initial upload
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace RootMotion.FinalIK
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{
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/// <summary>
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/// Automatic stretch and squash for CCDIK.
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/// </summary>
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public class CCDStretch : MonoBehaviour
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{
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public CCDIK ik;
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[Range(0f, 0.999f)] public float maxSquash = 0f;
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public float maxStretch = 2f;
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private Vector3[] defaultLocalPositions = new Vector3[0];
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private void Start()
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{
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// Store default localPositions
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defaultLocalPositions = new Vector3[ik.solver.bones.Length - 1];
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for (int i = 1; i < ik.solver.bones.Length; i++)
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{
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defaultLocalPositions[i - 1] = ik.solver.bones[i].transform.localPosition;
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}
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}
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private void LateUpdate()
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{
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// Reset to default localPositions
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for (int i = 1; i < ik.solver.bones.Length; i++)
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{
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ik.solver.bones[i].transform.localPosition = defaultLocalPositions[i - 1];
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}
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// Get distance from first bone to target
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float targetDist = Vector3.Magnitude((ik.solver.target != null ? ik.solver.target.position : ik.solver.IKPosition) - ik.solver.bones[0].transform.position);
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// Get bone chain length
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float chainLength = 0f;
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for (int i = 1; i < ik.solver.bones.Length; i++)
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{
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chainLength += Vector3.Magnitude(ik.solver.bones[i].transform.position - ik.solver.bones[i - 1].transform.position);
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}
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// Compare target distance to chain length...
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maxStretch = Mathf.Max(maxStretch, 1f);
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float mlp = Mathf.Clamp(targetDist / chainLength, 1f - maxSquash, maxStretch);
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// Stretch
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for (int i = 1; i < ik.solver.bones.Length; i++)
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{
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ik.solver.bones[i].transform.localPosition *= mlp;
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}
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}
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}
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}
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