public void Initiate(IKSolverFullBody solver) { this.position = this.bone.position; this.rotation = this.bone.rotation; this.animatedPlaneRotation = Quaternion.identity; solver.GetChainAndNodeIndexes(this.bone, out this.chainIndex, out this.nodeIndex); this.childChainIndexes = new int[this.childBones.Length]; this.childNodeIndexes = new int[this.childBones.Length]; for (int i = 0; i < this.childBones.Length; i++) { solver.GetChainAndNodeIndexes(this.childBones[i], out this.childChainIndexes[i], out this.childNodeIndexes[i]); } this.localPositions = new Vector3[this.childBones.Length]; this.usePlaneNodes = false; if (this.planeBone1 != null) { solver.GetChainAndNodeIndexes(this.planeBone1, out this.plane1ChainIndex, out this.plane1NodeIndex); if (this.planeBone2 != null) { solver.GetChainAndNodeIndexes(this.planeBone2, out this.plane2ChainIndex, out this.plane2NodeIndex); if (this.planeBone3 != null) { solver.GetChainAndNodeIndexes(this.planeBone3, out this.plane3ChainIndex, out this.plane3NodeIndex); this.usePlaneNodes = true; } } this.isEndEffector = true; } else { this.isEndEffector = false; } }
public void SetPlane(IKSolverFullBody solver, Transform planeBone1, Transform planeBone2, Transform planeBone3) { this.planeBone1 = planeBone1; this.planeBone2 = planeBone2; this.planeBone3 = planeBone3; solver.GetChainAndNodeIndexes(planeBone1, out this.plane1ChainIndex, out this.plane1NodeIndex); solver.GetChainAndNodeIndexes(planeBone2, out this.plane2ChainIndex, out this.plane2NodeIndex); solver.GetChainAndNodeIndexes(planeBone3, out this.plane3ChainIndex, out this.plane3NodeIndex); this.UpdatePlane(true, true); }
public void Initiate(IKSolverFullBody solver) { solver.GetChainAndNodeIndexes(this.bone1, out this.chainIndex1, out this.nodeIndex1); solver.GetChainAndNodeIndexes(this.bone2, out this.chainIndex2, out this.nodeIndex2); solver.GetChainAndNodeIndexes(this.bone3, out this.chainIndex3, out this.nodeIndex3); this.direction = this.OrthoToBone1(solver, this.OrthoToLimb(solver, this.bone2.position - this.bone1.position)); this.defaultLocalDirection = Quaternion.Inverse(this.bone1.rotation) * this.direction; Vector3 point = Vector3.Cross((this.bone3.position - this.bone1.position).normalized, this.direction); this.defaultChildDirection = Quaternion.Inverse(this.bone3.rotation) * point; this.initiated = true; }
/* * Initiate the effector, set default values * */ public void Initiate(IKSolverFullBody solver) { position = bone.position; rotation = bone.rotation; animatedPlaneRotation = Quaternion.identity; // Getting the node solver.GetChainAndNodeIndexes(bone, out chainIndex, out nodeIndex); // Child nodes childChainIndexes = new int[childBones.Length]; childNodeIndexes = new int[childBones.Length]; for (int i = 0; i < childBones.Length; i++) { solver.GetChainAndNodeIndexes(childBones[i], out childChainIndexes[i], out childNodeIndexes[i]); } localPositions = new Vector3[childBones.Length]; // Plane nodes usePlaneNodes = false; Debug.Log("bone = " + bone.name); //Debug.Log("target = " + target.name); for (int i = 0; i < childBones.Length; i++) { Debug.Log("childBones = " + childBones[i].name); } if (planeBone1 != null) { solver.GetChainAndNodeIndexes(planeBone1, out plane1ChainIndex, out plane1NodeIndex); Debug.Log("planeBone1 = " + planeBone1.name); if (planeBone2 != null) { solver.GetChainAndNodeIndexes(planeBone2, out plane2ChainIndex, out plane2NodeIndex); Debug.Log("planeBone2 = " + planeBone2.name); if (planeBone3 != null) { solver.GetChainAndNodeIndexes(planeBone3, out plane3ChainIndex, out plane3NodeIndex); Debug.Log("planeBone3 = " + planeBone3.name); usePlaneNodes = true; } } isEndEffector = true; } else { isEndEffector = false; } }
//private IKSolver.Node planeNode1, planeNode2, planeNode3; public void Initiate(Transform transform, IKSolverFullBody solver) { this.transform = transform; solver.GetChainAndNodeIndexes(transform, out chainIndex, out nodeIndex); //IKSolver.Point point = solver.GetPoint(transform); //this.node = point as IKSolver.Node; }
//private IKSolver.Node planeNode1, planeNode2, planeNode3; public void Initiate(Transform transform, IKSolverFullBody solver) { this.transform = transform; solver.GetChainAndNodeIndexes(transform, out chainIndex, out nodeIndex); //IKSolver.Point point = solver.GetPoint(transform); //this.node = point as IKSolver.Node; }
/* * Initiate the constraint and set defaults * */ public void Initiate(IKSolverFullBody solver) { solver.GetChainAndNodeIndexes(bone1, out chainIndex1, out nodeIndex1); solver.GetChainAndNodeIndexes(bone2, out chainIndex2, out nodeIndex2); solver.GetChainAndNodeIndexes(bone3, out chainIndex3, out nodeIndex3); // Find the default bend direction orthogonal to the chain direction direction = OrthoToBone1(solver, OrthoToLimb(solver, bone2.position - bone1.position)); // Default bend direction relative to the first node defaultLocalDirection = Quaternion.Inverse(bone1.rotation) * direction; // Default plane normal Vector3 defaultNormal = Vector3.Cross((bone3.position - bone1.position).normalized, direction); // Default plane normal relative to the third node defaultChildDirection = Quaternion.Inverse(bone3.rotation) * defaultNormal; initiated = true; }
/* * Sets the 3 points defining a plane for this bone * */ public void SetPlane(IKSolverFullBody solver, Transform planeBone1, Transform planeBone2, Transform planeBone3) { this.planeBone1 = planeBone1; this.planeBone2 = planeBone2; this.planeBone3 = planeBone3; Debug.Log("planeBone1!!!!!!!!!!!!!!!!!! = " + planeBone1.name); Debug.Log("planeBone2!!!!!!!!!!!!!!!!! = " + planeBone2.name); Debug.Log("planeBone3 !!!!!!!!!!!!!!!= " + planeBone3.name); solver.GetChainAndNodeIndexes(planeBone1, out plane1ChainIndex, out plane1NodeIndex); solver.GetChainAndNodeIndexes(planeBone2, out plane2ChainIndex, out plane2NodeIndex); solver.GetChainAndNodeIndexes(planeBone3, out plane3ChainIndex, out plane3NodeIndex); //this.planeNode1 = planeNode1; //this.planeNode2 = planeNode2; //this.planeNode3 = planeNode3; UpdatePlane(true, true); }
/* * Initiate the constraint and set defaults * */ public void Initiate(IKSolverFullBody solver) { solver.GetChainAndNodeIndexes(bone1, out chainIndex1, out nodeIndex1); solver.GetChainAndNodeIndexes(bone2, out chainIndex2, out nodeIndex2); solver.GetChainAndNodeIndexes(bone3, out chainIndex3, out nodeIndex3); // Find the default bend direction orthogonal to the chain direction direction = OrthoToBone1(solver, OrthoToLimb(solver, bone2.position - bone1.position)); // Default bend direction relative to the first node defaultLocalDirection = Quaternion.Inverse(bone1.rotation) * direction; // Default plane normal Vector3 defaultNormal = Vector3.Cross((bone3.position - bone1.position).normalized, direction); // Default plane normal relative to the third node defaultChildDirection = Quaternion.Inverse(bone3.rotation) * defaultNormal; initiated = true; }
public void Initiate(Transform transform, IKSolverFullBody solver) { this.transform = transform; solver.GetChainAndNodeIndexes(transform, out this.chainIndex, out this.nodeIndex); }
/* * Initiate the effector, set default values * */ public void Initiate(IKSolverFullBody solver) { position = bone.position; rotation = bone.rotation; animatedPlaneRotation = Quaternion.identity; // Getting the node solver.GetChainAndNodeIndexes(bone, out chainIndex, out nodeIndex); // Child nodes childChainIndexes = new int[childBones.Length]; childNodeIndexes = new int[childBones.Length]; for (int i = 0; i < childBones.Length; i++) { solver.GetChainAndNodeIndexes(childBones[i], out childChainIndexes[i], out childNodeIndexes[i]); } localPositions = new Vector3[childBones.Length]; // Plane nodes usePlaneNodes = false; if (planeBone1 != null) { solver.GetChainAndNodeIndexes(planeBone1, out plane1ChainIndex, out plane1NodeIndex); if (planeBone2 != null) { solver.GetChainAndNodeIndexes(planeBone2, out plane2ChainIndex, out plane2NodeIndex); if (planeBone3 != null) { solver.GetChainAndNodeIndexes(planeBone3, out plane3ChainIndex, out plane3NodeIndex); usePlaneNodes = true; } } isEndEffector = true; } else isEndEffector = false; }
/* * Sets the 3 points defining a plane for this bone * */ public void SetPlane(IKSolverFullBody solver, Transform planeBone1, Transform planeBone2, Transform planeBone3) { this.planeBone1 = planeBone1; this.planeBone2 = planeBone2; this.planeBone3 = planeBone3; solver.GetChainAndNodeIndexes(planeBone1, out plane1ChainIndex, out plane1NodeIndex); solver.GetChainAndNodeIndexes(planeBone2, out plane2ChainIndex, out plane2NodeIndex); solver.GetChainAndNodeIndexes(planeBone3, out plane3ChainIndex, out plane3NodeIndex); //this.planeNode1 = planeNode1; //this.planeNode2 = planeNode2; //this.planeNode3 = planeNode3; UpdatePlane(true, true); }