265 lines
9.5 KiB
C#
265 lines
9.5 KiB
C#
|
using UnityEngine;
|
||
|
using System.Collections;
|
||
|
|
||
|
namespace RootMotion.FinalIK {
|
||
|
|
||
|
/// <summary>
|
||
|
/// Extends IKSolverTrigonometric to add automatic bend and rotation modes.
|
||
|
/// </summary>
|
||
|
[System.Serializable]
|
||
|
public class IKSolverLimb : IKSolverTrigonometric {
|
||
|
|
||
|
#region Main Interface
|
||
|
|
||
|
/// <summary>
|
||
|
/// The AvatarIKGoal of this solver.
|
||
|
/// </summary>
|
||
|
public AvatarIKGoal goal;
|
||
|
/// <summary>
|
||
|
/// Bend normal modifier.
|
||
|
/// </summary>
|
||
|
public BendModifier bendModifier;
|
||
|
/// <summary>
|
||
|
/// Weight of maintaining the rotation of the third bone as it was before solving.
|
||
|
/// </summary>
|
||
|
[Range(0f, 1f)]
|
||
|
public float maintainRotationWeight;
|
||
|
/// <summary>
|
||
|
/// Weight of bend normal modifier.
|
||
|
/// </summary>
|
||
|
[Range(0f, 1f)]
|
||
|
public float bendModifierWeight = 1f;
|
||
|
/// <summary>
|
||
|
/// The bend goal Transform.
|
||
|
/// </summary>
|
||
|
public Transform bendGoal;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Used to record rotation of the last bone for one frame.
|
||
|
/// If MaintainRotation is not called and maintainRotationWeight > 0, the solver will maintain the rotation of the last bone as it was before solving the %IK.
|
||
|
/// You will probably need this if you wanted to maintain the animated rotation of a foot despite of any other %IK solver that manipulates it's parents' rotation.
|
||
|
/// So you would call %MaintainRotation() in LateUpdate() after animation and before updating the Spine %IK solver that would change the foot's rotation.
|
||
|
/// </summary>
|
||
|
public void MaintainRotation() {
|
||
|
if (!initiated) return;
|
||
|
|
||
|
maintainRotation = bone3.transform.rotation;
|
||
|
maintainRotationFor1Frame = true;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// If Auto Bend is on "Animation', %MaintainBend() can be used to set the bend axis relative to the first bone's rotation.
|
||
|
/// </summary>
|
||
|
public void MaintainBend() {
|
||
|
if (!initiated) return;
|
||
|
|
||
|
animationNormal = bone1.GetBendNormalFromCurrentRotation();
|
||
|
|
||
|
maintainBendFor1Frame = true;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Automatic bend modes.
|
||
|
/// </summary>
|
||
|
[System.Serializable]
|
||
|
public enum BendModifier {
|
||
|
Animation, // Bending relative to the animated rotation of the first bone
|
||
|
Target, // Bending relative to IKRotation
|
||
|
Parent, // Bending relative to parentBone
|
||
|
Arm, // Arm modifier tries to find the most biometrically natural and relaxed arm bend plane
|
||
|
Goal // Use the bend goal Transform
|
||
|
}
|
||
|
|
||
|
#endregion Main Interface
|
||
|
|
||
|
/*
|
||
|
* Override before Initiate
|
||
|
* */
|
||
|
protected override void OnInitiateVirtual() {
|
||
|
defaultRootRotation = root.rotation;
|
||
|
|
||
|
if (bone1.transform.parent != null) {
|
||
|
parentDefaultRotation = Quaternion.Inverse(defaultRootRotation) * bone1.transform.parent.rotation;
|
||
|
}
|
||
|
|
||
|
if (bone3.rotationLimit != null) bone3.rotationLimit.Disable();
|
||
|
bone3DefaultRotation = bone3.transform.rotation;
|
||
|
|
||
|
// Set bend plane to current (cant use the public SetBendPlaneToCurrent() method here because the solver has not initiated yet)
|
||
|
Vector3 normal = Vector3.Cross(bone2.transform.position - bone1.transform.position, bone3.transform.position - bone2.transform.position);
|
||
|
if (normal != Vector3.zero) bendNormal = normal;
|
||
|
|
||
|
animationNormal = bendNormal;
|
||
|
|
||
|
StoreAxisDirections(ref axisDirectionsLeft);
|
||
|
StoreAxisDirections(ref axisDirectionsRight);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Changing stuff in Update() before solving
|
||
|
* */
|
||
|
protected override void OnUpdateVirtual() {
|
||
|
if (IKPositionWeight > 0) {
|
||
|
// Clamping weights
|
||
|
bendModifierWeight = Mathf.Clamp(bendModifierWeight, 0f, 1f);
|
||
|
maintainRotationWeight = Mathf.Clamp(maintainRotationWeight, 0f, 1f);
|
||
|
|
||
|
// Storing the bendNormal for reverting after solving
|
||
|
_bendNormal = bendNormal;
|
||
|
|
||
|
// Modifying bendNormal
|
||
|
bendNormal = GetModifiedBendNormal();
|
||
|
}
|
||
|
|
||
|
if (maintainRotationWeight * IKPositionWeight > 0) {
|
||
|
// Storing bone3 rotation
|
||
|
bone3RotationBeforeSolve = maintainRotationFor1Frame? maintainRotation : bone3.transform.rotation;
|
||
|
maintainRotationFor1Frame = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Changing stuff in Update() after solving
|
||
|
* */
|
||
|
protected override void OnPostSolveVirtual() {
|
||
|
// Revert bendNormal to what it was before solving
|
||
|
if (IKPositionWeight > 0) bendNormal = _bendNormal;
|
||
|
|
||
|
// Auto rotation modes
|
||
|
if (maintainRotationWeight * IKPositionWeight > 0) {
|
||
|
bone3.transform.rotation = Quaternion.Slerp(bone3.transform.rotation, bone3RotationBeforeSolve, maintainRotationWeight * IKPositionWeight);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Axis direction contains an arm bend axis for a specific IKPosition direction from the first bone. Used in Arm BendModifier mode.
|
||
|
* */
|
||
|
[System.Serializable]
|
||
|
public struct AxisDirection {
|
||
|
public Vector3 direction;
|
||
|
public Vector3 axis;
|
||
|
public float dot;
|
||
|
|
||
|
public AxisDirection(Vector3 direction, Vector3 axis) {
|
||
|
this.direction = direction.normalized;
|
||
|
this.axis = axis.normalized;
|
||
|
this.dot = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public IKSolverLimb() {}
|
||
|
|
||
|
public IKSolverLimb(AvatarIKGoal goal) {
|
||
|
this.goal = goal;
|
||
|
}
|
||
|
|
||
|
private bool maintainBendFor1Frame, maintainRotationFor1Frame;
|
||
|
private Quaternion defaultRootRotation, parentDefaultRotation, bone3RotationBeforeSolve, maintainRotation, bone3DefaultRotation;
|
||
|
private Vector3 _bendNormal, animationNormal;
|
||
|
private AxisDirection[] axisDirectionsLeft = new AxisDirection[4];
|
||
|
private AxisDirection[] axisDirectionsRight = new AxisDirection[4];
|
||
|
private AxisDirection[] axisDirections {
|
||
|
get {
|
||
|
if (goal == AvatarIKGoal.LeftHand) return axisDirectionsLeft;
|
||
|
return axisDirectionsRight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Storing Bend axes for arm directions. The directions and axes here were found empirically, feel free to edit, add or remove.
|
||
|
* All vectors are in default character rotation space, where x is right and z is forward.
|
||
|
* */
|
||
|
private void StoreAxisDirections(ref AxisDirection[] axisDirections) {
|
||
|
axisDirections[0] = new AxisDirection(Vector3.zero, new Vector3(-1f, 0f, 0f)); // default
|
||
|
axisDirections[1] = new AxisDirection(new Vector3(0.5f, 0f, -0.2f), new Vector3(-0.5f, -1f, 1f)); // behind head
|
||
|
axisDirections[2] = new AxisDirection(new Vector3(-0.5f, -1f, -0.2f), new Vector3(0f, 0.5f, -1f)); // arm twist
|
||
|
axisDirections[3] = new AxisDirection(new Vector3(-0.5f, -0.5f, 1f), new Vector3(-1f, -1f, -1f)); // cross heart
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Modifying bendNormal
|
||
|
* */
|
||
|
private Vector3 GetModifiedBendNormal() {
|
||
|
float weight = bendModifierWeight;
|
||
|
if (weight <= 0) return bendNormal;
|
||
|
|
||
|
switch(bendModifier) {
|
||
|
// Animation Bend Mode attempts to maintain the bend axis as it is in the animation
|
||
|
case BendModifier.Animation:
|
||
|
if (!maintainBendFor1Frame) MaintainBend();
|
||
|
maintainBendFor1Frame = false;
|
||
|
return Vector3.Lerp(bendNormal, animationNormal, weight);
|
||
|
|
||
|
// Bending relative to the parent of the first bone
|
||
|
case BendModifier.Parent:
|
||
|
if (bone1.transform.parent == null) return bendNormal;
|
||
|
|
||
|
Quaternion parentRotation = bone1.transform.parent.rotation * Quaternion.Inverse(parentDefaultRotation);
|
||
|
return Quaternion.Slerp(Quaternion.identity, parentRotation * Quaternion.Inverse(defaultRootRotation), weight) * bendNormal;
|
||
|
|
||
|
// Bending relative to IKRotation
|
||
|
case BendModifier.Target:
|
||
|
Quaternion targetRotation = IKRotation * Quaternion.Inverse(bone3DefaultRotation);
|
||
|
return Quaternion.Slerp(Quaternion.identity, targetRotation, weight) * bendNormal;
|
||
|
|
||
|
// Anatomic Arm
|
||
|
case BendModifier.Arm:
|
||
|
if (bone1.transform.parent == null) return bendNormal;
|
||
|
|
||
|
// Disabling this for legs
|
||
|
if (goal == AvatarIKGoal.LeftFoot || goal == AvatarIKGoal.RightFoot) {
|
||
|
if (!Warning.logged) LogWarning("Trying to use the 'Arm' bend modifier on a leg.");
|
||
|
return bendNormal;
|
||
|
}
|
||
|
|
||
|
Vector3 direction = (IKPosition - bone1.transform.position).normalized;
|
||
|
|
||
|
// Converting direction to default world space
|
||
|
direction = Quaternion.Inverse(bone1.transform.parent.rotation * Quaternion.Inverse(parentDefaultRotation)) * direction;
|
||
|
|
||
|
// Inverting direction for left hand
|
||
|
if (goal == AvatarIKGoal.LeftHand) direction.x = -direction.x;
|
||
|
|
||
|
// Calculating dot products for all AxisDirections
|
||
|
for (int i = 1; i < axisDirections.Length; i++) {
|
||
|
axisDirections[i].dot = Mathf.Clamp(Vector3.Dot(axisDirections[i].direction, direction), 0f, 1f);
|
||
|
axisDirections[i].dot = Interp.Float(axisDirections[i].dot, InterpolationMode.InOutQuintic);
|
||
|
}
|
||
|
|
||
|
// Summing up the arm bend axis
|
||
|
Vector3 sum = axisDirections[0].axis;
|
||
|
|
||
|
//for (int i = 1; i < axisDirections.Length; i++) sum = Vector3.Lerp(sum, axisDirections[i].axis, axisDirections[i].dot);
|
||
|
for (int i = 1; i < axisDirections.Length; i++) sum = Vector3.Slerp(sum, axisDirections[i].axis, axisDirections[i].dot);
|
||
|
|
||
|
// Inverting sum for left hand
|
||
|
if (goal == AvatarIKGoal.LeftHand) {
|
||
|
sum.x = -sum.x;
|
||
|
sum = -sum;
|
||
|
}
|
||
|
|
||
|
// Converting sum back to parent space
|
||
|
Vector3 armBendNormal = bone1.transform.parent.rotation * Quaternion.Inverse(parentDefaultRotation) * sum;
|
||
|
|
||
|
if (weight >= 1) return armBendNormal;
|
||
|
return Vector3.Lerp(bendNormal, armBendNormal, weight);
|
||
|
|
||
|
// Bending towards the bend goal Transform
|
||
|
case BendModifier.Goal:
|
||
|
if (bendGoal == null) {
|
||
|
if (!Warning.logged) LogWarning("Trying to use the 'Goal' Bend Modifier, but the Bend Goal is unassigned.");
|
||
|
return bendNormal;
|
||
|
}
|
||
|
|
||
|
Vector3 normal = Vector3.Cross(bendGoal.position - bone1.transform.position, IKPosition - bone1.transform.position);
|
||
|
|
||
|
if (normal == Vector3.zero) return bendNormal;
|
||
|
|
||
|
if (weight >= 1f) return normal;
|
||
|
return Vector3.Lerp(bendNormal, normal, weight);
|
||
|
default: return bendNormal;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|