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

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
using System;
namespace RootMotion.FinalIK {
/// <summary>
/// Full body biped IK effector types.
/// </summary>
[System.Serializable]
public enum FullBodyBipedEffector {
Body,
LeftShoulder,
RightShoulder,
LeftThigh,
RightThigh,
LeftHand,
RightHand,
LeftFoot,
RightFoot
}
/// <summary>
/// Full body biped IK chain types.
/// </summary>
[System.Serializable]
public enum FullBodyBipedChain {
LeftArm,
RightArm,
LeftLeg,
RightLeg
}
/// <summary>
/// FBIK solver specialized to biped characters.
/// </summary>
[System.Serializable]
public class IKSolverFullBodyBiped : IKSolverFullBody {
#region Main Interface
/// <summary>
/// The central root node (body).
/// </summary>
public Transform rootNode;
/// <summary>
/// The stiffness of spine constraints.
/// </summary>
[Range(0f, 1f)]
public float spineStiffness = 0.5f;
/// <summary>
/// Weight of hand effectors pulling the body vertically (relative to root rotation).
/// </summary>
[Range(-1f, 1f)]
public float pullBodyVertical = 0.5f;
/// <summary>
/// Weight of hand effectors pulling the body horizontally (relative to root rotation).
/// </summary>
[Range(-1f, 1f)]
public float pullBodyHorizontal = 0f;
/// <summary>
/// Gets the body effector.
/// </summary>
public IKEffector bodyEffector { get { return GetEffector(FullBodyBipedEffector.Body); }}
/// <summary>
/// Gets the left shoulder effector.
/// </summary>
public IKEffector leftShoulderEffector { get { return GetEffector(FullBodyBipedEffector.LeftShoulder); }}
/// <summary>
/// Gets the right shoulder effector.
/// </summary>
public IKEffector rightShoulderEffector { get { return GetEffector(FullBodyBipedEffector.RightShoulder); }}
/// <summary>
/// Gets the left thigh effector.
/// </summary>
public IKEffector leftThighEffector { get { return GetEffector(FullBodyBipedEffector.LeftThigh); }}
/// <summary>
/// Gets the right thigh effector.
/// </summary>
public IKEffector rightThighEffector { get { return GetEffector(FullBodyBipedEffector.RightThigh); }}
/// <summary>
/// Gets the left hand effector.
/// </summary>
public IKEffector leftHandEffector { get { return GetEffector(FullBodyBipedEffector.LeftHand); }}
/// <summary>
/// Gets the right hand effector.
/// </summary>
public IKEffector rightHandEffector { get { return GetEffector(FullBodyBipedEffector.RightHand); }}
/// <summary>
/// Gets the left foot effector.
/// </summary>
public IKEffector leftFootEffector { get { return GetEffector(FullBodyBipedEffector.LeftFoot); }}
/// <summary>
/// Gets the right foot effector.
/// </summary>
public IKEffector rightFootEffector { get { return GetEffector(FullBodyBipedEffector.RightFoot); }}
/// <summary>
/// Gets the left arm chain.
/// </summary>
public FBIKChain leftArmChain { get { return chain[1]; }}
/// <summary>
/// Gets the right arm chain.
/// </summary>
public FBIKChain rightArmChain { get { return chain[2]; }}
/// <summary>
/// Gets the left leg chain.
/// </summary>
public FBIKChain leftLegChain { get { return chain[3]; }}
/// <summary>
/// Gets the right leg chain.
/// </summary>
public FBIKChain rightLegChain { get { return chain[4]; }}
/// <summary>
/// Gets the left arm IK mapping.
/// </summary>
public IKMappingLimb leftArmMapping { get { return limbMappings[0]; }}
/// <summary>
/// Gets the right arm IK mapping.
/// </summary>
public IKMappingLimb rightArmMapping { get { return limbMappings[1]; }}
/// <summary>
/// Gets the left leg IK mapping.
/// </summary>
public IKMappingLimb leftLegMapping { get { return limbMappings[2]; }}
/// <summary>
/// Gets the right leg IK mapping.
/// </summary>
public IKMappingLimb rightLegMapping { get { return limbMappings[3]; }}
/// <summary>
/// Gets the head IK mapping.
/// </summary>
public IKMappingBone headMapping { get { return boneMappings[0]; }}
/// <summary>
/// Sets chain weights for the specified chain.
/// </summary>
public void SetChainWeights(FullBodyBipedChain c, float pull, float reach = 0f) {
GetChain(c).pull = pull;
GetChain(c).reach = reach;
}
/// <summary>
/// Sets effector weights for the specified effector.
/// </summary>
public void SetEffectorWeights(FullBodyBipedEffector effector, float positionWeight, float rotationWeight) {
GetEffector(effector).positionWeight = Mathf.Clamp(positionWeight, 0f, 1f);
GetEffector(effector).rotationWeight = Mathf.Clamp(rotationWeight, 0f, 1f);
}
/// <summary>
/// Gets the chain of a limb.
/// </summary>
public FBIKChain GetChain(FullBodyBipedChain c) {
switch(c) {
case FullBodyBipedChain.LeftArm: return chain[1];
case FullBodyBipedChain.RightArm: return chain[2];
case FullBodyBipedChain.LeftLeg: return chain[3];
case FullBodyBipedChain.RightLeg: return chain[4];
}
return null;
}
/// <summary>
/// Gets the chain of the specified effector.
/// </summary>
public FBIKChain GetChain(FullBodyBipedEffector effector) {
switch(effector) {
case FullBodyBipedEffector.Body: return chain[0];
case FullBodyBipedEffector.LeftShoulder: return chain[1];
case FullBodyBipedEffector.RightShoulder: return chain[2];
case FullBodyBipedEffector.LeftThigh: return chain[3];
case FullBodyBipedEffector.RightThigh: return chain[4];
case FullBodyBipedEffector.LeftHand: return chain[1];
case FullBodyBipedEffector.RightHand: return chain[2];
case FullBodyBipedEffector.LeftFoot: return chain[3];
case FullBodyBipedEffector.RightFoot: return chain[4];
}
return null;
}
/// <summary>
/// Gets the effector of type.
/// </summary>
public IKEffector GetEffector(FullBodyBipedEffector effector) {
switch(effector) {
case FullBodyBipedEffector.Body: return effectors[0];
case FullBodyBipedEffector.LeftShoulder: return effectors[1];
case FullBodyBipedEffector.RightShoulder: return effectors[2];
case FullBodyBipedEffector.LeftThigh: return effectors[3];
case FullBodyBipedEffector.RightThigh: return effectors[4];
case FullBodyBipedEffector.LeftHand: return effectors[5];
case FullBodyBipedEffector.RightHand: return effectors[6];
case FullBodyBipedEffector.LeftFoot: return effectors[7];
case FullBodyBipedEffector.RightFoot: return effectors[8];
}
return null;
}
/// <summary>
/// Gets the effector of type.
/// </summary>
public IKEffector GetEndEffector(FullBodyBipedChain c) {
switch(c) {
case FullBodyBipedChain.LeftArm: return effectors[5];
case FullBodyBipedChain.RightArm: return effectors[6];
case FullBodyBipedChain.LeftLeg: return effectors[7];
case FullBodyBipedChain.RightLeg: return effectors[8];
}
return null;
}
/// <summary>
/// Gets the limb mapping for the limb.
/// </summary>
public IKMappingLimb GetLimbMapping(FullBodyBipedChain chain) {
switch(chain) {
case FullBodyBipedChain.LeftArm: return limbMappings[0];
case FullBodyBipedChain.RightArm: return limbMappings[1];
case FullBodyBipedChain.LeftLeg: return limbMappings[2];
case FullBodyBipedChain.RightLeg: return limbMappings[3];
}
return null;
}
/// <summary>
/// Gets the limb mapping for the effector type.
/// </summary>
public IKMappingLimb GetLimbMapping(FullBodyBipedEffector effector) {
switch(effector) {
case FullBodyBipedEffector.LeftShoulder: return limbMappings[0];
case FullBodyBipedEffector.RightShoulder: return limbMappings[1];
case FullBodyBipedEffector.LeftThigh: return limbMappings[2];
case FullBodyBipedEffector.RightThigh: return limbMappings[3];
case FullBodyBipedEffector.LeftHand: return limbMappings[0];
case FullBodyBipedEffector.RightHand: return limbMappings[1];
case FullBodyBipedEffector.LeftFoot: return limbMappings[2];
case FullBodyBipedEffector.RightFoot: return limbMappings[3];
default: return null;
}
}
/// <summary>
/// Gets the spine mapping.
/// </summary>
public IKMappingSpine GetSpineMapping() {
return spineMapping;
}
/// <summary>
/// Gets the head mapping.
/// </summary>
public IKMappingBone GetHeadMapping() {
return boneMappings[0];
}
/// <summary>
/// Gets the bend constraint of a limb.
/// </summary>
public IKConstraintBend GetBendConstraint(FullBodyBipedChain limb) {
switch(limb) {
case FullBodyBipedChain.LeftArm: return chain[1].bendConstraint;
case FullBodyBipedChain.RightArm: return chain[2].bendConstraint;
case FullBodyBipedChain.LeftLeg: return chain[3].bendConstraint;
case FullBodyBipedChain.RightLeg: return chain[4].bendConstraint;
}
return null;
}
public override bool IsValid(ref string message) {
if (!base.IsValid(ref message)) return false;
if (rootNode == null) {
message = "Root Node bone is null. FBBIK will not initiate.";
return false;
}
if (chain.Length != 5 ||
chain[0].nodes.Length != 1 ||
chain[1].nodes.Length != 3 ||
chain[2].nodes.Length != 3 ||
chain[3].nodes.Length != 3 ||
chain[4].nodes.Length != 3 ||
effectors.Length != 9 ||
limbMappings.Length != 4
) {
message = "Invalid FBBIK setup. Please right-click on the component header and select 'Reinitiate'.";
return false;
}
return true;
}
/// <summary>
/// Sets up the solver to BipedReferences and reinitiates (if in runtime).
/// </summary>
/// <param name="references">Biped references.</param>
/// <param name="rootNode">Root node (optional). if null, will try to detect the root node bone automatically. </param>
public void SetToReferences(BipedReferences references, Transform rootNode = null) {
root = references.root;
if (rootNode == null) rootNode = DetectRootNodeBone(references);
this.rootNode = rootNode;
// Root Node
if (chain == null || chain.Length != 5) chain = new FBIKChain[5];
for (int i = 0; i < chain.Length; i++) {
if (chain[i] == null) {
chain[i] = new FBIKChain();
}
}
chain[0].pin = 0f;
chain[0].SetNodes(rootNode);
chain[0].children = new int[4] { 1, 2, 3, 4 };
// Left Arm
chain[1].SetNodes(references.leftUpperArm, references.leftForearm, references.leftHand);
// Right Arm
chain[2].SetNodes(references.rightUpperArm, references.rightForearm, references.rightHand);
// Left Leg
chain[3].SetNodes(references.leftThigh, references.leftCalf, references.leftFoot);
// Right Leg
chain[4].SetNodes(references.rightThigh, references.rightCalf, references.rightFoot);
// Effectors
if (effectors.Length != 9) effectors = new IKEffector[9] {
new IKEffector(), new IKEffector(), new IKEffector(), new IKEffector(), new IKEffector(), new IKEffector(), new IKEffector(), new IKEffector(), new IKEffector()
};
effectors[0].bone = rootNode;
effectors[0].childBones = new Transform[2] { references.leftThigh, references.rightThigh };
effectors[1].bone = references.leftUpperArm;
effectors[2].bone = references.rightUpperArm;
effectors[3].bone = references.leftThigh;
effectors[4].bone = references.rightThigh;
effectors[5].bone = references.leftHand;
effectors[6].bone = references.rightHand;
effectors[7].bone = references.leftFoot;
effectors[8].bone = references.rightFoot;
effectors[5].planeBone1 = references.leftUpperArm;
effectors[5].planeBone2 = references.rightUpperArm;
effectors[5].planeBone3 = rootNode;
effectors[6].planeBone1 = references.rightUpperArm;
effectors[6].planeBone2 = references.leftUpperArm;
effectors[6].planeBone3 = rootNode;
effectors[7].planeBone1 = references.leftThigh;
effectors[7].planeBone2 = references.rightThigh;
effectors[7].planeBone3 = rootNode;
effectors[8].planeBone1 = references.rightThigh;
effectors[8].planeBone2 = references.leftThigh;
effectors[8].planeBone3 = rootNode;
// Child Constraints
chain[0].childConstraints = new FBIKChain.ChildConstraint[4] {
new FBIKChain.ChildConstraint(references.leftUpperArm, references.rightThigh, 0f, 1f),
new FBIKChain.ChildConstraint(references.rightUpperArm, references.leftThigh, 0f, 1f),
new FBIKChain.ChildConstraint(references.leftUpperArm, references.rightUpperArm),
new FBIKChain.ChildConstraint(references.leftThigh, references.rightThigh)
};
// IKMappingSpine
Transform[] spineBones = new Transform[references.spine.Length + 1];
spineBones[0] = references.pelvis;
for (int i = 0; i < references.spine.Length; i++) {
spineBones[i + 1] = references.spine[i];
}
if (spineMapping == null) {
spineMapping = new IKMappingSpine();
spineMapping.iterations = 3;
}
spineMapping.SetBones(spineBones, references.leftUpperArm, references.rightUpperArm, references.leftThigh, references.rightThigh);
// IKMappingBone
int boneMappingsCount = references.head != null? 1: 0;
if (boneMappings.Length != boneMappingsCount) {
boneMappings = new IKMappingBone[boneMappingsCount];
for (int i = 0; i < boneMappings.Length; i++) {
boneMappings[i] = new IKMappingBone();
}
if (boneMappingsCount == 1) boneMappings[0].maintainRotationWeight = 0f;
}
if (boneMappings.Length > 0) boneMappings[0].bone = references.head;
// IKMappingLimb
if (limbMappings.Length != 4) {
limbMappings = new IKMappingLimb[4] {
new IKMappingLimb(), new IKMappingLimb(), new IKMappingLimb(), new IKMappingLimb()
};
limbMappings[2].maintainRotationWeight = 1f;
limbMappings[3].maintainRotationWeight = 1f;
}
limbMappings[0].SetBones(references.leftUpperArm, references.leftForearm, references.leftHand, GetLeftClavicle(references));
limbMappings[1].SetBones(references.rightUpperArm, references.rightForearm, references.rightHand, GetRightClavicle(references));
limbMappings[2].SetBones(references.leftThigh, references.leftCalf, references.leftFoot);
limbMappings[3].SetBones(references.rightThigh, references.rightCalf, references.rightFoot);
if (Application.isPlaying) Initiate(references.root);
}
/*
* Tries to guess which bone should be the root node
* */
public static Transform DetectRootNodeBone(BipedReferences references) {
if (!references.isFilled) return null;
if (references.spine.Length < 1) return null;
int spineLength = references.spine.Length;
if (spineLength == 1) return references.spine[0];
Vector3 hip = Vector3.Lerp(references.leftThigh.position, references.rightThigh.position, 0.5f);
Vector3 neck = Vector3.Lerp(references.leftUpperArm.position, references.rightUpperArm.position, 0.5f);
Vector3 toNeck = neck - hip;
float toNeckMag = toNeck.magnitude;
if (references.spine.Length < 2) return references.spine[0];
int rootNodeBone = 0;
for (int i = 1; i < spineLength; i++) {
Vector3 hipToBone = references.spine[i].position - hip;
Vector3 projection = Vector3.Project(hipToBone, toNeck);
float dot = Vector3.Dot(projection.normalized, toNeck.normalized);
if (dot > 0) {
float mag = projection.magnitude / toNeckMag;
if (mag < 0.5f) rootNodeBone = i;
}
}
return references.spine[rootNodeBone];
}
/// <summary>
/// Sets the bend directions of the limbs to the local axes specified by BipedLimbOrientations.
/// </summary>
public void SetLimbOrientations(BipedLimbOrientations o) {
SetLimbOrientation(FullBodyBipedChain.LeftArm, o.leftArm);
SetLimbOrientation(FullBodyBipedChain.RightArm, o.rightArm);
SetLimbOrientation(FullBodyBipedChain.LeftLeg, o.leftLeg);
SetLimbOrientation(FullBodyBipedChain.RightLeg, o.rightLeg);
}
#endregion Main Interface
// Offset applied to the body effector by PullBody
public Vector3 pullBodyOffset { get; private set; }
/*
* Sets the bend direction of a limb to the local axes specified by the LimbOrientation.
* */
private void SetLimbOrientation(FullBodyBipedChain chain, BipedLimbOrientations.LimbOrientation limbOrientation) {
bool inverse = chain == FullBodyBipedChain.LeftArm || chain == FullBodyBipedChain.RightArm;
if (inverse) {
GetBendConstraint(chain).SetLimbOrientation(-limbOrientation.upperBoneForwardAxis, -limbOrientation.lowerBoneForwardAxis, -limbOrientation.lastBoneLeftAxis);
GetLimbMapping(chain).SetLimbOrientation(-limbOrientation.upperBoneForwardAxis, -limbOrientation.lowerBoneForwardAxis);
} else {
GetBendConstraint(chain).SetLimbOrientation(limbOrientation.upperBoneForwardAxis, limbOrientation.lowerBoneForwardAxis, limbOrientation.lastBoneLeftAxis);
GetLimbMapping(chain).SetLimbOrientation(limbOrientation.upperBoneForwardAxis, limbOrientation.lowerBoneForwardAxis);
}
}
private static Transform GetLeftClavicle(BipedReferences references) {
if (references.leftUpperArm == null) return null;
if (!Contains(references.spine, references.leftUpperArm.parent)) return references.leftUpperArm.parent;
return null;
}
private static Transform GetRightClavicle(BipedReferences references) {
if (references.rightUpperArm == null) return null;
if (!Contains(references.spine, references.rightUpperArm.parent)) return references.rightUpperArm.parent;
return null;
}
private static bool Contains(Transform[] array, Transform transform) {
foreach (Transform t in array) if (t == transform) return true;
return false;
}
protected override void ReadPose() {
// Set effectors to their targets
for (int i = 0; i < effectors.Length; i++) effectors[i].SetToTarget();
// Pulling the body with the hands
PullBody();
// Spine stiffness
float s = Mathf.Clamp(1f - spineStiffness, 0f, 1f);
chain[0].childConstraints[0].pushElasticity = s;
chain[0].childConstraints[1].pushElasticity = s;
base.ReadPose();
}
/*
* Pulling the body with the hands
* */
private void PullBody() {
if (iterations < 1) return;
// Getting the body positionOffset
if (pullBodyVertical != 0f || pullBodyHorizontal != 0f) {
Vector3 offset = GetBodyOffset();
pullBodyOffset = V3Tools.ExtractVertical(offset, root.up, pullBodyVertical) + V3Tools.ExtractHorizontal(offset, root.up, pullBodyHorizontal);
bodyEffector.positionOffset += pullBodyOffset;
}
}
/*
* Get pull offset of the body effector.
* */
private Vector3 GetBodyOffset() {
Vector3 offset = Vector3.zero + GetHandBodyPull(leftHandEffector, leftArmChain, Vector3.zero) * Mathf.Clamp(leftHandEffector.positionWeight, 0f, 1f);
return offset + GetHandBodyPull(rightHandEffector, rightArmChain, offset) * Mathf.Clamp(rightHandEffector.positionWeight, 0f, 1f);
}
/*
* Get pull offset of a hand
* */
private Vector3 GetHandBodyPull(IKEffector effector, FBIKChain arm, Vector3 offset) {
// Get the vector from shoulder to hand effector
Vector3 direction = effector.position - (arm.nodes[0].transform.position + offset);
float armLength = arm.nodes[0].length + arm.nodes[1].length;
// Find delta of effector distance and arm length
float dirMag = direction.magnitude;
if (dirMag < armLength) return Vector3.zero;
float x = dirMag - armLength;
return (direction / dirMag) * x;
}
private Vector3 offset;
protected override void ApplyBendConstraints() {
if (iterations > 0) {
chain[1].bendConstraint.rotationOffset = leftHandEffector.planeRotationOffset;
chain[2].bendConstraint.rotationOffset = rightHandEffector.planeRotationOffset;
chain[3].bendConstraint.rotationOffset = leftFootEffector.planeRotationOffset;
chain[4].bendConstraint.rotationOffset = rightFootEffector.planeRotationOffset;
} else {
offset = Vector3.Lerp(effectors[0].positionOffset, effectors[0].position - (effectors[0].bone.position + effectors[0].positionOffset), effectors[0].positionWeight);
for (int i = 0; i < 5; i++) {
effectors[i].GetNode(this).solverPosition += offset;
}
}
base.ApplyBendConstraints();
}
protected override void WritePose() {
if (iterations == 0) {
spineMapping.spineBones[0].position += offset;
}
base.WritePose();
}
}
}