using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { /// /// Maps a 3-segmented bone hierarchy to a node chain of an %IK Solver /// [System.Serializable] public class IKMappingLimb: IKMapping { #region Main Interface /// /// Limb Bone Map type /// [System.Serializable] public enum BoneMapType { Parent, Bone1, Bone2, Bone3 } /// /// The optional parent bone (clavicle). /// public Transform parentBone; /// /// The first bone (upper arm or thigh). /// public Transform bone1; /// /// The second bone (forearm or calf). /// public Transform bone2; /// /// The third bone (hand or foot). /// public Transform bone3; /// /// The weight of maintaining the third bone's rotation as it was in the animation /// [Range(0f, 1f)] public float maintainRotationWeight; /// /// The weight of mapping the limb to its IK pose. This can be useful if you want to disable the effect of IK for the limb. /// [Range(0f, 1f)] public float weight = 1f; // Added in 0.2 /// /// Disable this to maintain original sampled rotations of the limb bones relative to each other. /// [System.NonSerializedAttribute] public bool updatePlaneRotations = true; /// /// Determines whether this IKMappingLimb is valid /// public override bool IsValid(IKSolver solver, ref string message) { if (!base.IsValid(solver, ref message)) return false; if (!BoneIsValid(bone1, solver, ref message)) return false; if (!BoneIsValid(bone2, solver, ref message)) return false; if (!BoneIsValid(bone3, solver, ref message)) return false; return true; } /// /// Gets the bone map of the specified bone. /// public BoneMap GetBoneMap(BoneMapType boneMap) { switch(boneMap) { case BoneMapType.Parent: if (parentBone == null) Warning.Log("This limb does not have a parent (shoulder) bone", bone1); return boneMapParent; case BoneMapType.Bone1: return boneMap1; case BoneMapType.Bone2: return boneMap2; default: return boneMap3; } } /// /// Makes the limb mapped to the specific local directions of the bones. Added in 0.3 /// public void SetLimbOrientation(Vector3 upper, Vector3 lower) { boneMap1.defaultLocalTargetRotation = Quaternion.Inverse(Quaternion.Inverse(bone1.rotation) * Quaternion.LookRotation(bone2.position - bone1.position, bone1.rotation * -upper)); boneMap2.defaultLocalTargetRotation = Quaternion.Inverse(Quaternion.Inverse(bone2.rotation) * Quaternion.LookRotation(bone3.position - bone2.position, bone2.rotation * -lower)); } #endregion Main Interface private BoneMap boneMapParent = new BoneMap(), boneMap1 = new BoneMap(), boneMap2 = new BoneMap(), boneMap3 = new BoneMap(); public IKMappingLimb() {} public IKMappingLimb(Transform bone1, Transform bone2, Transform bone3, Transform parentBone = null) { SetBones(bone1, bone2, bone3, parentBone); } public void SetBones(Transform bone1, Transform bone2, Transform bone3, Transform parentBone = null) { this.bone1 = bone1; this.bone2 = bone2; this.bone3 = bone3; this.parentBone = parentBone; } public void StoreDefaultLocalState() { if (parentBone != null) boneMapParent.StoreDefaultLocalState(); boneMap1.StoreDefaultLocalState(); boneMap2.StoreDefaultLocalState(); boneMap3.StoreDefaultLocalState(); } public void FixTransforms() { if (parentBone != null) boneMapParent.FixTransform(false); boneMap1.FixTransform(true); boneMap2.FixTransform(false); boneMap3.FixTransform(false); } /* * Initiating and setting defaults * */ public override void Initiate(IKSolverFullBody solver) { if (boneMapParent == null) boneMapParent = new BoneMap(); if (boneMap1 == null) boneMap1 = new BoneMap(); if (boneMap2 == null) boneMap2 = new BoneMap(); if (boneMap3 == null) boneMap3 = new BoneMap(); // Finding the nodes if (parentBone != null) boneMapParent.Initiate(parentBone, solver); boneMap1.Initiate(bone1, solver); boneMap2.Initiate(bone2, solver); boneMap3.Initiate(bone3, solver); // Define plane points for the bone maps boneMap1.SetPlane(solver, boneMap1.transform, boneMap2.transform, boneMap3.transform); boneMap2.SetPlane(solver, boneMap2.transform, boneMap3.transform, boneMap1.transform); // Find the swing axis for the parent bone if (parentBone != null) boneMapParent.SetLocalSwingAxis(boneMap1); } /* * Presolving the bones and maintaining rotation * */ public void ReadPose() { boneMap1.UpdatePlane(updatePlaneRotations, true); boneMap2.UpdatePlane(updatePlaneRotations, false); // Clamping weights weight = Mathf.Clamp(weight, 0f, 1f); // Define plane points for the bone maps boneMap3.MaintainRotation(); } public void WritePose(IKSolverFullBody solver, bool fullBody) { if (weight <= 0f) return; // Swing the parent bone to look at the first node's position if (fullBody) { if (parentBone != null) { boneMapParent.Swing(solver.GetNode(boneMap1.chainIndex, boneMap1.nodeIndex).solverPosition, weight); //boneMapParent.Swing(boneMap1.node.solverPosition, weight); } // Fix the first bone to its node boneMap1.FixToNode(solver, weight); } // Rotate the 2 first bones to the plane points boneMap1.RotateToPlane(solver, weight); boneMap2.RotateToPlane(solver, weight); // Rotate the third bone to the rotation it had before solving boneMap3.RotateToMaintain(maintainRotationWeight * weight * solver.IKPositionWeight); // Rotate the third bone to the effector rotation boneMap3.RotateToEffector(solver, weight); } } }