You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
243 lines
8.9 KiB
C#
243 lines
8.9 KiB
C#
using UnityEngine;
|
|
using System.Collections;
|
|
using System;
|
|
using RootMotion;
|
|
|
|
namespace RootMotion.FinalIK {
|
|
|
|
/// <summary>
|
|
/// Hybrid %IK solver designed for mapping a character to a VR headset and 2 hand controllers
|
|
/// </summary>
|
|
public partial class IKSolverVR: IKSolver {
|
|
|
|
[System.Serializable]
|
|
public enum PositionOffset {
|
|
Pelvis,
|
|
Chest,
|
|
Head,
|
|
LeftHand,
|
|
RightHand,
|
|
LeftFoot,
|
|
RightFoot,
|
|
LeftHeel,
|
|
RightHeel
|
|
}
|
|
|
|
[System.Serializable]
|
|
public enum RotationOffset {
|
|
Pelvis,
|
|
Chest,
|
|
Head,
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class VirtualBone {
|
|
|
|
public Vector3 readPosition;
|
|
public Quaternion readRotation;
|
|
|
|
public Vector3 solverPosition;
|
|
public Quaternion solverRotation;
|
|
|
|
public float length;
|
|
public float sqrMag;
|
|
public Vector3 axis;
|
|
|
|
public VirtualBone(Vector3 position, Quaternion rotation) {
|
|
Read(position, rotation);
|
|
}
|
|
|
|
public void Read(Vector3 position, Quaternion rotation) {
|
|
this.readPosition = position;
|
|
this.readRotation = rotation;
|
|
this.solverPosition = position;
|
|
this.solverRotation = rotation;
|
|
}
|
|
|
|
public static void SwingRotation(VirtualBone[] bones, int index, Vector3 swingTarget, float weight = 1f) {
|
|
if (weight <= 0f) return;
|
|
|
|
Quaternion r = Quaternion.FromToRotation(bones[index].solverRotation * bones[index].axis, swingTarget - bones[index].solverPosition);
|
|
if (weight < 1f) r = Quaternion.Lerp(Quaternion.identity, r, weight);
|
|
|
|
for (int i = index; i < bones.Length; i++) {
|
|
bones[i].solverRotation = r * bones[i].solverRotation;
|
|
}
|
|
}
|
|
|
|
// Calculates bone lengths and axes, returns the length of the entire chain
|
|
public static float PreSolve(ref VirtualBone[] bones) {
|
|
float length = 0;
|
|
|
|
for (int i = 0; i < bones.Length; i++) {
|
|
if (i < bones.Length - 1) {
|
|
bones[i].sqrMag = (bones[i + 1].solverPosition - bones[i].solverPosition).sqrMagnitude;
|
|
bones[i].length = Mathf.Sqrt(bones[i].sqrMag);
|
|
length += bones[i].length;
|
|
|
|
bones[i].axis = Quaternion.Inverse(bones[i].solverRotation) * (bones[i + 1].solverPosition - bones[i].solverPosition);
|
|
} else {
|
|
bones[i].sqrMag = 0f;
|
|
bones[i].length = 0f;
|
|
}
|
|
}
|
|
|
|
return length;
|
|
}
|
|
|
|
public static void RotateAroundPoint(VirtualBone[] bones, int index, Vector3 point, Quaternion rotation) {
|
|
for (int i = index; i < bones.Length; i++) {
|
|
if (bones[i] != null) {
|
|
Vector3 dir = bones[i].solverPosition - point;
|
|
bones[i].solverPosition = point + rotation * dir;
|
|
bones[i].solverRotation = rotation * bones[i].solverRotation;
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void RotateBy(VirtualBone[] bones, int index, Quaternion rotation) {
|
|
for (int i = index; i < bones.Length; i++) {
|
|
if (bones[i] != null) {
|
|
Vector3 dir = bones[i].solverPosition - bones[index].solverPosition;
|
|
bones[i].solverPosition = bones[index].solverPosition + rotation * dir;
|
|
bones[i].solverRotation = rotation * bones[i].solverRotation;
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void RotateBy(VirtualBone[] bones, Quaternion rotation) {
|
|
for (int i = 0; i < bones.Length; i++) {
|
|
if (bones[i] != null) {
|
|
if (i > 0) {
|
|
Vector3 dir = bones[i].solverPosition - bones[0].solverPosition;
|
|
bones[i].solverPosition = bones[0].solverPosition + rotation * dir;
|
|
}
|
|
|
|
bones[i].solverRotation = rotation * bones[i].solverRotation;
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void RotateTo(VirtualBone[] bones, int index, Quaternion rotation) {
|
|
Quaternion q = QuaTools.FromToRotation(bones[index].solverRotation, rotation);
|
|
|
|
RotateAroundPoint(bones, index, bones[index].solverPosition, q);
|
|
}
|
|
|
|
// TODO Move to IKSolverTrigonometric
|
|
/// <summary>
|
|
/// Solve the bone chain virtually using both solverPositions and SolverRotations. This will work the same as IKSolverTrigonometric.Solve.
|
|
/// </summary>
|
|
public static void SolveTrigonometric(VirtualBone[] bones, int first, int second, int third, Vector3 targetPosition, Vector3 bendNormal, float weight) {
|
|
if (weight <= 0f) return;
|
|
|
|
// Direction of the limb in solver
|
|
targetPosition = Vector3.Lerp(bones[third].solverPosition, targetPosition, weight);
|
|
|
|
Vector3 dir = targetPosition - bones[first].solverPosition;
|
|
|
|
// Distance between the first and the last transform solver positions
|
|
float sqrMag = dir.sqrMagnitude;
|
|
if (sqrMag == 0f) return;
|
|
float length = Mathf.Sqrt(sqrMag);
|
|
|
|
float sqrMag1 = (bones[second].solverPosition - bones[first].solverPosition).sqrMagnitude;
|
|
float sqrMag2 = (bones[third].solverPosition - bones[second].solverPosition).sqrMagnitude;
|
|
|
|
// Get the general world space bending direction
|
|
Vector3 bendDir = Vector3.Cross(dir, bendNormal);
|
|
|
|
// Get the direction to the trigonometrically solved position of the second transform
|
|
Vector3 toBendPoint = GetDirectionToBendPoint(dir, length, bendDir, sqrMag1, sqrMag2);
|
|
|
|
// Position the second transform
|
|
Quaternion q1 = Quaternion.FromToRotation(bones[second].solverPosition - bones[first].solverPosition, toBendPoint);
|
|
if (weight < 1f) q1 = Quaternion.Lerp(Quaternion.identity, q1, weight);
|
|
|
|
RotateAroundPoint(bones, first, bones[first].solverPosition, q1);
|
|
|
|
Quaternion q2 = Quaternion.FromToRotation(bones[third].solverPosition - bones[second].solverPosition, targetPosition - bones[second].solverPosition);
|
|
if (weight < 1f) q2 = Quaternion.Lerp(Quaternion.identity, q2, weight);
|
|
|
|
RotateAroundPoint(bones, second, bones[second].solverPosition, q2);
|
|
}
|
|
|
|
//Calculates the bend direction based on the law of cosines. NB! Magnitude of the returned vector does not equal to the length of the first bone!
|
|
private static Vector3 GetDirectionToBendPoint(Vector3 direction, float directionMag, Vector3 bendDirection, float sqrMag1, float sqrMag2) {
|
|
float x = ((directionMag * directionMag) + (sqrMag1 - sqrMag2)) / 2f / directionMag;
|
|
float y = (float)Math.Sqrt(Mathf.Clamp(sqrMag1 - x * x, 0, Mathf.Infinity));
|
|
|
|
if (direction == Vector3.zero) return Vector3.zero;
|
|
return Quaternion.LookRotation(direction, bendDirection) * new Vector3(0f, y, x);
|
|
}
|
|
|
|
// TODO Move to IKSolverFABRIK
|
|
// Solves a simple FABRIK pass for a bone hierarchy, not using rotation limits or singularity breaking here
|
|
public static void SolveFABRIK(VirtualBone[] bones, Vector3 startPosition, Vector3 targetPosition, float weight, float minNormalizedTargetDistance, int iterations, float length, Vector3 startOffset) {
|
|
if (weight <= 0f) return;
|
|
|
|
if (minNormalizedTargetDistance > 0f) {
|
|
Vector3 targetDirection = targetPosition - startPosition;
|
|
float targetLength = targetDirection.magnitude;
|
|
Vector3 tP = startPosition + (targetDirection / targetLength) * Mathf.Max(length * minNormalizedTargetDistance, targetLength);
|
|
targetPosition = Vector3.Lerp(targetPosition, tP, weight);
|
|
}
|
|
|
|
// Iterating the solver
|
|
for (int iteration = 0; iteration < iterations; iteration ++) {
|
|
// Stage 1
|
|
bones[bones.Length - 1].solverPosition = Vector3.Lerp(bones[bones.Length - 1].solverPosition, targetPosition, weight);
|
|
|
|
for (int i = bones.Length - 2; i > -1; i--) {
|
|
// Finding joint positions
|
|
bones[i].solverPosition = SolveFABRIKJoint(bones[i].solverPosition, bones[i + 1].solverPosition, bones[i].length);
|
|
}
|
|
|
|
// Stage 2
|
|
if (iteration == 0) {
|
|
foreach (VirtualBone bone in bones) bone.solverPosition += startOffset;
|
|
}
|
|
|
|
bones[0].solverPosition = startPosition;
|
|
|
|
for (int i = 1; i < bones.Length; i++) {
|
|
bones[i].solverPosition = SolveFABRIKJoint(bones[i].solverPosition, bones[i - 1].solverPosition, bones[i - 1].length);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < bones.Length - 1; i++) {
|
|
VirtualBone.SwingRotation(bones, i, bones[i + 1].solverPosition);
|
|
}
|
|
}
|
|
|
|
// Solves a FABRIK joint between two bones.
|
|
private static Vector3 SolveFABRIKJoint(Vector3 pos1, Vector3 pos2, float length) {
|
|
return pos2 + (pos1 - pos2).normalized * length;
|
|
}
|
|
|
|
public static void SolveCCD(VirtualBone[] bones, Vector3 targetPosition, float weight, int iterations) {
|
|
if (weight <= 0f) return;
|
|
|
|
// Iterating the solver
|
|
for (int iteration = 0; iteration < iterations; iteration ++) {
|
|
for (int i = bones.Length - 2; i > -1; i--) {
|
|
Vector3 toLastBone = bones[bones.Length - 1].solverPosition - bones[i].solverPosition;
|
|
Vector3 toTarget = targetPosition - bones[i].solverPosition;
|
|
|
|
|
|
Quaternion rotation = Quaternion.FromToRotation(toLastBone, toTarget);
|
|
|
|
if (weight >= 1) {
|
|
//bones[i].transform.rotation = targetRotation;
|
|
VirtualBone.RotateBy(bones, i, rotation);
|
|
} else {
|
|
VirtualBone.RotateBy(bones, i, Quaternion.Lerp(Quaternion.identity, rotation, weight));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|