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336 lines
11 KiB
C#

using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// Effector for manipulating node based %IK solvers.
/// </summary>
[System.Serializable]
public class IKEffector {
#region Main Interface
/// <summary>
/// Gets the main node.
/// </summary>
public IKSolver.Node GetNode(IKSolverFullBody solver) {
return solver.chain[chainIndex].nodes[nodeIndex];
}
/// <summary>
/// The node transform used by this effector.
/// </summary>
public Transform bone;
/// <summary>
/// The target Transform (optional, you can use just the position and rotation instead).
/// </summary>
public Transform target;
/// <summary>
/// The position weight.
/// </summary>
[Range(0f, 1f)]
public float positionWeight;
/// <summary>
/// The rotation weight.
/// </summary>
[Range(0f, 1f)]
public float rotationWeight;
/// <summary>
/// The effector position in world space.
/// </summary>
public Vector3 position = Vector3.zero;
/// <summary>
/// The effector rotation relative to default rotation in world space.
/// </summary>
public Quaternion rotation = Quaternion.identity;
/// <summary>
/// The position offset in world space. positionOffset will be reset to Vector3.zero each frame after the solver is complete.
/// </summary>
public Vector3 positionOffset;
/// <summary>
/// Is this the last effector of a node chain?
/// </summary>
public bool isEndEffector { get; private set; }
/// <summary>
/// If false, child nodes will be ignored by this effector (if it has any).
/// </summary>
public bool effectChildNodes = true;
/// <summary>
/// Keeps the node position relative to the triangle defined by the plane bones (applies only to end-effectors).
/// </summary>
[Range(0f, 1f)]
public float maintainRelativePositionWeight;
/// <summary>
/// Pins the effector to the animated position of its bone.
/// </summary>
public void PinToBone(float positionWeight, float rotationWeight) {
position = bone.position;
this.positionWeight = Mathf.Clamp(positionWeight, 0f, 1f);
rotation = bone.rotation;
this.rotationWeight = Mathf.Clamp(rotationWeight, 0f, 1f);
}
#endregion Main Interface
public Transform[] childBones = new Transform[0]; // The optional list of other bones that positionOffset and position of this effector will be applied to.
public Transform planeBone1; // The first bone defining the parent plane.
public Transform planeBone2; // The second bone defining the parent plane.
public Transform planeBone3; // The third bone defining the parent plane.
public Quaternion planeRotationOffset = Quaternion.identity; // Used by Bend Constraints
private float posW, rotW;
private Vector3[] localPositions = new Vector3[0];
private bool usePlaneNodes;
private Quaternion animatedPlaneRotation = Quaternion.identity;
private Vector3 animatedPosition;
private bool firstUpdate;
private int chainIndex = -1;
private int nodeIndex = -1;
private int plane1ChainIndex;
private int plane1NodeIndex = -1;
private int plane2ChainIndex = -1;
private int plane2NodeIndex = -1;
private int plane3ChainIndex = -1;
private int plane3NodeIndex = -1;
private int[] childChainIndexes = new int[0];
private int[] childNodeIndexes = new int[0];
public IKEffector() {}
public IKEffector (Transform bone, Transform[] childBones) {
this.bone = bone;
this.childBones = childBones;
}
/*
* Determines whether this IKEffector is valid or not.
* */
public bool IsValid(IKSolver solver, ref string message) {
if (bone == null) {
message = "IK Effector bone is null.";
return false;
}
if (solver.GetPoint(bone) == null) {
message = "IK Effector is referencing to a bone '" + bone.name + "' that does not excist in the Node Chain.";
return false;
}
foreach (Transform b in childBones) {
if (b == null) {
message = "IK Effector contains a null reference.";
return false;
}
}
foreach (Transform b in childBones) {
if (solver.GetPoint(b) == null) {
message = "IK Effector is referencing to a bone '" + b.name + "' that does not excist in the Node Chain.";
return false;
}
}
if (planeBone1 != null && solver.GetPoint(planeBone1) == null) {
message = "IK Effector is referencing to a bone '" + planeBone1.name + "' that does not excist in the Node Chain.";
return false;
}
if (planeBone2 != null && solver.GetPoint(planeBone2) == null) {
message = "IK Effector is referencing to a bone '" + planeBone2.name + "' that does not excist in the Node Chain.";
return false;
}
if (planeBone3 != null && solver.GetPoint(planeBone3) == null) {
message = "IK Effector is referencing to a bone '" + planeBone3.name + "' that does not excist in the Node Chain.";
return false;
}
return true;
}
/*
* Initiate the effector, set default values
* */
public void Initiate(IKSolverFullBody solver) {
position = bone.position;
rotation = bone.rotation;
animatedPlaneRotation = Quaternion.identity;
// Getting the node
solver.GetChainAndNodeIndexes(bone, out chainIndex, out nodeIndex);
// Child nodes
childChainIndexes = new int[childBones.Length];
childNodeIndexes = new int[childBones.Length];
for (int i = 0; i < childBones.Length; i++) {
solver.GetChainAndNodeIndexes(childBones[i], out childChainIndexes[i], out childNodeIndexes[i]);
}
localPositions = new Vector3[childBones.Length];
// Plane nodes
usePlaneNodes = false;
if (planeBone1 != null) {
solver.GetChainAndNodeIndexes(planeBone1, out plane1ChainIndex, out plane1NodeIndex);
if (planeBone2 != null) {
solver.GetChainAndNodeIndexes(planeBone2, out plane2ChainIndex, out plane2NodeIndex);
if (planeBone3 != null) {
solver.GetChainAndNodeIndexes(planeBone3, out plane3ChainIndex, out plane3NodeIndex);
usePlaneNodes = true;
}
}
isEndEffector = true;
} else isEndEffector = false;
}
/*
* Clear node offset
* */
public void ResetOffset(IKSolverFullBody solver) {
solver.GetNode(chainIndex, nodeIndex).offset = Vector3.zero;
for (int i = 0; i < childChainIndexes.Length; i++) {
solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).offset = Vector3.zero;
}
}
/*
* Set the position and rotation to match the target
* */
public void SetToTarget() {
if (target == null) return;
position = target.position;
rotation = target.rotation;
}
/*
* Presolving, applying offset
* */
public void OnPreSolve(IKSolverFullBody solver) {
positionWeight = Mathf.Clamp(positionWeight, 0f, 1f);
rotationWeight = Mathf.Clamp(rotationWeight, 0f, 1f);
maintainRelativePositionWeight = Mathf.Clamp(maintainRelativePositionWeight, 0f, 1f);
// Calculating weights
posW = positionWeight * solver.IKPositionWeight;
rotW = rotationWeight * solver.IKPositionWeight;
solver.GetNode(chainIndex, nodeIndex).effectorPositionWeight = posW;
solver.GetNode(chainIndex, nodeIndex).effectorRotationWeight = rotW;
solver.GetNode(chainIndex, nodeIndex).solverRotation = rotation;
if (float.IsInfinity(positionOffset.x) ||
float.IsInfinity(positionOffset.y) ||
float.IsInfinity(positionOffset.z)
) Debug.LogError("Invalid IKEffector.positionOffset (contains Infinity)! Please make sure not to set IKEffector.positionOffset to infinite values.", bone);
if (float.IsNaN(positionOffset.x) ||
float.IsNaN(positionOffset.y) ||
float.IsNaN(positionOffset.z)
) Debug.LogError("Invalid IKEffector.positionOffset (contains NaN)! Please make sure not to set IKEffector.positionOffset to NaN values.", bone);
if (positionOffset.sqrMagnitude > 10000000000f) Debug.LogError("Additive effector positionOffset detected in Full Body IK (extremely large value). Make sure you are not circularily adding to effector positionOffset each frame.", bone);
if (float.IsInfinity(position.x) ||
float.IsInfinity(position.y) ||
float.IsInfinity(position.z)
) Debug.LogError("Invalid IKEffector.position (contains Infinity)!");
solver.GetNode(chainIndex, nodeIndex).offset += positionOffset * solver.IKPositionWeight;
if (effectChildNodes && solver.iterations > 0) {
for (int i = 0; i < childBones.Length; i++) {
localPositions[i] = childBones[i].transform.position - bone.transform.position;
solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).offset += positionOffset * solver.IKPositionWeight;
}
}
// Relative to Plane
if (usePlaneNodes && maintainRelativePositionWeight > 0f) {
animatedPlaneRotation = Quaternion.LookRotation(planeBone2.position - planeBone1.position, planeBone3.position - planeBone1.position);;
}
firstUpdate = true;
}
/*
* Called after writing the pose
* */
public void OnPostWrite() {
positionOffset = Vector3.zero;
}
/*
* Rotation of plane nodes in the solver
* */
private Quaternion GetPlaneRotation(IKSolverFullBody solver) {
Vector3 p1 = solver.GetNode(plane1ChainIndex, plane1NodeIndex).solverPosition;
Vector3 p2 = solver.GetNode(plane2ChainIndex, plane2NodeIndex).solverPosition;
Vector3 p3 = solver.GetNode(plane3ChainIndex, plane3NodeIndex).solverPosition;
Vector3 viewingVector = p2 - p1;
Vector3 upVector = p3 - p1;
if (viewingVector == Vector3.zero) {
Warning.Log("Make sure you are not placing 2 or more FBBIK effectors of the same chain to exactly the same position.", bone);
return Quaternion.identity;
}
return Quaternion.LookRotation(viewingVector, upVector);
}
/*
* Manipulating node solverPosition
* */
public void Update(IKSolverFullBody solver) {
if (firstUpdate) {
animatedPosition = bone.position + solver.GetNode(chainIndex, nodeIndex).offset;
firstUpdate = false;
}
solver.GetNode(chainIndex, nodeIndex).solverPosition = Vector3.Lerp(GetPosition(solver, out planeRotationOffset), position, posW);
// Child nodes
if (!effectChildNodes) return;
for (int i = 0; i < childBones.Length; i++) {
solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).solverPosition = Vector3.Lerp(solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).solverPosition, solver.GetNode(chainIndex, nodeIndex).solverPosition + localPositions[i], posW);
}
}
/*
* Gets the starting position of the iteration
* */
private Vector3 GetPosition(IKSolverFullBody solver, out Quaternion planeRotationOffset) {
planeRotationOffset = Quaternion.identity;
if (!isEndEffector) return solver.GetNode(chainIndex, nodeIndex).solverPosition; // non end-effectors are always free
if (maintainRelativePositionWeight <= 0f) return animatedPosition;
// Maintain relative position
Vector3 p = bone.position;
Vector3 dir = p - planeBone1.position;
planeRotationOffset = GetPlaneRotation(solver) * Quaternion.Inverse(animatedPlaneRotation);
p = solver.GetNode(plane1ChainIndex, plane1NodeIndex).solverPosition + planeRotationOffset * dir;
// Interpolate the rotation offset
planeRotationOffset = Quaternion.Lerp(Quaternion.identity, planeRotationOffset, maintainRelativePositionWeight);
return Vector3.Lerp(animatedPosition, p + solver.GetNode(chainIndex, nodeIndex).offset, maintainRelativePositionWeight);
}
}
}