Commit bfc37147 authored by natonato's avatar natonato

ik start

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using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class CustomIK : MonoBehaviour {
#region public transforms
public Transform rootBone;
public Transform elbowBone;
public Transform endBone;
public Transform targetIK;
public Transform elbowIK;
#endregion
#region public settings
public bool debugLines;
public bool handRotation;
public bool isEnabled;
#endregion
void LateUpdate () {
if (isEnabled) {
if (rootBone == null || elbowBone == null || endBone == null || targetIK == null || elbowIK == null)
{
return;
}
CalculateIK ();
}
}
void CalculateIK(){
#region declaring and calculating
float upperArmLength = Vector3.Distance(rootBone.position, elbowBone.position);
float forearmLength = Vector3.Distance(elbowBone.position, endBone.position);
float armLength = upperArmLength + forearmLength;
float minimumLength = upperArmLength - forearmLength;
float targetDistance = Vector3.Distance(rootBone.position, targetIK.position);
float triangleHeight = CalculateTriangleHeight (upperArmLength, forearmLength, targetDistance);
float adjacentLength = Mathf.Sqrt (Mathf.Pow (upperArmLength, 2) - Mathf.Pow (triangleHeight, 2));
Vector3 adjacent = (targetIK.position - rootBone.position).normalized * adjacentLength + rootBone.position;
Vector3 elbowsAdjacent = CalculateElbowAdjacent ();
Vector3 elbowHeight = Vector3.Cross((targetIK.position - rootBone.position).normalized, (elbowIK.position - elbowsAdjacent).normalized) * -1;
Vector3 jointPosition = adjacent + Vector3.Cross ((targetIK.position - rootBone.position).normalized, elbowHeight)*triangleHeight;
float angleElbow = Vector3.Angle(rootBone.position - jointPosition, targetIK.position - jointPosition);
float angleUpperArm = Vector3.Angle(jointPosition - rootBone.position, targetIK.position - rootBone.position);
float targetAngleV;
if(rootBone.position.y >= targetIK.position.y){
targetAngleV = Vector3.Angle(Vector3.forward, targetIK.position - rootBone.position);
}else{
targetAngleV = -Vector3.Angle(Vector3.forward, targetIK.position - rootBone.position);
}
float targetAngleH;
#endregion
#region assign parameters
if (targetDistance < armLength && targetDistance > minimumLength) {
rootBone.localEulerAngles = new Vector3(- angleUpperArm, 0, 0);
elbowBone.localEulerAngles = new Vector3(180f - angleElbow, 0, 0);
this.transform.LookAt(targetIK.position, elbowIK.position - elbowsAdjacent);
}else if(targetDistance < minimumLength){
rootBone.localEulerAngles = Vector3.zero;
this.transform.LookAt(targetIK.position, elbowIK.position - elbowsAdjacent);
elbowBone.localEulerAngles = new Vector3(180f, 0, 0);
}else{
rootBone.localEulerAngles = Vector3.zero;
this.transform.LookAt(targetIK.position, elbowIK.position - elbowsAdjacent);
elbowBone.localEulerAngles = new Vector3(0, 0, 0);
}
#endregion
#region hand rotation
if(handRotation){
endBone.rotation = targetIK.rotation;
}
#endregion
#region debug draw
if (debugLines) {
Debug.DrawLine (rootBone.position, targetIK.position, Color.yellow);
Debug.DrawLine (elbowBone.position, elbowIK.position, Color.blue);
}
#endregion
}
#region calculate elbow height
Vector3 CalculateElbowAdjacent(){
float upperArmToElbowLength = Vector3.Distance (rootBone.position, elbowIK.position);
float elbowToTargetLength = Vector3.Distance (elbowIK.position, endBone.position);
float upperArmToTargetLength = Vector3.Distance (rootBone.position, endBone.position);
float triangleHeight = CalculateTriangleHeight (upperArmToElbowLength, elbowToTargetLength, upperArmToTargetLength);
float adjacentLength = Mathf.Sqrt (Mathf.Pow (upperArmToElbowLength, 2) - Mathf.Pow (triangleHeight, 2));
int isObtuse = 1;
if(Mathf.Pow(upperArmToElbowLength,2f) + Mathf.Pow(upperArmToTargetLength,2f) < Mathf.Pow(elbowToTargetLength,2f)){
isObtuse = -1;
}
Vector3 adjacent = (targetIK.position - rootBone.position).normalized * adjacentLength * isObtuse + rootBone.position;
if (debugLines) {
Debug.DrawLine (rootBone.position, elbowIK.position, Color.grey);
Debug.DrawLine (targetIK.position, elbowIK.position, Color.grey);
Debug.DrawLine (adjacent, elbowIK.position, Color.grey);
}
return adjacent;
#endregion
}
#region calculate triangle height
float CalculateTriangleHeight(float side1, float side2, float side3){
float halfPerimeter = (side1 + side2 + side3) / 2;
float triangleArea = Mathf.Sqrt (halfPerimeter * (halfPerimeter - side1) * (halfPerimeter - side2) * (halfPerimeter - side3));
float triangleHeightToSide3 = (2f * triangleArea) / side3;
return triangleHeightToSide3;
}
#endregion
}
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==========================
Intro
==========================
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.
==========================
Fast IK Fabric
==========================
Add the component to the last chain element for your IK chain and set the values.
ChainLength (required): Chain length of bones
Target (required): The target of the IK
Pole (optional): Pole for bending the chain
Iterations (required): Iterations to find good IK angles. Everything > 1 should be fine. (runtime / quality tradeoff)
Delta (required): At which recision the algorithm should stop. (runtime / quality tradeoff)
SnapBackStrength (required): The force that is used to get back to the start position of the bones.
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.
==> Look at the demo scene of an example
==========================
Fast IK Look
==========================
Add the component to the chain element for any bone in you rig.
Target (required): The target that should be faced
During runtime you can move the target.
==> Look at the demo scene of an example
==========================
Support
==========================
xxxditzelxxx@gmail.com
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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()
{
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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);
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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);
}
}
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using UnityEngine;
namespace DitzelGames.FastIK
{
public class SampleRotator : MonoBehaviour
{
void Update()
{
//just rotate the object
transform.Rotate(0, Time.deltaTime * 90, 0);
}
}
}
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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
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}
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using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using DitzelGames.FastIK;
public class PlayerIK : MonoBehaviour public class PlayerIK : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
Animator animator; public GameObject gunTarget;
public Transform cam;
public GameObject shoulder;
public GameObject poleTarget;
void Start() void Start()
{ {
animator = GetComponentInChildren<Animator>();
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1); float x = transform.InverseTransformPoint(shoulder.transform.position).x;
animator.SetIKPosition(AvatarIKGoal.RightHand, transform.InverseTransformPoint(new Vector3(0, 1, 1))); float z = transform.InverseTransformPoint(shoulder.transform.position).z;
Debug.Log(x);
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poleTarget.transform.position = transform.TransformPoint(new Vector3(1.0f, 0.0f, -0.1f + z));
} }
}
void OnDrawGizmos()
{
#if UNITY_EDITOR
var current = this.transform;
Gizmos.DrawWireSphere(gunTarget.transform.position, 0.1f);
Gizmos.DrawWireSphere(poleTarget.transform.position, 0.1f);
#endif
}
}
\ No newline at end of file
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using UnityEngine;
/*
public class IKCCD : MonoBehaviour
{
public int ChainLength = 2;
public Transform Target;
protected Quaternion TargetInitialRotation;
protected Quaternion EndInitialRotation;
public Transform Pole;
protected float CompleteLength;
public int Iterations = 10;
public float Delta = 0.001f;
protected Transform[] Bones;
//protected Quaternion[] InitialRotation;
// Start is called before the first frame update
void Awake()
{
//initial length
Bones = new Transform[ChainLength + 1];
//InitialRotation = new Quaternion[ChainLength + 1];
TargetInitialRotation = Target.rotation;
EndInitialRotation = transform.rotation;
var current = transform;
CompleteLength = 0;
for (int i = ChainLength - 1; i >= 0; i--)
{
CompleteLength += (current.position - current.parent.position).magnitude;
Bones[i + 1] = current;
Bones[i] = current.parent;
//InitialRotation[i + 1] = current.rotation;
//InitialRotation[i] = current.parent.rotation;
current = current.parent;
}
if (Bones[0] == null)
throw new UnityException("The chain value is longer than the ancestor chain!");
}
// Update is called once per frame
void LateUpdate()
{
//CCD
var lastBone = Bones[Bones.Length - 1];
//for (var i = 0; i < Bones.Length; i++)
// Bones[i].rotation = InitialRotation[i];
for (int iteration = 0; iteration < Iterations; iteration++)
{
for (var i = Bones.Length - 1; i >= 0; i--)
{
//https://www.youtube.com/watch?v=MA1nT9RAF3k
if (i == Bones.Length - 1)
{
Bones[i].rotation = Target.rotation * Quaternion.Inverse(TargetInitialRotation) * EndInitialRotation;
}
else
{
Bones[i].rotation = Quaternion.FromToRotation(lastBone.position - Bones[i].position, Target.position - Bones[i].position) * Bones[i].rotation;
//jitter to solve strait line
//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
if (Pole != null && i + 2 <= Bones.Length - 1)
{
var plane = new Plane(Bones[i + 2].position - Bones[i].position, Bones[i].position);
var projectedPole = plane.ClosestPointOnPlane(Pole.position);
var projectedBone = plane.ClosestPointOnPlane(Bones[i + 1].position);
if ((projectedBone - Bones[i].position).sqrMagnitude > 0.01f)
{
var angle = Vector3.SignedAngle(projectedBone - Bones[i].position, projectedPole - Bones[i].position, plane.normal);
Bones[i].rotation = Quaternion.AngleAxis(angle, plane.normal) * Bones[i].rotation;
}
}
}
//close enough?
if ((lastBone.position - Target.position).sqrMagnitude < Delta * Delta)
break;
}
}
}
}
*/
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#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace DitzelGames.FastIK
{
/// <summary>
/// Fabrik IK Solver
/// </summary>
public class FastIKFabric : MonoBehaviour
{
/// <summary>
/// Chain length of bones
/// </summary>
public int ChainLength = 2;
/// <summary>
/// Target the chain should bent to
/// </summary>
public Transform Target;
public Transform Pole;
/// <summary>
/// Solver iterations per update
/// </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)]
public float SnapBackStrength = 1f;
protected float[] BonesLength; //Target to Origin
protected float CompleteLength;
protected Transform[] Bones;
protected Vector3[] Positions;
protected Vector3[] StartDirectionSucc;
protected Quaternion[] StartRotationBone;
protected Quaternion StartRotationTarget;
protected Transform Root;
// Start is called before the first frame update
void Awake()
{
Init();
}
void Init()
{
//initial array
Bones = new Transform[ChainLength + 1];
Positions = new Vector3[ChainLength + 1];
BonesLength = new float[ChainLength];
StartDirectionSucc = new Vector3[ChainLength + 1];
StartRotationBone = new Quaternion[ChainLength + 1];
//find root
Root = transform;
for (var i = 0; i <= ChainLength; i++)
{
if (Root == null)
throw new UnityException("The chain value is longer than the ancestor chain!");
Root = Root.parent;
}
//init target
if (Target == null)
{
Target = new GameObject(gameObject.name + " Target").transform;
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
}
}
\ No newline at end of file
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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;
}
}
}
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...@@ -198,7 +198,12 @@ public class PlayerController : MonoBehaviour ...@@ -198,7 +198,12 @@ public class PlayerController : MonoBehaviour
{ {
movement = Mathf.Lerp(movement, 1, 0.05f); movement = Mathf.Lerp(movement, 1, 0.05f);
} }
animator.SetFloat("Movement", movement); animator.SetFloat("Movement", normalizedClamp(movement, 0.2f, 0.8f));
animator.SetBool("Connected", joint.enabled); animator.SetBool("Connected", joint.enabled);
} }
private float normalizedClamp(float t, float a, float b)
{
return (Mathf.Clamp(t, a, b) - a) / (b - a);
}
} }
\ No newline at end of file
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