initial upload
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using UnityEngine;
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using System.Collections;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// Extends IKSolverTrigonometric to add automatic bend and rotation modes.
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/// </summary>
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[System.Serializable]
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public class IKSolverLimb : IKSolverTrigonometric {
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#region Main Interface
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/// <summary>
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/// The AvatarIKGoal of this solver.
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/// </summary>
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public AvatarIKGoal goal;
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/// <summary>
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/// Bend normal modifier.
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/// </summary>
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public BendModifier bendModifier;
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/// <summary>
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/// Weight of maintaining the rotation of the third bone as it was before solving.
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/// </summary>
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[Range(0f, 1f)]
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public float maintainRotationWeight;
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/// <summary>
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/// Weight of bend normal modifier.
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/// </summary>
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[Range(0f, 1f)]
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public float bendModifierWeight = 1f;
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/// <summary>
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/// The bend goal Transform.
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/// </summary>
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public Transform bendGoal;
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/// <summary>
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/// Used to record rotation of the last bone for one frame.
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/// If MaintainRotation is not called and maintainRotationWeight > 0, the solver will maintain the rotation of the last bone as it was before solving the %IK.
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/// You will probably need this if you wanted to maintain the animated rotation of a foot despite of any other %IK solver that manipulates its parents' rotation.
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/// So you would call %MaintainRotation() in LateUpdate() after animation and before updating the Spine %IK solver that would change the foot's rotation.
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/// </summary>
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public void MaintainRotation() {
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if (!initiated) return;
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maintainRotation = bone3.transform.rotation;
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maintainRotationFor1Frame = true;
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}
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/// <summary>
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/// If Auto Bend is on "Animation', %MaintainBend() can be used to set the bend axis relative to the first bone's rotation.
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/// </summary>
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public void MaintainBend() {
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if (!initiated) return;
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animationNormal = bone1.GetBendNormalFromCurrentRotation();
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maintainBendFor1Frame = true;
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}
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/// <summary>
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/// Automatic bend modes.
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/// </summary>
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[System.Serializable]
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public enum BendModifier {
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Animation, // Bending relative to the animated rotation of the first bone
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Target, // Bending relative to IKRotation
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Parent, // Bending relative to parentBone
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Arm, // Arm modifier tries to find the most biometrically natural and relaxed arm bend plane
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Goal // Use the bend goal Transform
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}
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#endregion Main Interface
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/*
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* Override before Initiate
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* */
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protected override void OnInitiateVirtual() {
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defaultRootRotation = root.rotation;
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if (bone1.transform.parent != null) {
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parentDefaultRotation = Quaternion.Inverse(defaultRootRotation) * bone1.transform.parent.rotation;
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}
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if (bone3.rotationLimit != null) bone3.rotationLimit.Disable();
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bone3DefaultRotation = bone3.transform.rotation;
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// Set bend plane to current (cant use the public SetBendPlaneToCurrent() method here because the solver has not initiated yet)
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Vector3 normal = Vector3.Cross(bone2.transform.position - bone1.transform.position, bone3.transform.position - bone2.transform.position);
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if (normal != Vector3.zero) bendNormal = normal;
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animationNormal = bendNormal;
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StoreAxisDirections(ref axisDirectionsLeft);
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StoreAxisDirections(ref axisDirectionsRight);
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}
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/*
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* Changing stuff in Update() before solving
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* */
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protected override void OnUpdateVirtual() {
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if (IKPositionWeight > 0) {
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// Clamping weights
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bendModifierWeight = Mathf.Clamp(bendModifierWeight, 0f, 1f);
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maintainRotationWeight = Mathf.Clamp(maintainRotationWeight, 0f, 1f);
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// Storing the bendNormal for reverting after solving
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_bendNormal = bendNormal;
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// Modifying bendNormal
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bendNormal = GetModifiedBendNormal();
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}
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if (maintainRotationWeight * IKPositionWeight > 0) {
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// Storing bone3 rotation
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bone3RotationBeforeSolve = maintainRotationFor1Frame? maintainRotation : bone3.transform.rotation;
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maintainRotationFor1Frame = false;
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}
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}
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/*
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* Changing stuff in Update() after solving
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* */
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protected override void OnPostSolveVirtual() {
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// Revert bendNormal to what it was before solving
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if (IKPositionWeight > 0) bendNormal = _bendNormal;
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// Auto rotation modes
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if (maintainRotationWeight * IKPositionWeight > 0) {
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bone3.transform.rotation = Quaternion.Slerp(bone3.transform.rotation, bone3RotationBeforeSolve, maintainRotationWeight * IKPositionWeight);
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}
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}
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/*
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* Axis direction contains an arm bend axis for a specific IKPosition direction from the first bone. Used in Arm BendModifier mode.
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* */
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[System.Serializable]
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public struct AxisDirection {
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public Vector3 direction;
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public Vector3 axis;
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public float dot;
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public AxisDirection(Vector3 direction, Vector3 axis) {
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this.direction = direction.normalized;
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this.axis = axis.normalized;
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this.dot = 0;
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}
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}
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public IKSolverLimb() {}
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public IKSolverLimb(AvatarIKGoal goal) {
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this.goal = goal;
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}
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private bool maintainBendFor1Frame, maintainRotationFor1Frame;
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private Quaternion defaultRootRotation, parentDefaultRotation, bone3RotationBeforeSolve, maintainRotation, bone3DefaultRotation;
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private Vector3 _bendNormal, animationNormal;
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private AxisDirection[] axisDirectionsLeft = new AxisDirection[4];
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private AxisDirection[] axisDirectionsRight = new AxisDirection[4];
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private AxisDirection[] axisDirections {
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get {
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if (goal == AvatarIKGoal.LeftHand) return axisDirectionsLeft;
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return axisDirectionsRight;
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}
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}
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/*
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* Storing Bend axes for arm directions. The directions and axes here were found empirically, feel free to edit, add or remove.
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* All vectors are in default character rotation space, where x is right and z is forward.
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* */
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private void StoreAxisDirections(ref AxisDirection[] axisDirections) {
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axisDirections[0] = new AxisDirection(Vector3.zero, new Vector3(-1f, 0f, 0f)); // default
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axisDirections[1] = new AxisDirection(new Vector3(0.5f, 0f, -0.2f), new Vector3(-0.5f, -1f, 1f)); // behind head
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axisDirections[2] = new AxisDirection(new Vector3(-0.5f, -1f, -0.2f), new Vector3(0f, 0.5f, -1f)); // arm twist
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axisDirections[3] = new AxisDirection(new Vector3(-0.5f, -0.5f, 1f), new Vector3(-1f, -1f, -1f)); // cross heart
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}
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/*
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* Modifying bendNormal
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* */
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private Vector3 GetModifiedBendNormal() {
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float weight = bendModifierWeight;
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if (weight <= 0) return bendNormal;
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switch(bendModifier) {
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// Animation Bend Mode attempts to maintain the bend axis as it is in the animation
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case BendModifier.Animation:
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if (!maintainBendFor1Frame) MaintainBend();
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maintainBendFor1Frame = false;
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return Vector3.Lerp(bendNormal, animationNormal, weight);
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// Bending relative to the parent of the first bone
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case BendModifier.Parent:
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if (bone1.transform.parent == null) return bendNormal;
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Quaternion parentRotation = bone1.transform.parent.rotation * Quaternion.Inverse(parentDefaultRotation);
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return Quaternion.Slerp(Quaternion.identity, parentRotation * Quaternion.Inverse(defaultRootRotation), weight) * bendNormal;
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// Bending relative to IKRotation
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case BendModifier.Target:
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Quaternion targetRotation = IKRotation * Quaternion.Inverse(bone3DefaultRotation);
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return Quaternion.Slerp(Quaternion.identity, targetRotation, weight) * bendNormal;
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// Anatomic Arm
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case BendModifier.Arm:
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if (bone1.transform.parent == null) return bendNormal;
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// Disabling this for legs
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if (goal == AvatarIKGoal.LeftFoot || goal == AvatarIKGoal.RightFoot) {
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if (!Warning.logged) LogWarning("Trying to use the 'Arm' bend modifier on a leg.");
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return bendNormal;
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}
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Vector3 direction = (IKPosition - bone1.transform.position).normalized;
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// Converting direction to default world space
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direction = Quaternion.Inverse(bone1.transform.parent.rotation * Quaternion.Inverse(parentDefaultRotation)) * direction;
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// Inverting direction for left hand
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if (goal == AvatarIKGoal.LeftHand) direction.x = -direction.x;
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// Calculating dot products for all AxisDirections
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for (int i = 1; i < axisDirections.Length; i++) {
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axisDirections[i].dot = Mathf.Clamp(Vector3.Dot(axisDirections[i].direction, direction), 0f, 1f);
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axisDirections[i].dot = Interp.Float(axisDirections[i].dot, InterpolationMode.InOutQuintic);
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}
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// Summing up the arm bend axis
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Vector3 sum = axisDirections[0].axis;
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//for (int i = 1; i < axisDirections.Length; i++) sum = Vector3.Lerp(sum, axisDirections[i].axis, axisDirections[i].dot);
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for (int i = 1; i < axisDirections.Length; i++) sum = Vector3.Slerp(sum, axisDirections[i].axis, axisDirections[i].dot);
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// Inverting sum for left hand
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if (goal == AvatarIKGoal.LeftHand) {
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sum.x = -sum.x;
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sum = -sum;
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}
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// Converting sum back to parent space
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Vector3 armBendNormal = bone1.transform.parent.rotation * Quaternion.Inverse(parentDefaultRotation) * sum;
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if (weight >= 1) return armBendNormal;
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return Vector3.Lerp(bendNormal, armBendNormal, weight);
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// Bending towards the bend goal Transform
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case BendModifier.Goal:
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if (bendGoal == null) {
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if (!Warning.logged) LogWarning("Trying to use the 'Goal' Bend Modifier, but the Bend Goal is unassigned.");
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return bendNormal;
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}
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Vector3 normal = Vector3.Cross(bendGoal.position - bone1.transform.position, IKPosition - bone1.transform.position);
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if (normal == Vector3.zero) return bendNormal;
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if (weight >= 1f) return normal;
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return Vector3.Lerp(bendNormal, normal, weight);
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default: return bendNormal;
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}
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}
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}
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}
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