using UnityEngine; using System.Collections; using System; namespace RootMotion { /// /// Contains references to bones common to all biped characters. /// [System.Serializable] public class BipedReferences { #region Main Interface /// /// The root transform is the parent of all the biped's bones and should be located at ground level. /// public Transform root; /// /// The pelvis (hip) bone. /// public Transform pelvis; /// /// The first bone of the left leg. /// public Transform leftThigh; /// /// The second bone of the left leg. /// public Transform leftCalf; /// /// The third bone of the left leg. /// public Transform leftFoot; /// /// The first bone of the right leg. /// public Transform rightThigh; /// /// The second bone of the right leg. /// public Transform rightCalf; /// /// The third bone of the right leg. /// public Transform rightFoot; /// /// The first bone of the left arm. /// public Transform leftUpperArm; /// /// The second bone of the left arm. /// public Transform leftForearm; /// /// The third bone of the left arm. /// public Transform leftHand; /// /// The first bone of the right arm. /// public Transform rightUpperArm; /// /// The second bone of the right arm. /// public Transform rightForearm; /// /// The third bone of the right arm. /// public Transform rightHand; /// /// The head. /// public Transform head; /// /// The spine hierarchy. Should not contain any bone deeper in the hierarchy than the arms (neck or head). /// public Transform[] spine = new Transform[0]; /// /// The eyes. /// public Transform[] eyes = new Transform[0]; /// /// Check for null references. /// public virtual bool isFilled { get { if (root == null) return false; if (pelvis == null) return false; if (leftThigh == null || leftCalf == null || leftFoot == null) return false; if (rightThigh == null || rightCalf == null || rightFoot == null) return false; if (leftUpperArm == null || leftForearm == null || leftHand == null) return false; if (rightUpperArm == null || rightForearm == null || rightHand == null) return false; foreach (Transform s in spine) if (s == null) return false; foreach (Transform eye in eyes) if (eye == null) return false; return true; } } /// /// Gets a value indicating whether this is empty. /// public bool isEmpty { get { return IsEmpty(true); } } /// /// Gets a value indicating whether this is empty. If includeRoot is false, returns true(is empty) even if root Transform has been assigned. /// public virtual bool IsEmpty(bool includeRoot) { if (includeRoot && root != null) return false; if (pelvis != null || head != null) return false; if (leftThigh != null || leftCalf != null || leftFoot != null) return false; if (rightThigh != null || rightCalf != null || rightFoot != null) return false; if (leftUpperArm != null || leftForearm != null || leftHand != null) return false; if (rightUpperArm != null || rightForearm != null || rightHand != null) return false; foreach (Transform s in spine) if (s != null) return false; foreach (Transform eye in eyes) if (eye != null) return false; return true; } /// /// Returns true if the References contain the specified Transform /// public virtual bool Contains(Transform t, bool ignoreRoot = false) { if (!ignoreRoot && root == t) return true; if (pelvis == t) return true; if (leftThigh == t) return true; if (leftCalf == t) return true; if (leftFoot == t) return true; if (rightThigh == t) return true; if (rightCalf == t) return true; if (rightFoot == t) return true; if (leftUpperArm == t) return true; if (leftForearm == t) return true; if (leftHand == t) return true; if (rightUpperArm == t) return true; if (rightForearm == t) return true; if (rightHand == t) return true; if (head == t) return true; foreach (Transform s in spine) if (s == t) return true; foreach (Transform e in eyes) if (e == t) return true; return false; } /// /// Params for automatic biped recognition. (Using a struct here because I might need to add more parameters in the future). /// public struct AutoDetectParams { /// /// Should the immediate parent of the legs be included in the spine?. /// public bool legsParentInSpine; public bool includeEyes; public AutoDetectParams(bool legsParentInSpine, bool includeEyes) { this.legsParentInSpine = legsParentInSpine; this.includeEyes = includeEyes; } public static AutoDetectParams Default { get { return new AutoDetectParams(true, true); } } } /// /// Automatically detects biped bones. Returns true if a valid biped has been referenced. /// public static bool AutoDetectReferences(ref BipedReferences references, Transform root, AutoDetectParams autoDetectParams) { if (references == null) references = new BipedReferences(); references.root = root; // If that failed try the Animator var animator = root.GetComponent(); if (animator != null && animator.isHuman) { AssignHumanoidReferences(ref references, animator, autoDetectParams); return true; // Assume humanoids are always valid } // Try with naming and hierarchy first DetectReferencesByNaming(ref references, root, autoDetectParams); Warning.logged = false; if (!references.isFilled) { Warning.Log("BipedReferences contains one or more missing Transforms.", root, true); return false; } string message = ""; if (SetupError(references, ref message)) { Warning.Log(message, references.root, true); return false; } if (SetupWarning(references, ref message)) { Warning.Log(message, references.root, true); } return true; } /// /// Detects the references based on naming and hierarchy. /// public static void DetectReferencesByNaming(ref BipedReferences references, Transform root, AutoDetectParams autoDetectParams) { if (references == null) references = new BipedReferences(); Transform[] children = root.GetComponentsInChildren(); // Find limbs DetectLimb(BipedNaming.BoneType.Arm, BipedNaming.BoneSide.Left, ref references.leftUpperArm, ref references.leftForearm, ref references.leftHand, children); DetectLimb(BipedNaming.BoneType.Arm, BipedNaming.BoneSide.Right, ref references.rightUpperArm, ref references.rightForearm, ref references.rightHand, children); DetectLimb(BipedNaming.BoneType.Leg, BipedNaming.BoneSide.Left, ref references.leftThigh, ref references.leftCalf, ref references.leftFoot, children); DetectLimb(BipedNaming.BoneType.Leg, BipedNaming.BoneSide.Right, ref references.rightThigh, ref references.rightCalf, ref references.rightFoot, children); // Find head bone references.head = BipedNaming.GetBone(children, BipedNaming.BoneType.Head); // Find Pelvis references.pelvis = BipedNaming.GetNamingMatch(children, BipedNaming.pelvis); // If pelvis is not an ancestor of a leg, it is not a valid pelvis if (references.pelvis == null || !Hierarchy.IsAncestor(references.leftThigh, references.pelvis)) { if (references.leftThigh != null) references.pelvis = references.leftThigh.parent; } // Find spine and head bones if (references.leftUpperArm != null && references.rightUpperArm != null && references.pelvis != null && references.leftThigh != null) { Transform neck = Hierarchy.GetFirstCommonAncestor(references.leftUpperArm, references.rightUpperArm); if (neck != null) { Transform[] inverseSpine = new Transform[1] { neck }; Hierarchy.AddAncestors(inverseSpine[0], references.pelvis, ref inverseSpine); references.spine = new Transform[0]; for (int i = inverseSpine.Length - 1; i > -1; i--) { if (AddBoneToSpine(inverseSpine[i], ref references, autoDetectParams)) { Array.Resize(ref references.spine, references.spine.Length + 1); references.spine[references.spine.Length - 1] = inverseSpine[i]; } } // Head if (references.head == null) { for (int i = 0; i < neck.childCount; i++) { Transform child = neck.GetChild(i); if (!Hierarchy.ContainsChild(child, references.leftUpperArm) && !Hierarchy.ContainsChild(child, references.rightUpperArm)) { references.head = child; break; } } } } } // Find eye bones Transform[] eyes = BipedNaming.GetBonesOfType(BipedNaming.BoneType.Eye, children); references.eyes = new Transform[0]; if (autoDetectParams.includeEyes) { for (int i = 0; i < eyes.Length; i++) { if (AddBoneToEyes(eyes[i], ref references, autoDetectParams)) { Array.Resize(ref references.eyes, references.eyes.Length + 1); references.eyes[references.eyes.Length - 1] = eyes[i]; } } } } /// /// Fills in BipedReferences using Animator.GetBoneTransform(). /// public static void AssignHumanoidReferences(ref BipedReferences references, Animator animator, AutoDetectParams autoDetectParams) { if (references == null) references = new BipedReferences(); if (animator == null || !animator.isHuman) return; references.spine = new Transform[0]; references.eyes = new Transform[0]; references.head = animator.GetBoneTransform(HumanBodyBones.Head); references.leftThigh = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg); references.leftCalf = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg); references.leftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot); references.rightThigh = animator.GetBoneTransform(HumanBodyBones.RightUpperLeg); references.rightCalf = animator.GetBoneTransform(HumanBodyBones.RightLowerLeg); references.rightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot); references.leftUpperArm = animator.GetBoneTransform(HumanBodyBones.LeftUpperArm); references.leftForearm = animator.GetBoneTransform(HumanBodyBones.LeftLowerArm); references.leftHand = animator.GetBoneTransform(HumanBodyBones.LeftHand); references.rightUpperArm = animator.GetBoneTransform(HumanBodyBones.RightUpperArm); references.rightForearm = animator.GetBoneTransform(HumanBodyBones.RightLowerArm); references.rightHand = animator.GetBoneTransform(HumanBodyBones.RightHand); references.pelvis = animator.GetBoneTransform(HumanBodyBones.Hips); AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Spine)); AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Chest)); // Make sure the neck bone is not above the arms if (references.leftUpperArm != null) { if (!IsNeckBone(animator.GetBoneTransform(HumanBodyBones.Neck), references.leftUpperArm)) AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Neck)); } if (autoDetectParams.includeEyes) { AddBoneToHierarchy(ref references.eyes, animator.GetBoneTransform(HumanBodyBones.LeftEye)); AddBoneToHierarchy(ref references.eyes, animator.GetBoneTransform(HumanBodyBones.RightEye)); } } /// /// Checks the setup for definite problems. /// public static bool SetupError(BipedReferences references, ref string errorMessage) { if (!references.isFilled) { errorMessage = "BipedReferences contains one or more missing Transforms."; return true; } if (LimbError(references.leftThigh, references.leftCalf, references.leftFoot, ref errorMessage)) return true; if (LimbError(references.rightThigh, references.rightCalf, references.rightFoot, ref errorMessage)) return true; if (LimbError(references.leftUpperArm, references.leftForearm, references.leftHand, ref errorMessage)) return true; if (LimbError(references.rightUpperArm, references.rightForearm, references.rightHand, ref errorMessage)) return true; if (SpineError(references, ref errorMessage)) return true; if (EyesError(references, ref errorMessage)) return true; return false; } /// /// Checks the setup for possible problems. /// public static bool SetupWarning(BipedReferences references, ref string warningMessage) { if (LimbWarning(references.leftThigh, references.leftCalf, references.leftFoot, ref warningMessage)) return true; if (LimbWarning(references.rightThigh, references.rightCalf, references.rightFoot, ref warningMessage)) return true; if (LimbWarning(references.leftUpperArm, references.leftForearm, references.leftHand, ref warningMessage)) return true; if (LimbWarning(references.rightUpperArm, references.rightForearm, references.rightHand, ref warningMessage)) return true; if (SpineWarning(references, ref warningMessage)) return true; if (EyesWarning(references, ref warningMessage)) return true; if (RootHeightWarning(references, ref warningMessage)) return true; if (FacingAxisWarning(references, ref warningMessage)) return true; return false; } #endregion Main Interface // Determines whether a Transform is above the arms private static bool IsNeckBone(Transform bone, Transform leftUpperArm) { if (leftUpperArm.parent != null && leftUpperArm.parent == bone) return false; if (Hierarchy.IsAncestor(leftUpperArm, bone)) return false; return true; } // Determines whether a bone is valid for being added into the eyes array private static bool AddBoneToEyes(Transform bone, ref BipedReferences references, AutoDetectParams autoDetectParams) { if (references.head != null) { if (!Hierarchy.IsAncestor(bone, references.head)) return false; } if (bone.GetComponent() != null) return false; return true; } // Determines whether a bone is valid for being added into the spine private static bool AddBoneToSpine(Transform bone, ref BipedReferences references, AutoDetectParams autoDetectParams) { if (bone == references.root) return false; bool isLegsParent = bone == references.leftThigh.parent; if (isLegsParent && !autoDetectParams.legsParentInSpine) return false; if (references.pelvis != null) { if (bone == references.pelvis) return false; if (Hierarchy.IsAncestor(references.pelvis, bone)) return false; } return true; } // Tries to guess the limb bones based on naming private static void DetectLimb(BipedNaming.BoneType boneType, BipedNaming.BoneSide boneSide, ref Transform firstBone, ref Transform secondBone, ref Transform lastBone, Transform[] transforms) { Transform[] limb = BipedNaming.GetBonesOfTypeAndSide(boneType, boneSide, transforms); if (limb.Length < 3) { //Warning.Log("Unable to detect biped bones by bone names. Please manually assign bone references.", firstBone, true); return; } // Standard biped characters if (limb.Length == 3) { firstBone = limb[0]; secondBone = limb[1]; lastBone = limb[2]; } // For Bootcamp soldier type of characters with more than 3 limb bones if (limb.Length > 3) { firstBone = limb[0]; secondBone = limb[2]; lastBone = limb[limb.Length - 1]; } } // Adds transform to hierarchy if not null private static void AddBoneToHierarchy(ref Transform[] bones, Transform transform) { if (transform == null) return; Array.Resize(ref bones, bones.Length + 1); bones[bones.Length - 1] = transform; } // Check if the limb is properly set up private static bool LimbError(Transform bone1, Transform bone2, Transform bone3, ref string errorMessage) { if (bone1 == null) { errorMessage = "Bone 1 of a BipedReferences limb is null."; return true; } if (bone2 == null) { errorMessage = "Bone 2 of a BipedReferences limb is null."; return true; } if (bone3 == null) { errorMessage = "Bone 3 of a BipedReferences limb is null."; return true; } Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(new Transform[3] { bone1, bone2, bone3 }); if (duplicate != null) { errorMessage = duplicate.name + " is represented multiple times in the same BipedReferences limb."; return true; } if (bone2.position == bone1.position) { errorMessage = "Second bone's position equals first bone's position in the biped's limb."; return true; } if (bone3.position == bone2.position) { errorMessage = "Third bone's position equals second bone's position in the biped's limb."; return true; } if (!Hierarchy.HierarchyIsValid(new Transform[3] { bone1, bone2, bone3 })) { errorMessage = "BipedReferences limb hierarchy is invalid. Bone transforms in a limb do not belong to the same ancestry. Please make sure the bones are parented to each other. " + "Bones: " + bone1.name + ", " + bone2.name + ", " + bone3.name; return true; } return false; } // Check if the limb is properly set up private static bool LimbWarning(Transform bone1, Transform bone2, Transform bone3, ref string warningMessage) { Vector3 cross = Vector3.Cross(bone2.position - bone1.position, bone3.position - bone1.position); if (cross == Vector3.zero) { warningMessage = "BipedReferences limb is completely stretched out in the initial pose. IK solver can not calculate the default bend plane for the limb. " + "Please make sure you character's limbs are at least slightly bent in the initial pose. " + "First bone: " + bone1.name + ", second bone: " + bone2.name + "."; return true; } return false; } // Check if spine is properly set up private static bool SpineError(BipedReferences references, ref string errorMessage) { // No spine might be a valid setup in some cases if (references.spine.Length == 0) return false; for (int i = 0; i < references.spine.Length; i++) { if (references.spine[i] == null) { errorMessage = "BipedReferences spine bone at index " + i + " is null."; return true; } } Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(references.spine); if (duplicate != null) { errorMessage = duplicate.name + " is represented multiple times in BipedReferences spine."; return true; } if (!Hierarchy.HierarchyIsValid(references.spine)) { errorMessage = "BipedReferences spine hierarchy is invalid. Bone transforms in the spine do not belong to the same ancestry. Please make sure the bones are parented to each other."; return true; } for (int i = 0; i < references.spine.Length; i++) { bool matchesParentPosition = false; if (i == 0 && references.spine[i].position == references.pelvis.position) matchesParentPosition = true; if (i != 0 && references.spine.Length > 1 && references.spine[i].position == references.spine[i - 1].position) matchesParentPosition = true; if (matchesParentPosition) { errorMessage = "Biped's spine bone nr " + i + " position is the same as it's parent spine/pelvis bone's position. Please remove this bone from the spine."; return true; } } return false; } // Check if spine is properly set up private static bool SpineWarning(BipedReferences references, ref string warningMessage) { // Maybe need to add something here in the future return false; } // Check if eyes are properly set up private static bool EyesError(BipedReferences references, ref string errorMessage) { // No eyes might be a valid setup if (references.eyes.Length == 0) return false; for (int i = 0; i < references.eyes.Length; i++) { if (references.eyes[i] == null) { errorMessage = "BipedReferences eye bone at index " + i + " is null."; return true; } } Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(references.eyes); if (duplicate != null) { errorMessage = duplicate.name + " is represented multiple times in BipedReferences eyes."; return true; } return false; } // Check if eyes are properly set up private static bool EyesWarning(BipedReferences references, ref string warningMessage) { // Maybe need to add something here in the future return false; } // Check if BipedIK transform position is at the character's feet private static bool RootHeightWarning(BipedReferences references, ref string warningMessage) { if (references.head == null) return false; float headHeight = GetVerticalOffset(references.head.position, references.leftFoot.position, references.root.rotation); float rootHeight = GetVerticalOffset(references.root.position, references.leftFoot.position, references.root.rotation); if (rootHeight / headHeight > 0.2f) { warningMessage = "Biped's root Transform's position should be at ground level relative to the character (at the character's feet not at it's pelvis)."; return true; } return false; } // Check if the character is facing the correct axis private static bool FacingAxisWarning(BipedReferences references, ref string warningMessage) { Vector3 handsLeftToRight = references.rightHand.position - references.leftHand.position; Vector3 feetLeftToRight = references.rightFoot.position - references.leftFoot.position; float dotHands = Vector3.Dot(handsLeftToRight.normalized, references.root.right); float dotFeet = Vector3.Dot(feetLeftToRight.normalized, references.root.right); if (dotHands < 0 || dotFeet < 0) { warningMessage = "Biped does not seem to be facing it's forward axis. " + "Please make sure that in the initial pose the character is facing towards the positive Z axis of the Biped root gameobject."; return true; } return false; } // Gets vertical offset relative to a rotation private static float GetVerticalOffset(Vector3 p1, Vector3 p2, Quaternion rotation) { Vector3 v = Quaternion.Inverse(rotation) * (p1 - p2); return v.y; } } }