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tom.hempel
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using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// %IK system for standard biped characters that is designed to replicate and enhance the behaviour of the Unity's built-in character %IK setup.
/// </summary>
[HelpURL("http://www.root-motion.com/finalikdox/html/page4.html")]
[AddComponentMenu("Scripts/RootMotion.FinalIK/IK/Biped IK")]
public class BipedIK : SolverManager {
// Open the User Manual URL
[ContextMenu("User Manual")]
private void OpenUserManual() {
Application.OpenURL("http://www.root-motion.com/finalikdox/html/page4.html");
}
// Open the Script Reference URL
[ContextMenu("Scrpt Reference")]
private void OpenScriptReference() {
Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_biped_i_k.html");
}
// Link to the Final IK Google Group
[ContextMenu("Support Group")]
void SupportGroup() {
Application.OpenURL("https://groups.google.com/forum/#!forum/final-ik");
}
// Link to the Final IK Asset Store thread in the Unity Community
[ContextMenu("Asset Store Thread")]
void ASThread() {
Application.OpenURL("http://forum.unity3d.com/threads/final-ik-full-body-ik-aim-look-at-fabrik-ccd-ik-1-0-released.222685/");
}
#region Main Interface
/// <summary>
/// References to character bones.
/// </summary>
public BipedReferences references = new BipedReferences();
/// <summary>
/// The %IK solvers.
/// </summary>
public BipedIKSolvers solvers = new BipedIKSolvers();
/// <summary>
/// Gets the %IK position weight.
/// </summary>
/// <param name='goal'>
/// %IK Goal.
/// </param>
public float GetIKPositionWeight(AvatarIKGoal goal) {
return GetGoalIK(goal).GetIKPositionWeight();
}
/// <summary>
/// Gets the %IK rotation weight.
/// </summary>
/// <param name='goal'>
/// IK Goal.
/// </param>
public float GetIKRotationWeight(AvatarIKGoal goal) {
return GetGoalIK(goal).GetIKRotationWeight();
}
/// <summary>
/// Sets the %IK position weight.
/// </summary>
/// <param name='goal'>
/// %IK Goal.
/// </param>
/// <param name='weight'>
/// Weight.
/// </param>
public void SetIKPositionWeight(AvatarIKGoal goal, float weight) {
GetGoalIK(goal).SetIKPositionWeight(weight);
}
/// <summary>
/// Sets the %IK rotation weight.
/// </summary>
/// <param name='goal'>
/// %IK Goal.
/// </param>
/// <param name='weight'>
/// Weight.
/// </param>
public void SetIKRotationWeight(AvatarIKGoal goal, float weight) {
GetGoalIK(goal).SetIKRotationWeight(weight);
}
/// <summary>
/// Sets the %IK position.
/// </summary>
/// <param name='goal'>
/// %IK Goal.
/// </param>
/// <param name='IKPosition'>
/// Position.
/// </param>
public void SetIKPosition(AvatarIKGoal goal, Vector3 IKPosition) {
GetGoalIK(goal).SetIKPosition(IKPosition);
}
/// <summary>
/// Sets the %IK rotation.
/// </summary>
/// <param name='goal'>
/// %IK Goal.
/// </param>
/// <param name='IKRotation'>
/// Rotation.
/// </param>
public void SetIKRotation(AvatarIKGoal goal, Quaternion IKRotation) {
GetGoalIK(goal).SetIKRotation(IKRotation);
}
/// <summary>
/// Gets the %IK position.
/// </summary>
/// <param name='goal'>
/// %IK Goal.
/// </param>
public Vector3 GetIKPosition(AvatarIKGoal goal) {
return GetGoalIK(goal).GetIKPosition();
}
/// <summary>
/// Gets the %IK rotation.
/// </summary>
/// <param name='goal'>
/// %IK Goal.
/// </param>
public Quaternion GetIKRotation(AvatarIKGoal goal) {
return GetGoalIK(goal).GetIKRotation();
}
/// <summary>
/// Sets the look at weight.
/// </summary>
/// <param name='weight'>
/// Master Weight.
/// </param>
/// <param name='bodyWeight'>
/// Body weight.
/// </param>
/// <param name='headWeight'>
/// Head weight.
/// </param>
/// <param name='eyesWeight'>
/// Eyes weight.
/// </param>
/// <param name='clampWeight'>
/// Clamp weight for body and head.
/// </param>
/// <param name='clampWeightEyes'>
/// Clamp weight for eyes.
/// </param>
public void SetLookAtWeight(float weight, float bodyWeight , float headWeight, float eyesWeight, float clampWeight, float clampWeightHead, float clampWeightEyes) {
solvers.lookAt.SetLookAtWeight(weight, bodyWeight, headWeight, eyesWeight, clampWeight, clampWeightHead, clampWeightEyes);
}
/// <summary>
/// Sets the look at target.
/// </summary>
/// <param name='lookAtPosition'>
/// Look at position.
/// </param>
public void SetLookAtPosition(Vector3 lookAtPosition) {
solvers.lookAt.SetIKPosition(lookAtPosition);
}
/// <summary>
/// Sets the spine %IK position.
/// </summary>
/// <param name='spinePosition'>
/// Spine %IK position.
/// </param>
public void SetSpinePosition(Vector3 spinePosition) {
solvers.spine.SetIKPosition(spinePosition);
}
/// <summary>
/// Sets the spine weight.
/// </summary>
/// <param name='weight'>
/// Weight.
/// </param>
public void SetSpineWeight(float weight) {
solvers.spine.SetIKPositionWeight(weight);
}
/// <summary>
/// Gets the limb solver for the %IK Goal.
/// </summary>
/// <returns>
/// The solver.
/// </returns>
/// <param name='goal'>
/// %IK Goal.
/// </param>
public IKSolverLimb GetGoalIK(AvatarIKGoal goal) {
switch(goal) {
case AvatarIKGoal.LeftFoot: return solvers.leftFoot;
case AvatarIKGoal.RightFoot: return solvers.rightFoot;
case AvatarIKGoal.LeftHand: return solvers.leftHand;
case AvatarIKGoal.RightHand: return solvers.rightHand;
}
return null;
}
/// <summary>
/// (Re)Initiates the biped IK solvers.
/// </summary>
public void InitiateBipedIK() {
InitiateSolver();
}
/// <summary>
/// Updating BipedIK
/// </summary>
public void UpdateBipedIK() {
UpdateSolver();
}
/*
* Set default solver values.
* */
public void SetToDefaults() {
// Limbs
foreach (IKSolverLimb limb in solvers.limbs) {
limb.SetIKPositionWeight(0f);
limb.SetIKRotationWeight(0f);
limb.bendModifier = IKSolverLimb.BendModifier.Animation;
limb.bendModifierWeight = 1f;
}
solvers.leftHand.maintainRotationWeight = 0f;
solvers.rightHand.maintainRotationWeight = 0f;
// Spine
solvers.spine.SetIKPositionWeight(0f);
solvers.spine.tolerance = 0f;
solvers.spine.maxIterations = 2;
solvers.spine.useRotationLimits = false;
// Aim
solvers.aim.SetIKPositionWeight(0f);
solvers.aim.tolerance = 0f;
solvers.aim.maxIterations = 2;
// LookAt
SetLookAtWeight(0f, 0.5f, 1f, 1f, 0.5f, 0.7f, 0.5f);
}
#endregion Main Interface
/*
* Fixes all the Transforms used by the solver to their default local states.
* */
protected override void FixTransforms() {
solvers.pelvis.FixTransforms();
solvers.lookAt.FixTransforms();
for (int i = 0; i < solvers.limbs.Length; i++) solvers.limbs[i].FixTransforms();
}
/*
* Initiates the %IK solver
* */
protected override void InitiateSolver() {
string message = "";
if (BipedReferences.SetupError(references, ref message)) {
Warning.Log(message, references.root, false);
return;
}
solvers.AssignReferences(references);
// Initiating solvers
if (solvers.spine.bones.Length > 1) solvers.spine.Initiate(transform);
solvers.lookAt.Initiate(transform);
solvers.aim.Initiate(transform);
foreach (IKSolverLimb limb in solvers.limbs) limb.Initiate(transform);
// Initiating constraints
solvers.pelvis.Initiate(references.pelvis);
}
/*
* Updates the solvers. If you need full control of the execution order of your IK solvers, disable this script and call UpdateSolver() instead.
* */
protected override void UpdateSolver() {
// Storing Limb bend and rotation before %IK
for (int i = 0; i < solvers.limbs.Length; i++) {
solvers.limbs[i].MaintainBend();
solvers.limbs[i].MaintainRotation();
}
// Updating constraints
solvers.pelvis.Update();
// Updating %IK solvers
if (solvers.spine.bones.Length > 1) solvers.spine.Update();
solvers.aim.Update();
solvers.lookAt.Update();
for (int i = 0; i < solvers.limbs.Length; i++) solvers.limbs[i].Update();
}
/// <summary>
/// Logs the warning if no other warning has beed logged in this session.
/// </summary>
public void LogWarning(string message) {
Warning.Log(message, transform);
}
}
}

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using UnityEngine;
using System.Collections;
using System;
namespace RootMotion.FinalIK {
/// <summary>
/// BipedIK solver collection.
/// </summary>
[System.Serializable]
public class BipedIKSolvers {
/// <summary>
/// The left foot
/// </summary>
public IKSolverLimb leftFoot = new IKSolverLimb(AvatarIKGoal.LeftFoot);
/// <summary>
/// The right foot.
/// </summary>
public IKSolverLimb rightFoot = new IKSolverLimb(AvatarIKGoal.RightFoot);
/// <summary>
/// The left hand.
/// </summary>
public IKSolverLimb leftHand = new IKSolverLimb(AvatarIKGoal.LeftHand);
/// <summary>
/// The right hand.
/// </summary>
public IKSolverLimb rightHand = new IKSolverLimb(AvatarIKGoal.RightHand);
/// <summary>
/// The spine.
/// </summary>
public IKSolverFABRIK spine = new IKSolverFABRIK();
/// <summary>
/// The Look At %IK.
/// </summary>
public IKSolverLookAt lookAt = new IKSolverLookAt();
/// <summary>
/// The Aim %IK. Rotates the spine to aim a transform's forward towards the target.
/// </summary>
public IKSolverAim aim = new IKSolverAim();
/// <summary>
/// %Constraints for manipulating the character's pelvis.
/// </summary>
public Constraints pelvis = new Constraints();
/// <summary>
/// Gets the array containing all the limbs.
/// </summary>
public IKSolverLimb[] limbs {
get {
if (_limbs == null || (_limbs != null && _limbs.Length != 4)) _limbs = new IKSolverLimb[4] { leftFoot, rightFoot, leftHand, rightHand };
return _limbs;
}
}
private IKSolverLimb[] _limbs;
/// <summary>
/// Gets the array containing all %IK solvers.
/// </summary>
public IKSolver[] ikSolvers {
get {
if (_ikSolvers == null || (_ikSolvers != null && _ikSolvers.Length != 7)) _ikSolvers = new IKSolver[7] { leftFoot, rightFoot, leftHand, rightHand, spine, lookAt, aim };
return _ikSolvers;
}
}
private IKSolver[] _ikSolvers;
public void AssignReferences(BipedReferences references) {
// Assigning limbs from references
leftHand.SetChain(references.leftUpperArm, references.leftForearm, references.leftHand, references.root);
rightHand.SetChain(references.rightUpperArm, references.rightForearm, references.rightHand, references.root);
leftFoot.SetChain(references.leftThigh, references.leftCalf, references.leftFoot, references.root);
rightFoot.SetChain(references.rightThigh, references.rightCalf, references.rightFoot, references.root);
// Assigning spine bones from references
spine.SetChain(references.spine, references.root);
// Assigning lookAt bones from references
lookAt.SetChain(references.spine, references.head, references.eyes, references.root);
// Assigning Aim bones from references
aim.SetChain(references.spine, references.root);
leftFoot.goal = AvatarIKGoal.LeftFoot;
rightFoot.goal = AvatarIKGoal.RightFoot;
leftHand.goal = AvatarIKGoal.LeftHand;
rightHand.goal = AvatarIKGoal.RightHand;
}
}
}

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