예제 #1
0
            // Token: 0x0600272F RID: 10031 RVA: 0x000B58E8 File Offset: 0x000B3AE8
            private Quaternion TwistAndSwing()
            {
                object obj = new Func <Quaternion, float, Quaternion>(delegate(Quaternion q, float x)
                {
                    if (x == 0f)
                    {
                        return(Quaternion.identity);
                    }
                    float num2 = GenericMath.QuaternionAngle(Quaternion.identity, q);
                    float t    = Mathf.Clamp01(x / num2);
                    return(Quaternion.Slerp(Quaternion.identity, q, t));
                });
                Func <float, float> func       = (float x) => x * x;
                Quaternion          quaternion = GenericMath.RotateFromTo(GenericMath.TransformVector(this.axis, this.joint.localRotation), this.axis);
                object     obj2        = obj;
                Quaternion qB          = obj2(quaternion, this.maxAngle);
                Quaternion quaternion2 = GenericMath.ApplyQuaternion(Quaternion.Inverse(quaternion), this.joint.localRotation);
                float      num         = Mathf.Sqrt(func(quaternion2.w) + func(quaternion2.x) + func(quaternion2.y) + func(quaternion2.z));
                float      w           = quaternion2.w / num;
                float      x2          = quaternion2.x / num;
                float      y           = quaternion2.y / num;
                float      z           = quaternion2.z / num;
                Quaternion qA          = obj2(new Quaternion(x2, y, z, w), this.maxTwist);

                this.joint.localRotation = GenericMath.ApplyQuaternion(qA, qB);
                return(this.joint.localRotation);
            }
예제 #2
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 // Token: 0x06002752 RID: 10066 RVA: 0x000B64F8 File Offset: 0x000B46F8
 public static void MapSolverOutput(Core.Chain chain)
 {
     for (int i = 0; i < chain.joints.Count - 1; i++)
     {
         Vector3    source = chain.joints[i + 1].pos - chain.joints[i].pos;
         Vector3    target = GenericMath.TransformVector(chain.joints[i].localAxis, chain.joints[i].rot);
         Quaternion qA     = GenericMath.RotateFromTo(source, target);
         chain.joints[i].rot = GenericMath.ApplyQuaternion(qA, chain.joints[i].rot);
         chain.joints[i].ApplyVirtualMap(true, true);
     }
 }
 // Token: 0x06003498 RID: 13464 RVA: 0x000E567C File Offset: 0x000E387C
 private static void Solve(Core.Chain chain, Transform endEffector, Vector3 LookAtAxis)
 {
     for (int i = 0; i < chain.joints.Count; i++)
     {
         Vector3    target = GenericMath.TransformVector(LookAtAxis, endEffector.rotation);
         Quaternion b      = GenericMath.RotateFromTo(chain.GetIKtarget() - endEffector.position, target);
         Quaternion qA     = Quaternion.Lerp(Quaternion.identity, b, chain.weight * chain.joints[i].weight);
         chain.joints[i].joint.rotation = GenericMath.ApplyQuaternion(qA, chain.joints[i].joint.rotation);
         chain.joints[i].ApplyRestrictions();
     }
 }
예제 #4
0
        /// <summary>
        /// Map the vitual solver's joints onto the physical ones
        /// </summary>
        /// <param name="chain"></param>
        public static void MapSolverOutput(Core.Chain chain)
        {
            for (int i = 0; i < chain.Joints.Count - 1; i++)
            {
                Vector3 _v1 = chain.Joints[i + 1].pos - chain.Joints[i].pos;
                Vector3 _v2 = GenericMath.TransformVector(chain.Joints[i].localAxis, chain.Joints[i].rot);

                Quaternion _offset = GenericMath.RotateFromTo(_v1, _v2);
                chain.Joints[i].rot = GenericMath.ApplyQuaternion(_offset, chain.Joints[i].rot);
                chain.Joints[i].ApplyVirtualMap(true, true);
            }
        }
 // Token: 0x0600272A RID: 10026 RVA: 0x000B5748 File Offset: 0x000B3948
 private static void MapSolverOutput(Core.KinematicChain chain)
 {
     for (int i = 1; i < chain.joints.Count; i++)
     {
         Vector3    target = GenericMath.TransformVector(chain.joints[i - 1].localAxis, chain.joints[i - 1].rot);
         Quaternion qA     = GenericMath.RotateFromTo(chain.joints[i].pos - chain.joints[i - 1].pos, target);
         chain.joints[i - 1].rot = GenericMath.ApplyQuaternion(qA, chain.joints[i - 1].rot);
         chain.joints[i - 1].ApplyVirtualMap(false, true);
         chain.joints[i].ApplyVirtualMap(true, false);
         chain.joints[i - 1].ApplyRestrictions();
         chain.joints[i].ApplyRestrictions();
     }
 }
예제 #6
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        /// <summary>
        /// Solve the chain to make the offset look at the target
        /// </summary>
        /// <param name="chain"></param>
        /// <param name="endEffector"></param>
        private static void Solve(Core.Chain chain, Transform endEffector, Vector3 LookAtAxis)
        {
            for (int i = 0; i < chain.Joints.Count; i++)
            {
                //Vector3 axis = GenericMath.TransformVector(LookAtAxis, Quaternion.Inverse(offsetObj.rotation));
                Vector3    axis  = GenericMath.TransformVector(LookAtAxis, endEffector.rotation);
                Quaternion delta = GenericMath.RotateFromTo(chain.GetIKTarget() - endEffector.position, axis);
                Quaternion final = Quaternion.Lerp(Quaternion.identity, delta, chain.Weight * chain.Joints[i].weight);

                chain.Joints[i].joint.rotation = GenericMath.ApplyQuaternion(final, chain.Joints[i].joint.rotation);
                chain.Joints[i].ApplyRestrictions();
            }
        }
예제 #7
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            // Token: 0x06002730 RID: 10032 RVA: 0x000B5A1C File Offset: 0x000B3C1C
            private Quaternion SingleDegree()
            {
                Vector3 target = GenericMath.TransformVector(this.axis, this.joint.transform.localRotation);
                float   num;
                Vector3 rhs;

                GenericMath.QuaternionToAngleAxis(GenericMath.ApplyQuaternion(GenericMath.RotateFromTo(this.axis, target), this.joint.localRotation), out num, out rhs);
                float x    = this.hingLimit.x;
                float y    = this.hingLimit.y;
                float num2 = Vector3.Dot(this.axis, rhs);

                num = GenericMath.Clamp(num * num2, x, y);
                this.joint.localRotation = GenericMath.QuaternionFromAngleAxis(num, this.axis);
                return(this.joint.localRotation);
            }
예제 #8
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        // Token: 0x060034AD RID: 13485 RVA: 0x000E5F50 File Offset: 0x000E4150
        public static Vector3 GetConeNextPoint(Core.Joint joint, Vector3 obj)
        {
            if (GenericMath.ConeBounded(joint, obj))
            {
                return(obj);
            }
            Vector3 pos     = joint.pos;
            Vector3 v       = obj - pos;
            Vector3 vector  = GenericMath.TransformVector(joint.axis, joint.rot);
            float   num     = GenericMath.VectorsAngle(v, pos + vector);
            float   num2    = Mathf.Cos(num * 0.017453292f) * v.magnitude;
            float   d       = num2 * (Mathf.Tan(num * 0.017453292f) - Mathf.Tan(joint.maxAngle * 0.017453292f));
            Vector3 vector2 = joint.joint.position + GenericMath.TransformVector(vector * num2, joint.rot) - obj;
            float   f       = Vector3.Dot(joint.joint.position + GenericMath.TransformVector(vector, joint.rot), v.normalized);

            return((vector2.normalized * d + obj) * Mathf.Clamp01(Mathf.Sign(f)) + pos * Mathf.Clamp01(-Mathf.Sign(f)));
        }
예제 #9
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        /// <summary>
        /// Process a 2 bones chain with a specific "epsilon" value
        /// </summary>
        /// <param name="chain"></param>
        /// <param name="eps">a specific value, not bounded to the global Epsilon</param>
        public static void Process(Core.Chain chain, float eps)
        {
            if (chain.Initiated == false)
            {
                chain.InitiateJoints();
            }

            if (chain.Joints.Count != 3)
            {
                Debug.LogError("The Analytical Solver only works with 3-joints(2 bones) chain configurations");
                return;
            }

            Core.Joint A = chain.Joints[0];
            Core.Joint B = chain.Joints[1];
            Core.Joint C = chain.Joints[2];
            Vector3    T = chain.GetIKTarget();

            Vector3 AB = Vector3.Normalize(B.joint.position - A.joint.position);
            Vector3 AC = Vector3.Normalize(C.joint.position - A.joint.position);
            Vector3 CB = Vector3.Normalize(B.joint.position - C.joint.position);
            Vector3 TA = A.joint.position - T;

            float l_ab = A.length;
            float l_cb = B.length;
            float l_at = GenericMath.Clamp(TA.magnitude, eps, l_ab + l_cb - eps);

            float kneeCurrent = GenericMath.VectorsAngle(AB, CB);
            float kneeTarget  = GenericMath.CosineRule(A.length, B.length, l_at);
            float kneeDelta   = kneeTarget - kneeCurrent;

            Vector3 axis = GenericMath.TransformVector(Vector3.Normalize(Vector3.Cross(AC, AB)),
                                                       Quaternion.Inverse(B.joint.rotation));
            Quaternion q1 = Quaternion.AngleAxis(kneeDelta, axis);

            Quaternion knee = Quaternion.Lerp(B.joint.rotation, GenericMath.ApplyQuaternion(B.joint.rotation, q1),
                                              chain.Weight);

            B.joint.rotation = knee;

            Quaternion q2    = Quaternion.FromToRotation(A.joint.position - C.joint.position, TA);
            Quaternion thigh = Quaternion.Lerp(A.joint.rotation, GenericMath.ApplyQuaternion(q2, A.joint.rotation),
                                               chain.Weight);

            A.joint.rotation = thigh;
        }
예제 #10
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            /// <summary>
            /// The Full-Restricted motion limit
            /// </summary>
            /// <param name="_localRot"></param>
            /// <returns></returns>
            private Quaternion TwistAndSwing()
            {
                Func <Quaternion, float, Quaternion> LimitByAngle = (q, x) =>
                {
                    if (x == 0)
                    {
                        return(Quaternion.identity);
                    }

                    float      angle  = GenericMath.QuaternionAngle(Quaternion.identity, q);
                    float      t      = Mathf.Clamp01(x / angle);
                    Quaternion output = Quaternion.Slerp(Quaternion.identity, q, t); //lerp doesnt work :(
                    return(output);
                };

                Func <float, float> Sqr = x => x * x;

                Vector3 _localAxis = GenericMath.TransformVector(axis, joint.localRotation);

                //swing only quaternion
                Quaternion swing        = GenericMath.RotateFromTo(_localAxis, axis);
                Quaternion limitedSwing = LimitByAngle(swing, maxAngle);

                //twist only quaternion
                Quaternion twist = GenericMath.ApplyQuaternion(Quaternion.Inverse(swing), joint.localRotation);

                //twist decomposition
                float qM = Mathf.Sqrt(Sqr(twist.w) + Sqr(twist.x) + Sqr(twist.y) + Sqr(twist.z));
                float qw = twist.w / qM;
                float qx = twist.x / qM;
                float qy = twist.y / qM;
                float qz = twist.z / qM;

                Quaternion limitedTwist = LimitByAngle(new Quaternion(qx, qy, qz, qw), maxTwist);

                joint.localRotation = GenericMath.ApplyQuaternion(limitedTwist, limitedSwing);
                return(joint.localRotation);
            }
예제 #11
0
            /// <summary>
            /// Limit the motion to 1 Degree of freedom
            /// </summary>
            /// <param name="_localRot"></param>
            /// <returns></returns>
            private Quaternion SingleDegree()
            {
                float   angle;
                Vector3 axis;

                //Hinge only Quaternion
                Vector3    _localAxis = GenericMath.TransformVector(this.axis, joint.transform.localRotation);
                Quaternion _delta     = GenericMath.RotateFromTo(this.axis, _localAxis);
                Quaternion _legalRot  = GenericMath.ApplyQuaternion(_delta, joint.localRotation);

                GenericMath.QuaternionToAngleAxis(_legalRot, out angle, out axis);

                float min = hingLimit.x;
                float max = hingLimit.y;
                float dot = Vector3.Dot(this.axis, axis);

                //clamp values
                //angle = Mathf.Clamp(angle * dot, min, max);   //Unity's Clamp gives NaN values in particular cases so use our own
                angle = GenericMath.Clamp(angle * dot, min, max);

                joint.localRotation = GenericMath.QuaternionFromAngleAxis(angle, this.axis);
                return(joint.localRotation);
            }
예제 #12
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        // Token: 0x060034AC RID: 13484 RVA: 0x000E5F08 File Offset: 0x000E4108
        public static bool ConeBounded(Core.Joint joint, Vector3 obj)
        {
            float num = GenericMath.VectorsAngle(obj - joint.pos, joint.pos + GenericMath.TransformVector(joint.axis, joint.rot));

            return(joint.maxAngle >= num);
        }
예제 #13
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        // Token: 0x060034AB RID: 13483 RVA: 0x000E5ED4 File Offset: 0x000E40D4
        public static Vector3 GetLocalAxisToTarget(Transform self, Vector3 target)
        {
            Quaternion q = Quaternion.Inverse(self.rotation);

            return(GenericMath.TransformVector((target - self.position).normalized, q));
        }