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FABRIK
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using UnityEngine; | |
using System.Collections.Generic; | |
using UnityEngine.Assertions; | |
[ExecuteInEditMode] | |
public class FABRIK_unsafe : MonoBehaviour { | |
public int ChainLength; | |
// Target should not be child of root bone | |
public Transform Target; | |
public bool CopyTargetTransform; | |
private List<Transform> bones = new List<Transform>(); | |
private List<Vector3> tempPos = new List<Vector3>(); | |
private List<Vector3> tempLocPos = new List<Vector3>(); | |
private List<Quaternion> tempRot = new List<Quaternion>(); | |
private List<Quaternion> tempLocRot = new List<Quaternion>(); | |
private List<float> constraints = new List<float>(); | |
// Use this for initialization | |
void Start () { | |
IKInit(); | |
} | |
void Update(){ | |
} | |
// Update is called once per frame | |
void LateUpdate () { | |
IKRestore(); | |
Debug.Log("IPOS "+bones[1].position); | |
FABRIK_Solver(); | |
IKStore(); | |
if(Target.rotation != bones[0].rotation) Debug.Log("Rotation does not match"); | |
} | |
private int maxiteration = 30; | |
private Transform root; | |
private float reach = 0; | |
void IKInit(){ | |
Transform trns; | |
float dist; | |
trns = gameObject.transform; | |
if(Target == null) Target = trns; | |
for(int i = 0; i < ChainLength; i++) { | |
bones.Add(trns); | |
tempPos.Add(trns.position); | |
tempLocPos.Add(trns.localPosition); | |
tempRot.Add(trns.rotation); | |
tempLocRot.Add(trns.localRotation); | |
Debug.Log("Bone Loaded : " + trns.name); | |
if(trns.parent!=null) trns = trns.parent; | |
dist = Vector3.Distance(bones[i].position, trns.position); | |
constraints.Add(dist); | |
reach += dist; | |
} | |
Debug.Log("Copy Rot "+ CopyTargetTransform); | |
} | |
void IKRestore(){ | |
for(int i = 0; i < bones.Count; i++) { | |
bones[i].position = tempPos[i]; | |
bones[i].localPosition = tempLocPos[i]; | |
bones[i].rotation = tempRot[i]; | |
bones[i].localRotation = tempLocRot[i]; | |
} | |
} | |
void IKStore(){ | |
for(int i = 0; i < bones.Count; i++) { | |
tempPos[i] = bones[i].position; | |
tempLocPos[i] = bones[i].localPosition; | |
tempRot[i] = bones[i].rotation; | |
tempLocRot[i] = bones[i].localRotation; | |
} | |
} | |
private float targetDist; | |
private float lambda; | |
//private Transform b; | |
private Vector3 b; | |
private float rotAngle; | |
private Vector3 rotAxis; | |
/// <summary> Forward And Backward Reaching Inverse Kinematics (FABRIK) </summary> | |
void FABRIK_Solver() { | |
bones[0].position = Target.position; | |
targetDist = Vector3.Distance(bones[bones.Count-1].position, Target.position); | |
if(targetDist >= reach) { | |
// Target is out of reach | |
Debug.LogWarning("Target is out of reach"); | |
for(int i = bones.Count - 1 ; i > 0 ; i--) { | |
lambda = constraints[i - 1] / (Vector3.Distance(Target.position, bones[i].position)); | |
bones[i - 1].position = (1 - lambda)*bones[i].position + lambda*Target.position; | |
} | |
} else { | |
// Target is within reach | |
b = bones[bones.Count - 1].position; | |
/* Forward reaching */ | |
// Set the end effector as target | |
bones[0].position = Target.position; | |
for(int i = 0; i < bones.Count - 1 ; i++) { | |
lambda = constraints[i] / Vector3.Distance(bones[i+1].position, bones[i].position); | |
bones[i + 1].position = (1 - lambda)*bones[i].position + lambda*bones[i + 1].position; | |
} | |
/* Backward reaching */ | |
bones[bones.Count - 1].position = b; | |
for(int i = bones.Count - 1; i > 0 ; i--) { | |
lambda = constraints[i-1] / Vector3.Distance(bones[i].position, bones[i-1].position); | |
bones[i - 1].position = (1-lambda) * bones[i].position + lambda*bones[i - 1].position; | |
} | |
} | |
if(bones.Count > 1) { | |
// Fix rotation | |
if(CopyTargetTransform) { | |
bones[0].rotation = Target.transform.rotation; | |
} | |
for(int i = 1; i < bones.Count ; i++) { | |
rotAngle = Vector3.Angle(bones[i].up, bones[i-1].position - bones[i].position); | |
if(rotAngle > 1E-06f) { | |
rotAxis = Vector3.Cross(bones[i].up, bones[i-1].position - bones[i].position); | |
bones[i].RotateAround(bones[i].position, rotAxis, rotAngle); | |
bones[i-1].RotateAround(bones[i].position, rotAxis, -rotAngle); | |
} | |
} | |
} | |
} | |
} |
Added functions to keep position and rotation values between frames, which solved the problem.
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calculation results become unexpected values with animator attached