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

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// Maps a 3-segmented bone hierarchy to a node chain of an %IK Solver
/// </summary>
[System.Serializable]
public class IKMappingLimb: IKMapping {
#region Main Interface
/// <summary>
/// Limb Bone Map type
/// </summary>
[System.Serializable]
public enum BoneMapType {
Parent,
Bone1,
Bone2,
Bone3
}
/// <summary>
/// The optional parent bone (clavicle).
/// </summary>
public Transform parentBone;
/// <summary>
/// The first bone (upper arm or thigh).
/// </summary>
public Transform bone1;
/// <summary>
/// The second bone (forearm or calf).
/// </summary>
public Transform bone2;
/// <summary>
/// The third bone (hand or foot).
/// </summary>
public Transform bone3;
/// <summary>
/// The weight of maintaining the third bone's rotation as it was in the animation
/// </summary>
[Range(0f, 1f)]
public float maintainRotationWeight;
/// <summary>
/// The weight of mapping the limb to it's IK pose. This can be useful if you want to disable the effect of IK for the limb.
/// </summary>
[Range(0f, 1f)]
public float weight = 1f; // Added in 0.2
/// <summary>
/// Disable this to maintain original sampled rotations of the limb bones relative to each other.
/// </summary>
[System.NonSerializedAttribute] public bool updatePlaneRotations = true;
/// <summary>
/// Determines whether this IKMappingLimb is valid
/// </summary>
public override bool IsValid(IKSolver solver, ref string message) {
if (!base.IsValid(solver, ref message)) return false;
if (!BoneIsValid(bone1, solver, ref message)) return false;
if (!BoneIsValid(bone2, solver, ref message)) return false;
if (!BoneIsValid(bone3, solver, ref message)) return false;
return true;
}
/// <summary>
/// Gets the bone map of the specified bone.
/// </summary>
public BoneMap GetBoneMap(BoneMapType boneMap) {
switch(boneMap) {
case BoneMapType.Parent:
if (parentBone == null) Warning.Log("This limb does not have a parent (shoulder) bone", bone1);
return boneMapParent;
case BoneMapType.Bone1: return boneMap1;
case BoneMapType.Bone2: return boneMap2;
default: return boneMap3;
}
}
/// <summary>
/// Makes the limb mapped to the specific local directions of the bones. Added in 0.3
/// </summary>
public void SetLimbOrientation(Vector3 upper, Vector3 lower) {
boneMap1.defaultLocalTargetRotation = Quaternion.Inverse(Quaternion.Inverse(bone1.rotation) * Quaternion.LookRotation(bone2.position - bone1.position, bone1.rotation * -upper));
boneMap2.defaultLocalTargetRotation = Quaternion.Inverse(Quaternion.Inverse(bone2.rotation) * Quaternion.LookRotation(bone3.position - bone2.position, bone2.rotation * -lower));
}
#endregion Main Interface
private BoneMap boneMapParent = new BoneMap(), boneMap1 = new BoneMap(), boneMap2 = new BoneMap(), boneMap3 = new BoneMap();
public IKMappingLimb() {}
public IKMappingLimb(Transform bone1, Transform bone2, Transform bone3, Transform parentBone = null) {
SetBones(bone1, bone2, bone3, parentBone);
}
public void SetBones(Transform bone1, Transform bone2, Transform bone3, Transform parentBone = null) {
this.bone1 = bone1;
this.bone2 = bone2;
this.bone3 = bone3;
this.parentBone = parentBone;
}
public void StoreDefaultLocalState() {
if (parentBone != null) boneMapParent.StoreDefaultLocalState();
boneMap1.StoreDefaultLocalState();
boneMap2.StoreDefaultLocalState();
boneMap3.StoreDefaultLocalState();
}
public void FixTransforms() {
if (parentBone != null) boneMapParent.FixTransform(false);
boneMap1.FixTransform(true);
boneMap2.FixTransform(false);
boneMap3.FixTransform(false);
}
/*
* Initiating and setting defaults
* */
public override void Initiate(IKSolverFullBody solver) {
if (boneMapParent == null) boneMapParent = new BoneMap();
if (boneMap1 == null) boneMap1 = new BoneMap();
if (boneMap2 == null) boneMap2 = new BoneMap();
if (boneMap3 == null) boneMap3 = new BoneMap();
// Finding the nodes
if (parentBone != null) boneMapParent.Initiate(parentBone, solver);
boneMap1.Initiate(bone1, solver);
boneMap2.Initiate(bone2, solver);
boneMap3.Initiate(bone3, solver);
// Define plane points for the bone maps
boneMap1.SetPlane(solver, boneMap1.transform, boneMap2.transform, boneMap3.transform);
boneMap2.SetPlane(solver, boneMap2.transform, boneMap3.transform, boneMap1.transform);
// Find the swing axis for the parent bone
if (parentBone != null) boneMapParent.SetLocalSwingAxis(boneMap1);
}
/*
* Presolving the bones and maintaining rotation
* */
public void ReadPose() {
boneMap1.UpdatePlane(updatePlaneRotations, true);
boneMap2.UpdatePlane(updatePlaneRotations, false);
// Clamping weights
weight = Mathf.Clamp(weight, 0f, 1f);
// Define plane points for the bone maps
boneMap3.MaintainRotation();
}
public void WritePose(IKSolverFullBody solver, bool fullBody) {
if (weight <= 0f) return;
// Swing the parent bone to look at the first node's position
if (fullBody) {
if (parentBone != null) {
boneMapParent.Swing(solver.GetNode(boneMap1.chainIndex, boneMap1.nodeIndex).solverPosition, weight);
//boneMapParent.Swing(boneMap1.node.solverPosition, weight);
}
// Fix the first bone to it's node
boneMap1.FixToNode(solver, weight);
}
// Rotate the 2 first bones to the plane points
boneMap1.RotateToPlane(solver, weight);
boneMap2.RotateToPlane(solver, weight);
// Rotate the third bone to the rotation it had before solving
boneMap3.RotateToMaintain(maintainRotationWeight * weight * solver.IKPositionWeight);
// Rotate the third bone to the effector rotation
boneMap3.RotateToEffector(solver, weight);
}
}
}