holopy3/Assets/Plugins/RootMotion/FinalIK/IK Solvers/FBIKChain.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
using System;
namespace RootMotion.FinalIK {
/// <summary>
/// A chain of bones in IKSolverFullBody.
/// </summary>
[System.Serializable]
public class FBIKChain {
#region Main Interface
/// <summary>
/// Linear constraint between child chains of a FBIKChain.
/// </summary>
[System.Serializable]
public class ChildConstraint {
/// <summary>
/// The push elasticity.
/// </summary>
public float pushElasticity = 0f;
/// <summary>
/// The pull elasticity.
/// </summary>
public float pullElasticity = 0f;
/// <summary>
/// The first bone.
/// </summary>
[SerializeField] private Transform bone1;
/// <summary>
/// The second bone.
/// </summary>
[SerializeField] private Transform bone2;
// Gets the nominal (animated) distance between the two bones.
public float nominalDistance { get; private set; }
// The constraint is rigid if both push and pull elasticity are 0.
public bool isRigid { get; private set; }
// The crossFade value between the connected chains
private float crossFade, inverseCrossFade;
private int chain1Index;
private int chain2Index;
/*
* Constructor
* */
public ChildConstraint(Transform bone1, Transform bone2, float pushElasticity = 0f, float pullElasticity = 0f) {
this.bone1 = bone1;
this.bone2 = bone2;
this.pushElasticity = pushElasticity;
this.pullElasticity = pullElasticity;
}
/*
* Initiating the constraint
* */
public void Initiate(IKSolverFullBody solver) {
chain1Index = solver.GetChainIndex(bone1);
chain2Index = solver.GetChainIndex(bone2);
OnPreSolve(solver);
}
/*
* Updating nominal distance because it might have changed in the animation
* */
public void OnPreSolve(IKSolverFullBody solver) {
nominalDistance = Vector3.Distance(solver.chain[chain1Index].nodes[0].transform.position, solver.chain[chain2Index].nodes[0].transform.position);
isRigid = pushElasticity <= 0 && pullElasticity <= 0;
// CrossFade
if (isRigid) {
float offset = solver.chain[chain1Index].pull - solver.chain[chain2Index].pull;
crossFade = 1f - (0.5f + (offset * 0.5f));
} else crossFade = 0.5f;
inverseCrossFade = 1f - crossFade;
}
/*
* Solving the constraint
* */
public void Solve(IKSolverFullBody solver) {
if (pushElasticity >= 1 && pullElasticity >= 1) return;
Vector3 direction = solver.chain[chain2Index].nodes[0].solverPosition - solver.chain[chain1Index].nodes[0].solverPosition;
float distance = direction.magnitude;
if (distance == nominalDistance) return;
if (distance == 0f) return;
float force = 1f;
if (!isRigid) {
float elasticity = distance > nominalDistance? pullElasticity: pushElasticity;
force = 1f - elasticity;
}
force *= 1f - nominalDistance / distance;
Vector3 offset = direction * force;
solver.chain[chain1Index].nodes[0].solverPosition += offset * crossFade;
solver.chain[chain2Index].nodes[0].solverPosition -= offset * inverseCrossFade;
}
}
[System.Serializable]
public enum Smoothing {
None,
Exponential,
Cubic
}
/// <summary>
/// The pin weight. If closer to 1, the chain will be less influenced by child chains.
/// </summary>
[Range(0f, 1f)]
public float pin;
/// <summary>
/// The weight of pulling the parent chain.
/// </summary>
[Range(0f, 1f)]
public float pull = 1f;
/// <summary>
/// The weight of the end-effector pushing the shoulder/thigh when the end-effector is close to it.
/// </summary>
[Range(0f, 1f)]
public float push;
/// <summary>
/// The amount of push force transferred to the parent (from hand or foot to the body).
/// </summary>
[Range(-1f, 1f)]
public float pushParent;
/// <summary>
/// Only used in 3 segmented chains, pulls the first node closer to the third node.
/// </summary>
[Range(0f, 1f)]
public float reach = 0.1f;
/// <summary>
/// Smoothing the effect of the Reach with the expense of some accuracy.
/// </summary>
public Smoothing reachSmoothing = Smoothing.Exponential;
/// <summary>
/// Smoothing the effect of the Push.
/// </summary>
public Smoothing pushSmoothing = Smoothing.Exponential;
/// <summary>
/// The nodes in this chain.
/// </summary>
public IKSolver.Node[] nodes = new IKSolver.Node[0];
/// <summary>
/// The child chains.
/// </summary>
public int[] children = new int[0];
/// <summary>
/// The child constraints are used for example for fixing the distance between left upper arm and right upper arm
/// </summary>
public ChildConstraint[] childConstraints = new ChildConstraint[0];
/// <summary>
/// Gets the bend constraint (if this chain has 3 segments).
/// </summary>
/// <value>The bend constraint.</value>
public IKConstraintBend bendConstraint = new IKConstraintBend();
#endregion Main Interface
private float rootLength;
private bool initiated;
private float length;
private float distance;
private IKSolver.Point p;
private float reachForce;
private float pullParentSum;
private float[] crossFades;
private float sqrMag1, sqrMag2, sqrMagDif;
private const float maxLimbLength = 0.99999f;
public FBIKChain() {}
public FBIKChain (float pin, float pull, params Transform[] nodeTransforms) {
this.pin = pin;
this.pull = pull;
SetNodes(nodeTransforms);
children = new int[0];
}
/*
* Set nodes to the following bone transforms.
* */
public void SetNodes(params Transform[] boneTransforms) {
nodes = new IKSolver.Node[boneTransforms.Length];
for (int i = 0; i < boneTransforms.Length; i++) {
nodes[i] = new IKSolver.Node(boneTransforms[i]);
}
}
public int GetNodeIndex(Transform boneTransform) {
for (int i = 0; i < nodes.Length; i++) {
if (nodes[i].transform == boneTransform) return i;
}
return -1;
}
/*
* Check if this chain is valid or not.
* */
public bool IsValid(ref string message) {
if (nodes.Length == 0) {
message = "FBIK chain contains no nodes.";
return false;
}
foreach (IKSolver.Node node in nodes) if (node.transform == null) {
message = "Node transform is null in FBIK chain.";
return false;
}
return true;
}
/*
* Initiating the chain.
* */
public void Initiate(IKSolverFullBody solver) {
initiated = false;
foreach (IKSolver.Node node in nodes) {
node.solverPosition = node.transform.position;
}
// Calculating bone lengths
CalculateBoneLengths(solver);
// Initiating child constraints
foreach (ChildConstraint c in childConstraints) c.Initiate(solver as IKSolverFullBody);
// Initiating the bend constraint
if (nodes.Length == 3) {
bendConstraint.SetBones(nodes[0].transform, nodes[1].transform, nodes[2].transform);
bendConstraint.Initiate(solver as IKSolverFullBody);
}
crossFades = new float[children.Length];
initiated = true;
}
/*
* Before updating the chain
* */
public void ReadPose(IKSolverFullBody solver, bool fullBody) {
if (!initiated) return;
for (int i = 0; i < nodes.Length; i++) {
nodes[i].solverPosition = nodes[i].transform.position + nodes[i].offset;
}
// Calculating bone lengths
CalculateBoneLengths(solver);
if (fullBody) {
// Pre-update child constraints
for (int i = 0; i < childConstraints.Length; i++) childConstraints[i].OnPreSolve(solver);
if (children.Length > 0) {
// PullSum
float pullSum = nodes[nodes.Length - 1].effectorPositionWeight;
for (int i = 0; i < children.Length; i++) pullSum += solver.chain[children[i]].nodes[0].effectorPositionWeight * solver.chain[children[i]].pull;
pullSum = Mathf.Clamp(pullSum, 1f, Mathf.Infinity);
// CrossFades
for (int i = 0; i < children.Length; i++) {
crossFades[i] = (solver.chain[children[i]].nodes[0].effectorPositionWeight * solver.chain[children[i]].pull) / pullSum;
}
}
// Finding the total pull force by all child chains
pullParentSum = 0f;
for (int i = 0; i < children.Length; i++) pullParentSum += solver.chain[children[i]].pull;
pullParentSum = Mathf.Clamp(pullParentSum, 1f, Mathf.Infinity);
// Reach force
if (nodes.Length == 3) {
reachForce = reach * Mathf.Clamp(nodes[2].effectorPositionWeight, 0f, 1f);
} else reachForce = 0f;
if (push > 0f && nodes.Length > 1) distance = Vector3.Distance(nodes[0].transform.position, nodes[nodes.Length - 1].transform.position);
}
}
// Calculates all bone lengths as well as lenghts between the chains
private void CalculateBoneLengths(IKSolverFullBody solver) {
// Calculating bone lengths
length = 0f;
for (int i = 0; i < nodes.Length - 1; i++) {
nodes[i].length = Vector3.Distance(nodes[i].transform.position, nodes[i + 1].transform.position);
length += nodes[i].length;
if (nodes[i].length == 0) {
Warning.Log("Bone " + nodes[i].transform.name + " - " + nodes[i + 1].transform.name + " length is zero, can not solve.", nodes[i].transform);
return;
}
}
for (int i = 0; i < children.Length; i++) {
solver.chain[children[i]].rootLength = (solver.chain[children[i]].nodes[0].transform.position - nodes[nodes.Length - 1].transform.position).magnitude;
if (solver.chain[children[i]].rootLength == 0f) {
return;
}
}
if (nodes.Length == 3) {
// Square magnitude of the limb lengths
sqrMag1 = nodes[0].length * nodes[0].length;
sqrMag2 = nodes[1].length * nodes[1].length;
sqrMagDif = sqrMag1 - sqrMag2;
}
}
#region Recursive Methods
/*
* Reaching limbs
* */
public void Reach(IKSolverFullBody solver) {
if (!initiated) return;
// Solve children first
for (int i = 0; i < children.Length; i++) solver.chain[children[i]].Reach(solver);
if (reachForce <= 0f) return;
Vector3 solverDirection = nodes[2].solverPosition - nodes[0].solverPosition;
if (solverDirection == Vector3.zero) return;
float solverLength = solverDirection.magnitude;
//Reaching
Vector3 straight = (solverDirection / solverLength) * length;
float delta = Mathf.Clamp(solverLength / length, 1 - reachForce, 1 + reachForce) - 1f;
delta = Mathf.Clamp(delta + reachForce, -1f, 1f);
// Smoothing the effect of Reach with the expense of some accuracy
switch (reachSmoothing) {
case Smoothing.Exponential:
delta *= delta;
break;
case Smoothing.Cubic:
delta *= delta * delta;
break;
}
Vector3 offset = straight * Mathf.Clamp(delta, 0f, solverLength);
nodes[0].solverPosition += offset * (1f - nodes[0].effectorPositionWeight);
nodes[2].solverPosition += offset;
}
/*
* End-effectors pushing the first nodes
* */
public Vector3 Push(IKSolverFullBody solver) {
Vector3 sum = Vector3.zero;
// Get the push from the children
for (int i = 0; i < children.Length; i++) {
sum += solver.chain[children[i]].Push(solver) * solver.chain[children[i]].pushParent;
}
// Apply the push from a child
nodes[nodes.Length - 1].solverPosition += sum;
// Calculating the push of THIS chain (passed on to the parent as we're in a recursive method)
if (nodes.Length < 2) return Vector3.zero;
if (push <= 0f) return Vector3.zero;
Vector3 solverDirection = nodes[2].solverPosition - nodes[0].solverPosition;
float solverLength = solverDirection.magnitude;
if (solverLength == 0f) return Vector3.zero;
// Get the push force factor
float f = 1f - (solverLength / distance);
if (f <= 0f) return Vector3.zero;
// Push smoothing
switch (pushSmoothing) {
case Smoothing.Exponential:
f *= f;
break;
case Smoothing.Cubic:
f *= f * f;
break;
}
// The final push force
Vector3 p = -solverDirection * f * push;
nodes[0].solverPosition += p;
return p;
}
/*
* Applying trigonometric IK solver on the 3 segmented chains to relieve tension from the solver and increase accuracy.
* */
public void SolveTrigonometric(IKSolverFullBody solver, bool calculateBendDirection = false) {
if (!initiated) return;
// Solve children first
for (int i = 0; i < children.Length; i++) solver.chain[children[i]].SolveTrigonometric(solver, calculateBendDirection);
if (nodes.Length != 3) return;
// Direction of the limb in solver
Vector3 solverDirection = nodes[2].solverPosition - nodes[0].solverPosition;
// Distance between the first and the last node solver positions
float solverLength = solverDirection.magnitude;
if (solverLength == 0f) return;
// Maximim stretch of the limb
float maxMag = Mathf.Clamp(solverLength, 0f, length * maxLimbLength);
Vector3 direction = (solverDirection / solverLength) * maxMag;
// Get the general world space bending direction
Vector3 bendDirection = calculateBendDirection && bendConstraint.initiated? bendConstraint.GetDir(solver): nodes[1].solverPosition - nodes[0].solverPosition;
// Get the direction to the trigonometrically solved position of the second node
Vector3 toBendPoint = GetDirToBendPoint(direction, bendDirection, maxMag);
// Position the second node
nodes[1].solverPosition = nodes[0].solverPosition + toBendPoint;
}
/*
* Stage 1 of the FABRIK algorithm
* */
public void Stage1(IKSolverFullBody solver) {
// Stage 1
for (int i = 0; i < children.Length; i++) solver.chain[children[i]].Stage1(solver);
// If is the last chain in this hierarchy, solve immediatelly and return
if (children.Length == 0) {
ForwardReach(nodes[nodes.Length - 1].solverPosition);
return;
}
Vector3 centroid = nodes[nodes.Length - 1].solverPosition;
// Satisfying child constraints
SolveChildConstraints(solver);
// Finding the centroid position of all child chains according to their individual pull weights
for (int i = 0; i < children.Length; i++) {
Vector3 childPosition = solver.chain[children[i]].nodes[0].solverPosition;
if (solver.chain[children[i]].rootLength > 0) {
childPosition = SolveFABRIKJoint(nodes[nodes.Length - 1].solverPosition, solver.chain[children[i]].nodes[0].solverPosition, solver.chain[children[i]].rootLength);
}
if (pullParentSum > 0) centroid += (childPosition - nodes[nodes.Length - 1].solverPosition) * (solver.chain[children[i]].pull / pullParentSum);
}
// Forward reach to the centroid (unless pinned)
ForwardReach(Vector3.Lerp(centroid, nodes[nodes.Length - 1].solverPosition, pin));
}
/*
* Stage 2 of the FABRIK algorithm.
* */
public void Stage2(IKSolverFullBody solver, Vector3 position) {
// Stage 2
BackwardReach(position);
int it = Mathf.Clamp(solver.iterations, 2, 4);
// Iterating child constraints and child chains to make sure they are not conflicting
if (childConstraints.Length > 0) {
for (int i = 0; i < it; i++) SolveConstraintSystems(solver);
}
// Stage 2 for the children
for (int i = 0; i < children.Length; i++) solver.chain[children[i]].Stage2(solver, nodes[nodes.Length - 1].solverPosition);
}
/*
* Iterating child constraints and child chains to make sure they are not conflicting
* */
public void SolveConstraintSystems(IKSolverFullBody solver) {
// Satisfy child constraints
SolveChildConstraints(solver);
for (int i = 0; i < children.Length; i++) {
SolveLinearConstraint(nodes[nodes.Length - 1], solver.chain[children[i]].nodes[0], crossFades[i], solver.chain[children[i]].rootLength);
}
}
#endregion Recursive Methods
/*
* Interpolates the joint position to match the bone's length
*/
private Vector3 SolveFABRIKJoint(Vector3 pos1, Vector3 pos2, float length) {
return pos2 + (pos1 - pos2).normalized * length;
}
/*
* Calculates the bend direction based on the law of cosines (from IKSolverTrigonometric).
* */
protected Vector3 GetDirToBendPoint(Vector3 direction, Vector3 bendDirection, float directionMagnitude) {
float x = ((directionMagnitude * directionMagnitude) + sqrMagDif) / 2f / directionMagnitude;
float y = (float)Math.Sqrt(Mathf.Clamp(sqrMag1 - x * x, 0, Mathf.Infinity));
if (direction == Vector3.zero) return Vector3.zero;
return Quaternion.LookRotation(direction, bendDirection) * new Vector3(0f, y, x);
}
/*
* Satisfying child constraints
* */
private void SolveChildConstraints(IKSolverFullBody solver) {
for (int i = 0; i < childConstraints.Length; i++) {
childConstraints[i].Solve(solver);
}
}
/*
* Solve simple linear constraint
* */
private void SolveLinearConstraint(IKSolver.Node node1, IKSolver.Node node2, float crossFade, float distance) {
Vector3 dir = node2.solverPosition - node1.solverPosition;
float mag = dir.magnitude;
if (distance == mag) return;
if (mag == 0f) return;
Vector3 offset = dir * (1f - distance / mag);
node1.solverPosition += offset * crossFade;
node2.solverPosition -= offset * (1f - crossFade);
}
/*
* FABRIK Forward reach
* */
public void ForwardReach(Vector3 position) {
// Lerp last node's solverPosition to position
nodes[nodes.Length - 1].solverPosition = position;
for (int i = nodes.Length - 2; i > -1; i--) {
// Finding joint positions
nodes[i].solverPosition = SolveFABRIKJoint(nodes[i].solverPosition, nodes[i + 1].solverPosition, nodes[i].length);
}
}
/*
* FABRIK Backward reach
* */
private void BackwardReach(Vector3 position) {
// Solve forst node only if it already hasn't been solved in SolveConstraintSystems
if (rootLength > 0) position = SolveFABRIKJoint(nodes[0].solverPosition, position, rootLength);
nodes[0].solverPosition = position;
// Finding joint positions
for (int i = 1; i < nodes.Length; i++) {
nodes[i].solverPosition = SolveFABRIKJoint(nodes[i].solverPosition, nodes[i - 1].solverPosition, nodes[i - 1].length);
}
}
}
}