243 lines
8.8 KiB
C#
243 lines
8.8 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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using RootMotion;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// Hybrid %IK solver designed for mapping a character to a VR headset and 2 hand controllers
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/// </summary>
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public partial class IKSolverVR: IKSolver {
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[System.Serializable]
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public enum PositionOffset {
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Pelvis,
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Chest,
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Head,
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LeftHand,
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RightHand,
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LeftFoot,
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RightFoot,
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LeftHeel,
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RightHeel
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}
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[System.Serializable]
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public enum RotationOffset {
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Pelvis,
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Chest,
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Head,
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}
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[System.Serializable]
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public class VirtualBone {
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public Vector3 readPosition;
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public Quaternion readRotation;
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public Vector3 solverPosition;
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public Quaternion solverRotation;
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public float length;
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public float sqrMag;
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public Vector3 axis;
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public VirtualBone(Vector3 position, Quaternion rotation) {
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Read(position, rotation);
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}
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public void Read(Vector3 position, Quaternion rotation) {
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this.readPosition = position;
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this.readRotation = rotation;
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this.solverPosition = position;
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this.solverRotation = rotation;
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}
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public static void SwingRotation(VirtualBone[] bones, int index, Vector3 swingTarget, float weight = 1f) {
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if (weight <= 0f) return;
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Quaternion r = Quaternion.FromToRotation(bones[index].solverRotation * bones[index].axis, swingTarget - bones[index].solverPosition);
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if (weight < 1f) r = Quaternion.Lerp(Quaternion.identity, r, weight);
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for (int i = index; i < bones.Length; i++) {
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bones[i].solverRotation = r * bones[i].solverRotation;
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}
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}
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// Calculates bone lengths and axes, returns the length of the entire chain
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public static float PreSolve(ref VirtualBone[] bones) {
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float length = 0;
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for (int i = 0; i < bones.Length; i++) {
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if (i < bones.Length - 1) {
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bones[i].sqrMag = (bones[i + 1].solverPosition - bones[i].solverPosition).sqrMagnitude;
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bones[i].length = Mathf.Sqrt(bones[i].sqrMag);
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length += bones[i].length;
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bones[i].axis = Quaternion.Inverse(bones[i].solverRotation) * (bones[i + 1].solverPosition - bones[i].solverPosition);
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} else {
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bones[i].sqrMag = 0f;
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bones[i].length = 0f;
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}
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}
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return length;
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}
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public static void RotateAroundPoint(VirtualBone[] bones, int index, Vector3 point, Quaternion rotation) {
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for (int i = index; i < bones.Length; i++) {
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if (bones[i] != null) {
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Vector3 dir = bones[i].solverPosition - point;
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bones[i].solverPosition = point + rotation * dir;
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bones[i].solverRotation = rotation * bones[i].solverRotation;
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}
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}
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}
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public static void RotateBy(VirtualBone[] bones, int index, Quaternion rotation) {
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for (int i = index; i < bones.Length; i++) {
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if (bones[i] != null) {
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Vector3 dir = bones[i].solverPosition - bones[index].solverPosition;
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bones[i].solverPosition = bones[index].solverPosition + rotation * dir;
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bones[i].solverRotation = rotation * bones[i].solverRotation;
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}
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}
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}
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public static void RotateBy(VirtualBone[] bones, Quaternion rotation) {
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for (int i = 0; i < bones.Length; i++) {
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if (bones[i] != null) {
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if (i > 0) {
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Vector3 dir = bones[i].solverPosition - bones[0].solverPosition;
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bones[i].solverPosition = bones[0].solverPosition + rotation * dir;
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}
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bones[i].solverRotation = rotation * bones[i].solverRotation;
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}
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}
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}
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public static void RotateTo(VirtualBone[] bones, int index, Quaternion rotation) {
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Quaternion q = QuaTools.FromToRotation(bones[index].solverRotation, rotation);
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RotateAroundPoint(bones, index, bones[index].solverPosition, q);
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}
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// TODO Move to IKSolverTrigonometric
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/// <summary>
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/// Solve the bone chain virtually using both solverPositions and SolverRotations. This will work the same as IKSolverTrigonometric.Solve.
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/// </summary>
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public static void SolveTrigonometric(VirtualBone[] bones, int first, int second, int third, Vector3 targetPosition, Vector3 bendNormal, float weight) {
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if (weight <= 0f) return;
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// Direction of the limb in solver
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targetPosition = Vector3.Lerp(bones[third].solverPosition, targetPosition, weight);
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Vector3 dir = targetPosition - bones[first].solverPosition;
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// Distance between the first and the last transform solver positions
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float sqrMag = dir.sqrMagnitude;
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if (sqrMag == 0f) return;
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float length = Mathf.Sqrt(sqrMag);
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float sqrMag1 = (bones[second].solverPosition - bones[first].solverPosition).sqrMagnitude;
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float sqrMag2 = (bones[third].solverPosition - bones[second].solverPosition).sqrMagnitude;
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// Get the general world space bending direction
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Vector3 bendDir = Vector3.Cross(dir, bendNormal);
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// Get the direction to the trigonometrically solved position of the second transform
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Vector3 toBendPoint = GetDirectionToBendPoint(dir, length, bendDir, sqrMag1, sqrMag2);
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// Position the second transform
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Quaternion q1 = Quaternion.FromToRotation(bones[second].solverPosition - bones[first].solverPosition, toBendPoint);
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if (weight < 1f) q1 = Quaternion.Lerp(Quaternion.identity, q1, weight);
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RotateAroundPoint(bones, first, bones[first].solverPosition, q1);
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Quaternion q2 = Quaternion.FromToRotation(bones[third].solverPosition - bones[second].solverPosition, targetPosition - bones[second].solverPosition);
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if (weight < 1f) q2 = Quaternion.Lerp(Quaternion.identity, q2, weight);
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RotateAroundPoint(bones, second, bones[second].solverPosition, q2);
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}
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//Calculates the bend direction based on the law of cosines. NB! Magnitude of the returned vector does not equal to the length of the first bone!
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private static Vector3 GetDirectionToBendPoint(Vector3 direction, float directionMag, Vector3 bendDirection, float sqrMag1, float sqrMag2) {
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float x = ((directionMag * directionMag) + (sqrMag1 - sqrMag2)) / 2f / directionMag;
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float y = (float)Math.Sqrt(Mathf.Clamp(sqrMag1 - x * x, 0, Mathf.Infinity));
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if (direction == Vector3.zero) return Vector3.zero;
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return Quaternion.LookRotation(direction, bendDirection) * new Vector3(0f, y, x);
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}
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// TODO Move to IKSolverFABRIK
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// Solves a simple FABRIK pass for a bone hierarchy, not using rotation limits or singularity breaking here
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public static void SolveFABRIK(VirtualBone[] bones, Vector3 startPosition, Vector3 targetPosition, float weight, float minNormalizedTargetDistance, int iterations, float length, Vector3 startOffset) {
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if (weight <= 0f) return;
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if (minNormalizedTargetDistance > 0f) {
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Vector3 targetDirection = targetPosition - startPosition;
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float targetLength = targetDirection.magnitude;
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Vector3 tP = startPosition + (targetDirection / targetLength) * Mathf.Max(length * minNormalizedTargetDistance, targetLength);
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targetPosition = Vector3.Lerp(targetPosition, tP, weight);
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}
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// Iterating the solver
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for (int iteration = 0; iteration < iterations; iteration ++) {
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// Stage 1
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bones[bones.Length - 1].solverPosition = Vector3.Lerp(bones[bones.Length - 1].solverPosition, targetPosition, weight);
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for (int i = bones.Length - 2; i > -1; i--) {
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// Finding joint positions
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bones[i].solverPosition = SolveFABRIKJoint(bones[i].solverPosition, bones[i + 1].solverPosition, bones[i].length);
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}
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// Stage 2
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if (iteration == 0) {
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foreach (VirtualBone bone in bones) bone.solverPosition += startOffset;
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}
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bones[0].solverPosition = startPosition;
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for (int i = 1; i < bones.Length; i++) {
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bones[i].solverPosition = SolveFABRIKJoint(bones[i].solverPosition, bones[i - 1].solverPosition, bones[i - 1].length);
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}
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}
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for (int i = 0; i < bones.Length - 1; i++) {
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VirtualBone.SwingRotation(bones, i, bones[i + 1].solverPosition);
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}
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}
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// Solves a FABRIK joint between two bones.
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private static Vector3 SolveFABRIKJoint(Vector3 pos1, Vector3 pos2, float length) {
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return pos2 + (pos1 - pos2).normalized * length;
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}
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public static void SolveCCD(VirtualBone[] bones, Vector3 targetPosition, float weight, int iterations) {
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if (weight <= 0f) return;
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// Iterating the solver
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for (int iteration = 0; iteration < iterations; iteration ++) {
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for (int i = bones.Length - 2; i > -1; i--) {
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Vector3 toLastBone = bones[bones.Length - 1].solverPosition - bones[i].solverPosition;
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Vector3 toTarget = targetPosition - bones[i].solverPosition;
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Quaternion rotation = Quaternion.FromToRotation(toLastBone, toTarget);
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if (weight >= 1) {
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//bones[i].transform.rotation = targetRotation;
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VirtualBone.RotateBy(bones, i, rotation);
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} else {
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VirtualBone.RotateBy(bones, i, Quaternion.Lerp(Quaternion.identity, rotation, weight));
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}
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}
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}
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}
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}
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}
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}
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