holopy3/Assets/Plugins/RootMotion/FinalIK/IK Solvers/IKSolverFullBody.cs
2020-12-10 15:25:12 +01:00

317 lines
9.6 KiB
C#

using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// Generic FBIK solver. In each solver update, %IKSolverFullBody first reads the character's pose, then solves the %IK and writes the solved pose back to the character via IKMapping.
/// </summary>
[System.Serializable]
public class IKSolverFullBody : IKSolver {
#region Main Interface
/// <summary>
/// Number of solver iterations.
/// </summary>
[Range(0, 10)]
public int iterations = 4;
/// <summary>
/// The root node chain.
/// </summary>
public FBIKChain[] chain = new FBIKChain[0];
/// <summary>
/// The effectors.
/// </summary>
public IKEffector[] effectors = new IKEffector[0];
/// <summary>
/// Mapping spine bones to the solver.
/// </summary>
public IKMappingSpine spineMapping = new IKMappingSpine();
/// <summary>
/// Mapping individual bones to the solver
/// </summary>
public IKMappingBone[] boneMappings = new IKMappingBone[0];
/// <summary>
/// Mapping 3 segment limbs to the solver
/// </summary>
public IKMappingLimb[] limbMappings = new IKMappingLimb[0];
/// <summary>
/// If false, will not solve a FABRIK pass and the arms/legs will not be able to pull the body.
/// </summary>
public bool FABRIKPass = true;
/// <summary>
/// Gets the effector of the specified Transform.
/// </summary>
public IKEffector GetEffector(Transform t) {
for (int i = 0; i < effectors.Length; i++) if (effectors[i].bone == t) return effectors[i];
return null;
}
/// <summary>
/// Gets the chain that contains the specified Transform.
/// </summary>
public FBIKChain GetChain(Transform transform) {
int index = GetChainIndex(transform);
if (index == -1) return null;
return chain[index];
}
/// <summary>
/// Gets the index of the chain (in the IKSolverFullBody.chain array) that contains the specified Transform.
/// </summary>
public int GetChainIndex(Transform transform) {
for (int i = 0; i < chain.Length; i++) {
for (int n = 0; n < chain[i].nodes.Length; n++) if (chain[i].nodes[n].transform == transform) return i;
}
return -1;
}
public IKSolver.Node GetNode(int chainIndex, int nodeIndex) {
return chain[chainIndex].nodes[nodeIndex];
}
public void GetChainAndNodeIndexes(Transform transform, out int chainIndex, out int nodeIndex) {
chainIndex = GetChainIndex(transform);
if (chainIndex == -1) nodeIndex = -1;
else nodeIndex = chain[chainIndex].GetNodeIndex(transform);
}
public override IKSolver.Point[] GetPoints() {
int nodes = 0;
for (int i = 0; i < chain.Length; i++) nodes += chain[i].nodes.Length;
IKSolver.Point[] pointArray = new IKSolver.Point[nodes];
int added = 0;
for (int i = 0; i < chain.Length; i++) {
for (int n = 0; n < chain[i].nodes.Length; n++) {
pointArray[added] = chain[i].nodes[n] as IKSolver.Node;
added++;
}
}
return pointArray;
}
public override IKSolver.Point GetPoint(Transform transform) {
for (int i = 0; i < chain.Length; i++) {
for (int n = 0; n < chain[i].nodes.Length; n++) if (chain[i].nodes[n].transform == transform) return chain[i].nodes[n] as IKSolver.Point;
}
return null;
}
public override bool IsValid(ref string message) {
if (chain == null) {
message = "FBIK chain is null, can't initiate solver.";
return false;
}
if (chain.Length == 0) {
message = "FBIK chain length is 0, can't initiate solver.";
return false;
}
for (int i = 0; i < chain.Length; i++) {
if (!chain[i].IsValid(ref message)) return false;
}
foreach (IKEffector e in effectors) if (!e.IsValid(this, ref message)) return false;
if (!spineMapping.IsValid(this, ref message)) return false;
foreach (IKMappingLimb l in limbMappings) if (!l.IsValid(this, ref message)) return false;
foreach (IKMappingBone b in boneMappings) if (!b.IsValid(this, ref message)) return false;
return true;
}
/// <summary>
/// Called before reading the pose
/// </summary>
public UpdateDelegate OnPreRead;
/// <summary>
/// Called before solving.
/// </summary>
public UpdateDelegate OnPreSolve;
/// <summary>
/// Called before each iteration
/// </summary>
public IterationDelegate OnPreIteration;
/// <summary>
/// Called after each iteration
/// </summary>
public IterationDelegate OnPostIteration;
/// <summary>
/// Called before applying bend constraints.
/// </summary>
public UpdateDelegate OnPreBend;
/// <summary>
/// Called after updating the solver
/// </summary>
public UpdateDelegate OnPostSolve;
/// <summary>
/// Called when storing default local state (the state that FixTransforms will reset the hierarchy to).
/// </summary>
public UpdateDelegate OnStoreDefaultLocalState;
/// <summary>
/// Called when the bones used by the solver will reset to the default local state.
/// </summary>
public UpdateDelegate OnFixTransforms;
#endregion Main Interface
public override void StoreDefaultLocalState() {
spineMapping.StoreDefaultLocalState();
for (int i = 0; i < limbMappings.Length; i++) limbMappings[i].StoreDefaultLocalState();
for (int i = 0; i < boneMappings.Length; i++) boneMappings[i].StoreDefaultLocalState();
if (OnStoreDefaultLocalState != null) OnStoreDefaultLocalState();
}
public override void FixTransforms() {
if (!initiated) return;
if (IKPositionWeight <= 0f) return;
spineMapping.FixTransforms();
for (int i = 0; i < limbMappings.Length; i++) limbMappings[i].FixTransforms();
for (int i = 0; i < boneMappings.Length; i++) boneMappings[i].FixTransforms();
if (OnFixTransforms != null) OnFixTransforms();
}
protected override void OnInitiate() {
// Initiate chain
for (int i = 0; i < chain.Length; i++) {
chain[i].Initiate(this);
}
// Initiate effectors
foreach (IKEffector e in effectors) e.Initiate(this);
// Initiate IK mapping
spineMapping.Initiate(this);
foreach (IKMappingBone boneMapping in boneMappings) boneMapping.Initiate(this);
foreach (IKMappingLimb limbMapping in limbMappings) limbMapping.Initiate(this);
}
protected override void OnUpdate() {
if (IKPositionWeight <= 0) {
// clear effector positionOffsets so they would not accumulate
for (int i = 0; i < effectors.Length; i++) effectors[i].positionOffset = Vector3.zero;
return;
}
if (chain.Length == 0) return;
IKPositionWeight = Mathf.Clamp(IKPositionWeight, 0f, 1f);
if (OnPreRead != null) OnPreRead();
// Phase 1: Read the pose of the biped
ReadPose();
if (OnPreSolve != null) OnPreSolve();
// Phase 2: Solve IK
Solve();
if (OnPostSolve != null) OnPostSolve();
// Phase 3: Map biped to it's solved state
WritePose();
// Reset effector position offsets to Vector3.zero
for (int i = 0; i < effectors.Length; i++) effectors[i].OnPostWrite();
}
protected virtual void ReadPose() {
// Making sure the limbs are not inverted
for (int i = 0; i < chain.Length; i++) {
if (chain[i].bendConstraint.initiated) chain[i].bendConstraint.LimitBend(IKPositionWeight, GetEffector(chain[i].nodes[2].transform).positionWeight);
}
// Presolve effectors, apply effector offset to the nodes
for (int i = 0; i < effectors.Length; i++) effectors[i].ResetOffset(this);
for (int i = 0; i < effectors.Length; i++) effectors[i].OnPreSolve(this);
// Set solver positions to match the current bone positions of the biped
for (int i = 0; i < chain.Length; i++) {
chain[i].ReadPose(this, iterations > 0);
}
// IKMapping
if (iterations > 0) {
spineMapping.ReadPose();
for (int i = 0; i < boneMappings.Length; i++) boneMappings[i].ReadPose();
}
for (int i = 0; i < limbMappings.Length; i++) limbMappings[i].ReadPose();
}
protected virtual void Solve() {
// Iterate solver
if(iterations > 0) {
for (int i = 0; i < (FABRIKPass? iterations: 1); i++) {
if (OnPreIteration != null) OnPreIteration(i);
// Apply end-effectors
for (int e = 0; e < effectors.Length; e++) if (effectors[e].isEndEffector) effectors[e].Update(this);
if (FABRIKPass) {
// Reaching
chain[0].Push(this);
// Reaching
if (FABRIKPass) chain[0].Reach(this);
// Apply non end-effectors
for (int e = 0; e < effectors.Length; e++) if (!effectors[e].isEndEffector) effectors[e].Update(this);
}
// Trigonometric pass to release push tension from the solver
chain[0].SolveTrigonometric(this);
if (FABRIKPass) {
// Solving FABRIK forward
chain[0].Stage1(this);
// Apply non end-effectors again
for (int e = 0; e < effectors.Length; e++) if (!effectors[e].isEndEffector) effectors[e].Update(this);
// Solving FABRIK backwards
chain[0].Stage2(this, chain[0].nodes[0].solverPosition);
}
if (OnPostIteration != null) OnPostIteration(i);
}
}
// Before applying bend constraints (last chance to modify the bend direction)
if (OnPreBend != null) OnPreBend();
// Final end-effector pass
for (int i = 0; i < effectors.Length; i++) if (effectors[i].isEndEffector) effectors[i].Update(this);
ApplyBendConstraints();
}
protected virtual void ApplyBendConstraints() {
// Solve bend constraints
chain[0].SolveTrigonometric(this, true);
}
protected virtual void WritePose() {
if (IKPositionWeight <= 0f) return;
// Apply IK mapping
if (iterations > 0) {
spineMapping.WritePose(this);
for (int i = 0; i < boneMappings.Length; i++) boneMappings[i].WritePose(IKPositionWeight);
}
for (int i = 0; i < limbMappings.Length; i++) limbMappings[i].WritePose(this, iterations > 0);
}
}
}