360 lines
11 KiB
C#
360 lines
11 KiB
C#
|
using UnityEngine;
|
||
|
using System.Collections;
|
||
|
using System;
|
||
|
|
||
|
namespace RootMotion.FinalIK {
|
||
|
|
||
|
/// <summary>
|
||
|
/// Forward and Backward Reaching Inverse Kinematics solver.
|
||
|
///
|
||
|
/// This class is based on the "FABRIK: A fast, iterative solver for the inverse kinematics problem." paper by Aristidou, A., Lasenby, J.
|
||
|
/// </summary>
|
||
|
[System.Serializable]
|
||
|
public class IKSolverFABRIK : IKSolverHeuristic {
|
||
|
|
||
|
#region Main Interface
|
||
|
|
||
|
/// <summary>
|
||
|
/// Solving stage 1 of the %FABRIK algorithm.
|
||
|
/// </summary>
|
||
|
public void SolveForward(Vector3 position) {
|
||
|
if (!initiated) {
|
||
|
if (!Warning.logged) LogWarning("Trying to solve uninitiated FABRIK chain.");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
OnPreSolve();
|
||
|
|
||
|
ForwardReach(position);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Solving stage 2 of the %FABRIK algorithm.
|
||
|
/// </summary>
|
||
|
public void SolveBackward(Vector3 position) {
|
||
|
if (!initiated) {
|
||
|
if (!Warning.logged) LogWarning("Trying to solve uninitiated FABRIK chain.");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
BackwardReach(position);
|
||
|
|
||
|
OnPostSolve();
|
||
|
}
|
||
|
|
||
|
public override Vector3 GetIKPosition() {
|
||
|
if (target != null) return target.position;
|
||
|
return IKPosition;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called before each iteration of the solver.
|
||
|
/// </summary>
|
||
|
public IterationDelegate OnPreIteration;
|
||
|
|
||
|
#endregion Main Interface
|
||
|
|
||
|
private bool[] limitedBones = new bool[0];
|
||
|
private Vector3[] solverLocalPositions = new Vector3[0];
|
||
|
|
||
|
protected override void OnInitiate() {
|
||
|
if (firstInitiation || !Application.isPlaying) IKPosition = bones[bones.Length - 1].transform.position;
|
||
|
|
||
|
for (int i = 0; i < bones.Length; i++) {
|
||
|
bones[i].solverPosition = bones[i].transform.position;
|
||
|
bones[i].solverRotation = bones[i].transform.rotation;
|
||
|
}
|
||
|
|
||
|
limitedBones = new bool[bones.Length];
|
||
|
solverLocalPositions = new Vector3[bones.Length];
|
||
|
|
||
|
InitiateBones();
|
||
|
|
||
|
for (int i = 0; i < bones.Length; i++) {
|
||
|
solverLocalPositions[i] = Quaternion.Inverse(GetParentSolverRotation(i)) * (bones[i].transform.position - GetParentSolverPosition(i));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected override void OnUpdate() {
|
||
|
if (IKPositionWeight <= 0) return;
|
||
|
IKPositionWeight = Mathf.Clamp(IKPositionWeight, 0f, 1f);
|
||
|
|
||
|
OnPreSolve();
|
||
|
|
||
|
if (target != null) IKPosition = target.position;
|
||
|
if (XY) IKPosition.z = bones[0].transform.position.z;
|
||
|
|
||
|
Vector3 singularityOffset = maxIterations > 1? GetSingularityOffset(): Vector3.zero;
|
||
|
|
||
|
// Iterating the solver
|
||
|
for (int i = 0; i < maxIterations; i++) {
|
||
|
// Optimizations
|
||
|
if (singularityOffset == Vector3.zero && i >= 1 && tolerance > 0 && positionOffset < tolerance * tolerance) break;
|
||
|
lastLocalDirection = localDirection;
|
||
|
|
||
|
if (OnPreIteration != null) OnPreIteration(i);
|
||
|
|
||
|
Solve(IKPosition + (i == 0? singularityOffset: Vector3.zero));
|
||
|
}
|
||
|
|
||
|
OnPostSolve();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* If true, the solver will work with 0 length bones
|
||
|
* */
|
||
|
protected override bool boneLengthCanBeZero { get { return false; }} // Returning false here also ensures that the bone lengths will be calculated
|
||
|
|
||
|
/*
|
||
|
* Interpolates the joint position to match the bone's length
|
||
|
*/
|
||
|
private Vector3 SolveJoint(Vector3 pos1, Vector3 pos2, float length) {
|
||
|
if (XY) pos1.z = pos2.z;
|
||
|
|
||
|
return pos2 + (pos1 - pos2).normalized * length;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Check if bones have moved from last solved positions
|
||
|
* */
|
||
|
private void OnPreSolve() {
|
||
|
chainLength = 0;
|
||
|
|
||
|
for (int i = 0; i < bones.Length; i++) {
|
||
|
bones[i].solverPosition = bones[i].transform.position;
|
||
|
bones[i].solverRotation = bones[i].transform.rotation;
|
||
|
|
||
|
if (i < bones.Length - 1) {
|
||
|
bones[i].length = (bones[i].transform.position - bones[i + 1].transform.position).magnitude;
|
||
|
bones[i].axis = Quaternion.Inverse(bones[i].transform.rotation) * (bones[i + 1].transform.position - bones[i].transform.position);
|
||
|
|
||
|
chainLength += bones[i].length;
|
||
|
}
|
||
|
|
||
|
if (useRotationLimits) solverLocalPositions[i] = Quaternion.Inverse(GetParentSolverRotation(i)) * (bones[i].transform.position - GetParentSolverPosition(i));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* After solving the chain
|
||
|
* */
|
||
|
private void OnPostSolve() {
|
||
|
// Rotating bones to match the solver positions
|
||
|
if (!useRotationLimits) MapToSolverPositions();
|
||
|
else MapToSolverPositionsLimited();
|
||
|
|
||
|
lastLocalDirection = localDirection;
|
||
|
}
|
||
|
|
||
|
private void Solve(Vector3 targetPosition) {
|
||
|
// Forward reaching
|
||
|
ForwardReach(targetPosition);
|
||
|
|
||
|
// Backward reaching
|
||
|
BackwardReach(bones[0].transform.position);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Stage 1 of FABRIK algorithm
|
||
|
* */
|
||
|
private void ForwardReach(Vector3 position) {
|
||
|
// Lerp last bone's solverPosition to position
|
||
|
bones[bones.Length - 1].solverPosition = Vector3.Lerp(bones[bones.Length - 1].solverPosition, position, IKPositionWeight);
|
||
|
|
||
|
for (int i = 0; i < limitedBones.Length; i++) limitedBones[i] = false;
|
||
|
|
||
|
for (int i = bones.Length - 2; i > -1; i--) {
|
||
|
// Finding joint positions
|
||
|
bones[i].solverPosition = SolveJoint(bones[i].solverPosition, bones[i + 1].solverPosition, bones[i].length);
|
||
|
|
||
|
// Limiting bone rotation forward
|
||
|
LimitForward(i, i + 1);
|
||
|
}
|
||
|
|
||
|
// Limiting the first bone's rotation
|
||
|
LimitForward(0, 0);
|
||
|
}
|
||
|
|
||
|
private void SolverMove(int index, Vector3 offset) {
|
||
|
for (int i = index; i < bones.Length; i++) {
|
||
|
bones[i].solverPosition += offset;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void SolverRotate(int index, Quaternion rotation, bool recursive) {
|
||
|
for (int i = index; i < bones.Length; i++) {
|
||
|
bones[i].solverRotation = rotation * bones[i].solverRotation;
|
||
|
|
||
|
if (!recursive) return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void SolverRotateChildren(int index, Quaternion rotation) {
|
||
|
for (int i = index + 1; i < bones.Length; i++) {
|
||
|
bones[i].solverRotation = rotation * bones[i].solverRotation;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void SolverMoveChildrenAroundPoint(int index, Quaternion rotation) {
|
||
|
for (int i = index + 1; i < bones.Length; i++) {
|
||
|
Vector3 dir = bones[i].solverPosition - bones[index].solverPosition;
|
||
|
bones[i].solverPosition = bones[index].solverPosition + rotation * dir;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private Quaternion GetParentSolverRotation(int index) {
|
||
|
if (index > 0) return bones[index - 1].solverRotation;
|
||
|
if (bones[0].transform.parent == null) return Quaternion.identity;
|
||
|
return bones[0].transform.parent.rotation;
|
||
|
}
|
||
|
|
||
|
private Vector3 GetParentSolverPosition(int index) {
|
||
|
if (index > 0) return bones[index - 1].solverPosition;
|
||
|
if (bones[0].transform.parent == null) return Vector3.zero;
|
||
|
return bones[0].transform.parent.position;
|
||
|
}
|
||
|
|
||
|
private Quaternion GetLimitedRotation(int index, Quaternion q, out bool changed) {
|
||
|
changed = false;
|
||
|
|
||
|
Quaternion parentRotation = GetParentSolverRotation(index);
|
||
|
Quaternion localRotation = Quaternion.Inverse(parentRotation) * q;
|
||
|
|
||
|
Quaternion limitedLocalRotation = bones[index].rotationLimit.GetLimitedLocalRotation(localRotation, out changed);
|
||
|
|
||
|
if (!changed) return q;
|
||
|
|
||
|
return parentRotation * limitedLocalRotation;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Applying rotation limit to a bone in stage 1 in a more stable way
|
||
|
* */
|
||
|
private void LimitForward(int rotateBone, int limitBone) {
|
||
|
if (!useRotationLimits) return;
|
||
|
if (bones[limitBone].rotationLimit == null) return;
|
||
|
|
||
|
// Storing last bone's position before applying the limit
|
||
|
Vector3 lastBoneBeforeLimit = bones[bones.Length - 1].solverPosition;
|
||
|
|
||
|
// Moving and rotating this bone and all its children to their solver positions
|
||
|
for (int i = rotateBone; i < bones.Length - 1; i++) {
|
||
|
if (limitedBones[i]) break;
|
||
|
|
||
|
Quaternion fromTo = Quaternion.FromToRotation(bones[i].solverRotation * bones[i].axis, bones[i + 1].solverPosition - bones[i].solverPosition);
|
||
|
SolverRotate(i, fromTo, false);
|
||
|
}
|
||
|
|
||
|
// Limit the bone's rotation
|
||
|
bool changed = false;
|
||
|
Quaternion afterLimit = GetLimitedRotation(limitBone, bones[limitBone].solverRotation, out changed);
|
||
|
|
||
|
if (changed) {
|
||
|
// Rotating and positioning the hierarchy so that the last bone's position is maintained
|
||
|
if (limitBone < bones.Length - 1) {
|
||
|
Quaternion change = QuaTools.FromToRotation(bones[limitBone].solverRotation, afterLimit);
|
||
|
bones[limitBone].solverRotation = afterLimit;
|
||
|
SolverRotateChildren(limitBone, change);
|
||
|
SolverMoveChildrenAroundPoint(limitBone, change);
|
||
|
|
||
|
// Rotating to compensate for the limit
|
||
|
Quaternion fromTo = Quaternion.FromToRotation(bones[bones.Length - 1].solverPosition - bones[rotateBone].solverPosition, lastBoneBeforeLimit - bones[rotateBone].solverPosition);
|
||
|
|
||
|
SolverRotate(rotateBone, fromTo, true);
|
||
|
SolverMoveChildrenAroundPoint(rotateBone, fromTo);
|
||
|
|
||
|
// Moving the bone so that last bone maintains it's initial position
|
||
|
SolverMove(rotateBone, lastBoneBeforeLimit - bones[bones.Length - 1].solverPosition);
|
||
|
} else {
|
||
|
// last bone
|
||
|
bones[limitBone].solverRotation = afterLimit;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
limitedBones[limitBone] = true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Stage 2 of FABRIK algorithm
|
||
|
* */
|
||
|
private void BackwardReach(Vector3 position) {
|
||
|
if (useRotationLimits) BackwardReachLimited(position);
|
||
|
else BackwardReachUnlimited(position);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Stage 2 of FABRIK algorithm without rotation limits
|
||
|
* */
|
||
|
private void BackwardReachUnlimited(Vector3 position) {
|
||
|
// Move first bone to position
|
||
|
bones[0].solverPosition = position;
|
||
|
|
||
|
// Finding joint positions
|
||
|
for (int i = 1; i < bones.Length; i++) {
|
||
|
bones[i].solverPosition = SolveJoint(bones[i].solverPosition, bones[i - 1].solverPosition, bones[i - 1].length);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Stage 2 of FABRIK algorithm with limited rotations
|
||
|
* */
|
||
|
private void BackwardReachLimited(Vector3 position) {
|
||
|
// Move first bone to position
|
||
|
bones[0].solverPosition = position;
|
||
|
|
||
|
// Applying rotation limits bone by bone
|
||
|
for (int i = 0; i < bones.Length - 1; i++) {
|
||
|
// Rotating bone to look at the solved joint position
|
||
|
Vector3 nextPosition = SolveJoint(bones[i + 1].solverPosition, bones[i].solverPosition, bones[i].length);
|
||
|
|
||
|
Quaternion swing = Quaternion.FromToRotation(bones[i].solverRotation * bones[i].axis, nextPosition - bones[i].solverPosition);
|
||
|
Quaternion targetRotation = swing * bones[i].solverRotation;
|
||
|
|
||
|
// Rotation Constraints
|
||
|
if (bones[i].rotationLimit != null) {
|
||
|
bool changed = false;
|
||
|
targetRotation = GetLimitedRotation(i, targetRotation, out changed);
|
||
|
}
|
||
|
|
||
|
Quaternion fromTo = QuaTools.FromToRotation(bones[i].solverRotation, targetRotation);
|
||
|
bones[i].solverRotation = targetRotation;
|
||
|
SolverRotateChildren(i, fromTo);
|
||
|
|
||
|
// Positioning the next bone to its default local position
|
||
|
bones[i + 1].solverPosition = bones[i].solverPosition + bones[i].solverRotation * solverLocalPositions[i + 1];
|
||
|
}
|
||
|
|
||
|
// Reconstruct solver rotations to protect from invalid Quaternions
|
||
|
for (int i = 0; i < bones.Length; i++) {
|
||
|
bones[i].solverRotation = Quaternion.LookRotation(bones[i].solverRotation * Vector3.forward, bones[i].solverRotation * Vector3.up);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Rotate bones to match the solver positions when not using Rotation Limits
|
||
|
* */
|
||
|
private void MapToSolverPositions() {
|
||
|
bones[0].transform.position = bones[0].solverPosition;
|
||
|
|
||
|
for (int i = 0; i < bones.Length - 1; i++) {
|
||
|
if (XY) {
|
||
|
bones[i].Swing2D(bones[i + 1].solverPosition);
|
||
|
} else {
|
||
|
bones[i].Swing(bones[i + 1].solverPosition);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Rotate bones to match the solver positions when using Rotation Limits
|
||
|
* */
|
||
|
private void MapToSolverPositionsLimited() {
|
||
|
bones[0].transform.position = bones[0].solverPosition;
|
||
|
|
||
|
for (int i = 0; i < bones.Length; i++) {
|
||
|
if (i < bones.Length - 1) bones[i].transform.rotation = bones[i].solverRotation;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|