Unity中,让角色在正常播放动画的同时,手始终指向目标物体(用
2022-07-25 本文已影响0人
全新的饭
效果
如图,角色在正常播放行走动画的同时,其左手始终指向方块。
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配置
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代码
FastIKFabric.cs
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
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
}
}