using UnityEngine; using System.Collections; using System; namespace RootMotion.FinalIK { /// /// Contains methods common for all heuristic solvers. /// [System.Serializable] public class IKSolverHeuristic: IKSolver { #region Main Interface /// /// The target Transform. Solver IKPosition will be automatically set to the position of the target. /// public Transform target; /// /// Minimum distance from last reached position. Will stop solving if difference from previous reached position is less than tolerance. If tolerance is zero, will iterate until maxIterations. /// public float tolerance = 0f; /// /// Max iterations per frame /// public int maxIterations = 4; /// /// If true, rotation limits (if existing) will be applied on each iteration. /// public bool useRotationLimits = true; /// /// Solve in 2D? /// public bool XY; /// /// The hierarchy of bones. /// public Bone[] bones = new Bone[0]; /// /// Rebuild the bone hierarcy and reinitiate the solver. /// /// /// Returns true if the new chain is valid. /// public bool SetChain(Transform[] hierarchy, Transform root) { if (bones == null || bones.Length != hierarchy.Length) bones = new Bone[hierarchy.Length]; for (int i = 0; i < hierarchy.Length; i++) { if (bones[i] == null) bones[i] = new IKSolver.Bone(); bones[i].transform = hierarchy[i]; } Initiate(root); return initiated; } /// /// Adds a bone to the chain. /// public void AddBone(Transform bone) { Transform[] newBones = new Transform[bones.Length + 1]; for (int i = 0; i < bones.Length; i++) { newBones[i] = bones[i].transform; } newBones[newBones.Length - 1] = bone; SetChain(newBones, root); } public override void StoreDefaultLocalState() { for (int i = 0; i < bones.Length; i++) bones[i].StoreDefaultLocalState(); } public override void FixTransforms() { if (!initiated) return; if (IKPositionWeight <= 0f) return; for (int i = 0; i < bones.Length; i++) bones[i].FixTransform(); } public override bool IsValid(ref string message) { if (bones.Length == 0) { message = "IK chain has no Bones."; return false; } if (bones.Length < minBones) { message = "IK chain has less than " + minBones + " Bones."; return false; } foreach (Bone bone in bones) { if (bone.transform == null) { message = "One of the Bones is null."; return false; } } Transform duplicate = ContainsDuplicateBone(bones); if (duplicate != null) { message = duplicate.name + " is represented multiple times in the Bones."; return false; } if (!allowCommonParent && !HierarchyIsValid(bones)) { message = "Invalid bone hierarchy detected. IK requires for it's bones to be parented to each other in descending order."; return false; } if (!boneLengthCanBeZero) { for (int i = 0; i < bones.Length - 1; i++) { float l = (bones[i].transform.position - bones[i + 1].transform.position).magnitude; if (l == 0) { message = "Bone " + i + " length is zero."; return false; } } } return true; } public override IKSolver.Point[] GetPoints() { return bones as IKSolver.Point[]; } public override IKSolver.Point GetPoint(Transform transform) { for (int i = 0; i < bones.Length; i++) if (bones[i].transform == transform) return bones[i] as IKSolver.Point; return null; } #endregion Main Interface protected virtual int minBones { get { return 2; }} protected virtual bool boneLengthCanBeZero { get { return true; }} protected virtual bool allowCommonParent { get { return false; }} protected override void OnInitiate() {} protected override void OnUpdate() {} protected Vector3 lastLocalDirection; protected float chainLength; /* * Initiates all bones to match their current state * */ protected void InitiateBones() { chainLength = 0; for (int i = 0; i < bones.Length; i++) { // Find out which local axis is directed at child/target position if (i < bones.Length - 1) { bones[i].length = (bones[i].transform.position - bones[i + 1].transform.position).magnitude; chainLength += bones[i].length; Vector3 nextPosition = bones[i + 1].transform.position; bones[i].axis = Quaternion.Inverse(bones[i].transform.rotation) * (nextPosition - bones[i].transform.position); // Disable Rotation Limits from updating to take control of their execution order if (bones[i].rotationLimit != null) { if (XY) { if (bones[i].rotationLimit is RotationLimitHinge) { } else Warning.Log("Only Hinge Rotation Limits should be used on 2D IK solvers.", bones[i].transform); } bones[i].rotationLimit.Disable(); } } else { bones[i].axis = Quaternion.Inverse(bones[i].transform.rotation) * (bones[bones.Length - 1].transform.position - bones[0].transform.position); } } } #region Optimizations /* * Gets the direction from last bone to first bone in first bone's local space. * */ protected virtual Vector3 localDirection { get { return bones[0].transform.InverseTransformDirection(bones[bones.Length - 1].transform.position - bones[0].transform.position); } } /* * Gets the offset from last position of the last bone to its current position. * */ protected float positionOffset { get { return Vector3.SqrMagnitude(localDirection - lastLocalDirection); } } #endregion Optimizations /* * Get target offset to break out of the linear singularity issue * */ protected Vector3 GetSingularityOffset() { if (!SingularityDetected()) return Vector3.zero; Vector3 IKDirection = (IKPosition - bones[0].transform.position).normalized; Vector3 secondaryDirection = new Vector3(IKDirection.y, IKDirection.z, IKDirection.x); // Avoiding getting locked by the Hinge Rotation Limit if (useRotationLimits && bones[bones.Length - 2].rotationLimit != null && bones[bones.Length - 2].rotationLimit is RotationLimitHinge) { secondaryDirection = bones[bones.Length - 2].transform.rotation * bones[bones.Length - 2].rotationLimit.axis; } return Vector3.Cross(IKDirection, secondaryDirection) * bones[bones.Length - 2].length * 0.5f; } /* * Detects linear singularity issue when the direction from first bone to IKPosition matches the direction from first bone to the last bone. * */ private bool SingularityDetected() { if (!initiated) return false; Vector3 toLastBone = bones[bones.Length - 1].transform.position - bones[0].transform.position; Vector3 toIKPosition = IKPosition - bones[0].transform.position; float toLastBoneDistance = toLastBone.magnitude; float toIKPositionDistance = toIKPosition.magnitude; if (toLastBoneDistance < toIKPositionDistance) return false; if (toLastBoneDistance < chainLength - (bones[bones.Length - 2].length * 0.1f)) return false; if (toLastBoneDistance == 0) return false; if (toIKPositionDistance == 0) return false; if (toIKPositionDistance > toLastBoneDistance) return false; float dot = Vector3.Dot(toLastBone / toLastBoneDistance, toIKPosition / toIKPositionDistance); if (dot < 0.999f) return false; return true; } } }