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211 lines
5.9 KiB
C#

using UnityEngine;
using System.Collections;
using System;
namespace RootMotion.FinalIK {
/// <summary>
/// %IK system for multiple branched %FABRIK chains.
/// </summary>
[System.Serializable]
public class IKSolverFABRIKRoot : IKSolver {
#region Main Interface
/// <summary>
/// Solver iterations.
/// </summary>
public int iterations = 4;
/// <summary>
/// The weight of all chains being pinned to root position.
/// </summary>
[Range(0f, 1f)]
public float rootPin = 0f;
/// <summary>
/// The %FABRIK chains.
/// </summary>
public FABRIKChain[] chains = new FABRIKChain[0];
public override bool IsValid(ref string message) {
if (chains.Length == 0) {
message = "IKSolverFABRIKRoot contains no chains.";
return false;
}
foreach (FABRIKChain chain in chains) {
if (!chain.IsValid(ref message)) return false;
}
for (int i = 0; i < chains.Length; i++) {
for (int c = 0; c < chains.Length; c++) {
if (i != c && chains[i].ik == chains[c].ik) {
message = chains[i].ik.name + " is represented more than once in IKSolverFABRIKRoot chain.";
return false;
}
}
}
// Check the children
for (int i = 0; i < chains.Length; i++) {
for (int c = 0; c < chains[i].children.Length; c++) {
int childIndex = chains[i].children[c];
if (childIndex < 0) {
message = chains[i].ik.name + "IKSolverFABRIKRoot chain at index " + i + " has invalid children array. Child index is < 0.";
return false;
}
if (childIndex == i) {
message = chains[i].ik.name + "IKSolverFABRIKRoot chain at index " + i + " has invalid children array. Child index is referencing to itself.";
return false;
}
if (childIndex >= chains.Length) {
message = chains[i].ik.name + "IKSolverFABRIKRoot chain at index " + i + " has invalid children array. Child index > number of chains";
return false;
}
// Check if the child chain doesn't have this chain among its children
for (int o = 0; o < chains.Length; o++) {
if (childIndex == o) {
for (int n = 0; n < chains[o].children.Length; n++) {
if (chains[o].children[n] == i) {
message = "Circular parenting. " + chains[o].ik.name + " already has " + chains[i].ik.name + " listed as its child.";
return false;
}
}
}
}
// Check for duplicates
for (int n = 0; n < chains[i].children.Length; n++) {
if (c != n && chains[i].children[n] == childIndex) {
message = "Chain number " + childIndex + " is represented more than once in the children of " + chains[i].ik.name;
return false;
}
}
}
}
return true;
}
public override void StoreDefaultLocalState() {
rootDefaultPosition = root.localPosition;
for (int i = 0; i < chains.Length; i++) chains[i].ik.solver.StoreDefaultLocalState();
}
public override void FixTransforms() {
if (!initiated) return;
root.localPosition = rootDefaultPosition;
for (int i = 0; i < chains.Length; i++) chains[i].ik.solver.FixTransforms();
}
#endregion Main Interface
private bool zeroWeightApplied;
private bool[] isRoot;
private Vector3 rootDefaultPosition;
protected override void OnInitiate() {
for (int i = 0; i < chains.Length; i++) chains[i].Initiate();
isRoot = new bool[chains.Length];
for (int i = 0; i < chains.Length; i++) {
isRoot[i] = IsRoot(i);
}
}
// Is the chain at index a root chain (not parented by any other chains)?
private bool IsRoot(int index) {
for (int i = 0; i < chains.Length; i++) {
for (int c = 0; c < chains[i].children.Length; c++) {
if (chains[i].children[c] == index) return false;
}
}
return true;
}
protected override void OnUpdate() {
if (IKPositionWeight <= 0 && zeroWeightApplied) return;
IKPositionWeight = Mathf.Clamp(IKPositionWeight, 0f, 1f);
// Set weight of all IK solvers
for (int i = 0; i < chains.Length; i++) chains[i].ik.solver.IKPositionWeight = IKPositionWeight;
if (IKPositionWeight <= 0) {
zeroWeightApplied = true;
return;
}
zeroWeightApplied = false;
for (int i = 0; i < iterations; i++) {
// Solve trees from their targets
for (int c = 0; c < chains.Length; c++) {
if (isRoot[c]) chains[c].Stage1(chains);
}
// Get centroid of all tree roots
Vector3 centroid = GetCentroid();
root.position = centroid;
// Start all trees from the centroid
for (int c = 0; c < chains.Length; c++) {
if (isRoot[c]) chains[c].Stage2(centroid, chains);
}
}
}
public override IKSolver.Point[] GetPoints() {
IKSolver.Point[] array = new IKSolver.Point[0];
for (int i = 0; i < chains.Length; i++) AddPointsToArray(ref array, chains[i]);
return array;
}
public override IKSolver.Point GetPoint(Transform transform) {
IKSolver.Point p = null;
for (int i = 0; i < chains.Length; i++) {
p = chains[i].ik.solver.GetPoint(transform);
if (p != null) return p;
}
return null;
}
private void AddPointsToArray(ref IKSolver.Point[] array, FABRIKChain chain) {
IKSolver.Point[] chainArray = chain.ik.solver.GetPoints();
Array.Resize(ref array, array.Length + chainArray.Length);
int a = 0;
for (int i = array.Length - chainArray.Length; i < array.Length; i++) {
array[i] = chainArray[a];
a++;
}
}
/*
* Gets the centroid position of all chains respective of their pull weights
* */
private Vector3 GetCentroid() {
Vector3 centroid = root.position;
if (rootPin >= 1) return centroid;
float pullSum = 0f;
for (int i = 0; i < chains.Length; i++) {
if (isRoot[i]) pullSum += chains[i].pull;
}
for (int i = 0; i < chains.Length; i++) {
if (isRoot[i] && pullSum > 0) centroid += (chains[i].ik.solver.bones[0].solverPosition - root.position) * (chains[i].pull / Mathf.Clamp(pullSum, 1f, pullSum));
}
return Vector3.Lerp(centroid, root.position, rootPin);
}
}
}