Merge branch 'master' of https://github.com/Birb-Games-Studio/Robber-and-Dobber
This commit is contained in:
commit
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51 changed files with 6502 additions and 45 deletions
8
Assets/FastIK.meta
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37
Assets/FastIK/Documentation.txt
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Assets/FastIK/Documentation.txt
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==========================
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Intro
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==========================
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There are two components for IK. The first on is the "Fast IK Fabric". The secound one is the "Fast IK Look". These will affect your bones.
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==========================
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||||
Fast IK Fabric
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||||
==========================
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Add the component to the last chain element for your IK chain and set the values.
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ChainLength (required): Chain length of bones
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Target (required): The target of the IK
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Pole (optional): Pole for bending the chain
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Iterations (required): Iterations to find good IK angles. Everything > 1 should be fine. (runtime / quality tradeoff)
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Delta (required): At which recision the algorithm should stop. (runtime / quality tradeoff)
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SnapBackStrength (required): The force that is used to get back to the start position of the bones.
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During runtime you can move the target and the pole. You could also move the first bone of the chain. The other bones are imovable.
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==> Look at the demo scene of an example
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==========================
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Fast IK Look
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==========================
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Add the component to the chain element for any bone in you rig.
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Target (required): The target that should be faced
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During runtime you can move the target.
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||||
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==> Look at the demo scene of an example
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||||
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==========================
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||||
Support
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||||
==========================
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||||
xxxditzelxxx@gmail.com
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||||
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Assets/FastIK/Models/tentacle/tentacle.fbx
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Assets/FastIK/Models/tentacle/tentacle.fbx
Normal file
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Assets/FastIK/Scenes/FastIKSample.unity
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Assets/FastIK/Scripts/FastIK.meta
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Assets/FastIK/Scripts/FastIK/FastIKCCD.cs
Normal file
95
Assets/FastIK/Scripts/FastIK/FastIKCCD.cs
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
using UnityEngine;
|
||||
/*
|
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public class IKCCD : MonoBehaviour
|
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{
|
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public int ChainLength = 2;
|
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public Transform Target;
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protected Quaternion TargetInitialRotation;
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protected Quaternion EndInitialRotation;
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public Transform Pole;
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protected float CompleteLength;
|
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|
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public int Iterations = 10;
|
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public float Delta = 0.001f;
|
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protected Transform[] Bones;
|
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//protected Quaternion[] InitialRotation;
|
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|
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// Start is called before the first frame update
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void Awake()
|
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{
|
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//initial length
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Bones = new Transform[ChainLength + 1];
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//InitialRotation = new Quaternion[ChainLength + 1];
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TargetInitialRotation = Target.rotation;
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EndInitialRotation = transform.rotation;
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var current = transform;
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CompleteLength = 0;
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for (int i = ChainLength - 1; i >= 0; i--)
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{
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CompleteLength += (current.position - current.parent.position).magnitude;
|
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Bones[i + 1] = current;
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Bones[i] = current.parent;
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//InitialRotation[i + 1] = current.rotation;
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//InitialRotation[i] = current.parent.rotation;
|
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current = current.parent;
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}
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if (Bones[0] == null)
|
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throw new UnityException("The chain value is longer than the ancestor chain!");
|
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}
|
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|
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// Update is called once per frame
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void LateUpdate()
|
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{
|
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//CCD
|
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var lastBone = Bones[Bones.Length - 1];
|
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|
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//for (var i = 0; i < Bones.Length; i++)
|
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// Bones[i].rotation = InitialRotation[i];
|
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for (int iteration = 0; iteration < Iterations; iteration++)
|
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{
|
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for (var i = Bones.Length - 1; i >= 0; i--)
|
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{
|
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//https://www.youtube.com/watch?v=MA1nT9RAF3k
|
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|
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if (i == Bones.Length - 1)
|
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{
|
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Bones[i].rotation = Target.rotation * Quaternion.Inverse(TargetInitialRotation) * EndInitialRotation;
|
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}
|
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else
|
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{
|
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Bones[i].rotation = Quaternion.FromToRotation(lastBone.position - Bones[i].position, Target.position - Bones[i].position) * Bones[i].rotation;
|
||||
|
||||
//jitter to solve strait line
|
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//if (iteration == 5 && i == 0 && (Target.position - lastBone.position).sqrMagnitude > 0.01f && (Target.position - Bones[i].position).sqrMagnitude < CompleteLength * CompleteLength)
|
||||
// Bones[i].rotation = Quaternion.AngleAxis(10, Vector3.up) * Bones[i].rotation;
|
||||
|
||||
//move towards pole
|
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if (Pole != null && i + 2 <= Bones.Length - 1)
|
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{
|
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var plane = new Plane(Bones[i + 2].position - Bones[i].position, Bones[i].position);
|
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var projectedPole = plane.ClosestPointOnPlane(Pole.position);
|
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var projectedBone = plane.ClosestPointOnPlane(Bones[i + 1].position);
|
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if ((projectedBone - Bones[i].position).sqrMagnitude > 0.01f)
|
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{
|
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var angle = Vector3.SignedAngle(projectedBone - Bones[i].position, projectedPole - Bones[i].position, plane.normal);
|
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Bones[i].rotation = Quaternion.AngleAxis(angle, plane.normal) * Bones[i].rotation;
|
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}
|
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}
|
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}
|
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|
||||
|
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//close enough?
|
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if ((lastBone.position - Target.position).sqrMagnitude < Delta * Delta)
|
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break;
|
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}
|
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}
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}
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}
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*/
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11
Assets/FastIK/Scripts/FastIK/FastIKCCD.cs.meta
Normal file
11
Assets/FastIK/Scripts/FastIK/FastIKCCD.cs.meta
Normal file
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250
Assets/FastIK/Scripts/FastIK/FastIKFabric.cs
Normal file
250
Assets/FastIK/Scripts/FastIK/FastIKFabric.cs
Normal file
|
|
@ -0,0 +1,250 @@
|
|||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
using UnityEngine;
|
||||
|
||||
namespace DitzelGames.FastIK
|
||||
{
|
||||
/// <summary>
|
||||
/// Fabrik IK Solver
|
||||
/// </summary>
|
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public class FastIKFabric : MonoBehaviour
|
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{
|
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/// <summary>
|
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/// Chain length of bones
|
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/// </summary>
|
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public int ChainLength = 2;
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|
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/// <summary>
|
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/// Target the chain should bent to
|
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/// </summary>
|
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public Transform Target;
|
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public Transform Pole;
|
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|
||||
/// <summary>
|
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/// Solver iterations per update
|
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/// </summary>
|
||||
[Header("Solver Parameters")]
|
||||
public int Iterations = 10;
|
||||
|
||||
/// <summary>
|
||||
/// Distance when the solver stops
|
||||
/// </summary>
|
||||
public float Delta = 0.001f;
|
||||
|
||||
/// <summary>
|
||||
/// Strength of going back to the start position.
|
||||
/// </summary>
|
||||
[Range(0, 1)]
|
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public float SnapBackStrength = 1f;
|
||||
|
||||
|
||||
protected float[] BonesLength; //Target to Origin
|
||||
protected float CompleteLength;
|
||||
protected Transform[] Bones;
|
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protected Vector3[] Positions;
|
||||
protected Vector3[] StartDirectionSucc;
|
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protected Quaternion[] StartRotationBone;
|
||||
protected Quaternion StartRotationTarget;
|
||||
protected Transform Root;
|
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|
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|
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// Start is called before the first frame update
|
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void Awake()
|
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{
|
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Init();
|
||||
}
|
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|
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void Init()
|
||||
{
|
||||
//initial array
|
||||
Bones = new Transform[ChainLength + 1];
|
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Positions = new Vector3[ChainLength + 1];
|
||||
BonesLength = new float[ChainLength];
|
||||
StartDirectionSucc = new Vector3[ChainLength + 1];
|
||||
StartRotationBone = new Quaternion[ChainLength + 1];
|
||||
|
||||
//find root
|
||||
Root = transform;
|
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for (var i = 0; i <= ChainLength; i++)
|
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{
|
||||
if (Root == null)
|
||||
throw new UnityException("The chain value is longer than the ancestor chain!");
|
||||
Root = Root.parent;
|
||||
}
|
||||
|
||||
//init target
|
||||
if (Target == null)
|
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{
|
||||
Target = new GameObject(gameObject.name + " Target").transform;
|
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SetPositionRootSpace(Target, GetPositionRootSpace(transform));
|
||||
}
|
||||
StartRotationTarget = GetRotationRootSpace(Target);
|
||||
|
||||
|
||||
//init data
|
||||
var current = transform;
|
||||
CompleteLength = 0;
|
||||
for (var i = Bones.Length - 1; i >= 0; i--)
|
||||
{
|
||||
Bones[i] = current;
|
||||
StartRotationBone[i] = GetRotationRootSpace(current);
|
||||
|
||||
if (i == Bones.Length - 1)
|
||||
{
|
||||
//leaf
|
||||
StartDirectionSucc[i] = GetPositionRootSpace(Target) - GetPositionRootSpace(current);
|
||||
}
|
||||
else
|
||||
{
|
||||
//mid bone
|
||||
StartDirectionSucc[i] = GetPositionRootSpace(Bones[i + 1]) - GetPositionRootSpace(current);
|
||||
BonesLength[i] = StartDirectionSucc[i].magnitude;
|
||||
CompleteLength += BonesLength[i];
|
||||
}
|
||||
|
||||
current = current.parent;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void LateUpdate()
|
||||
{
|
||||
ResolveIK();
|
||||
}
|
||||
|
||||
private void ResolveIK()
|
||||
{
|
||||
if (Target == null)
|
||||
return;
|
||||
|
||||
if (BonesLength.Length != ChainLength)
|
||||
Init();
|
||||
|
||||
//Fabric
|
||||
|
||||
// root
|
||||
// (bone0) (bonelen 0) (bone1) (bonelen 1) (bone2)...
|
||||
// x--------------------x--------------------x---...
|
||||
|
||||
//get position
|
||||
for (int i = 0; i < Bones.Length; i++)
|
||||
Positions[i] = GetPositionRootSpace(Bones[i]);
|
||||
|
||||
var targetPosition = GetPositionRootSpace(Target);
|
||||
var targetRotation = GetRotationRootSpace(Target);
|
||||
|
||||
//1st is possible to reach?
|
||||
if ((targetPosition - GetPositionRootSpace(Bones[0])).sqrMagnitude >= CompleteLength * CompleteLength)
|
||||
{
|
||||
//just strech it
|
||||
var direction = (targetPosition - Positions[0]).normalized;
|
||||
//set everything after root
|
||||
for (int i = 1; i < Positions.Length; i++)
|
||||
Positions[i] = Positions[i - 1] + direction * BonesLength[i - 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < Positions.Length - 1; i++)
|
||||
Positions[i + 1] = Vector3.Lerp(Positions[i + 1], Positions[i] + StartDirectionSucc[i], SnapBackStrength);
|
||||
|
||||
for (int iteration = 0; iteration < Iterations; iteration++)
|
||||
{
|
||||
//https://www.youtube.com/watch?v=UNoX65PRehA
|
||||
//back
|
||||
for (int i = Positions.Length - 1; i > 0; i--)
|
||||
{
|
||||
if (i == Positions.Length - 1)
|
||||
Positions[i] = targetPosition; //set it to target
|
||||
else
|
||||
Positions[i] = Positions[i + 1] + (Positions[i] - Positions[i + 1]).normalized * BonesLength[i]; //set in line on distance
|
||||
}
|
||||
|
||||
//forward
|
||||
for (int i = 1; i < Positions.Length; i++)
|
||||
Positions[i] = Positions[i - 1] + (Positions[i] - Positions[i - 1]).normalized * BonesLength[i - 1];
|
||||
|
||||
//close enough?
|
||||
if ((Positions[Positions.Length - 1] - targetPosition).sqrMagnitude < Delta * Delta)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//move towards pole
|
||||
if (Pole != null)
|
||||
{
|
||||
var polePosition = GetPositionRootSpace(Pole);
|
||||
for (int i = 1; i < Positions.Length - 1; i++)
|
||||
{
|
||||
var plane = new Plane(Positions[i + 1] - Positions[i - 1], Positions[i - 1]);
|
||||
var projectedPole = plane.ClosestPointOnPlane(polePosition);
|
||||
var projectedBone = plane.ClosestPointOnPlane(Positions[i]);
|
||||
var angle = Vector3.SignedAngle(projectedBone - Positions[i - 1], projectedPole - Positions[i - 1], plane.normal);
|
||||
Positions[i] = Quaternion.AngleAxis(angle, plane.normal) * (Positions[i] - Positions[i - 1]) + Positions[i - 1];
|
||||
}
|
||||
}
|
||||
|
||||
//set position & rotation
|
||||
for (int i = 0; i < Positions.Length; i++)
|
||||
{
|
||||
if (i == Positions.Length - 1)
|
||||
SetRotationRootSpace(Bones[i], Quaternion.Inverse(targetRotation) * StartRotationTarget * Quaternion.Inverse(StartRotationBone[i]));
|
||||
else
|
||||
SetRotationRootSpace(Bones[i], Quaternion.FromToRotation(StartDirectionSucc[i], Positions[i + 1] - Positions[i]) * Quaternion.Inverse(StartRotationBone[i]));
|
||||
SetPositionRootSpace(Bones[i], Positions[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private Vector3 GetPositionRootSpace(Transform current)
|
||||
{
|
||||
if (Root == null)
|
||||
return current.position;
|
||||
else
|
||||
return Quaternion.Inverse(Root.rotation) * (current.position - Root.position);
|
||||
}
|
||||
|
||||
private void SetPositionRootSpace(Transform current, Vector3 position)
|
||||
{
|
||||
if (Root == null)
|
||||
current.position = position;
|
||||
else
|
||||
current.position = Root.rotation * position + Root.position;
|
||||
}
|
||||
|
||||
private Quaternion GetRotationRootSpace(Transform current)
|
||||
{
|
||||
//inverse(after) * before => rot: before -> after
|
||||
if (Root == null)
|
||||
return current.rotation;
|
||||
else
|
||||
return Quaternion.Inverse(current.rotation) * Root.rotation;
|
||||
}
|
||||
|
||||
private void SetRotationRootSpace(Transform current, Quaternion rotation)
|
||||
{
|
||||
if (Root == null)
|
||||
current.rotation = rotation;
|
||||
else
|
||||
current.rotation = Root.rotation * rotation;
|
||||
}
|
||||
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
var current = this.transform;
|
||||
for (int i = 0; i < ChainLength && current != null && current.parent != null; i++)
|
||||
{
|
||||
var scale = Vector3.Distance(current.position, current.parent.position) * 0.1f;
|
||||
Handles.matrix = Matrix4x4.TRS(current.position, Quaternion.FromToRotation(Vector3.up, current.parent.position - current.position), new Vector3(scale, Vector3.Distance(current.parent.position, current.position), scale));
|
||||
Handles.color = Color.green;
|
||||
Handles.DrawWireCube(Vector3.up * 0.5f, Vector3.one);
|
||||
current = current.parent;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/FastIK/Scripts/FastIK/FastIKFabric.cs.meta
Normal file
11
Assets/FastIK/Scripts/FastIK/FastIKFabric.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 03ca45bb53dc94f478358a1b6475653d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 200
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
40
Assets/FastIK/Scripts/FastIK/FastIKLook.cs
Normal file
40
Assets/FastIK/Scripts/FastIK/FastIKLook.cs
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace DitzelGames.FastIK
|
||||
{
|
||||
public class FastIKLook : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Look at target
|
||||
/// </summary>
|
||||
public Transform Target;
|
||||
|
||||
/// <summary>
|
||||
/// Initial direction
|
||||
/// </summary>
|
||||
protected Vector3 StartDirection;
|
||||
|
||||
/// <summary>
|
||||
/// Initial Rotation
|
||||
/// </summary>
|
||||
protected Quaternion StartRotation;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Target == null)
|
||||
return;
|
||||
|
||||
StartDirection = Target.position - transform.position;
|
||||
StartRotation = transform.rotation;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Target == null)
|
||||
return;
|
||||
|
||||
|
||||
transform.rotation = Quaternion.FromToRotation(StartDirection, Target.position - transform.position) * StartRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/FastIK/Scripts/FastIK/FastIKLook.cs.meta
Normal file
11
Assets/FastIK/Scripts/FastIK/FastIKLook.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5db2cc9d15d8e1c4e81fbc747c163d99
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/FastIK/Scripts/Sample.meta
Normal file
8
Assets/FastIK/Scripts/Sample.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f9ac29da80c8cfe4084775ebe4166f24
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
45
Assets/FastIK/Scripts/Sample/SampleProcedualAnimation.cs
Normal file
45
Assets/FastIK/Scripts/Sample/SampleProcedualAnimation.cs
Normal file
|
|
@ -0,0 +1,45 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace DitzelGames.FastIK
|
||||
{
|
||||
class SampleProcedualAnimation : MonoBehaviour
|
||||
{
|
||||
public Transform[] FootTarget;
|
||||
public Transform LookTarget;
|
||||
public Transform HandTarget;
|
||||
public Transform HandPole;
|
||||
public Transform Step;
|
||||
public Transform Attraction;
|
||||
|
||||
public void LateUpdate()
|
||||
{
|
||||
//move step & attraction
|
||||
Step.Translate(Vector3.forward * Time.deltaTime * 0.7f);
|
||||
if (Step.position.z > 1f)
|
||||
Step.position = Step.position + Vector3.forward * -2f;
|
||||
Attraction.Translate(Vector3.forward * Time.deltaTime * 0.5f);
|
||||
if (Attraction.position.z > 1f)
|
||||
Attraction.position = Attraction.position + Vector3.forward * -2f;
|
||||
|
||||
//footsteps
|
||||
for(int i = 0; i < FootTarget.Length; i++)
|
||||
{
|
||||
var foot = FootTarget[i];
|
||||
var ray = new Ray(foot.transform.position + Vector3.up * 0.5f, Vector3.down);
|
||||
var hitInfo = new RaycastHit();
|
||||
if(Physics.SphereCast(ray, 0.05f, out hitInfo, 0.50f))
|
||||
foot.position = hitInfo.point + Vector3.up * 0.05f;
|
||||
}
|
||||
|
||||
//hand and look
|
||||
var normDist = Mathf.Clamp((Vector3.Distance(LookTarget.position, Attraction.position) - 0.3f) / 1f, 0, 1);
|
||||
HandTarget.rotation = Quaternion.Lerp(Quaternion.Euler(90, 0, 0), HandTarget.rotation, normDist);
|
||||
HandTarget.position = Vector3.Lerp(Attraction.position, HandTarget.position, normDist);
|
||||
HandPole.position = Vector3.Lerp(HandTarget.position + Vector3.down * 2, HandTarget.position + Vector3.forward * 2f, normDist);
|
||||
LookTarget.position = Vector3.Lerp(Attraction.position, LookTarget.position, normDist);
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1c9cd2c593f693345ad26b97d5a0d43f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 100
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
14
Assets/FastIK/Scripts/Sample/SampleRotator.cs
Normal file
14
Assets/FastIK/Scripts/Sample/SampleRotator.cs
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace DitzelGames.FastIK
|
||||
{
|
||||
public class SampleRotator : MonoBehaviour
|
||||
{
|
||||
|
||||
void Update()
|
||||
{
|
||||
//just rotate the object
|
||||
transform.Rotate(0, Time.deltaTime * 90, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/FastIK/Scripts/Sample/SampleRotator.cs.meta
Normal file
11
Assets/FastIK/Scripts/Sample/SampleRotator.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e9a7a99d0dda4cf438c3fd3db6627c08
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
21
Assets/FastIK/Scripts/Sample/SampleSinMover.cs
Normal file
21
Assets/FastIK/Scripts/Sample/SampleSinMover.cs
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace DitzelGames.FastIK
|
||||
{
|
||||
public class SampleSinMover : MonoBehaviour
|
||||
{
|
||||
public Vector3 Dir;
|
||||
public Vector3 Start;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Start = transform.position;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
//just move the object from a to b and back
|
||||
transform.position = Start + Dir * Mathf.Sin(Time.timeSinceLevelLoad);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/FastIK/Scripts/Sample/SampleSinMover.cs.meta
Normal file
11
Assets/FastIK/Scripts/Sample/SampleSinMover.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bf9a667200f2ae8459b397bc03e59350
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -5,27 +5,13 @@ using UnityEngine;
|
|||
|
||||
public class WkurwHandler : MonoBehaviour
|
||||
{
|
||||
|
||||
[ProgressBar("Health", 100, EColor.Red)]
|
||||
[MinValue(0), MaxValue(100)]
|
||||
public int health = 100;
|
||||
|
||||
[ProgressBar("Anger", 100, EColor.Yellow)]
|
||||
public int anger = 50;
|
||||
[MinValue(0), MaxValue(100)]
|
||||
public int anger = 0;
|
||||
|
||||
[ProgressBar("Fear", 100, EColor.Blue)]
|
||||
public int fear = 35;
|
||||
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
[MinValue(0), MaxValue(100)]
|
||||
public int fear = 0;
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:76a03ceb76ac55a6a7ce702493ecb7980630cd59fbb17f4ef3a3c5bbdf66dc9c
|
||||
size 1350376
|
||||
oid sha256:7dbefe1fdc023e4c225b27aa3ba066f6905e5386220e6555690472928971c1c5
|
||||
size 1354520
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:1cb518fc145c6c4843f4bc3cc7babef9319ed99acdca040ae072d6937b86c561
|
||||
size 228908
|
||||
oid sha256:989d56131f6db7d994e469df134044b81804798739ef0992740658249f703ed0
|
||||
size 232780
|
||||
|
|
|
|||
|
|
@ -1,6 +1,5 @@
|
|||
{
|
||||
"dependencies": {
|
||||
"com.unity.animation.rigging": "1.0.3",
|
||||
"com.unity.cinemachine": "2.6.9",
|
||||
"com.unity.ide.rider": "2.0.7",
|
||||
"com.unity.ide.visualstudio": "2.0.11",
|
||||
|
|
|
|||
|
|
@ -1,24 +1,5 @@
|
|||
{
|
||||
"dependencies": {
|
||||
"com.unity.animation.rigging": {
|
||||
"version": "1.0.3",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.burst": "1.3.4",
|
||||
"com.unity.test-framework": "1.1.14"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.burst": {
|
||||
"version": "1.3.4",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.mathematics": "1.2.1"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.cinemachine": {
|
||||
"version": "2.6.9",
|
||||
"depth": 0,
|
||||
|
|
@ -66,8 +47,8 @@
|
|||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.mathematics": {
|
||||
"version": "1.2.1",
|
||||
"depth": 2,
|
||||
"version": "1.1.0",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
|
|
|
|||
Loading…
Reference in a new issue