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- 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));
- }
- }
- }
- }
- }
- }
- }
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