initial upload
This commit is contained in:
@ -0,0 +1,312 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace RootMotion.FinalIK {
|
||||
|
||||
/// <summary>
|
||||
/// A full-body IK solver designed specifically for a VR HMD and hand controllers.
|
||||
/// </summary>
|
||||
//[HelpURL("http://www.root-motion.com/finalikdox/html/page16.html")]
|
||||
[AddComponentMenu("Scripts/RootMotion.FinalIK/IK/VR IK")]
|
||||
public class VRIK : IK {
|
||||
|
||||
/// <summary>
|
||||
/// VRIK-specific definition of a humanoid biped.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class References {
|
||||
public Transform root; // 0
|
||||
|
||||
[LargeHeader("Spine")]
|
||||
public Transform pelvis; // 1
|
||||
public Transform spine; // 2
|
||||
|
||||
[Tooltip("Optional")]
|
||||
public Transform chest; // 3 Optional
|
||||
|
||||
[Tooltip("Optional")]
|
||||
public Transform neck; // 4 Optional
|
||||
public Transform head; // 5
|
||||
|
||||
[LargeHeader("Left Arm")]
|
||||
[Tooltip("Optional")]
|
||||
public Transform leftShoulder; // 6 Optional
|
||||
[Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
|
||||
public Transform leftUpperArm; // 7
|
||||
[Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
|
||||
public Transform leftForearm; // 8
|
||||
[Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
|
||||
public Transform leftHand; // 9
|
||||
|
||||
[LargeHeader("Right Arm")]
|
||||
[Tooltip("Optional")]
|
||||
public Transform rightShoulder; // 10 Optional
|
||||
[Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
|
||||
public Transform rightUpperArm; // 11
|
||||
[Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
|
||||
public Transform rightForearm; // 12
|
||||
[Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
|
||||
public Transform rightHand; // 13
|
||||
|
||||
[LargeHeader("Left Leg")]
|
||||
[Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
|
||||
public Transform leftThigh; // 14 Optional
|
||||
|
||||
[Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
|
||||
public Transform leftCalf; // 15 Optional
|
||||
|
||||
[Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
|
||||
public Transform leftFoot; // 16 Optional
|
||||
|
||||
[Tooltip("Optional")]
|
||||
public Transform leftToes; // 17 Optional
|
||||
|
||||
[LargeHeader("Right Leg")]
|
||||
[Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
|
||||
public Transform rightThigh; // 18 Optional
|
||||
|
||||
[Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
|
||||
public Transform rightCalf; // 19 Optional
|
||||
|
||||
[Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
|
||||
public Transform rightFoot; // 20 Optional
|
||||
|
||||
[Tooltip("Optional")]
|
||||
public Transform rightToes; // 21 Optional
|
||||
|
||||
public References() { }
|
||||
|
||||
public References(BipedReferences b)
|
||||
{
|
||||
root = b.root;
|
||||
pelvis = b.pelvis;
|
||||
spine = b.spine[0];
|
||||
chest = b.spine.Length > 1? b.spine[1]: null;
|
||||
head = b.head;
|
||||
|
||||
leftShoulder = b.leftUpperArm.parent;
|
||||
leftUpperArm = b.leftUpperArm;
|
||||
leftForearm = b.leftForearm;
|
||||
leftHand = b.leftHand;
|
||||
|
||||
rightShoulder = b.rightUpperArm.parent;
|
||||
rightUpperArm = b.rightUpperArm;
|
||||
rightForearm = b.rightForearm;
|
||||
rightHand = b.rightHand;
|
||||
|
||||
leftThigh = b.leftThigh;
|
||||
leftCalf = b.leftCalf;
|
||||
leftFoot = b.leftFoot;
|
||||
leftToes = b.leftFoot.GetChild(0);
|
||||
|
||||
rightThigh = b.rightThigh;
|
||||
rightCalf = b.rightCalf;
|
||||
rightFoot = b.rightFoot;
|
||||
rightToes = b.rightFoot.GetChild(0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an array of all the Transforms in the definition.
|
||||
/// </summary>
|
||||
public Transform[] GetTransforms() {
|
||||
return new Transform[22] {
|
||||
root, pelvis, spine, chest, neck, head, leftShoulder, leftUpperArm, leftForearm, leftHand, rightShoulder, rightUpperArm, rightForearm, rightHand, leftThigh, leftCalf, leftFoot, leftToes, rightThigh, rightCalf, rightFoot, rightToes
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if all required Transforms have been assigned (shoulder, toe and neck bones are optional).
|
||||
/// </summary>
|
||||
public bool isFilled {
|
||||
get {
|
||||
if (
|
||||
root == null ||
|
||||
pelvis == null ||
|
||||
spine == null ||
|
||||
head == null
|
||||
) return false;
|
||||
|
||||
bool noArmBones =
|
||||
leftUpperArm == null &&
|
||||
leftForearm == null &&
|
||||
leftHand == null &&
|
||||
rightUpperArm == null &&
|
||||
rightForearm == null &&
|
||||
rightHand == null;
|
||||
|
||||
bool atLeastOneArmBoneMissing =
|
||||
leftUpperArm == null ||
|
||||
leftForearm == null ||
|
||||
leftHand == null ||
|
||||
rightUpperArm == null ||
|
||||
rightForearm == null ||
|
||||
rightHand == null;
|
||||
|
||||
// If all leg bones are null, it is valid
|
||||
bool noLegBones =
|
||||
leftThigh == null &&
|
||||
leftCalf == null &&
|
||||
leftFoot == null &&
|
||||
rightThigh == null &&
|
||||
rightCalf == null &&
|
||||
rightFoot == null;
|
||||
|
||||
bool atLeastOneLegBoneMissing =
|
||||
leftThigh == null ||
|
||||
leftCalf == null ||
|
||||
leftFoot == null ||
|
||||
rightThigh == null ||
|
||||
rightCalf == null ||
|
||||
rightFoot == null;
|
||||
|
||||
if (atLeastOneLegBoneMissing && !noLegBones) return false;
|
||||
if (atLeastOneArmBoneMissing && !noArmBones) return false;
|
||||
|
||||
// Shoulder, toe and neck bones are optional
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if none of the Transforms have been assigned.
|
||||
/// </summary>
|
||||
public bool isEmpty {
|
||||
get {
|
||||
if (
|
||||
root != null ||
|
||||
pelvis != null ||
|
||||
spine != null ||
|
||||
chest != null ||
|
||||
neck != null ||
|
||||
head != null ||
|
||||
leftShoulder != null ||
|
||||
leftUpperArm != null ||
|
||||
leftForearm != null ||
|
||||
leftHand != null ||
|
||||
rightShoulder != null ||
|
||||
rightUpperArm != null ||
|
||||
rightForearm != null ||
|
||||
rightHand != null ||
|
||||
leftThigh != null ||
|
||||
leftCalf != null ||
|
||||
leftFoot != null ||
|
||||
leftToes != null ||
|
||||
rightThigh != null ||
|
||||
rightCalf != null ||
|
||||
rightFoot != null ||
|
||||
rightToes != null
|
||||
) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Auto-detects VRIK references. Works with a Humanoid Animator on the root gameobject only.
|
||||
/// </summary>
|
||||
public static bool AutoDetectReferences(Transform root, out References references) {
|
||||
references = new References();
|
||||
|
||||
var animator = root.GetComponentInChildren<Animator>();
|
||||
if (animator == null || !animator.isHuman) {
|
||||
Debug.LogWarning("VRIK needs a Humanoid Animator to auto-detect biped references. Please assign references manually.");
|
||||
return false;
|
||||
}
|
||||
|
||||
references.root = root;
|
||||
references.pelvis = animator.GetBoneTransform(HumanBodyBones.Hips);
|
||||
references.spine = animator.GetBoneTransform(HumanBodyBones.Spine);
|
||||
references.chest = animator.GetBoneTransform(HumanBodyBones.Chest);
|
||||
references.neck = animator.GetBoneTransform(HumanBodyBones.Neck);
|
||||
references.head = animator.GetBoneTransform(HumanBodyBones.Head);
|
||||
references.leftShoulder = animator.GetBoneTransform(HumanBodyBones.LeftShoulder);
|
||||
references.leftUpperArm = animator.GetBoneTransform(HumanBodyBones.LeftUpperArm);
|
||||
references.leftForearm = animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
|
||||
references.leftHand = animator.GetBoneTransform(HumanBodyBones.LeftHand);
|
||||
references.rightShoulder = animator.GetBoneTransform(HumanBodyBones.RightShoulder);
|
||||
references.rightUpperArm = animator.GetBoneTransform(HumanBodyBones.RightUpperArm);
|
||||
references.rightForearm = animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
|
||||
references.rightHand = animator.GetBoneTransform(HumanBodyBones.RightHand);
|
||||
references.leftThigh = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
|
||||
references.leftCalf = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
|
||||
references.leftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
|
||||
references.leftToes = animator.GetBoneTransform(HumanBodyBones.LeftToes);
|
||||
references.rightThigh = animator.GetBoneTransform(HumanBodyBones.RightUpperLeg);
|
||||
references.rightCalf = animator.GetBoneTransform(HumanBodyBones.RightLowerLeg);
|
||||
references.rightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot);
|
||||
references.rightToes = animator.GetBoneTransform(HumanBodyBones.RightToes);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Open the User Manual URL
|
||||
[ContextMenu("User Manual")]
|
||||
protected override void OpenUserManual() {
|
||||
Application.OpenURL("http://www.root-motion.com/finalikdox/html/page16.html");
|
||||
}
|
||||
|
||||
// Open the Script Reference URL
|
||||
[ContextMenu("Scrpt Reference")]
|
||||
protected override void OpenScriptReference() {
|
||||
Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_v_r_i_k.html");
|
||||
}
|
||||
|
||||
// Open a video tutorial about setting up the component
|
||||
[ContextMenu("TUTORIAL VIDEO (STEAMVR SETUP)")]
|
||||
void OpenSetupTutorial() {
|
||||
Application.OpenURL("https://www.youtube.com/watch?v=6Pfx7lYQiIA&feature=youtu.be");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Bone mapping. Right-click on the component header and select 'Auto-detect References' of fill in manually if not a Humanoid character. Chest, neck, shoulder and toe bones are optional. VRIK also supports legless characters. If you do not wish to use legs, leave all leg references empty.
|
||||
/// </summary>
|
||||
[ContextMenuItem("Auto-detect References", "AutoDetectReferences")]
|
||||
[Tooltip("Bone mapping. Right-click on the component header and select 'Auto-detect References' of fill in manually if not a Humanoid character. Chest, neck, shoulder and toe bones are optional. VRIK also supports legless characters. If you do not wish to use legs, leave all leg references empty.")]
|
||||
public References references = new References();
|
||||
|
||||
/// <summary>
|
||||
/// The solver.
|
||||
/// </summary>
|
||||
[Tooltip("The VRIK solver.")]
|
||||
public IKSolverVR solver = new IKSolverVR();
|
||||
|
||||
/// <summary>
|
||||
/// Auto-detects bone references for this VRIK. Works with a Humanoid Animator on the gameobject only.
|
||||
/// </summary>
|
||||
[ContextMenu("Auto-detect References")]
|
||||
public void AutoDetectReferences() {
|
||||
References.AutoDetectReferences(transform, out references);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fills in arm wristToPalmAxis and palmToThumbAxis.
|
||||
/// </summary>
|
||||
[ContextMenu("Guess Hand Orientations")]
|
||||
public void GuessHandOrientations() {
|
||||
solver.GuessHandOrientations(references, false);
|
||||
}
|
||||
|
||||
public override IKSolver GetIKSolver() {
|
||||
return solver as IKSolver;
|
||||
}
|
||||
|
||||
protected override void InitiateSolver() {
|
||||
if (references.isEmpty) AutoDetectReferences();
|
||||
if (references.isFilled) solver.SetToReferences(references);
|
||||
|
||||
base.InitiateSolver();
|
||||
}
|
||||
|
||||
protected override void UpdateSolver() {
|
||||
if (references.root != null && references.root.localScale == Vector3.zero) {
|
||||
Debug.LogError("VRIK Root Transform's scale is zero, can not update VRIK. Make sure you have not calibrated the character to a zero scale.", transform);
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
base.UpdateSolver();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user