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

453 lines
15 KiB
C#

using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// Rotates a hierarchy of bones to face a target.
/// </summary>
[System.Serializable]
public class IKSolverLookAt : IKSolver {
#region Main Interface
/// <summary>
/// The target Transform.
/// </summary>
public Transform target;
/// <summary>
/// The spine hierarchy.
/// </summary>
public LookAtBone[] spine = new LookAtBone[0];
/// <summary>
/// The head bone.
/// </summary>
public LookAtBone head = new LookAtBone();
/// <summary>
/// The eye bones.
/// </summary>
public LookAtBone[] eyes = new LookAtBone[0];
/// <summary>
/// The body weight.
/// </summary>
[Range(0f, 1f)]
public float bodyWeight = 0.5f;
/// <summary>
/// The head weight.
/// </summary>
[Range(0f, 1f)]
public float headWeight = 0.5f;
/// <summary>
/// The eyes weight.
/// </summary>
[Range(0f, 1f)]
public float eyesWeight = 1f;
/// <summary>
/// Clamp weight for the body.
/// </summary>
[Range(0f, 1f)]
public float clampWeight = 0.5f;
/// <summary>
/// Clamp weight for the head.
/// </summary>
[Range(0f, 1f)]
public float clampWeightHead = 0.5f;
/// <summary>
/// Clamp weight for the eyes.
/// </summary>
[Range(0f, 1f)]
public float clampWeightEyes = 0.5f;
/// <summary>
/// Number of sine smoothing iterations applied on clamping to make the clamping point smoother.
/// </summary>
[Range(0, 2)]
public int clampSmoothing = 2;
/// <summary>
/// Weight distribution between the spine bones.
/// </summary>
public AnimationCurve spineWeightCurve = new AnimationCurve(new Keyframe[2] { new Keyframe(0f, 0.3f), new Keyframe(1f, 1f) });
/// <summary>
/// Offset for the spine target in world space..
/// </summary>
public Vector3 spineTargetOffset;
/// <summary>
/// Sets the look at weight. NOTE: You are welcome edit the weights directly, this method is here only to match the Unity's built in %IK API.
/// </summary>
public void SetLookAtWeight(float weight) {
this.IKPositionWeight = Mathf.Clamp(weight, 0f, 1f);
}
/// <summary>
/// Sets the look at weight. NOTE: You are welcome to edit the weights directly, this method is here only to match the Unity's built in %IK API.
/// </summary>
public void SetLookAtWeight(float weight, float bodyWeight) {
this.IKPositionWeight = Mathf.Clamp(weight, 0f, 1f);
this.bodyWeight = Mathf.Clamp(bodyWeight, 0f, 1f);
}
/// <summary>
/// Sets the look at weight. NOTE: You are welcome to edit the weights directly, this method is here only to match the Unity's built in %IK API.
/// </summary>
public void SetLookAtWeight(float weight, float bodyWeight, float headWeight) {
this.IKPositionWeight = Mathf.Clamp(weight, 0f, 1f);
this.bodyWeight = Mathf.Clamp(bodyWeight, 0f, 1f);
this.headWeight = Mathf.Clamp(headWeight, 0f, 1f);
}
/// <summary>
/// Sets the look at weight. NOTE: You are welcome to edit the weights directly, this method is here only to match the Unity's built in %IK API.
/// </summary>
public void SetLookAtWeight(float weight, float bodyWeight, float headWeight, float eyesWeight) {
this.IKPositionWeight = Mathf.Clamp(weight, 0f, 1f);
this.bodyWeight = Mathf.Clamp(bodyWeight, 0f, 1f);
this.headWeight = Mathf.Clamp(headWeight, 0f, 1f);
this.eyesWeight = Mathf.Clamp(eyesWeight, 0f, 1f);
}
/// <summary>
/// Sets the look at weight. NOTE: You are welcome to edit the weights directly, this method is here only to match the Unity's built in %IK API.
/// </summary>
public void SetLookAtWeight(float weight, float bodyWeight, float headWeight, float eyesWeight, float clampWeight) {
this.IKPositionWeight = Mathf.Clamp(weight, 0f, 1f);
this.bodyWeight = Mathf.Clamp(bodyWeight, 0f, 1f);
this.headWeight = Mathf.Clamp(headWeight, 0f, 1f);
this.eyesWeight = Mathf.Clamp(eyesWeight, 0f, 1f);
this.clampWeight = Mathf.Clamp(clampWeight, 0f, 1f);
this.clampWeightHead = this.clampWeight;
this.clampWeightEyes = this.clampWeight;
}
/// <summary>
/// Sets the look at weight. NOTE: You are welcome to edit the weights directly, this method is here only to match the Unity's built in %IK API.
/// </summary>
public void SetLookAtWeight(float weight, float bodyWeight = 0f, float headWeight = 1f, float eyesWeight = 0.5f, float clampWeight = 0.5f, float clampWeightHead = 0.5f, float clampWeightEyes = 0.3f) {
this.IKPositionWeight = Mathf.Clamp(weight, 0f, 1f);
this.bodyWeight = Mathf.Clamp(bodyWeight, 0f, 1f);
this.headWeight = Mathf.Clamp(headWeight, 0f, 1f);
this.eyesWeight = Mathf.Clamp(eyesWeight, 0f, 1f);
this.clampWeight = Mathf.Clamp(clampWeight, 0f, 1f);
this.clampWeightHead = Mathf.Clamp(clampWeightHead, 0f, 1f);
this.clampWeightEyes = Mathf.Clamp(clampWeightEyes, 0f, 1f);
}
public override void StoreDefaultLocalState() {
for (int i = 0; i < spine.Length; i++) spine[i].StoreDefaultLocalState();
for (int i = 0; i < eyes.Length; i++) eyes[i].StoreDefaultLocalState();
if (head != null && head.transform != null) head.StoreDefaultLocalState();
}
public override void FixTransforms() {
if (!initiated) return;
if (IKPositionWeight <= 0f) return;
for (int i = 0; i < spine.Length; i++) spine[i].FixTransform();
for (int i = 0; i < eyes.Length; i++) eyes[i].FixTransform();
if (head != null && head.transform != null) head.FixTransform();
}
public override bool IsValid (ref string message) {
if (!spineIsValid) {
message = "IKSolverLookAt spine setup is invalid. Can't initiate solver.";
return false;
}
if (!headIsValid) {
message = "IKSolverLookAt head transform is null. Can't initiate solver.";
return false;
}
if (!eyesIsValid) {
message = "IKSolverLookAt eyes setup is invalid. Can't initiate solver.";
return false;
}
if (spineIsEmpty && headIsEmpty && eyesIsEmpty) {
message = "IKSolverLookAt eyes setup is invalid. Can't initiate solver.";
return false;
}
Transform spineDuplicate = ContainsDuplicateBone(spine);
if (spineDuplicate != null) {
message = spineDuplicate.name + " is represented multiple times in a single IK chain. Can't initiate solver.";
return false;
}
Transform eyeDuplicate = ContainsDuplicateBone(eyes);
if (eyeDuplicate != null) {
message = eyeDuplicate.name + " is represented multiple times in a single IK chain. Can't initiate solver.";
return false;
}
return true;
}
public override IKSolver.Point[] GetPoints() {
IKSolver.Point[] allPoints = new IKSolver.Point[spine.Length + eyes.Length + (head.transform != null? 1: 0)];
for (int i = 0; i < spine.Length; i++) allPoints[i] = spine[i] as IKSolver.Point;
int eye = 0;
for (int i = spine.Length; i < spine.Length + eyes.Length; i++)
{
allPoints[i] = eyes[eye] as IKSolver.Point;
eye++;
}
if (head.transform != null) allPoints[allPoints.Length - 1] = head as IKSolver.Point;
return allPoints;
}
public override IKSolver.Point GetPoint(Transform transform) {
foreach (IKSolverLookAt.LookAtBone b in spine) if (b.transform == transform) return b as IKSolver.Point;
foreach (IKSolverLookAt.LookAtBone b in eyes) if (b.transform == transform) return b as IKSolver.Point;
if (head.transform == transform) return head as IKSolver.Point;
return null;
}
/// <summary>
/// Look At bone class.
/// </summary>
[System.Serializable]
public class LookAtBone: IKSolver.Bone {
#region Public methods
public Vector3 baseForwardOffsetEuler;
public LookAtBone() {}
/*
* Custom constructor
* */
public LookAtBone(Transform transform) {
this.transform = transform;
}
/*
* Initiates the bone, precalculates values.
* */
public void Initiate(Transform root) {
if (transform == null) return;
axis = Quaternion.Inverse(transform.rotation) * root.forward;
}
/*
* Rotates the bone to look at a world direction.
* */
public void LookAt(Vector3 direction, float weight) {
Quaternion fromTo = Quaternion.FromToRotation(forward, direction);
Quaternion r = transform.rotation;
transform.rotation = Quaternion.Lerp(r, fromTo * r, weight);
}
/*
* Gets the local axis to goal in world space.
* */
public Vector3 forward {
get {
return transform.rotation * axis;
}
}
#endregion Public methods
}
/// <summary>
/// Reinitiate the solver with new bone Transforms.
/// </summary>
/// <returns>
/// Returns true if the new chain is valid.
/// </returns>
public bool SetChain(Transform[] spine, Transform head, Transform[] eyes, Transform root) {
// Spine
SetBones(spine, ref this.spine);
// Head
this.head = new LookAtBone(head);
// Eyes
SetBones(eyes, ref this.eyes);
Initiate(root);
return initiated;
}
#endregion Main Interface
protected Vector3[] spineForwards = new Vector3[0];
protected Vector3[] headForwards = new Vector3[1];
protected Vector3[] eyeForward = new Vector3[1];
protected override void OnInitiate() {
// Set IKPosition to default value
if (firstInitiation || !Application.isPlaying) {
if (spine.Length > 0) IKPosition = spine[spine.Length - 1].transform.position + root.forward * 3f;
else if (head.transform != null) IKPosition = head.transform.position + root.forward * 3f;
else if (eyes.Length > 0 && eyes[0].transform != null) IKPosition = eyes[0].transform.position + root.forward * 3f;
}
// Initiating the bones
foreach (LookAtBone s in spine) s.Initiate(root);
if (head != null) head.Initiate(root);
foreach (LookAtBone eye in eyes) eye.Initiate(root);
if (spineForwards == null || spineForwards.Length != spine.Length) spineForwards = new Vector3[spine.Length];
if (headForwards == null) headForwards = new Vector3[1];
if (eyeForward == null) eyeForward = new Vector3[1];
}
protected override void OnUpdate() {
if (IKPositionWeight <= 0) return;
IKPositionWeight = Mathf.Clamp(IKPositionWeight, 0f, 1f);
if (target != null) IKPosition = target.position;
// Solving the hierarchies
SolveSpine();
SolveHead();
SolveEyes();
}
protected bool spineIsValid {
get {
if (spine == null) return false;
if (spine.Length == 0) return true;
for (int i = 0; i < spine.Length; i++) if (spine[i] == null || spine[i].transform == null) return false;
return true;
}
}
protected bool spineIsEmpty { get { return spine.Length == 0; }}
// Solving the spine hierarchy
protected void SolveSpine() {
if (bodyWeight <= 0) return;
if (spineIsEmpty) return;
// Get the look at vectors for each bone
//Vector3 targetForward = Vector3.Lerp(spine[0].forward, (IKPosition - spine[spine.Length - 1].transform.position).normalized, bodyWeight * IKPositionWeight).normalized;
Vector3 targetForward = (IKPosition + spineTargetOffset - spine[spine.Length - 1].transform.position).normalized;
GetForwards(ref spineForwards, spine[0].forward, targetForward, spine.Length, clampWeight);
// Rotate each bone to face their look at vectors
for (int i = 0; i < spine.Length; i++) {
spine[i].LookAt(spineForwards[i], bodyWeight * IKPositionWeight);
}
}
protected bool headIsValid {
get {
if (head == null) return false;
return true;
}
}
protected bool headIsEmpty { get { return head.transform == null; }}
// Solving the head rotation
protected void SolveHead() {
if (headWeight <= 0) return;
if (headIsEmpty) return;
// Get the look at vector for the head
Vector3 baseForward = spine.Length > 0 && spine[spine.Length - 1].transform != null? spine[spine.Length - 1].forward: head.forward;
Vector3 targetForward = Vector3.Lerp(baseForward, (IKPosition - head.transform.position).normalized, headWeight * IKPositionWeight).normalized;
GetForwards(ref headForwards, baseForward, targetForward, 1, clampWeightHead);
// Rotate the head to face its look at vector
head.LookAt(headForwards[0], headWeight * IKPositionWeight);
}
protected bool eyesIsValid {
get {
if (eyes == null) return false;
if (eyes.Length == 0) return true;
for (int i = 0; i < eyes.Length; i++) if (eyes[i] == null || eyes[i].transform == null) return false;
return true;
}
}
protected bool eyesIsEmpty { get { return eyes.Length == 0; }}
// Solving the eye rotations
protected void SolveEyes() {
if (eyesWeight <= 0) return;
if (eyesIsEmpty) return;
for (int i = 0; i < eyes.Length; i++) {
// Get the look at vector for the eye
Quaternion baseRotation = head.transform != null ? head.transform.rotation : spine.Length > 0? spine[spine.Length - 1].transform.rotation: root.rotation;
Vector3 baseAxis = head.transform != null ? head.axis : spine.Length > 0 ? spine[spine.Length - 1].axis : root.forward;
if (eyes[i].baseForwardOffsetEuler != Vector3.zero) baseRotation *= Quaternion.Euler(eyes[i].baseForwardOffsetEuler);
Vector3 baseForward = baseRotation * baseAxis;
GetForwards(ref eyeForward, baseForward, (IKPosition - eyes[i].transform.position).normalized, 1, clampWeightEyes);
// Rotate the eye to face its look at vector
eyes[i].LookAt(eyeForward[0], eyesWeight * IKPositionWeight);
}
}
/*
* Returns forwards for a number of bones rotating from baseForward to targetForward.
* NB! Make sure baseForward and targetForward are normalized.
* */
protected Vector3[] GetForwards(ref Vector3[] forwards, Vector3 baseForward, Vector3 targetForward, int bones, float clamp) {
// If clamp >= 1 make all the forwards match the base
if (clamp >= 1 || IKPositionWeight <= 0) {
for (int i = 0; i < forwards.Length; i++) forwards[i] = baseForward;
return forwards;
}
// Get normalized dot product.
float angle = Vector3.Angle(baseForward, targetForward);
float dot = 1f - (angle / 180f);
// Clamping the targetForward so it doesn't exceed clamp
float targetClampMlp = clamp > 0? Mathf.Clamp(1f - ((clamp - dot) / (1f - dot)), 0f, 1f): 1f;
// Calculating the clamp multiplier
float clampMlp = clamp > 0? Mathf.Clamp(dot / clamp, 0f, 1f): 1f;
for (int i = 0; i < clampSmoothing; i++) {
float sinF = clampMlp * Mathf.PI * 0.5f;
clampMlp = Mathf.Sin(sinF);
}
// Rotation amount for 1 bone
if (forwards.Length == 1) {
forwards[0] = Vector3.Slerp(baseForward, targetForward, clampMlp * targetClampMlp);
} else {
float step = 1f / (float)(forwards.Length - 1);
// Calculate the forward for each bone
for (int i = 0; i < forwards.Length; i++) {
forwards[i] = Vector3.Slerp(baseForward, targetForward, spineWeightCurve.Evaluate(step * i) * clampMlp * targetClampMlp);
}
}
return forwards;
}
/*
* Build LookAtBone[] array of a Transform array
* */
protected void SetBones(Transform[] array, ref LookAtBone[] bones) {
if (array == null) {
bones = new LookAtBone[0];
return;
}
if (bones.Length != array.Length) bones = new LookAtBone[array.Length];
for (int i = 0; i < array.Length; i++) {
if (bones[i] == null) bones[i] = new LookAtBone(array[i]);
else bones[i].transform = array[i];
}
}
}
}