Пример #1
0
        private bool UpdateChildBones()
        {
            for (int i = 0; i < Childs.Length; i++)
            {
                var     child  = Childs[i];
                Matrix4 invMat = ~child.ChildBone.WorldMat;

                Vector3 ikPos     = (Vector4)IKBone.WorldMat.Translation * invMat;
                Vector3 targetPos = (Vector4)TargetBone.WorldMat.Translation * invMat;

                if ((ikPos - targetPos).Length() < 0.01F)
                {
                    return(true);
                }

                var scaling = new Matrix3(0, 1, 1);

                var ikVec     = +(ikPos * scaling);
                var targetVec = +(targetPos * scaling);

                float angle = (float)Math.Acos(ikVec * targetVec);
                angle = MathUtil.Clamp(angle, -LimitAngle, LimitAngle);

                var axis = targetVec ^ ikVec;

                if (Math.Abs(angle) < 0.0001F || axis.Length() < 0.0001F)
                {
                    continue;
                }

                Quaternion rot = Quaternion.RotationAxis(axis, angle);

                if (child.Limit)
                {
                    rot = ClampEular(rot, child.AngleMin, child.AngleMax);
                }

                child.ChildBone.Rot = rot * child.ChildBone.Rot;
                child.ChildBone.UpdateLocalMatrix();

                for (int j = i; j >= 0; j--)
                {
                    Childs[j].ChildBone.UpdateWorldMatrix();
                }
                TargetBone.UpdateWorldMatrix();
            }
            return(false);
        }
Пример #2
0
        public void Update()
        {
            IKBone.UpdateWorldMatrix();

            for (int j = Childs.Length - 1; j >= 0; j--)
            {
                Childs[j].ChildBone.UpdateWorldMatrix();
            }
            TargetBone.UpdateWorldMatrix();

            for (int i = 0; i < 255; i++)
            {
                if (UpdateChildBones())
                {
                    return;
                }
            }
        }