You cannot select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
		
		
		
		
		
			
		
			
				
	
	
		
			252 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			252 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			C#
		
	
using UnityEngine;
 | 
						|
using System.Collections;
 | 
						|
using System;
 | 
						|
 | 
						|
namespace RootMotion.FinalIK {
 | 
						|
 | 
						|
	/// <summary>
 | 
						|
	/// Rotates a hierarchy of bones to make a Transform aim at a target.
 | 
						|
	/// If there are problems with continuity and the solver get's jumpy, make sure to keep IKPosition at a safe distance from the transform and try decreasing solver and bone weights.
 | 
						|
	/// </summary>
 | 
						|
	[System.Serializable]
 | 
						|
	public class IKSolverAim : IKSolverHeuristic {
 | 
						|
		
 | 
						|
		#region Main Interface
 | 
						|
 | 
						|
		/// <summary>
 | 
						|
		/// The transform that we want to aim at IKPosition.
 | 
						|
		/// </summary>
 | 
						|
		public Transform transform;
 | 
						|
		/// <summary>
 | 
						|
		/// The local axis of the Transform that you want to be aimed at IKPosition.
 | 
						|
		/// </summary>
 | 
						|
		public Vector3 axis = Vector3.forward;
 | 
						|
		/// <summary>
 | 
						|
		/// Keeps that axis of the Aim Transform directed at the polePosition.
 | 
						|
		/// </summary>
 | 
						|
		public Vector3 poleAxis = Vector3.up;
 | 
						|
		/// <summary>
 | 
						|
		/// The position in world space to keep the pole axis of the Aim Transform directed at.
 | 
						|
		/// </summary>
 | 
						|
		public Vector3 polePosition;
 | 
						|
		/// <summary>
 | 
						|
		/// The weight of the Pole.
 | 
						|
		/// </summary>
 | 
						|
		[Range(0f, 1f)]
 | 
						|
		public float poleWeight;
 | 
						|
		/// <summary>
 | 
						|
		/// If assigned, will automatically set polePosition to the position of this Transform.
 | 
						|
		/// </summary>
 | 
						|
		public Transform poleTarget;
 | 
						|
		/// <summary>
 | 
						|
		/// Clamping rotation of the solver. 0 is free rotation, 1 is completely clamped to transform axis.
 | 
						|
		/// </summary>
 | 
						|
		[Range(0f, 1f)]
 | 
						|
		public float clampWeight = 0.1f;
 | 
						|
		/// <summary>
 | 
						|
		/// Number of sine smoothing iterations applied to clamping to make it smoother.
 | 
						|
		/// </summary>
 | 
						|
		[Range(0, 2)]
 | 
						|
		public int clampSmoothing = 2;
 | 
						|
 | 
						|
		/// <summary>
 | 
						|
		/// Gets the angular offset.
 | 
						|
		/// </summary>
 | 
						|
		public float GetAngle() {
 | 
						|
			return Vector3.Angle(transformAxis, IKPosition - transform.position);
 | 
						|
		}
 | 
						|
 | 
						|
		/// <summary>
 | 
						|
		/// Gets the Axis of the AimTransform is world space.
 | 
						|
		/// </summary>
 | 
						|
		public Vector3 transformAxis {
 | 
						|
			get {
 | 
						|
				return transform.rotation * axis;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/// <summary>
 | 
						|
		/// Gets the Pole Axis of the AimTransform is world space.
 | 
						|
		/// </summary>
 | 
						|
		public Vector3 transformPoleAxis {
 | 
						|
			get {
 | 
						|
				return transform.rotation * poleAxis;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/// <summary>
 | 
						|
		/// Called before each iteration of the solver.
 | 
						|
		/// </summary>
 | 
						|
		public IterationDelegate OnPreIteration;
 | 
						|
 | 
						|
		#endregion Main Interface
 | 
						|
		
 | 
						|
		protected override void OnInitiate() {
 | 
						|
			if ((firstInitiation || !Application.isPlaying) && transform != null) {
 | 
						|
				IKPosition = transform.position + transformAxis * 3f;
 | 
						|
				polePosition = transform.position + transformPoleAxis * 3f;
 | 
						|
			}
 | 
						|
			
 | 
						|
			// Disable Rotation Limits from updating to take control of their execution order
 | 
						|
			for (int i = 0; i < bones.Length; i++) {
 | 
						|
				if (bones[i].rotationLimit != null) bones[i].rotationLimit.Disable();
 | 
						|
			}
 | 
						|
 | 
						|
			step = 1f / (float)bones.Length;
 | 
						|
			if (Application.isPlaying) axis = axis.normalized;
 | 
						|
		}
 | 
						|
		
 | 
						|
		protected override void OnUpdate() {
 | 
						|
			if (axis == Vector3.zero) {
 | 
						|
				if (!Warning.logged) LogWarning("IKSolverAim axis is Vector3.zero.");
 | 
						|
				return;
 | 
						|
			}
 | 
						|
 | 
						|
			if (poleAxis == Vector3.zero && poleWeight > 0f) {
 | 
						|
				if (!Warning.logged) LogWarning("IKSolverAim poleAxis is Vector3.zero.");
 | 
						|
				return;
 | 
						|
			}
 | 
						|
 | 
						|
			if (target != null) IKPosition = target.position;
 | 
						|
			if (poleTarget != null) polePosition = poleTarget.position;
 | 
						|
 | 
						|
			if (XY) IKPosition.z = bones[0].transform.position.z;
 | 
						|
			
 | 
						|
			// Clamping weights
 | 
						|
			if (IKPositionWeight <= 0) return;
 | 
						|
			IKPositionWeight = Mathf.Clamp(IKPositionWeight, 0f, 1f);
 | 
						|
 | 
						|
			// Rotation Limit on the Aim Transform
 | 
						|
			if (transform != lastTransform) {
 | 
						|
				transformLimit = transform.GetComponent<RotationLimit>();
 | 
						|
				if (transformLimit != null) transformLimit.enabled = false;
 | 
						|
				lastTransform = transform;
 | 
						|
			}
 | 
						|
 | 
						|
			if (transformLimit != null) transformLimit.Apply();
 | 
						|
			
 | 
						|
			// In case transform becomes unassigned in runtime
 | 
						|
			if (transform == null) {
 | 
						|
				if (!Warning.logged) LogWarning("Aim Transform unassigned in Aim IK solver. Please Assign a Transform (lineal descendant to the last bone in the spine) that you want to be aimed at IKPosition");
 | 
						|
				return;
 | 
						|
			}
 | 
						|
			
 | 
						|
			clampWeight = Mathf.Clamp(clampWeight, 0f, 1f);
 | 
						|
			clampedIKPosition = GetClampedIKPosition();
 | 
						|
 | 
						|
			Vector3 dir = clampedIKPosition - transform.position;
 | 
						|
			dir = Vector3.Slerp(transformAxis * dir.magnitude, dir, IKPositionWeight);
 | 
						|
			clampedIKPosition = transform.position + dir;
 | 
						|
 | 
						|
			// Iterating the solver
 | 
						|
			for (int i = 0; i < maxIterations; i++) {
 | 
						|
				
 | 
						|
				// Optimizations
 | 
						|
				if (i >= 1 && tolerance > 0 && GetAngle() < tolerance) break;
 | 
						|
				lastLocalDirection = localDirection;
 | 
						|
 | 
						|
				if (OnPreIteration != null) OnPreIteration(i);
 | 
						|
				
 | 
						|
				Solve();
 | 
						|
			}
 | 
						|
			
 | 
						|
			lastLocalDirection = localDirection;
 | 
						|
		}
 | 
						|
		
 | 
						|
		protected override int minBones { get { return 1; }}
 | 
						|
		
 | 
						|
		private float step;
 | 
						|
		private Vector3 clampedIKPosition;
 | 
						|
		private RotationLimit transformLimit;
 | 
						|
		private Transform lastTransform;
 | 
						|
 | 
						|
        /*
 | 
						|
		 * Solving the hierarchy
 | 
						|
		 * */
 | 
						|
        private void Solve() {
 | 
						|
			// Rotating bones to get closer to target.
 | 
						|
			for (int i = 0; i < bones.Length - 1; i++) RotateToTarget(clampedIKPosition, bones[i], step * (i + 1) * IKPositionWeight * bones[i].weight);
 | 
						|
			RotateToTarget(clampedIKPosition, bones[bones.Length - 1], IKPositionWeight * bones[bones.Length - 1].weight);
 | 
						|
		}
 | 
						|
		
 | 
						|
		/*
 | 
						|
		 * Clamping the IKPosition to legal range
 | 
						|
		 * */
 | 
						|
		private Vector3 GetClampedIKPosition() {
 | 
						|
			if (clampWeight <= 0f) return IKPosition;
 | 
						|
			if (clampWeight >= 1f) return transform.position + transformAxis * (IKPosition - transform.position).magnitude;
 | 
						|
			
 | 
						|
			// Getting the dot product of IK direction and transformAxis
 | 
						|
			//float dot = (Vector3.Dot(transformAxis, (IKPosition - transform.position).normalized) + 1) * 0.5f;
 | 
						|
			float angle = Vector3.Angle(transformAxis, (IKPosition - transform.position));
 | 
						|
			float dot = 1f - (angle / 180f);
 | 
						|
 | 
						|
			// Clamping the target
 | 
						|
			float targetClampMlp = clampWeight > 0? Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f): 1f;
 | 
						|
			
 | 
						|
			// Calculating the clamp multiplier
 | 
						|
			float clampMlp = clampWeight > 0? Mathf.Clamp(dot / clampWeight, 0f, 1f): 1f;
 | 
						|
 | 
						|
			for (int i = 0; i < clampSmoothing; i++) {
 | 
						|
				float sinF = clampMlp * Mathf.PI * 0.5f;
 | 
						|
				clampMlp = Mathf.Sin(sinF);
 | 
						|
			}
 | 
						|
 | 
						|
			// Slerping the IK direction (don't use Lerp here, it breaks it)
 | 
						|
			return transform.position + Vector3.Slerp(transformAxis * 10f, IKPosition - transform.position, clampMlp * targetClampMlp);
 | 
						|
		}
 | 
						|
		
 | 
						|
		/*
 | 
						|
		 * Rotating bone to get transform aim closer to target
 | 
						|
		 * */
 | 
						|
		private void RotateToTarget(Vector3 targetPosition, IKSolver.Bone bone, float weight) {
 | 
						|
			// Swing
 | 
						|
			if (XY) {
 | 
						|
				if (weight >= 0f) {
 | 
						|
					Vector3 dir = transformAxis;
 | 
						|
					Vector3 targetDir = targetPosition - transform.position;
 | 
						|
					
 | 
						|
					float angleDir = Mathf.Atan2(dir.x, dir.y) * Mathf.Rad2Deg;
 | 
						|
					float angleTarget = Mathf.Atan2(targetDir.x, targetDir.y) * Mathf.Rad2Deg;
 | 
						|
 | 
						|
					bone.transform.rotation = Quaternion.AngleAxis(Mathf.DeltaAngle(angleDir, angleTarget), Vector3.back) * bone.transform.rotation;
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				if (weight >= 0f) {
 | 
						|
					Quaternion rotationOffset = Quaternion.FromToRotation(transformAxis, targetPosition - transform.position);
 | 
						|
 | 
						|
					if (weight >= 1f) {
 | 
						|
						bone.transform.rotation = rotationOffset * bone.transform.rotation;
 | 
						|
					} else {
 | 
						|
						bone.transform.rotation = Quaternion.Lerp(Quaternion.identity, rotationOffset, weight) * bone.transform.rotation;
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				// Pole
 | 
						|
				if (poleWeight > 0f) {
 | 
						|
					Vector3 poleDirection = polePosition - transform.position;
 | 
						|
 | 
						|
					// Ortho-normalize to transform axis to make this a twisting only operation
 | 
						|
					Vector3 poleDirOrtho = poleDirection;
 | 
						|
					Vector3 normal = transformAxis;
 | 
						|
					Vector3.OrthoNormalize(ref normal, ref poleDirOrtho);
 | 
						|
 | 
						|
					Quaternion toPole = Quaternion.FromToRotation(transformPoleAxis, poleDirOrtho);
 | 
						|
					bone.transform.rotation = Quaternion.Lerp(Quaternion.identity, toPole, weight * poleWeight) * bone.transform.rotation;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (useRotationLimits && bone.rotationLimit != null) bone.rotationLimit.Apply();
 | 
						|
		}
 | 
						|
		
 | 
						|
		/*
 | 
						|
		 * Gets the direction from last bone's forward in first bone's local space.
 | 
						|
		 * */
 | 
						|
		protected override Vector3 localDirection {
 | 
						|
			get {
 | 
						|
				return bones[0].transform.InverseTransformDirection(bones[bones.Length - 1].transform.forward);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 |