holopy3/Assets/Plugins/RootMotion/Shared Scripts/BipedReferences.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
using System;
namespace RootMotion {
/// <summary>
/// Contains references to bones common to all biped characters.
/// </summary>
[System.Serializable]
public class BipedReferences {
#region Main Interface
/// <summary>
/// The root transform is the parent of all the biped's bones and should be located at ground level.
/// </summary>
public Transform root;
/// <summary>
/// The pelvis (hip) bone.
/// </summary>
public Transform pelvis;
/// <summary>
/// The first bone of the left leg.
/// </summary>
public Transform leftThigh;
/// <summary>
/// The second bone of the left leg.
/// </summary>
public Transform leftCalf;
/// <summary>
/// The third bone of the left leg.
/// </summary>
public Transform leftFoot;
/// <summary>
/// The first bone of the right leg.
/// </summary>
public Transform rightThigh;
/// <summary>
/// The second bone of the right leg.
/// </summary>
public Transform rightCalf;
/// <summary>
/// The third bone of the right leg.
/// </summary>
public Transform rightFoot;
/// <summary>
/// The first bone of the left arm.
/// </summary>
public Transform leftUpperArm;
/// <summary>
/// The second bone of the left arm.
/// </summary>
public Transform leftForearm;
/// <summary>
/// The third bone of the left arm.
/// </summary>
public Transform leftHand;
/// <summary>
/// The first bone of the right arm.
/// </summary>
public Transform rightUpperArm;
/// <summary>
/// The second bone of the right arm.
/// </summary>
public Transform rightForearm;
/// <summary>
/// The third bone of the right arm.
/// </summary>
public Transform rightHand;
/// <summary>
/// The head.
/// </summary>
public Transform head;
/// <summary>
/// The spine hierarchy. Should not contain any bone deeper in the hierarchy than the arms (neck or head).
/// </summary>
public Transform[] spine = new Transform[0];
/// <summary>
/// The eyes.
/// </summary>
public Transform[] eyes = new Transform[0];
/// <summary>
/// Check for null references.
/// </summary>
public virtual bool isFilled {
get {
if (root == null) return false;
if (pelvis == null) return false;
if (leftThigh == null || leftCalf == null || leftFoot == null) return false;
if (rightThigh == null || rightCalf == null || rightFoot == null) return false;
if (leftUpperArm == null || leftForearm == null || leftHand == null) return false;
if (rightUpperArm == null || rightForearm == null || rightHand == null) return false;
foreach (Transform s in spine) if (s == null) return false;
foreach (Transform eye in eyes) if (eye == null) return false;
return true;
}
}
/// <summary>
/// Gets a value indicating whether this <see cref="BipedReferences"/> is empty.
/// </summary>
public bool isEmpty {
get {
return IsEmpty(true);
}
}
/// <summary>
/// Gets a value indicating whether this <see cref="BipedReferences"/> is empty. If includeRoot is false, returns true(is empty) even if root Transform has been assigned.
/// </summary>
public virtual bool IsEmpty(bool includeRoot) {
if (includeRoot && root != null) return false;
if (pelvis != null || head != null) return false;
if (leftThigh != null || leftCalf != null || leftFoot != null) return false;
if (rightThigh != null || rightCalf != null || rightFoot != null) return false;
if (leftUpperArm != null || leftForearm != null || leftHand != null) return false;
if (rightUpperArm != null || rightForearm != null || rightHand != null) return false;
foreach (Transform s in spine) if (s != null) return false;
foreach (Transform eye in eyes) if (eye != null) return false;
return true;
}
/// <summary>
/// Returns true if the References contain the specified Transform
/// </summary>
public virtual bool Contains(Transform t, bool ignoreRoot = false) {
if (!ignoreRoot && root == t) return true;
if (pelvis == t) return true;
if (leftThigh == t) return true;
if (leftCalf == t) return true;
if (leftFoot == t) return true;
if (rightThigh == t) return true;
if (rightCalf == t) return true;
if (rightFoot == t) return true;
if (leftUpperArm == t) return true;
if (leftForearm == t) return true;
if (leftHand == t) return true;
if (rightUpperArm == t) return true;
if (rightForearm == t) return true;
if (rightHand == t) return true;
if (head == t) return true;
foreach (Transform s in spine) if (s == t) return true;
foreach (Transform e in eyes) if (e == t) return true;
return false;
}
/// <summary>
/// Params for automatic biped recognition. (Using a struct here because I might need to add more parameters in the future).
/// </summary>
public struct AutoDetectParams {
/// <summary>
/// Should the immediate parent of the legs be included in the spine?.
/// </summary>
public bool legsParentInSpine;
public bool includeEyes;
public AutoDetectParams(bool legsParentInSpine, bool includeEyes) {
this.legsParentInSpine = legsParentInSpine;
this.includeEyes = includeEyes;
}
public static AutoDetectParams Default {
get {
return new AutoDetectParams(true, true);
}
}
}
/// <summary>
/// Automatically detects biped bones. Returns true if a valid biped has been referenced.
/// </summary>
public static bool AutoDetectReferences(ref BipedReferences references, Transform root, AutoDetectParams autoDetectParams) {
if (references == null) references = new BipedReferences();
references.root = root;
// If that failed try the Animator
var animator = root.GetComponent<Animator>();
if (animator != null && animator.isHuman) {
AssignHumanoidReferences(ref references, animator, autoDetectParams);
return true; // Assume humanoids are always valid
}
// Try with naming and hierarchy first
DetectReferencesByNaming(ref references, root, autoDetectParams);
Warning.logged = false;
if (!references.isFilled) {
Warning.Log("BipedReferences contains one or more missing Transforms.", root, true);
return false;
}
string message = "";
if (SetupError(references, ref message)) {
Warning.Log(message, references.root, true);
return false;
}
if (SetupWarning(references, ref message)) {
Warning.Log(message, references.root, true);
}
return true;
}
/// <summary>
/// Detects the references based on naming and hierarchy.
/// </summary>
public static void DetectReferencesByNaming(ref BipedReferences references, Transform root, AutoDetectParams autoDetectParams) {
if (references == null) references = new BipedReferences();
Transform[] children = root.GetComponentsInChildren<Transform>();
// Find limbs
DetectLimb(BipedNaming.BoneType.Arm, BipedNaming.BoneSide.Left, ref references.leftUpperArm, ref references.leftForearm, ref references.leftHand, children);
DetectLimb(BipedNaming.BoneType.Arm, BipedNaming.BoneSide.Right, ref references.rightUpperArm, ref references.rightForearm, ref references.rightHand, children);
DetectLimb(BipedNaming.BoneType.Leg, BipedNaming.BoneSide.Left, ref references.leftThigh, ref references.leftCalf, ref references.leftFoot, children);
DetectLimb(BipedNaming.BoneType.Leg, BipedNaming.BoneSide.Right, ref references.rightThigh, ref references.rightCalf, ref references.rightFoot, children);
// Find head bone
references.head = BipedNaming.GetBone(children, BipedNaming.BoneType.Head);
// Find Pelvis
references.pelvis = BipedNaming.GetNamingMatch(children, BipedNaming.pelvis);
// If pelvis is not an ancestor of a leg, it is not a valid pelvis
if (references.pelvis == null || !Hierarchy.IsAncestor(references.leftThigh, references.pelvis)) {
if (references.leftThigh != null) references.pelvis = references.leftThigh.parent;
}
// Find spine and head bones
if (references.leftUpperArm != null && references.rightUpperArm != null && references.pelvis != null && references.leftThigh != null) {
Transform neck = Hierarchy.GetFirstCommonAncestor(references.leftUpperArm, references.rightUpperArm);
if (neck != null) {
Transform[] inverseSpine = new Transform[1] { neck };
Hierarchy.AddAncestors(inverseSpine[0], references.pelvis, ref inverseSpine);
references.spine = new Transform[0];
for (int i = inverseSpine.Length - 1; i > -1; i--) {
if (AddBoneToSpine(inverseSpine[i], ref references, autoDetectParams)) {
Array.Resize(ref references.spine, references.spine.Length + 1);
references.spine[references.spine.Length - 1] = inverseSpine[i];
}
}
// Head
if (references.head == null) {
for (int i = 0; i < neck.childCount; i++) {
Transform child = neck.GetChild(i);
if (!Hierarchy.ContainsChild(child, references.leftUpperArm) && !Hierarchy.ContainsChild(child, references.rightUpperArm)) {
references.head = child;
break;
}
}
}
}
}
// Find eye bones
Transform[] eyes = BipedNaming.GetBonesOfType(BipedNaming.BoneType.Eye, children);
references.eyes = new Transform[0];
if (autoDetectParams.includeEyes) {
for (int i = 0; i < eyes.Length; i++) {
if (AddBoneToEyes(eyes[i], ref references, autoDetectParams)) {
Array.Resize(ref references.eyes, references.eyes.Length + 1);
references.eyes[references.eyes.Length - 1] = eyes[i];
}
}
}
}
/// <summary>
/// Fills in BipedReferences using Animator.GetBoneTransform().
/// </summary>
public static void AssignHumanoidReferences(ref BipedReferences references, Animator animator, AutoDetectParams autoDetectParams) {
if (references == null) references = new BipedReferences();
if (animator == null || !animator.isHuman) return;
references.spine = new Transform[0];
references.eyes = new Transform[0];
references.head = animator.GetBoneTransform(HumanBodyBones.Head);
references.leftThigh = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
references.leftCalf = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
references.leftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
references.rightThigh = animator.GetBoneTransform(HumanBodyBones.RightUpperLeg);
references.rightCalf = animator.GetBoneTransform(HumanBodyBones.RightLowerLeg);
references.rightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot);
references.leftUpperArm = animator.GetBoneTransform(HumanBodyBones.LeftUpperArm);
references.leftForearm = animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
references.leftHand = animator.GetBoneTransform(HumanBodyBones.LeftHand);
references.rightUpperArm = animator.GetBoneTransform(HumanBodyBones.RightUpperArm);
references.rightForearm = animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
references.rightHand = animator.GetBoneTransform(HumanBodyBones.RightHand);
references.pelvis = animator.GetBoneTransform(HumanBodyBones.Hips);
AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Spine));
AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Chest));
// Make sure the neck bone is not above the arms
if (references.leftUpperArm != null) {
if (!IsNeckBone(animator.GetBoneTransform(HumanBodyBones.Neck), references.leftUpperArm)) AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Neck));
}
if (autoDetectParams.includeEyes) {
AddBoneToHierarchy(ref references.eyes, animator.GetBoneTransform(HumanBodyBones.LeftEye));
AddBoneToHierarchy(ref references.eyes, animator.GetBoneTransform(HumanBodyBones.RightEye));
}
}
/// <summary>
/// Checks the setup for definite problems.
/// </summary>
public static bool SetupError(BipedReferences references, ref string errorMessage) {
if (!references.isFilled) {
errorMessage = "BipedReferences contains one or more missing Transforms.";
return true;
}
if (LimbError(references.leftThigh, references.leftCalf, references.leftFoot, ref errorMessage)) return true;
if (LimbError(references.rightThigh, references.rightCalf, references.rightFoot, ref errorMessage)) return true;
if (LimbError(references.leftUpperArm, references.leftForearm, references.leftHand, ref errorMessage)) return true;
if (LimbError(references.rightUpperArm, references.rightForearm, references.rightHand, ref errorMessage)) return true;
if (SpineError(references, ref errorMessage)) return true;
if (EyesError(references, ref errorMessage)) return true;
return false;
}
/// <summary>
/// Checks the setup for possible problems.
/// </summary>
public static bool SetupWarning(BipedReferences references, ref string warningMessage) {
if (LimbWarning(references.leftThigh, references.leftCalf, references.leftFoot, ref warningMessage)) return true;
if (LimbWarning(references.rightThigh, references.rightCalf, references.rightFoot, ref warningMessage)) return true;
if (LimbWarning(references.leftUpperArm, references.leftForearm, references.leftHand, ref warningMessage)) return true;
if (LimbWarning(references.rightUpperArm, references.rightForearm, references.rightHand, ref warningMessage)) return true;
if (SpineWarning(references, ref warningMessage)) return true;
if (EyesWarning(references, ref warningMessage)) return true;
if (RootHeightWarning(references, ref warningMessage)) return true;
if (FacingAxisWarning(references, ref warningMessage)) return true;
return false;
}
#endregion Main Interface
// Determines whether a Transform is above the arms
private static bool IsNeckBone(Transform bone, Transform leftUpperArm) {
if (leftUpperArm.parent != null && leftUpperArm.parent == bone) return false;
if (Hierarchy.IsAncestor(leftUpperArm, bone)) return false;
return true;
}
// Determines whether a bone is valid for being added into the eyes array
private static bool AddBoneToEyes(Transform bone, ref BipedReferences references, AutoDetectParams autoDetectParams) {
if (references.head != null) {
if (!Hierarchy.IsAncestor(bone, references.head)) return false;
}
if (bone.GetComponent<SkinnedMeshRenderer>() != null) return false;
return true;
}
// Determines whether a bone is valid for being added into the spine
private static bool AddBoneToSpine(Transform bone, ref BipedReferences references, AutoDetectParams autoDetectParams) {
if (bone == references.root) return false;
bool isLegsParent = bone == references.leftThigh.parent;
if (isLegsParent && !autoDetectParams.legsParentInSpine) return false;
if (references.pelvis != null) {
if (bone == references.pelvis) return false;
if (Hierarchy.IsAncestor(references.pelvis, bone)) return false;
}
return true;
}
// Tries to guess the limb bones based on naming
private static void DetectLimb(BipedNaming.BoneType boneType, BipedNaming.BoneSide boneSide, ref Transform firstBone, ref Transform secondBone, ref Transform lastBone, Transform[] transforms) {
Transform[] limb = BipedNaming.GetBonesOfTypeAndSide(boneType, boneSide, transforms);
if (limb.Length < 3) {
//Warning.Log("Unable to detect biped bones by bone names. Please manually assign bone references.", firstBone, true);
return;
}
// Standard biped characters
if (limb.Length == 3) {
firstBone = limb[0];
secondBone = limb[1];
lastBone = limb[2];
}
// For Bootcamp soldier type of characters with more than 3 limb bones
if (limb.Length > 3) {
firstBone = limb[0];
secondBone = limb[2];
lastBone = limb[limb.Length - 1];
}
}
// Adds transform to hierarchy if not null
private static void AddBoneToHierarchy(ref Transform[] bones, Transform transform) {
if (transform == null) return;
Array.Resize(ref bones, bones.Length + 1);
bones[bones.Length - 1] = transform;
}
// Check if the limb is properly set up
private static bool LimbError(Transform bone1, Transform bone2, Transform bone3, ref string errorMessage) {
if (bone1 == null) {
errorMessage = "Bone 1 of a BipedReferences limb is null.";
return true;
}
if (bone2 == null) {
errorMessage = "Bone 2 of a BipedReferences limb is null.";
return true;
}
if (bone3 == null) {
errorMessage = "Bone 3 of a BipedReferences limb is null.";
return true;
}
Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(new Transform[3] { bone1, bone2, bone3 });
if (duplicate != null) {
errorMessage = duplicate.name + " is represented multiple times in the same BipedReferences limb.";
return true;
}
if (bone2.position == bone1.position) {
errorMessage = "Second bone's position equals first bone's position in the biped's limb.";
return true;
}
if (bone3.position == bone2.position) {
errorMessage = "Third bone's position equals second bone's position in the biped's limb.";
return true;
}
if (!Hierarchy.HierarchyIsValid(new Transform[3] { bone1, bone2, bone3 })) {
errorMessage = "BipedReferences limb hierarchy is invalid. Bone transforms in a limb do not belong to the same ancestry. Please make sure the bones are parented to each other. " +
"Bones: " + bone1.name + ", " + bone2.name + ", " + bone3.name;
return true;
}
return false;
}
// Check if the limb is properly set up
private static bool LimbWarning(Transform bone1, Transform bone2, Transform bone3, ref string warningMessage) {
Vector3 cross = Vector3.Cross(bone2.position - bone1.position, bone3.position - bone1.position);
if (cross == Vector3.zero) {
warningMessage = "BipedReferences limb is completely stretched out in the initial pose. IK solver can not calculate the default bend plane for the limb. " +
"Please make sure you character's limbs are at least slightly bent in the initial pose. " +
"First bone: " + bone1.name + ", second bone: " + bone2.name + ".";
return true;
}
return false;
}
// Check if spine is properly set up
private static bool SpineError(BipedReferences references, ref string errorMessage) {
// No spine might be a valid setup in some cases
if (references.spine.Length == 0) return false;
for (int i = 0; i < references.spine.Length; i++) {
if (references.spine[i] == null) {
errorMessage = "BipedReferences spine bone at index " + i + " is null.";
return true;
}
}
Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(references.spine);
if (duplicate != null) {
errorMessage = duplicate.name + " is represented multiple times in BipedReferences spine.";
return true;
}
if (!Hierarchy.HierarchyIsValid(references.spine)) {
errorMessage = "BipedReferences spine hierarchy is invalid. Bone transforms in the spine do not belong to the same ancestry. Please make sure the bones are parented to each other.";
return true;
}
for (int i = 0; i < references.spine.Length; i++) {
bool matchesParentPosition = false;
if (i == 0 && references.spine[i].position == references.pelvis.position) matchesParentPosition = true;
if (i != 0 && references.spine.Length > 1 && references.spine[i].position == references.spine[i - 1].position) matchesParentPosition = true;
if (matchesParentPosition) {
errorMessage = "Biped's spine bone nr " + i + " position is the same as it's parent spine/pelvis bone's position. Please remove this bone from the spine.";
return true;
}
}
return false;
}
// Check if spine is properly set up
private static bool SpineWarning(BipedReferences references, ref string warningMessage) {
// Maybe need to add something here in the future
return false;
}
// Check if eyes are properly set up
private static bool EyesError(BipedReferences references, ref string errorMessage) {
// No eyes might be a valid setup
if (references.eyes.Length == 0) return false;
for (int i = 0; i < references.eyes.Length; i++) {
if (references.eyes[i] == null) {
errorMessage = "BipedReferences eye bone at index " + i + " is null.";
return true;
}
}
Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(references.eyes);
if (duplicate != null) {
errorMessage = duplicate.name + " is represented multiple times in BipedReferences eyes.";
return true;
}
return false;
}
// Check if eyes are properly set up
private static bool EyesWarning(BipedReferences references, ref string warningMessage) {
// Maybe need to add something here in the future
return false;
}
// Check if BipedIK transform position is at the character's feet
private static bool RootHeightWarning(BipedReferences references, ref string warningMessage) {
if (references.head == null) return false;
float headHeight = GetVerticalOffset(references.head.position, references.leftFoot.position, references.root.rotation);
float rootHeight = GetVerticalOffset(references.root.position, references.leftFoot.position, references.root.rotation);
if (rootHeight / headHeight > 0.2f) {
warningMessage = "Biped's root Transform's position should be at ground level relative to the character (at the character's feet not at it's pelvis).";
return true;
}
return false;
}
// Check if the character is facing the correct axis
private static bool FacingAxisWarning(BipedReferences references, ref string warningMessage) {
Vector3 handsLeftToRight = references.rightHand.position - references.leftHand.position;
Vector3 feetLeftToRight = references.rightFoot.position - references.leftFoot.position;
float dotHands = Vector3.Dot(handsLeftToRight.normalized, references.root.right);
float dotFeet = Vector3.Dot(feetLeftToRight.normalized, references.root.right);
if (dotHands < 0 || dotFeet < 0) {
warningMessage = "Biped does not seem to be facing it's forward axis. " +
"Please make sure that in the initial pose the character is facing towards the positive Z axis of the Biped root gameobject.";
return true;
}
return false;
}
// Gets vertical offset relative to a rotation
private static float GetVerticalOffset(Vector3 p1, Vector3 p2, Quaternion rotation) {
Vector3 v = Quaternion.Inverse(rotation) * (p1 - p2);
return v.y;
}
}
}