Пример #1
0
        /// <summary>
        /// the _source vector will rotate to point at the _target vector
        /// </summary>
        /// <param name="_source"></param>
        /// <param name="_target"></param>
        /// <returns></returns>
        public static Quaternion RotateFromTo(Vector3 _source, Vector3 _target)
        {
            _source.Normalize();
            _target.Normalize();

            Quaternion q = GenericMaths.QuaternionFromAngleAxis(Vector3.Cross(_source, _target).normalized, GenericMaths.VectorsAngle(_source, _target));

            return(Quaternion.Inverse(q));
        }
        /// <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();
        }