46 lines
1.2 KiB
C#
46 lines
1.2 KiB
C#
using UnityEngine;
|
|
|
|
namespace RootMotion.FinalIK
|
|
{
|
|
public class CCDStretch : MonoBehaviour
|
|
{
|
|
public CCDIK ik;
|
|
|
|
[Range(0f, 0.999f)]
|
|
public float maxSquash;
|
|
|
|
public float maxStretch = 2f;
|
|
|
|
private Vector3[] defaultLocalPositions = new Vector3[0];
|
|
|
|
private void Start()
|
|
{
|
|
defaultLocalPositions = new Vector3[ik.solver.bones.Length - 1];
|
|
for (int i = 1; i < ik.solver.bones.Length; i++)
|
|
{
|
|
defaultLocalPositions[i - 1] = ik.solver.bones[i].transform.localPosition;
|
|
}
|
|
}
|
|
|
|
private void LateUpdate()
|
|
{
|
|
for (int i = 1; i < ik.solver.bones.Length; i++)
|
|
{
|
|
ik.solver.bones[i].transform.localPosition = defaultLocalPositions[i - 1];
|
|
}
|
|
float num = Vector3.Magnitude(((ik.solver.target != null) ? ik.solver.target.position : ik.solver.IKPosition) - ik.solver.bones[0].transform.position);
|
|
float num2 = 0f;
|
|
for (int j = 1; j < ik.solver.bones.Length; j++)
|
|
{
|
|
num2 += Vector3.Magnitude(ik.solver.bones[j].transform.position - ik.solver.bones[j - 1].transform.position);
|
|
}
|
|
maxStretch = Mathf.Max(maxStretch, 1f);
|
|
float num3 = Mathf.Clamp(num / num2, 1f - maxSquash, maxStretch);
|
|
for (int k = 1; k < ik.solver.bones.Length; k++)
|
|
{
|
|
ik.solver.bones[k].transform.localPosition *= num3;
|
|
}
|
|
}
|
|
}
|
|
}
|