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- // Copyright Unity Technologies 2019 // https://github.com/Unity-Technologies/animation-jobs-samples //
- // This file has not been modified other to put it in the Animancer.Samples.Jobs namespace and add this message and the comment on the struct.
- using UnityEngine;
- using UnityEngine.Animations;
- namespace Animancer.Samples.Jobs
- {
- /// <summary>An <see cref="IAnimationJob"/> which executes two bone Inverse Kinematics.</summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/jobs/two-bone-ik">
- /// Two Bone IK</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.Jobs/TwoBoneIKJob
- ///
- public struct TwoBoneIKJob : IAnimationJob
- {
- public TransformSceneHandle effector;
- public TransformStreamHandle top;
- public TransformStreamHandle mid;
- public TransformStreamHandle low;
- public void Setup(Animator animator, Transform topX, Transform midX, Transform lowX, Transform effectorX)
- {
- top = animator.BindStreamTransform(topX);
- mid = animator.BindStreamTransform(midX);
- low = animator.BindStreamTransform(lowX);
- effector = animator.BindSceneTransform(effectorX);
- }
- public readonly void ProcessRootMotion(AnimationStream stream)
- {
- }
- public readonly void ProcessAnimation(AnimationStream stream)
- {
- Solve(stream, top, mid, low, effector);
- }
- /// <summary>
- /// Returns the angle needed between v1 and v2 so that their extremities are
- /// spaced with a specific length.
- /// </summary>
- /// <returns>The angle between v1 and v2.</returns>
- /// <param name="aLen">The desired length between the extremities of v1 and v2.</param>
- /// <param name="v1">First triangle edge.</param>
- /// <param name="v2">Second triangle edge.</param>
- private static float TriangleAngle(float aLen, Vector3 v1, Vector3 v2)
- {
- float aLen1 = v1.magnitude;
- float aLen2 = v2.magnitude;
- float c = Mathf.Clamp((aLen1 * aLen1 + aLen2 * aLen2 - aLen * aLen) / (aLen1 * aLen2) / 2.0f, -1.0f, 1.0f);
- return Mathf.Acos(c);
- }
- private static void Solve(AnimationStream stream, TransformStreamHandle topHandle, TransformStreamHandle midHandle, TransformStreamHandle lowHandle, TransformSceneHandle effectorHandle)
- {
- Quaternion aRotation = topHandle.GetRotation(stream);
- Quaternion bRotation = midHandle.GetRotation(stream);
- Quaternion eRotation = effectorHandle.GetRotation(stream);
- Vector3 aPosition = topHandle.GetPosition(stream);
- Vector3 bPosition = midHandle.GetPosition(stream);
- Vector3 cPosition = lowHandle.GetPosition(stream);
- Vector3 ePosition = effectorHandle.GetPosition(stream);
- Vector3 ab = bPosition - aPosition;
- Vector3 bc = cPosition - bPosition;
- Vector3 ac = cPosition - aPosition;
- Vector3 ae = ePosition - aPosition;
- float abcAngle = TriangleAngle(ac.magnitude, ab, bc);
- float abeAngle = TriangleAngle(ae.magnitude, ab, bc);
- float angle = (abcAngle - abeAngle) * Mathf.Rad2Deg;
- Vector3 axis = Vector3.Cross(ab, bc).normalized;
- Quaternion fromToRotation = Quaternion.AngleAxis(angle, axis);
- Quaternion worldQ = fromToRotation * bRotation;
- midHandle.SetRotation(stream, worldQ);
- cPosition = lowHandle.GetPosition(stream);
- ac = cPosition - aPosition;
- Quaternion fromTo = Quaternion.FromToRotation(ac, ae);
- topHandle.SetRotation(stream, fromTo * aRotation);
- lowHandle.SetRotation(stream, eRotation);
- }
- }
- }
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