullyStiffToParentLen;
                        float   toParentAdjustLen     = tLengthStiffness * fullyStiffLenDelta;

                        // length stiffness
                        {
                            bone.Instance.PositionSpring.Value += toParentAdjustLen * toParentDir;
                            Vector3 velocityInParentAdjustDir = Vector3.Project(bone.Instance.PositionSpring.Velocity, toParentDir);
                            bone.Instance.PositionSpring.Velocity -= tLengthStiffness * velocityInParentAdjustDir;
                        }

                        // bend angle cap
                        if (bone.BendAngleCap < MathUtil.Pi - MathUtil.Epsilon)
                        {
                            Vector3 animPos  = bone.Transform.position;
                            Vector3 posDelta = bone.Instance.PositionSpring.Value - rootAnimPos;
                            posDelta = VectorUtil.ClampBend(posDelta, animPos - rootAnimPos, bone.BendAngleCap);
                            bone.Instance.PositionSpring.Value = rootAnimPos + posDelta;
                        }

                        // volume preservation
                        if (bone.SquashAndStretch > 0.0f)
                        {
                            float toParentLenRatio        = toParentLen * MathUtil.InvSafe(fullyStiffToParentLen);
                            float volumePreservationScale = Mathf.Sqrt(1.0f / toParentLenRatio);
                            volumePreservationScale = Mathf.Clamp(volumePreservationScale, 1.0f / Mathf.Max(1.0f, chain.MaxStretch), Mathf.Max(1.0f, chain.MaxSquash));
                            Vector3 volumePreservationScaleVec = VectorUtil.ComponentWiseDivSafe(volumePreservationScale * Vector3.one, parentBone.ScaleWs);

                            bone.BlendedScaleLs =
                                Vector3.Lerp
                                (
                                    Vector3.Lerp
                                    (
                                        bone.CachedScaleLs,
                                        volumePreservationScaleVec,
                                        bone.SquashAndStretch
                                    ),
                                    bone.CachedScaleLs,
                                    bone.AnimationBlend
                                );
                        }
                        else
                        {
                            bone.BlendedScaleLs = bone.CachedScaleLs;
                        }

                        bone.ScaleWs = VectorUtil.ComponentWiseMult(parentBone.ScaleWs, bone.BlendedScaleLs);

                        bone.UpdateBounds();
                        chain.Bounds.Encapsulate(bone.Bounds);
                    }
                    chain.Bounds.Expand(0.2f * Vector3.one);

                    // Boing Kit colliders
                    if (chain.EnableBoingKitCollision)
                    {
                        foreach (var collider in bones.BoingColliders)
                        {
                            if (collider == null)
                            {
                                continue;
                            }

                            if (!chain.Bounds.Intersects(collider.Bounds))
                            {
                                continue;
                            }

                            foreach (var bone in aBone)
                            {
                                if (!bone.Bounds.Intersects(collider.Bounds))
                                {
                                    continue;
                                }

                                Vector3 push;
                                bool    collided = collider.Collide(bone.Instance.PositionSpring.Value, bones.MinScale * bone.CollisionRadius, out push);
                                if (!collided)
                                {
                                    continue;
                                }

                                bone.Instance.PositionSpring.Value    += VectorUtil.ClampLength(push, 0.0f, maxCollisionResolutionPushLen);
                                bone.Instance.PositionSpring.Velocity -= Vector3.Project(bone.Instance.PositionSpring.Velocity, push);
                            }
                        }
                    }

                    // Unity colliders
                    var sharedSphereCollider = BoingManager.SharedSphereCollider;
                    if (chain.EnableUnityCollision && sharedSphereCollider != null)
                    {
                        sharedSphereCollider.enabled = true;

                        foreach (var collider in bones.UnityColliders)
                        {
                            if (collider == null)
                            {
                                continue;
                            }

                            if (!chain.Bounds.Intersects(collider.bounds))
                            {
                                continue;
                            }

                            foreach (var bone in aBone)
                            {
                                if (!bone.Bounds.Intersects(collider.bounds))
                                {
                                    continue;
                                }

                                sharedSphereCollider.center = bone.Instance.PositionSpring.Value;
                                sharedSphereCollider.radius = bone.CollisionRadius;

                                Vector3 pushDir;
                                float   pushDist;
                                bool    collided =
                                    Physics.ComputePenetration
                                    (
                                        sharedSphereCollider, Vector3.zero, Quaternion.identity,
                                        collider, collider.transform.position, collider.transform.rotation,
                                        out pushDir, out pushDist
                                    );
                                if (!collided)
                                {
                                    continue;
                                }

                                bone.Instance.PositionSpring.Value    += VectorUtil.ClampLength(pushDir * pushDist, 0.0f, maxCollisionResolutionPushLen);
                                bone.Instance.PositionSpring.Velocity -= Vector3.Project(bone.Instance.PositionSpring.Velocity, pushDir);
                            }
                        }

                        sharedSphereCollider.enabled = false;
                    }

                    // self collision
                    if (chain.EnableInterChainCollision)
                    {
                        foreach (var bone in aBone)
                        {
                            for (int iOtherChain = iChain + 1; iOtherChain < bones.BoneData.Length; ++iOtherChain)
                            {
                                var otherChain = bones.BoneChains[iOtherChain];
                                var aOtherBone = bones.BoneData[iOtherChain];

                                if (aOtherBone == null)
                                {
                                    continue;
                                }

                                if (!otherChain.EnableInterChainCollision)
                                {
                                    continue;
                                }

                                if (!chain.Bounds.Intersects(otherChain.Bounds))
                                {
                                    continue;
                                }

                                foreach (var otherBone in aOtherBone)
                                {
                                    Vector3 push;
                                    bool    collided =
                                        Collision.SphereSphere
                                        (
                                            bone.Instance.PositionSpring.Value,
                                            bones.MinScale * bone.CollisionRadius,
                                            otherBone.Instance.PositionSpring.Value,
                                            bones.MinScale * otherBone.CollisionRadius,
                                            out push
                                        );
                                    if (!collided)
                                    {
                                        continue;
                                    }

                                    push = VectorUtil.ClampLength(push, 0.0f, maxCollisionResolutionPushLen);

                                    float pushRatio = otherBone.CollisionRadius * MathUtil.InvSafe(bone.CollisionRadius + otherBone.CollisionRadius);
                                    bone.Instance.PositionSpring.Value      += pushRatio * push;
                                    otherBone.Instance.PositionSpring.Value -= (1.0f - pushRatio) * push;

                                    bone.Instance.PositionSpring.Velocity      -= Vector3.Project(bone.Instance.PositionSpring.Velocity, push);
                                    otherBone.Instance.PositionSpring.Velocity -= Vector3.Project(otherBone.Instance.PositionSpring.Velocity, push);
                                }
                            }
                        }
                    }
                } // end: foreach bone chain
            }
예제 #3
0
        public override void PrepareExecute()
        {
            base.PrepareExecute();

            // repurpose rotation effect flag for bone rotation delta back-propagation
            Params.Bits.SetBit(BoingWork.ReactorFlags.EnableRotationEffect, false);

            float dt = Time.fixedDeltaTime;

            m_minScale = Mathf.Min(transform.localScale.x, transform.localScale.y, transform.localScale.z);

            for (int iChain = 0; iChain < BoneData.Length; ++iChain)
            {
                var chain = BoneChains[iChain];
                var aBone = BoneData[iChain];

                if (aBone == null || chain.Root == null || aBone.Length == 0)
                {
                    continue;
                }

                // update length from root
                float maxLengthFromRoot = 0.0f;
                foreach (var bone in aBone)
                {
                    if (bone.ParentIndex < 0)
                    {
                        bone.LengthFromRoot = 0.0f;
                        continue;
                    }

                    var   parentBone     = aBone[bone.ParentIndex];
                    float distFromParent = Vector3.Distance(bone.Transform.position, parentBone.Transform.position);
                    bone.LengthFromRoot = parentBone.LengthFromRoot + distFromParent;
                    maxLengthFromRoot   = Mathf.Max(maxLengthFromRoot, bone.LengthFromRoot);
                }
                float maxLengthFromRootInv = MathUtil.InvSafe(maxLengthFromRoot);

                // set up bones
                foreach (var bone in aBone)
                {
                    // evaluate curves
                    float tBone = bone.LengthFromRoot * maxLengthFromRootInv;
                    bone.AnimationBlend   = Chain.EvaluateCurve(chain.AnimationBlendCurveType, tBone, chain.AnimationBlendCustomCurve);
                    bone.LengthStiffness  = Chain.EvaluateCurve(chain.LengthStiffnessCurveType, tBone, chain.LengthStiffnessCustomCurve);
                    bone.PoseStiffness    = Chain.EvaluateCurve(chain.PoseStiffnessCurveType, tBone, chain.PoseStiffnessCustomCurve);
                    bone.BendAngleCap     = chain.MaxBendAngleCap * MathUtil.Deg2Rad * Chain.EvaluateCurve(chain.BendAngleCapCurveType, tBone, chain.BendAngleCapCustomCurve);
                    bone.CollisionRadius  = chain.MaxCollisionRadius * Chain.EvaluateCurve(chain.CollisionRadiusCurveType, tBone, chain.CollisionRadiusCustomCurve);
                    bone.SquashAndStretch = Chain.EvaluateCurve(chain.SquashAndStretchCurveType, tBone, chain.SquashAndStretchCustomCurve);
                }

                // compute target transform
                var     rootBone    = aBone[0];
                Vector3 rootAnimPos = rootBone.Transform.position;
                foreach (var bone in aBone)
                {
                    bone.RotationInverse       = Quaternion.Inverse(bone.Transform.rotation);
                    bone.SpringRotation        = bone.Instance.RotationSpring.ValueQuat;
                    bone.SpringRotationInverse = Quaternion.Inverse(bone.SpringRotation);

                    Vector3    targetPos = bone.Transform.position;
                    Quaternion targetRot = bone.Transform.rotation;

                    // compute translation & rotation in parent space
                    if (bone.ParentIndex >= 0)
                    {
                        // TODO: use parent spring transform to compute blended position & rotation

                        var parentBone = aBone[bone.ParentIndex];

                        Vector3 parentAnimPos   = parentBone.Transform.position;
                        Vector3 parentSpringPos = parentBone.Instance.PositionSpring.Value;

                        Vector3    springPosPs = parentBone.SpringRotationInverse * (bone.Instance.PositionSpring.Value - parentSpringPos);
                        Quaternion springRotPs = parentBone.SpringRotationInverse * bone.Instance.RotationSpring.ValueQuat;

                        Vector3    animPos   = bone.Transform.position;
                        Quaternion animRot   = bone.Transform.rotation;
                        Vector3    animPosPs = parentBone.RotationInverse * (animPos - parentAnimPos);
                        Quaternion animRotPs = parentBone.RotationInverse * animRot;

                        // apply pose stiffness
                        float      tPoseStiffness = bone.PoseStiffness;
                        Vector3    blendedPosPs   = Vector3.Lerp(springPosPs, animPosPs, tPoseStiffness);
                        Quaternion blendedRotPs   = Quaternion.Slerp(springRotPs, animRotPs, tPoseStiffness);

                        targetPos = parentSpringPos + (parentBone.SpringRotation * blendedPosPs);
                        targetRot = parentBone.SpringRotation * blendedRotPs;

                        // bend angle cap
                        if (bone.BendAngleCap < MathUtil.Pi - MathUtil.Epsilon)
                        {
                            Vector3 targetPosDelta = targetPos - rootAnimPos;
                            targetPosDelta = VectorUtil.ClampBend(targetPosDelta, animPos - rootAnimPos, bone.BendAngleCap);
                            targetPos      = rootAnimPos + targetPosDelta;
                        }
                    }

                    // do we need target-level collision?

                    /*
                     * // Boing Kit colliders
                     * if (chain.EnableBoingKitCollision)
                     * {
                     * foreach (var collider in BoingColliders)
                     * {
                     *  if (collider == null)
                     *    continue;
                     *
                     *  Vector3 push;
                     *  bool collided = collider.Collide(targetPos, MinScale * bone.CollisionRadius, out push);
                     *  if (!collided)
                     *    continue;
                     *
                     *  targetPos += push;
                     * }
                     * }
                     *
                     * // Unity colliders
                     * if (chain.EnableUnityCollision)
                     * {
                     * foreach (var rigidbody in UnityRigidBodies)
                     * {
                     *  if (rigidbody == null)
                     *    continue;
                     *
                     *  var collider = rigidbody.GetComponent<Collider>();
                     *  if (collider == null)
                     *    continue;
                     *
                     *  if (!bone.Bounds.Intersects(collider.bounds))
                     *    continue;
                     *
                     *  SharedSphereCollider.center = targetPos;
                     *  SharedSphereCollider.radius = bone.CollisionRadius;
                     *
                     *  Vector3 pushDir;
                     *  float pushDist;
                     *  bool collided =
                     *  Physics.ComputePenetration
                     *  (
                     *    SharedSphereCollider, Vector3.zero, Quaternion.identity,
                     *    collider, collider.transform.position, collider.transform.rotation,
                     *    out pushDir, out pushDist
                     *  );
                     *  if (!collided)
                     *    continue;
                     *
                     *  targetPos += pushDir * pushDist;
                     * }
                     * }
                     */

                    if (chain.ParamsOverride == null)
                    {
                        bone.Instance.PrepareExecute
                        (
                            ref Params,
                            targetPos,
                            targetRot,
                            MinScale,
                            true
                        );
                    }
                    else
                    {
                        bone.Instance.PrepareExecute
                        (
                            ref chain.ParamsOverride.Params,
                            targetPos,
                            targetRot,
                            MinScale,
                            true
                        );
                    }
                }
            }
        }