597 lines
22 KiB
C#
597 lines
22 KiB
C#
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using UnityEngine;
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using System.Collections;
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using System;
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namespace RootMotion {
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/// <summary>
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/// Contains references to bones common to all biped characters.
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/// </summary>
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[System.Serializable]
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public class BipedReferences {
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#region Main Interface
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/// <summary>
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/// The root transform is the parent of all the biped's bones and should be located at ground level.
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/// </summary>
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public Transform root;
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/// <summary>
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/// The pelvis (hip) bone.
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/// </summary>
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public Transform pelvis;
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/// <summary>
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/// The first bone of the left leg.
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/// </summary>
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public Transform leftThigh;
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/// <summary>
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/// The second bone of the left leg.
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/// </summary>
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public Transform leftCalf;
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/// <summary>
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/// The third bone of the left leg.
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/// </summary>
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public Transform leftFoot;
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/// <summary>
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/// The first bone of the right leg.
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/// </summary>
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public Transform rightThigh;
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/// <summary>
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/// The second bone of the right leg.
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/// </summary>
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public Transform rightCalf;
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/// <summary>
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/// The third bone of the right leg.
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/// </summary>
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public Transform rightFoot;
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/// <summary>
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/// The first bone of the left arm.
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/// </summary>
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public Transform leftUpperArm;
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/// <summary>
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/// The second bone of the left arm.
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/// </summary>
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public Transform leftForearm;
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/// <summary>
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/// The third bone of the left arm.
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/// </summary>
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public Transform leftHand;
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/// <summary>
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/// The first bone of the right arm.
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/// </summary>
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public Transform rightUpperArm;
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/// <summary>
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/// The second bone of the right arm.
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/// </summary>
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public Transform rightForearm;
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/// <summary>
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/// The third bone of the right arm.
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/// </summary>
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public Transform rightHand;
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/// <summary>
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/// The head.
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/// </summary>
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public Transform head;
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/// <summary>
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/// The spine hierarchy. Should not contain any bone deeper in the hierarchy than the arms (neck or head).
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/// </summary>
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public Transform[] spine = new Transform[0];
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/// <summary>
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/// The eyes.
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/// </summary>
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public Transform[] eyes = new Transform[0];
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/// <summary>
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/// Check for null references.
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/// </summary>
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public virtual bool isFilled {
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get {
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if (root == null) return false;
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if (pelvis == null) return false;
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if (leftThigh == null || leftCalf == null || leftFoot == null) return false;
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if (rightThigh == null || rightCalf == null || rightFoot == null) return false;
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if (leftUpperArm == null || leftForearm == null || leftHand == null) return false;
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if (rightUpperArm == null || rightForearm == null || rightHand == null) return false;
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foreach (Transform s in spine) if (s == null) return false;
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foreach (Transform eye in eyes) if (eye == null) return false;
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return true;
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}
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}
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/// <summary>
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/// Gets a value indicating whether this <see cref="BipedReferences"/> is empty.
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/// </summary>
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public bool isEmpty {
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get {
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return IsEmpty(true);
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}
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}
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/// <summary>
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/// 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.
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/// </summary>
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public virtual bool IsEmpty(bool includeRoot) {
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if (includeRoot && root != null) return false;
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if (pelvis != null || head != null) return false;
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if (leftThigh != null || leftCalf != null || leftFoot != null) return false;
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if (rightThigh != null || rightCalf != null || rightFoot != null) return false;
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if (leftUpperArm != null || leftForearm != null || leftHand != null) return false;
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if (rightUpperArm != null || rightForearm != null || rightHand != null) return false;
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foreach (Transform s in spine) if (s != null) return false;
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foreach (Transform eye in eyes) if (eye != null) return false;
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return true;
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}
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/// <summary>
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/// Returns true if the References contain the specified Transform
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/// </summary>
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public virtual bool Contains(Transform t, bool ignoreRoot = false) {
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if (!ignoreRoot && root == t) return true;
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if (pelvis == t) return true;
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if (leftThigh == t) return true;
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if (leftCalf == t) return true;
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if (leftFoot == t) return true;
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if (rightThigh == t) return true;
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if (rightCalf == t) return true;
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if (rightFoot == t) return true;
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if (leftUpperArm == t) return true;
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if (leftForearm == t) return true;
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if (leftHand == t) return true;
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if (rightUpperArm == t) return true;
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if (rightForearm == t) return true;
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if (rightHand == t) return true;
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if (head == t) return true;
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foreach (Transform s in spine) if (s == t) return true;
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foreach (Transform e in eyes) if (e == t) return true;
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return false;
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}
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/// <summary>
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/// Params for automatic biped recognition. (Using a struct here because I might need to add more parameters in the future).
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/// </summary>
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public struct AutoDetectParams {
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/// <summary>
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/// Should the immediate parent of the legs be included in the spine?.
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/// </summary>
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public bool legsParentInSpine;
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public bool includeEyes;
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public AutoDetectParams(bool legsParentInSpine, bool includeEyes) {
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this.legsParentInSpine = legsParentInSpine;
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this.includeEyes = includeEyes;
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}
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public static AutoDetectParams Default {
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get {
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return new AutoDetectParams(true, true);
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}
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}
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}
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/// <summary>
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/// Automatically detects biped bones. Returns true if a valid biped has been referenced.
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/// </summary>
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public static bool AutoDetectReferences(ref BipedReferences references, Transform root, AutoDetectParams autoDetectParams) {
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if (references == null) references = new BipedReferences();
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references.root = root;
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// If that failed try the Animator
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var animator = root.GetComponent<Animator>();
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if (animator != null && animator.isHuman) {
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AssignHumanoidReferences(ref references, animator, autoDetectParams);
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return true; // Assume humanoids are always valid
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}
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// Try with naming and hierarchy first
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DetectReferencesByNaming(ref references, root, autoDetectParams);
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Warning.logged = false;
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if (!references.isFilled) {
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Warning.Log("BipedReferences contains one or more missing Transforms.", root, true);
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return false;
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}
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string message = "";
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if (SetupError(references, ref message)) {
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Warning.Log(message, references.root, true);
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return false;
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}
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if (SetupWarning(references, ref message)) {
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Warning.Log(message, references.root, true);
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}
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return true;
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}
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/// <summary>
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/// Detects the references based on naming and hierarchy.
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/// </summary>
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public static void DetectReferencesByNaming(ref BipedReferences references, Transform root, AutoDetectParams autoDetectParams) {
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if (references == null) references = new BipedReferences();
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Transform[] children = root.GetComponentsInChildren<Transform>();
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// Find limbs
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DetectLimb(BipedNaming.BoneType.Arm, BipedNaming.BoneSide.Left, ref references.leftUpperArm, ref references.leftForearm, ref references.leftHand, children);
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DetectLimb(BipedNaming.BoneType.Arm, BipedNaming.BoneSide.Right, ref references.rightUpperArm, ref references.rightForearm, ref references.rightHand, children);
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DetectLimb(BipedNaming.BoneType.Leg, BipedNaming.BoneSide.Left, ref references.leftThigh, ref references.leftCalf, ref references.leftFoot, children);
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DetectLimb(BipedNaming.BoneType.Leg, BipedNaming.BoneSide.Right, ref references.rightThigh, ref references.rightCalf, ref references.rightFoot, children);
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// Find head bone
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references.head = BipedNaming.GetBone(children, BipedNaming.BoneType.Head);
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// Find Pelvis
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references.pelvis = BipedNaming.GetNamingMatch(children, BipedNaming.pelvis);
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// If pelvis is not an ancestor of a leg, it is not a valid pelvis
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if (references.pelvis == null || !Hierarchy.IsAncestor(references.leftThigh, references.pelvis)) {
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if (references.leftThigh != null) references.pelvis = references.leftThigh.parent;
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}
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// Find spine and head bones
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if (references.leftUpperArm != null && references.rightUpperArm != null && references.pelvis != null && references.leftThigh != null) {
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Transform neck = Hierarchy.GetFirstCommonAncestor(references.leftUpperArm, references.rightUpperArm);
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if (neck != null) {
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Transform[] inverseSpine = new Transform[1] { neck };
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Hierarchy.AddAncestors(inverseSpine[0], references.pelvis, ref inverseSpine);
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references.spine = new Transform[0];
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for (int i = inverseSpine.Length - 1; i > -1; i--) {
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if (AddBoneToSpine(inverseSpine[i], ref references, autoDetectParams)) {
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Array.Resize(ref references.spine, references.spine.Length + 1);
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references.spine[references.spine.Length - 1] = inverseSpine[i];
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}
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}
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// Head
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if (references.head == null) {
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for (int i = 0; i < neck.childCount; i++) {
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Transform child = neck.GetChild(i);
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if (!Hierarchy.ContainsChild(child, references.leftUpperArm) && !Hierarchy.ContainsChild(child, references.rightUpperArm)) {
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references.head = child;
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break;
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}
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}
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}
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}
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}
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// Find eye bones
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Transform[] eyes = BipedNaming.GetBonesOfType(BipedNaming.BoneType.Eye, children);
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references.eyes = new Transform[0];
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if (autoDetectParams.includeEyes) {
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for (int i = 0; i < eyes.Length; i++) {
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if (AddBoneToEyes(eyes[i], ref references, autoDetectParams)) {
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Array.Resize(ref references.eyes, references.eyes.Length + 1);
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references.eyes[references.eyes.Length - 1] = eyes[i];
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}
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}
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}
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}
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/// <summary>
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/// Fills in BipedReferences using Animator.GetBoneTransform().
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/// </summary>
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public static void AssignHumanoidReferences(ref BipedReferences references, Animator animator, AutoDetectParams autoDetectParams) {
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if (references == null) references = new BipedReferences();
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if (animator == null || !animator.isHuman) return;
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references.spine = new Transform[0];
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references.eyes = new Transform[0];
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references.head = animator.GetBoneTransform(HumanBodyBones.Head);
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references.leftThigh = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
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references.leftCalf = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
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references.leftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
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references.rightThigh = animator.GetBoneTransform(HumanBodyBones.RightUpperLeg);
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references.rightCalf = animator.GetBoneTransform(HumanBodyBones.RightLowerLeg);
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references.rightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot);
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references.leftUpperArm = animator.GetBoneTransform(HumanBodyBones.LeftUpperArm);
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references.leftForearm = animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
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references.leftHand = animator.GetBoneTransform(HumanBodyBones.LeftHand);
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references.rightUpperArm = animator.GetBoneTransform(HumanBodyBones.RightUpperArm);
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references.rightForearm = animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
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references.rightHand = animator.GetBoneTransform(HumanBodyBones.RightHand);
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references.pelvis = animator.GetBoneTransform(HumanBodyBones.Hips);
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AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Spine));
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AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Chest));
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// Make sure the neck bone is not above the arms
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if (references.leftUpperArm != null) {
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if (!IsNeckBone(animator.GetBoneTransform(HumanBodyBones.Neck), references.leftUpperArm)) AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Neck));
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}
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if (autoDetectParams.includeEyes) {
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AddBoneToHierarchy(ref references.eyes, animator.GetBoneTransform(HumanBodyBones.LeftEye));
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AddBoneToHierarchy(ref references.eyes, animator.GetBoneTransform(HumanBodyBones.RightEye));
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}
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}
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/// <summary>
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/// Checks the setup for definite problems.
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/// </summary>
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public static bool SetupError(BipedReferences references, ref string errorMessage) {
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if (!references.isFilled) {
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errorMessage = "BipedReferences contains one or more missing Transforms.";
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return true;
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}
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if (LimbError(references.leftThigh, references.leftCalf, references.leftFoot, ref errorMessage)) return true;
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if (LimbError(references.rightThigh, references.rightCalf, references.rightFoot, ref errorMessage)) return true;
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if (LimbError(references.leftUpperArm, references.leftForearm, references.leftHand, ref errorMessage)) return true;
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if (LimbError(references.rightUpperArm, references.rightForearm, references.rightHand, ref errorMessage)) return true;
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if (SpineError(references, ref errorMessage)) return true;
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if (EyesError(references, ref errorMessage)) return true;
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return false;
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}
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/// <summary>
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/// Checks the setup for possible problems.
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/// </summary>
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public static bool SetupWarning(BipedReferences references, ref string warningMessage) {
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if (LimbWarning(references.leftThigh, references.leftCalf, references.leftFoot, ref warningMessage)) return true;
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if (LimbWarning(references.rightThigh, references.rightCalf, references.rightFoot, ref warningMessage)) return true;
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if (LimbWarning(references.leftUpperArm, references.leftForearm, references.leftHand, ref warningMessage)) return true;
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if (LimbWarning(references.rightUpperArm, references.rightForearm, references.rightHand, ref warningMessage)) return true;
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if (SpineWarning(references, ref warningMessage)) return true;
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if (EyesWarning(references, ref warningMessage)) return true;
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if (RootHeightWarning(references, ref warningMessage)) return true;
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if (FacingAxisWarning(references, ref warningMessage)) return true;
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return false;
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}
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#endregion Main Interface
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// Determines whether a Transform is above the arms
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private static bool IsNeckBone(Transform bone, Transform leftUpperArm) {
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if (leftUpperArm.parent != null && leftUpperArm.parent == bone) return false;
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if (Hierarchy.IsAncestor(leftUpperArm, bone)) return false;
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return true;
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}
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// Determines whether a bone is valid for being added into the eyes array
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private static bool AddBoneToEyes(Transform bone, ref BipedReferences references, AutoDetectParams autoDetectParams) {
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if (references.head != null) {
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if (!Hierarchy.IsAncestor(bone, references.head)) return false;
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}
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if (bone.GetComponent<SkinnedMeshRenderer>() != null) return false;
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return true;
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}
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// Determines whether a bone is valid for being added into the spine
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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;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|