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

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// Maps a bone or a collection of bones to a node based %IK solver
/// </summary>
[System.Serializable]
public class IKMapping {
#region Main Interface
/// <summary>
/// Contains mapping information of a single bone
/// </summary>
[System.Serializable]
public class BoneMap {
/// <summary>
/// The transform.
/// </summary>
public Transform transform;
/// <summary>
/// The node in %IK Solver.
/// </summary>
//public IKSolver.Node node;
public int chainIndex = -1;
public int nodeIndex = -1;
public Vector3 defaultLocalPosition;
public Quaternion defaultLocalRotation;
public Vector3 localSwingAxis, localTwistAxis, planePosition, ikPosition;
public Quaternion defaultLocalTargetRotation;
private Quaternion maintainRotation;
public float length;
public Quaternion animatedRotation;
private Transform planeBone1, planeBone2, planeBone3;
private int plane1ChainIndex = -1;
private int plane1NodeIndex = -1;
private int plane2ChainIndex = -1;
private int plane2NodeIndex = -1;
private int plane3ChainIndex = -1;
private int plane3NodeIndex = -1;
//private IKSolver.Node planeNode1, planeNode2, planeNode3;
public void Initiate(Transform transform, IKSolverFullBody solver) {
this.transform = transform;
solver.GetChainAndNodeIndexes(transform, out chainIndex, out nodeIndex);
//IKSolver.Point point = solver.GetPoint(transform);
//this.node = point as IKSolver.Node;
}
/// <summary>
/// Gets the current swing direction of the bone in world space.
/// </summary>
public Vector3 swingDirection {
get {
return transform.rotation * localSwingAxis;
}
}
public void StoreDefaultLocalState() {
defaultLocalPosition = transform.localPosition;
defaultLocalRotation = transform.localRotation;
}
public void FixTransform(bool position) {
if (position) transform.localPosition = defaultLocalPosition;
transform.localRotation = defaultLocalRotation;
}
#region Reading
/*
* Does this bone have a node in the IK Solver?
* */
public bool isNodeBone {
get {
return nodeIndex != -1;
//return node != null;
}
}
/*
* Calculate length of the bone
* */
public void SetLength(BoneMap nextBone) {
length = Vector3.Distance(transform.position, nextBone.transform.position);
}
/*
* Sets the direction to the swing target in local space
* */
public void SetLocalSwingAxis(BoneMap swingTarget) {
SetLocalSwingAxis(swingTarget, this);
}
/*
* Sets the direction to the swing target in local space
* */
public void SetLocalSwingAxis(BoneMap bone1, BoneMap bone2) {
localSwingAxis = Quaternion.Inverse(transform.rotation) * (bone1.transform.position - bone2.transform.position);
}
/*
* Sets the direction to the twist target in local space
* */
public void SetLocalTwistAxis(Vector3 twistDirection, Vector3 normalDirection) {
Vector3.OrthoNormalize(ref normalDirection, ref twistDirection);
localTwistAxis = Quaternion.Inverse(transform.rotation) * twistDirection;
}
/*
* Sets the 3 points defining a plane for this bone
* */
public void SetPlane(IKSolverFullBody solver, Transform planeBone1, Transform planeBone2, Transform planeBone3) {
this.planeBone1 = planeBone1;
this.planeBone2 = planeBone2;
this.planeBone3 = planeBone3;
solver.GetChainAndNodeIndexes(planeBone1, out plane1ChainIndex, out plane1NodeIndex);
solver.GetChainAndNodeIndexes(planeBone2, out plane2ChainIndex, out plane2NodeIndex);
solver.GetChainAndNodeIndexes(planeBone3, out plane3ChainIndex, out plane3NodeIndex);
//this.planeNode1 = planeNode1;
//this.planeNode2 = planeNode2;
//this.planeNode3 = planeNode3;
UpdatePlane(true, true);
}
/*
* Updates the 3 plane points
* */
public void UpdatePlane(bool rotation, bool position) {
Quaternion t = lastAnimatedTargetRotation;
if (rotation) defaultLocalTargetRotation = QuaTools.RotationToLocalSpace(transform.rotation, t);
if (position) planePosition = Quaternion.Inverse(t) * (transform.position - planeBone1.position);
}
/*
* Sets the virtual position for this bone
* */
public void SetIKPosition() {
ikPosition = transform.position;
}
/*
* Stores the current rotation for later use.
* */
public void MaintainRotation() {
maintainRotation = transform.rotation;
}
#endregion Reading
#region Writing
/*
* Moves the bone to its virtual position
* */
public void SetToIKPosition() {
transform.position = ikPosition;
}
/*
* Moves the bone to the solver position of it's node
* */
public void FixToNode(IKSolverFullBody solver, float weight, IKSolver.Node fixNode = null) {
if (fixNode == null) fixNode = solver.GetNode(chainIndex, nodeIndex);
if (weight >= 1f) {
transform.position = fixNode.solverPosition;
return;
}
transform.position = Vector3.Lerp(transform.position, fixNode.solverPosition, weight);
}
/*
* Gets the bone's position relative to it's 3 plane nodes
* */
public Vector3 GetPlanePosition(IKSolverFullBody solver) {
return solver.GetNode(plane1ChainIndex, plane1NodeIndex).solverPosition + (GetTargetRotation(solver) * planePosition);
//return planeNode1.solverPosition + (targetRotation * planePosition);
}
/*
* Positions the bone relative to it's 3 plane nodes
* */
public void PositionToPlane(IKSolverFullBody solver) {
transform.position = GetPlanePosition(solver);
}
/*
* Rotates the bone relative to it's 3 plane nodes
* */
public void RotateToPlane(IKSolverFullBody solver, float weight) {
Quaternion r = GetTargetRotation(solver) * defaultLocalTargetRotation;
if (weight >= 1f) {
transform.rotation = r;
return;
}
transform.rotation = Quaternion.Lerp(transform.rotation, r, weight);
}
/*
* Swings to the swing target
* */
public void Swing(Vector3 swingTarget, float weight) {
Swing(swingTarget, transform.position, weight);
}
/*
* Swings to a direction from pos2 to pos1
* */
public void Swing(Vector3 pos1, Vector3 pos2, float weight) {
Quaternion r = Quaternion.FromToRotation(transform.rotation * localSwingAxis, pos1 - pos2) * transform.rotation;
if (weight >= 1f) {
transform.rotation = r;
return;
}
transform.rotation = Quaternion.Lerp(transform.rotation, r, weight);
}
/*
* Twists to the twist target
* */
public void Twist(Vector3 twistDirection, Vector3 normalDirection, float weight) {
Vector3.OrthoNormalize(ref normalDirection, ref twistDirection);
Quaternion r = Quaternion.FromToRotation(transform.rotation * localTwistAxis, twistDirection) * transform.rotation;
if (weight >= 1f) {
transform.rotation = r;
return;
}
transform.rotation = Quaternion.Lerp(transform.rotation, r, weight);
}
/*
* Rotates back to the last animated local rotation
* */
public void RotateToMaintain(float weight) {
if (weight <= 0f) return;
transform.rotation = Quaternion.Lerp(transform.rotation, maintainRotation, weight);
}
/*
* Rotates to match the effector rotation
* */
public void RotateToEffector(IKSolverFullBody solver, float weight) {
if (!isNodeBone) return;
float w = weight * solver.GetNode(chainIndex, nodeIndex).effectorRotationWeight;
if (w <= 0f) return;
if (w >= 1f) {
transform.rotation = solver.GetNode(chainIndex, nodeIndex).solverRotation;
return;
}
transform.rotation = Quaternion.Lerp(transform.rotation, solver.GetNode(chainIndex, nodeIndex).solverRotation, w);
}
#endregion Writing
/*
* Rotation of plane nodes in the solver
* */
private Quaternion GetTargetRotation(IKSolverFullBody solver) {
Vector3 p1 = solver.GetNode(plane1ChainIndex, plane1NodeIndex).solverPosition;
Vector3 p2 = solver.GetNode(plane2ChainIndex, plane2NodeIndex).solverPosition;
Vector3 p3 = solver.GetNode(plane3ChainIndex, plane3NodeIndex).solverPosition;
if (p1 == p3) return Quaternion.identity;
return Quaternion.LookRotation(p2 - p1, p3 - p1);
//if (planeNode1.solverPosition == planeNode3.solverPosition) return Quaternion.identity;
//return Quaternion.LookRotation(planeNode2.solverPosition - planeNode1.solverPosition, planeNode3.solverPosition - planeNode1.solverPosition);
}
/*
* Rotation of plane nodes in the animation
* */
private Quaternion lastAnimatedTargetRotation {
get {
if (planeBone1.position == planeBone3.position) return Quaternion.identity;
return Quaternion.LookRotation(planeBone2.position - planeBone1.position, planeBone3.position - planeBone1.position);
}
}
}
/// <summary>
/// Determines whether this IKMapping is valid.
/// </summary>
public virtual bool IsValid(IKSolver solver, ref string message) {
return true;
}
#endregion Main Interface
public virtual void Initiate(IKSolverFullBody solver) {}
protected bool BoneIsValid(Transform bone, IKSolver solver, ref string message, Warning.Logger logger = null) {
if (bone == null) {
message = "IKMappingLimb contains a null reference.";
if (logger != null) logger(message);
return false;
}
if (solver.GetPoint(bone) == null) {
message = "IKMappingLimb is referencing to a bone '" + bone.name + "' that does not excist in the Node Chain.";
if (logger != null) logger(message);
return false;
}
return true;
}
/*
* Interpolates the joint position to match the bone's length
*/
protected Vector3 SolveFABRIKJoint(Vector3 pos1, Vector3 pos2, float length) {
return pos2 + (pos1 - pos2).normalized * length;
}
}
}