initial upload
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using UnityEngine;
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using System.Collections;
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using System;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// Forward and Backward Reaching Inverse Kinematics solver.
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///
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/// This class is based on the "FABRIK: A fast, iterative solver for the inverse kinematics problem." paper by Aristidou, A., Lasenby, J.
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/// </summary>
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[System.Serializable]
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public class IKSolverFABRIK : IKSolverHeuristic {
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#region Main Interface
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/// <summary>
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/// Solving stage 1 of the %FABRIK algorithm.
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/// </summary>
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public void SolveForward(Vector3 position) {
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if (!initiated) {
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if (!Warning.logged) LogWarning("Trying to solve uninitiated FABRIK chain.");
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return;
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}
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OnPreSolve();
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ForwardReach(position);
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}
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/// <summary>
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/// Solving stage 2 of the %FABRIK algorithm.
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/// </summary>
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public void SolveBackward(Vector3 position) {
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if (!initiated) {
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if (!Warning.logged) LogWarning("Trying to solve uninitiated FABRIK chain.");
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return;
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}
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BackwardReach(position);
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OnPostSolve();
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}
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public override Vector3 GetIKPosition() {
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if (target != null) return target.position;
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return IKPosition;
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}
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/// <summary>
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/// Called before each iteration of the solver.
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/// </summary>
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public IterationDelegate OnPreIteration;
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#endregion Main Interface
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private bool[] limitedBones = new bool[0];
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private Vector3[] solverLocalPositions = new Vector3[0];
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protected override void OnInitiate() {
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if (firstInitiation || !Application.isPlaying) IKPosition = bones[bones.Length - 1].transform.position;
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for (int i = 0; i < bones.Length; i++) {
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bones[i].solverPosition = bones[i].transform.position;
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bones[i].solverRotation = bones[i].transform.rotation;
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}
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limitedBones = new bool[bones.Length];
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solverLocalPositions = new Vector3[bones.Length];
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InitiateBones();
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for (int i = 0; i < bones.Length; i++) {
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solverLocalPositions[i] = Quaternion.Inverse(GetParentSolverRotation(i)) * (bones[i].transform.position - GetParentSolverPosition(i));
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}
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}
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protected override void OnUpdate() {
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if (IKPositionWeight <= 0) return;
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IKPositionWeight = Mathf.Clamp(IKPositionWeight, 0f, 1f);
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OnPreSolve();
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if (target != null) IKPosition = target.position;
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if (XY) IKPosition.z = bones[0].transform.position.z;
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Vector3 singularityOffset = maxIterations > 1? GetSingularityOffset(): Vector3.zero;
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// Iterating the solver
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for (int i = 0; i < maxIterations; i++) {
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// Optimizations
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if (singularityOffset == Vector3.zero && i >= 1 && tolerance > 0 && positionOffset < tolerance * tolerance) break;
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lastLocalDirection = localDirection;
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if (OnPreIteration != null) OnPreIteration(i);
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Solve(IKPosition + (i == 0? singularityOffset: Vector3.zero));
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}
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OnPostSolve();
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}
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/*
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* If true, the solver will work with 0 length bones
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* */
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protected override bool boneLengthCanBeZero { get { return false; }} // Returning false here also ensures that the bone lengths will be calculated
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/*
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* Interpolates the joint position to match the bone's length
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*/
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private Vector3 SolveJoint(Vector3 pos1, Vector3 pos2, float length) {
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if (XY) pos1.z = pos2.z;
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return pos2 + (pos1 - pos2).normalized * length;
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}
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/*
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* Check if bones have moved from last solved positions
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* */
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private void OnPreSolve() {
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chainLength = 0;
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for (int i = 0; i < bones.Length; i++) {
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bones[i].solverPosition = bones[i].transform.position;
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bones[i].solverRotation = bones[i].transform.rotation;
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if (i < bones.Length - 1) {
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bones[i].length = (bones[i].transform.position - bones[i + 1].transform.position).magnitude;
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bones[i].axis = Quaternion.Inverse(bones[i].transform.rotation) * (bones[i + 1].transform.position - bones[i].transform.position);
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chainLength += bones[i].length;
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}
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if (useRotationLimits) solverLocalPositions[i] = Quaternion.Inverse(GetParentSolverRotation(i)) * (bones[i].transform.position - GetParentSolverPosition(i));
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}
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}
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/*
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* After solving the chain
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* */
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private void OnPostSolve() {
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// Rotating bones to match the solver positions
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if (!useRotationLimits) MapToSolverPositions();
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else MapToSolverPositionsLimited();
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lastLocalDirection = localDirection;
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}
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private void Solve(Vector3 targetPosition) {
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// Forward reaching
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ForwardReach(targetPosition);
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// Backward reaching
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BackwardReach(bones[0].transform.position);
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}
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/*
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* Stage 1 of FABRIK algorithm
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* */
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private void ForwardReach(Vector3 position) {
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// Lerp last bone's solverPosition to position
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bones[bones.Length - 1].solverPosition = Vector3.Lerp(bones[bones.Length - 1].solverPosition, position, IKPositionWeight);
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for (int i = 0; i < limitedBones.Length; i++) limitedBones[i] = false;
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for (int i = bones.Length - 2; i > -1; i--) {
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// Finding joint positions
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bones[i].solverPosition = SolveJoint(bones[i].solverPosition, bones[i + 1].solverPosition, bones[i].length);
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// Limiting bone rotation forward
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LimitForward(i, i + 1);
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}
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// Limiting the first bone's rotation
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LimitForward(0, 0);
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}
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private void SolverMove(int index, Vector3 offset) {
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for (int i = index; i < bones.Length; i++) {
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bones[i].solverPosition += offset;
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}
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}
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private void SolverRotate(int index, Quaternion rotation, bool recursive) {
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for (int i = index; i < bones.Length; i++) {
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bones[i].solverRotation = rotation * bones[i].solverRotation;
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if (!recursive) return;
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}
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}
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private void SolverRotateChildren(int index, Quaternion rotation) {
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for (int i = index + 1; i < bones.Length; i++) {
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bones[i].solverRotation = rotation * bones[i].solverRotation;
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}
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}
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private void SolverMoveChildrenAroundPoint(int index, Quaternion rotation) {
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for (int i = index + 1; i < bones.Length; i++) {
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Vector3 dir = bones[i].solverPosition - bones[index].solverPosition;
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bones[i].solverPosition = bones[index].solverPosition + rotation * dir;
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}
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}
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private Quaternion GetParentSolverRotation(int index) {
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if (index > 0) return bones[index - 1].solverRotation;
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if (bones[0].transform.parent == null) return Quaternion.identity;
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return bones[0].transform.parent.rotation;
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}
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private Vector3 GetParentSolverPosition(int index) {
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if (index > 0) return bones[index - 1].solverPosition;
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if (bones[0].transform.parent == null) return Vector3.zero;
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return bones[0].transform.parent.position;
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}
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private Quaternion GetLimitedRotation(int index, Quaternion q, out bool changed) {
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changed = false;
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Quaternion parentRotation = GetParentSolverRotation(index);
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Quaternion localRotation = Quaternion.Inverse(parentRotation) * q;
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Quaternion limitedLocalRotation = bones[index].rotationLimit.GetLimitedLocalRotation(localRotation, out changed);
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if (!changed) return q;
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return parentRotation * limitedLocalRotation;
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}
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/*
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* Applying rotation limit to a bone in stage 1 in a more stable way
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* */
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private void LimitForward(int rotateBone, int limitBone) {
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if (!useRotationLimits) return;
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if (bones[limitBone].rotationLimit == null) return;
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// Storing last bone's position before applying the limit
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Vector3 lastBoneBeforeLimit = bones[bones.Length - 1].solverPosition;
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// Moving and rotating this bone and all its children to their solver positions
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for (int i = rotateBone; i < bones.Length - 1; i++) {
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if (limitedBones[i]) break;
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Quaternion fromTo = Quaternion.FromToRotation(bones[i].solverRotation * bones[i].axis, bones[i + 1].solverPosition - bones[i].solverPosition);
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SolverRotate(i, fromTo, false);
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}
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// Limit the bone's rotation
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bool changed = false;
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Quaternion afterLimit = GetLimitedRotation(limitBone, bones[limitBone].solverRotation, out changed);
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if (changed) {
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// Rotating and positioning the hierarchy so that the last bone's position is maintained
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if (limitBone < bones.Length - 1) {
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Quaternion change = QuaTools.FromToRotation(bones[limitBone].solverRotation, afterLimit);
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bones[limitBone].solverRotation = afterLimit;
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SolverRotateChildren(limitBone, change);
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SolverMoveChildrenAroundPoint(limitBone, change);
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// Rotating to compensate for the limit
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Quaternion fromTo = Quaternion.FromToRotation(bones[bones.Length - 1].solverPosition - bones[rotateBone].solverPosition, lastBoneBeforeLimit - bones[rotateBone].solverPosition);
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SolverRotate(rotateBone, fromTo, true);
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SolverMoveChildrenAroundPoint(rotateBone, fromTo);
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// Moving the bone so that last bone maintains its initial position
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SolverMove(rotateBone, lastBoneBeforeLimit - bones[bones.Length - 1].solverPosition);
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} else {
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// last bone
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bones[limitBone].solverRotation = afterLimit;
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}
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}
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limitedBones[limitBone] = true;
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}
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/*
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* Stage 2 of FABRIK algorithm
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* */
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private void BackwardReach(Vector3 position) {
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if (useRotationLimits) BackwardReachLimited(position);
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else BackwardReachUnlimited(position);
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}
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/*
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* Stage 2 of FABRIK algorithm without rotation limits
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* */
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private void BackwardReachUnlimited(Vector3 position) {
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// Move first bone to position
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bones[0].solverPosition = position;
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// Finding joint positions
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for (int i = 1; i < bones.Length; i++) {
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bones[i].solverPosition = SolveJoint(bones[i].solverPosition, bones[i - 1].solverPosition, bones[i - 1].length);
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}
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}
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/*
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* Stage 2 of FABRIK algorithm with limited rotations
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* */
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private void BackwardReachLimited(Vector3 position) {
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// Move first bone to position
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bones[0].solverPosition = position;
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// Applying rotation limits bone by bone
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for (int i = 0; i < bones.Length - 1; i++) {
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// Rotating bone to look at the solved joint position
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Vector3 nextPosition = SolveJoint(bones[i + 1].solverPosition, bones[i].solverPosition, bones[i].length);
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Quaternion swing = Quaternion.FromToRotation(bones[i].solverRotation * bones[i].axis, nextPosition - bones[i].solverPosition);
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Quaternion targetRotation = swing * bones[i].solverRotation;
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// Rotation Constraints
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if (bones[i].rotationLimit != null) {
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bool changed = false;
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targetRotation = GetLimitedRotation(i, targetRotation, out changed);
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}
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Quaternion fromTo = QuaTools.FromToRotation(bones[i].solverRotation, targetRotation);
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bones[i].solverRotation = targetRotation;
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SolverRotateChildren(i, fromTo);
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// Positioning the next bone to its default local position
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bones[i + 1].solverPosition = bones[i].solverPosition + bones[i].solverRotation * solverLocalPositions[i + 1];
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}
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// Reconstruct solver rotations to protect from invalid Quaternions
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for (int i = 0; i < bones.Length; i++) {
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bones[i].solverRotation = Quaternion.LookRotation(bones[i].solverRotation * Vector3.forward, bones[i].solverRotation * Vector3.up);
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}
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}
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/*
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* Rotate bones to match the solver positions when not using Rotation Limits
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* */
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private void MapToSolverPositions() {
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bones[0].transform.position = bones[0].solverPosition;
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for (int i = 0; i < bones.Length - 1; i++) {
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if (XY) {
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bones[i].Swing2D(bones[i + 1].solverPosition);
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} else {
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bones[i].Swing(bones[i + 1].solverPosition);
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}
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}
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}
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/*
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* Rotate bones to match the solver positions when using Rotation Limits
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* */
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private void MapToSolverPositionsLimited() {
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bones[0].transform.position = bones[0].solverPosition;
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for (int i = 0; i < bones.Length; i++) {
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if (i < bones.Length - 1) bones[i].transform.rotation = bones[i].solverRotation;
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}
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}
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}
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}
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