Before 优化 机场
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// Designed by KINEMATION, 2024.
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using KINEMATION.MotionWarping.Runtime.Core;
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using Kinemation.MotionWarping.Runtime.Utility;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using Debug = UnityEngine.Debug;
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using Quaternion = UnityEngine.Quaternion;
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using Vector3 = UnityEngine.Vector3;
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namespace Kinemation.MotionWarping.Runtime.Core
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{
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public class MotionWarping : MonoBehaviour
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{
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[Header("Warping")]
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[SerializeField] private bool scalePlayRate = true;
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[Header("Animator")]
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[SerializeField, Tooltip("Will try to play the animation.")] private bool playAnimator;
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[SerializeField, Range(0f, 1f)] private float blendTime;
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[Header("Events")]
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public UnityEvent onWarpStarted;
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public UnityEvent onWarpEnded;
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[SerializeField]
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private Animator animator;
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public WarpPhase[] warpPhases;
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private Vector3 _endCurveValue;
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private Vector3 _startCurveValue;
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private int _phaseIndex;
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private MotionWarpingAsset _asset;
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private WarpPhase _warpPhase;
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private float _nextPhaseTime;
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private Vector3 _originPosition;
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private Quaternion _originRotation;
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private bool _bUpdateWarping;
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private float _warpPlayback;
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private float _rateScale = 1f;
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private float _warpLength;
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private Vector3 _accumRootMotion;
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private Vector3 _rootMotion;
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private bool _hasActivePhase;
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private static readonly int WarpRate = Animator.StringToHash("WarpRate");
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private MotionWarpingIk _motionWarpingIk;
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private void Start()
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{
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animator = GetComponentInChildren<Animator>();
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_motionWarpingIk = GetComponent<MotionWarpingIk>();
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}
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private void OnDestroy()
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{
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onWarpEnded = onWarpStarted = null;
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}
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private float InvLerp(float startValue, float targetValue, float curveValue)
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{
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if (Mathf.Approximately(startValue, targetValue)) return 0f;
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float numerator = curveValue - startValue;
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float denominator = targetValue - startValue;
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return Mathf.Approximately(denominator, 0f) ? 0f : numerator / denominator;
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}
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private float SafeDivide(float a, float b)
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{
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if (Mathf.Approximately(b, 0f)) return 0f;
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return a / b;
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}
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private float GetNormalizedPlayback()
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{
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return _warpPlayback / _warpLength;
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}
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private float GetPhaseProgress()
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{
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float alpha = InvLerp(_warpPhase.startTime, _warpPhase.endTime, _warpPlayback);
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return Mathf.Clamp01(alpha);
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}
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private void EnterNewPhase()
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{
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_originPosition = transform.position;
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_originRotation = transform.rotation;
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_accumRootMotion = _rootMotion = Vector3.zero;
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_warpPhase = warpPhases[_phaseIndex];
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_nextPhaseTime = _phaseIndex == warpPhases.Length - 1 ? _warpLength : warpPhases[_phaseIndex + 1].startTime;
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_hasActivePhase = true;
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_startCurveValue = _asset.GetVectorValue(_warpPhase.startTime);
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_endCurveValue = _asset.GetVectorValue(_warpPhase.endTime);
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_phaseIndex++;
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if (scalePlayRate && animator != null)
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{
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float curveVec = (_endCurveValue - _startCurveValue).magnitude;
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float realVec = (_warpPhase.Target.GetPosition() - _originPosition).magnitude;
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realVec = Mathf.Max(0.001f, realVec);
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_rateScale = Mathf.Clamp(curveVec / realVec, _warpPhase.minRate, _warpPhase.maxRate);
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_rateScale *= _asset.playRateBasis;
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animator.SetFloat(WarpRate, _rateScale);
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}
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else
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{
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_rateScale = 1f;
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}
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if (_warpPhase.Target.transform != null)
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{
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_originPosition = _warpPhase.Target.transform.InverseTransformPoint(transform.position);
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_originRotation = Quaternion.Inverse(_warpPhase.Target.transform.rotation) * transform.rotation;
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}
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}
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private void ExitCurrentPhase()
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{
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_hasActivePhase = false;
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if (_warpPhase.Target.transform == null)
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{
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_originPosition = transform.position;
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_originRotation = transform.rotation;
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}
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else
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{
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_originPosition = _warpPhase.Target.transform.InverseTransformPoint(transform.position);
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_originRotation = Quaternion.Inverse(_warpPhase.Target.transform.rotation) * transform.rotation;
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}
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_startCurveValue = _endCurveValue = _asset.GetVectorValue(_warpPlayback);
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}
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private Quaternion WarpRotation()
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{
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float alpha = _hasActivePhase ? GetPhaseProgress() : 0f;
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return Quaternion.Slerp(transform.rotation, _warpPhase.Target.GetRotation(), alpha);
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}
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private Vector3 WarpTranslation()
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{
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// 1. Compute the original additive curve value
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Vector3 prevRootMotion = _rootMotion;
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_rootMotion = _asset.GetVectorValue(_warpPlayback) - _startCurveValue;
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if (!_hasActivePhase)
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{
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// 2. If not in the segment - play the animation itself.
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Vector3 modifiedRootMotion = _rootMotion;
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modifiedRootMotion.x = _asset.useAnimation.x ? modifiedRootMotion.x : 0f;
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modifiedRootMotion.y = _asset.useAnimation.y ? modifiedRootMotion.y : 0f;
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modifiedRootMotion.z = _asset.useAnimation.z ? modifiedRootMotion.z : 0f;
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return modifiedRootMotion;
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}
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// 3. Compute the target in the origin space
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Vector3 localTarget = transform.InverseTransformPoint(_warpPhase.Target.GetPosition());
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// 4. Compute the deltas.
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Vector3 animationTarget = _endCurveValue - _startCurveValue;
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animationTarget.x = _asset.useAnimation.x ? animationTarget.x : 0f;
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animationTarget.y = _asset.useAnimation.y ? animationTarget.y : 0f;
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animationTarget.z = _asset.useAnimation.z ? animationTarget.z : 0f;
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Vector3 targetDelta = localTarget - animationTarget;
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Vector3 rootMotionDelta = _rootMotion - prevRootMotion;
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_accumRootMotion.x += Mathf.Abs(rootMotionDelta.x);
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_accumRootMotion.y += Mathf.Abs(rootMotionDelta.y);
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_accumRootMotion.z += Mathf.Abs(rootMotionDelta.z);
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// 5. Finally warp the motion.
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targetDelta.x *= _asset.useLinear.x
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? GetPhaseProgress()
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: Mathf.Clamp01(SafeDivide(_accumRootMotion.x, _warpPhase.totalRootMotion.x));
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targetDelta.y *= _asset.useLinear.y
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? GetPhaseProgress()
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: Mathf.Clamp01(SafeDivide(_accumRootMotion.y, _warpPhase.totalRootMotion.y));
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targetDelta.z *= _asset.useLinear.z
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? GetPhaseProgress()
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: Mathf.Clamp01(SafeDivide(_accumRootMotion.z, _warpPhase.totalRootMotion.z));
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Vector3 rootAnimation = Vector3.zero;
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rootAnimation.x = _asset.useAnimation.x ? _rootMotion.x : 0f;
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rootAnimation.y = _asset.useAnimation.y ? _rootMotion.y : 0f;
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rootAnimation.z = _asset.useAnimation.z ? _rootMotion.z : 0f;
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return rootAnimation + targetDelta;
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}
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private void WarpAnimation()
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{
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Vector3 cachedPosition = transform.position;
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if (_warpPhase.Target.transform == null)
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{
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transform.position = _originPosition;
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transform.rotation = _originRotation;
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}
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else
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{
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transform.position = _warpPhase.Target.transform.TransformPoint(_originPosition);
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transform.rotation = _warpPhase.Target.transform.rotation * _originRotation;
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}
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Vector3 warpedTranslation = WarpTranslation();
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Quaternion warpedRotation = WarpRotation();
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warpedTranslation = transform.TransformPoint(warpedTranslation);
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if (_asset.useCollision)
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{
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}
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else
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{
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transform.position = warpedTranslation;
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}
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transform.rotation = warpedRotation;
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}
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private void UpdateWarping()
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{
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if (_warpPlayback > _warpPhase.endTime && _hasActivePhase)
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{
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ExitCurrentPhase();
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}
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if (!_hasActivePhase && _warpPlayback > _nextPhaseTime)
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{
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EnterNewPhase();
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}
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WarpAnimation();
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// Update playback
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_warpPlayback += Time.deltaTime * _rateScale;
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_warpPlayback = Mathf.Clamp(_warpPlayback, 0f, _warpLength);
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if (Mathf.Approximately(GetNormalizedPlayback(), 1f))
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{
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Stop();
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}
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}
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private void LateUpdate()
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{
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if (!_bUpdateWarping) return;
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UpdateWarping();
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if (_motionWarpingIk == null) return;
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_motionWarpingIk.ApplyIK();
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}
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private void Play_Internal(MotionWarpingAsset motionWarpingAsset)
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{
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if (playAnimator && animator != null)
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{
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animator.CrossFade(motionWarpingAsset.animation.name, blendTime);
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}
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_startCurveValue = _endCurveValue = _accumRootMotion = _rootMotion = Vector3.zero;
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_warpPhase.Target.transform = null;
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_originPosition = transform.position;
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_originRotation = transform.rotation;
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_asset = motionWarpingAsset;
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_phaseIndex = 0;
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_nextPhaseTime = warpPhases[0].startTime;
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_bUpdateWarping = true;
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_hasActivePhase = false;
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_rateScale = 1f;
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_warpLength = motionWarpingAsset.GetLength();
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onWarpStarted.Invoke();
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}
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public bool Interact(GameObject target)
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{
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if (target == null)
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{
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return false;
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}
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return Interact(target.GetComponent<IWarpPointProvider>());
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}
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public bool Interact(IWarpPointProvider target)
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{
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if (target == null)
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{
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return false;
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}
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var result = target.Interact(gameObject);
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if (!result.IsValid())
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{
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return false;
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}
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Play(result.asset, result.points);
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return true;
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}
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public void Play(MotionWarpingAsset motionWarpingAsset, WarpPoint[] warpPoints)
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{
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if (motionWarpingAsset == null)
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{
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Debug.LogError("MotionWarping: WarpPoint[] warpPoints is null!");
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return;
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}
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if (warpPoints == null)
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{
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Debug.LogError("MotionWarping: Warp Points array is null!");
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return;
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}
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warpPhases = motionWarpingAsset.warpPhases.ToArray();
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if (warpPhases.Length != warpPoints.Length)
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{
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Debug.LogError("MotionWarping: Warp Phases and Warp Points array do not match!");
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return;
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}
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for (int i = 0; i < warpPhases.Length; i++)
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{
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WarpPhase phase = warpPhases[i];
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WarpPoint target = warpPoints[i];
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if (target.transform == null)
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{
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phase.Target.position = WarpingUtility.ToWorld(target.position, target.rotation,
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phase.tOffset);
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phase.Target.rotation = target.rotation * Quaternion.Euler(phase.rOffset);
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}
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else
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{
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phase.Target.transform = target.transform;
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phase.Target.position = target.position;
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phase.Target.rotation = target.rotation;
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phase.Target.localPosition = phase.tOffset;
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phase.Target.localRotation = phase.rOffset;
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}
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warpPhases[i] = phase;
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}
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Play_Internal(motionWarpingAsset);
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}
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public void Stop()
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{
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_bUpdateWarping = false;
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_warpPlayback = 0f;
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onWarpEnded.Invoke();
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}
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public bool IsActive()
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{
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return _bUpdateWarping;
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}
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#if UNITY_EDITOR
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private List<WarpDebugData> _warpDebugData = new List<WarpDebugData>();
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public static void AddWarpDebugData(MotionWarping target, WarpDebugData warpDebugData)
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{
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if (target == null) return;
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target._warpDebugData.Add(warpDebugData);
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}
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private void OnDrawGizmos()
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{
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for (int i = 0; i < _warpDebugData.Count; i++)
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{
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var debugData = _warpDebugData[i];
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debugData.onDrawGizmos?.Invoke();
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if(debugData.duration < 0f) continue;
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// Progress the timer.
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debugData.timer = Mathf.Clamp(debugData.timer + Time.deltaTime, 0f, debugData.duration);
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_warpDebugData[i] = debugData;
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if (Mathf.Approximately(debugData.timer, debugData.duration))
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{
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_warpDebugData.RemoveAt(i);
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i--;
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}
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}
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}
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#endif
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a3164a26014538e45b7dbfa103dabef0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 100
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@@ -0,0 +1,53 @@
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// Designed by KINEMATION, 2024.
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using Kinemation.MotionWarping.Runtime.Utility;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Kinemation.MotionWarping.Runtime.Core
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{
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[CreateAssetMenu(menuName = "KINEMATION/MotionWarping/WarpingAsset", fileName = "NewWarpingAsset", order = 0)]
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public class MotionWarpingAsset : ScriptableObject
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{
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[Header("Animation")]
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public AnimationClip animation;
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public AnimationCurve rootX;
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public AnimationCurve rootY;
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public AnimationCurve rootZ;
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public VectorBool useLinear = VectorBool.Enabled;
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public VectorBool useAnimation = VectorBool.Enabled;
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public VectorBool useWarping = VectorBool.Enabled;
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[Tooltip("If true, CharacterController or a RigidBody will be moved with physics enabled.")]
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public bool useCollision = false;
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[Range(0f, 2f)] public float playRateBasis = 1f;
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[Range(1, 10)] public int phasesAmount = 1;
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public List<WarpPhase> warpPhases = new List<WarpPhase>();
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public Vector3 GetVectorValue(float time)
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{
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if (rootX == null || rootY == null || rootZ == null)
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{
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Debug.LogError(name + ": null reference curve!");
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return Vector3.zero;
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}
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return new Vector3(rootX.Evaluate(time), rootY.Evaluate(time), rootZ.Evaluate(time));
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}
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public float GetLength()
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||||
{
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if (animation == null)
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||||
{
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return 0f;
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||||
}
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return animation.length;
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||||
}
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||||
}
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||||
}
|
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 928e2ecfbd1ec0f469e1838b49a4dda9
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MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
@@ -0,0 +1,96 @@
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// Designed by KINEMATION, 2024.
|
||||
|
||||
using System;
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using UnityEngine;
|
||||
|
||||
namespace KINEMATION.MotionWarping.Runtime.Core
|
||||
{
|
||||
[Serializable]
|
||||
public struct LockState
|
||||
{
|
||||
public string controlCurveName;
|
||||
public Transform boneReference;
|
||||
[Min(0f)] public float interpSpeed;
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||||
[NonSerialized] public float Weight;
|
||||
[NonSerialized] public Quaternion LockRotation;
|
||||
[NonSerialized] public Vector3 LockPosition;
|
||||
[NonSerialized] public bool IsLocked;
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||||
[NonSerialized] public bool Interpolate;
|
||||
}
|
||||
|
||||
public class MotionWarpingIk : MonoBehaviour
|
||||
{
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||||
[SerializeField] [Range(0f, 1f)] private float componentWeight = 1f;
|
||||
|
||||
[SerializeField] private LockState rightHandLockState;
|
||||
[SerializeField] private LockState leftHandLockState;
|
||||
[SerializeField] private LockState rightFootLockState;
|
||||
[SerializeField] private LockState leftFootLockState;
|
||||
|
||||
private Animator _animator;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_animator = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
// Updated the current bone lock state.
|
||||
private void UpdateBoneLock(ref LockState lockState)
|
||||
{
|
||||
Transform boneReference = lockState.boneReference;
|
||||
if (boneReference == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float weight = _animator.GetFloat(lockState.controlCurveName);
|
||||
|
||||
if (!lockState.IsLocked && Mathf.Approximately(weight, 1f))
|
||||
{
|
||||
lockState.LockPosition = boneReference.position;
|
||||
lockState.LockRotation = boneReference.rotation;
|
||||
lockState.IsLocked = true;
|
||||
lockState.Interpolate = false;
|
||||
lockState.Weight = 1f;
|
||||
return;
|
||||
}
|
||||
|
||||
if (lockState.IsLocked && Mathf.Approximately(weight, 0f))
|
||||
{
|
||||
lockState.IsLocked = false;
|
||||
lockState.Interpolate = true;
|
||||
}
|
||||
|
||||
if (!lockState.Interpolate)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float alpha = 1f - Mathf.Exp(-lockState.interpSpeed * Time.deltaTime);
|
||||
lockState.Weight = Mathf.Lerp(lockState.Weight, 0f, alpha);
|
||||
}
|
||||
|
||||
private void ApplyLock(ref LockState lockState)
|
||||
{
|
||||
Transform tip = lockState.boneReference;
|
||||
if (tip == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Transform mid = tip.parent;
|
||||
TwoBoneIk.SolveTwoBoneIK(mid.parent, mid, tip, (lockState.LockPosition, lockState.LockRotation),
|
||||
mid, lockState.Weight * componentWeight, 1f);
|
||||
|
||||
UpdateBoneLock(ref lockState);
|
||||
}
|
||||
|
||||
public void ApplyIK()
|
||||
{
|
||||
ApplyLock(ref rightHandLockState);
|
||||
ApplyLock(ref leftHandLockState);
|
||||
ApplyLock(ref rightFootLockState);
|
||||
ApplyLock(ref leftFootLockState);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f2c56b0df3354ea4a3ab76ef0923d868
|
||||
timeCreated: 1708838078
|
@@ -0,0 +1,142 @@
|
||||
// Designed by KINEMATION, 2024.
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace KINEMATION.MotionWarping.Runtime.Core
|
||||
{
|
||||
public class TwoBoneIk
|
||||
{
|
||||
private const float FloatMin = 1e-10f;
|
||||
private const float SqrEpsilon = 1e-8f;
|
||||
|
||||
public static float TriangleAngle(float aLen, float aLen1, float aLen2)
|
||||
{
|
||||
float c = Mathf.Clamp((aLen1 * aLen1 + aLen2 * aLen2 - aLen * aLen) / (aLen1 * aLen2) / 2.0f, -1.0f, 1.0f);
|
||||
return Mathf.Acos(c);
|
||||
}
|
||||
|
||||
public static Quaternion FromToRotation(Vector3 from, Vector3 to)
|
||||
{
|
||||
float theta = Vector3.Dot(from.normalized, to.normalized);
|
||||
if (theta >= 1f)
|
||||
return Quaternion.identity;
|
||||
|
||||
if (theta <= -1f)
|
||||
{
|
||||
Vector3 axis = Vector3.Cross(from, Vector3.right);
|
||||
if (axis.sqrMagnitude == 0f)
|
||||
axis = Vector3.Cross(from, Vector3.up);
|
||||
|
||||
return Quaternion.AngleAxis(180f, axis);
|
||||
}
|
||||
|
||||
return Quaternion.AngleAxis(Mathf.Acos(theta) * Mathf.Rad2Deg, Vector3.Cross(from, to).normalized);
|
||||
}
|
||||
|
||||
public static Quaternion NormalizeSafe(Quaternion q)
|
||||
{
|
||||
float dot = Quaternion.Dot(q, q);
|
||||
if (dot > FloatMin)
|
||||
{
|
||||
float rsqrt = 1.0f / Mathf.Sqrt(dot);
|
||||
return new Quaternion(q.x * rsqrt, q.y * rsqrt, q.z * rsqrt, q.w * rsqrt);
|
||||
}
|
||||
|
||||
return Quaternion.identity;
|
||||
}
|
||||
|
||||
public static void SolveTwoBoneIK(
|
||||
Transform root,
|
||||
Transform mid,
|
||||
Transform tip,
|
||||
(Vector3, Quaternion) target,
|
||||
Transform hint,
|
||||
float targetWeight,
|
||||
float hintWeight
|
||||
)
|
||||
{
|
||||
if (Mathf.Approximately(targetWeight, 0f))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 aPosition = root.position;
|
||||
Vector3 bPosition = mid.position;
|
||||
Vector3 cPosition = tip.position;
|
||||
Vector3 tPosition = Vector3.Lerp(cPosition, target.Item1, targetWeight);
|
||||
Quaternion tRotation = Quaternion.Lerp(tip.rotation, target.Item2, targetWeight);
|
||||
bool hasHint = hint != null && hintWeight > 0f;
|
||||
|
||||
Vector3 ab = bPosition - aPosition;
|
||||
Vector3 bc = cPosition - bPosition;
|
||||
Vector3 ac = cPosition - aPosition;
|
||||
Vector3 at = tPosition - aPosition;
|
||||
|
||||
float abLen = ab.magnitude;
|
||||
float bcLen = bc.magnitude;
|
||||
float acLen = ac.magnitude;
|
||||
float atLen = at.magnitude;
|
||||
|
||||
float oldAbcAngle = TriangleAngle(acLen, abLen, bcLen);
|
||||
float newAbcAngle = TriangleAngle(atLen, abLen, bcLen);
|
||||
|
||||
// Bend normal strategy is to take whatever has been provided in the animation
|
||||
// stream to minimize configuration changes, however if this is collinear
|
||||
// try computing a bend normal given the desired target position.
|
||||
// If this also fails, try resolving axis using hint if provided.
|
||||
Vector3 axis = Vector3.Cross(ab, bc);
|
||||
if (axis.sqrMagnitude < SqrEpsilon)
|
||||
{
|
||||
axis = hasHint ? Vector3.Cross(hint.position - aPosition, bc) : Vector3.zero;
|
||||
|
||||
if (axis.sqrMagnitude < SqrEpsilon)
|
||||
axis = Vector3.Cross(at, bc);
|
||||
|
||||
if (axis.sqrMagnitude < SqrEpsilon)
|
||||
axis = Vector3.up;
|
||||
}
|
||||
|
||||
axis = Vector3.Normalize(axis);
|
||||
|
||||
float a = 0.5f * (oldAbcAngle - newAbcAngle);
|
||||
float sin = Mathf.Sin(a);
|
||||
float cos = Mathf.Cos(a);
|
||||
Quaternion deltaR = new Quaternion(axis.x * sin, axis.y * sin, axis.z * sin, cos);
|
||||
mid.rotation = deltaR * mid.rotation;
|
||||
|
||||
cPosition = tip.position;
|
||||
ac = cPosition - aPosition;
|
||||
root.rotation = FromToRotation(ac, at) * root.rotation;
|
||||
|
||||
if (hasHint)
|
||||
{
|
||||
float acSqrMag = ac.sqrMagnitude;
|
||||
if (acSqrMag > 0f)
|
||||
{
|
||||
bPosition = mid.position;
|
||||
cPosition = tip.position;
|
||||
ab = bPosition - aPosition;
|
||||
ac = cPosition - aPosition;
|
||||
|
||||
Vector3 acNorm = ac / Mathf.Sqrt(acSqrMag);
|
||||
Vector3 ah = hint.position - aPosition;
|
||||
Vector3 abProj = ab - acNorm * Vector3.Dot(ab, acNorm);
|
||||
Vector3 ahProj = ah - acNorm * Vector3.Dot(ah, acNorm);
|
||||
|
||||
float maxReach = abLen + bcLen;
|
||||
if (abProj.sqrMagnitude > (maxReach * maxReach * 0.001f) && ahProj.sqrMagnitude > 0f)
|
||||
{
|
||||
Quaternion hintR = FromToRotation(abProj, ahProj);
|
||||
hintR.x *= hintWeight;
|
||||
hintR.y *= hintWeight;
|
||||
hintR.z *= hintWeight;
|
||||
hintR = NormalizeSafe(hintR);
|
||||
root.rotation = hintR * root.rotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tip.rotation = tRotation;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9637a7f6138e4e12a4db8b42a5c0738a
|
||||
timeCreated: 1708838183
|
@@ -0,0 +1,62 @@
|
||||
// Designed by KINEMATION, 2024.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using Kinemation.MotionWarping.Runtime.Utility;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Kinemation.MotionWarping.Runtime.Core
|
||||
{
|
||||
// Obstacle with pre-defined Warp Points
|
||||
public class WarpObstacle : MonoBehaviour, IWarpPointProvider
|
||||
{
|
||||
[SerializeField] private MotionWarpingAsset motionWarpingAsset;
|
||||
[SerializeField] private List<Transform> points = new List<Transform>();
|
||||
[SerializeField] private bool useTransforms = false;
|
||||
[SerializeField] private bool drawDebugPoints = false;
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (!drawDebugPoints) return;
|
||||
|
||||
var color = Gizmos.color;
|
||||
Gizmos.color = Color.green;
|
||||
|
||||
foreach (var point in points)
|
||||
{
|
||||
if(point == null) continue;
|
||||
Gizmos.DrawWireSphere(point.position, 0.07f);
|
||||
}
|
||||
|
||||
Gizmos.color = color;
|
||||
}
|
||||
|
||||
public WarpInteractionResult Interact(GameObject instigator)
|
||||
{
|
||||
WarpInteractionResult result;
|
||||
result.points = new WarpPoint[points.Count];
|
||||
result.asset = motionWarpingAsset;
|
||||
result.success = points.Count > 0;
|
||||
|
||||
for (int i = 0; i < result.points.Length; i++)
|
||||
{
|
||||
if (useTransforms)
|
||||
{
|
||||
result.points[i] = new WarpPoint()
|
||||
{
|
||||
transform = points[i]
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
result.points[i] = new WarpPoint()
|
||||
{
|
||||
position = points[i].position,
|
||||
rotation = points[i].rotation
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ceff3fd151a844759bf3cc1490295ef7
|
||||
timeCreated: 1694707273
|
@@ -0,0 +1,24 @@
|
||||
// Designed by KINEMATION, 2024.
|
||||
|
||||
using Kinemation.MotionWarping.Runtime.Utility;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Kinemation.MotionWarping.Runtime.Core
|
||||
{
|
||||
public struct WarpInteractionResult
|
||||
{
|
||||
public WarpPoint[] points;
|
||||
public MotionWarpingAsset asset;
|
||||
public bool success;
|
||||
|
||||
public bool IsValid()
|
||||
{
|
||||
return success && points != null && asset != null;
|
||||
}
|
||||
}
|
||||
|
||||
public interface IWarpPointProvider
|
||||
{
|
||||
public WarpInteractionResult Interact(GameObject instigator);
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af4b4f93ff874248959946ba0a83a8ea
|
||||
timeCreated: 1699699303
|
Reference in New Issue
Block a user