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