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