using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace RootMotion.FinalIK {
///
/// A full-body IK solver designed specifically for a VR HMD and hand controllers.
///
//[HelpURL("http://www.root-motion.com/finalikdox/html/page16.html")]
[AddComponentMenu("Scripts/RootMotion.FinalIK/IK/VR IK")]
public class VRIK : IK {
///
/// VRIK-specific definition of a humanoid biped.
///
[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);
}
///
/// Returns an array of all the Transforms in the definition.
///
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
};
}
///
/// Returns true if all required Transforms have been assigned (shoulder, toe and neck bones are optional).
///
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;
}
}
///
/// Returns true if none of the Transforms have been assigned.
///
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;
}
}
///
/// Auto-detects VRIK references. Works with a Humanoid Animator on the root gameobject only.
///
public static bool AutoDetectReferences(Transform root, out References references) {
references = new References();
var animator = root.GetComponentInChildren();
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");
}
///
/// 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.
///
[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();
///
/// The solver.
///
[Tooltip("The VRIK solver.")]
public IKSolverVR solver = new IKSolverVR();
///
/// Auto-detects bone references for this VRIK. Works with a Humanoid Animator on the gameobject only.
///
[ContextMenu("Auto-detect References")]
public void AutoDetectReferences() {
References.AutoDetectReferences(transform, out references);
}
///
/// Fills in arm wristToPalmAxis and palmToThumbAxis.
///
[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();
}
}
}