示例#1
0
        private void Update(UnityEngine.Animations.AnimationStream s)
        {
            if (!_target.IsValid(s))
            {
                return;
            }

            float w = _IKPositionWeight.GetFloat(s);

            if (w <= 0)
            {
                return;
            }
            w = Mathf.Min(w, 1f);

            Read(s);

            bool  XY                = _XY.GetBool(s);
            float maxIterations     = _maxIterations.GetInt(s);
            float tolerance         = _tolerance.GetFloat(s);
            bool  useRotationLimits = _useRotationLimits.GetBool(s);

            Vector3 IKPosition = _target.GetPosition(s);

            if (XY)
            {
                IKPosition.z = bones[0].GetPosition(s).z;
            }

            Vector3 singularityOffset = maxIterations > 1 ? GetSingularityOffset(s, IKPosition, useRotationLimits) : Vector3.zero;

            // Iterating the solver
            int it = 1;

            for (int i = 0; i < maxIterations; i++)
            {
                // Optimizations
                Vector3 localDirection = GetLocalDirection(s);
                if (singularityOffset == Vector3.zero && i >= 1 && tolerance > 0 && GetPositionOffset(s, localDirection) < tolerance * tolerance)
                {
                    break;
                }
                lastLocalDirection = localDirection;

                Solve(s, IKPosition + (i == 0 ? singularityOffset : Vector3.zero), XY, w, it, useRotationLimits);

                it++;
                if (it >= bones.Length - 1)
                {
                    it -= bones.Length - 2;
                }
            }

            lastLocalDirection = GetLocalDirection(s);
        }
示例#2
0
        private void Update(UnityEngine.Animations.AnimationStream s)
        {
            if (!_target.IsValid(s))
            {
                return;
            }
            if (!_poleTarget.IsValid(s))
            {
                return;
            }
            if (!_transform.IsValid(s))
            {
                return;
            }

            Vector3 axis     = new Vector3(_axisX.GetFloat(s), _axisY.GetFloat(s), _axisZ.GetFloat(s));
            Vector3 poleAxis = new Vector3(_poleAxisX.GetFloat(s), _poleAxisY.GetFloat(s), _poleAxisZ.GetFloat(s));

            float poleWeight = _poleWeight.GetFloat(s);

            poleWeight = Mathf.Clamp(poleWeight, 0f, 1f);

            if (axis == Vector3.zero)
            {
                return;
            }
            if (poleAxis == Vector3.zero && poleWeight > 0f)
            {
                return;
            }

            float IKPositionWeight = _IKPositionWeight.GetFloat(s);

            if (IKPositionWeight <= 0)
            {
                return;
            }
            IKPositionWeight = Mathf.Min(IKPositionWeight, 1f);

            bool  XY                = _XY.GetBool(s);
            float maxIterations     = _maxIterations.GetInt(s);
            float tolerance         = _tolerance.GetFloat(s);
            bool  useRotationLimits = _useRotationLimits.GetBool(s);

            Vector3 IKPosition = _target.GetPosition(s);

            if (XY)
            {
                IKPosition.z = bones[0].GetPosition(s).z;
            }

            Vector3 polePosition = _poleTarget.GetPosition(s);

            if (XY)
            {
                polePosition.z = IKPosition.z;
            }

            float clampWeight = _clampWeight.GetFloat(s);

            clampWeight = Mathf.Clamp(clampWeight, 0f, 1f);
            int clampSmoothing = _clampSmoothing.GetInt(s);

            clampSmoothing = Mathf.Clamp(clampSmoothing, 0, 2);

            Vector3    transformPosition = _transform.GetPosition(s);
            Quaternion transformRotation = _transform.GetRotation(s);
            Vector3    transformAxis     = transformRotation * axis;

            Vector3 clampedIKPosition = GetClampedIKPosition(s, clampWeight, clampSmoothing, IKPosition, transformPosition, transformAxis);

            Vector3 dir = clampedIKPosition - transformPosition;

            dir = Vector3.Slerp(transformAxis * dir.magnitude, dir, IKPositionWeight);
            clampedIKPosition = transformPosition + dir;

            // Iterating the solver
            for (int i = 0; i < maxIterations; i++)
            {
                // Optimizations
                if (i >= 0 && tolerance > 0 && GetAngle(s, axis, IKPosition) < tolerance)
                {
                    break;
                }
                lastLocalDirection = GetLocalDirection(s, _transform.GetRotation(s) * axis);

                for (int n = 0; n < bones.Length - 1; n++)
                {
                    RotateToTarget(s, clampedIKPosition, polePosition, n, step * (n + 1) * IKPositionWeight * boneWeights[n].GetFloat(s), poleWeight, XY, useRotationLimits, axis, poleAxis);
                }

                RotateToTarget(s, clampedIKPosition, polePosition, bones.Length - 1, IKPositionWeight * boneWeights[bones.Length - 1].GetFloat(s), poleWeight, XY, useRotationLimits, axis, poleAxis);
            }

            lastLocalDirection = GetLocalDirection(s, _transform.GetRotation(s) * axis);
        }