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.
		
		
		
		
		
			
		
			
				
	
	
		
			360 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			360 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C#
		
	
using UnityEngine;
 | 
						|
using System.Collections;
 | 
						|
using System;
 | 
						|
 | 
						|
	namespace RootMotion.FinalIK {
 | 
						|
 | 
						|
	/// <summary>
 | 
						|
	/// Forward and Backward Reaching Inverse Kinematics solver.
 | 
						|
	/// 
 | 
						|
	/// This class is based on the "FABRIK: A fast, iterative solver for the inverse kinematics problem." paper by Aristidou, A., Lasenby, J.
 | 
						|
	/// </summary>
 | 
						|
	[System.Serializable]
 | 
						|
	public class IKSolverFABRIK : IKSolverHeuristic {
 | 
						|
		
 | 
						|
		#region Main Interface
 | 
						|
 | 
						|
		/// <summary>
 | 
						|
		/// Solving stage 1 of the %FABRIK algorithm.
 | 
						|
		/// </summary>
 | 
						|
		public void SolveForward(Vector3 position) {
 | 
						|
			if (!initiated) {
 | 
						|
				if (!Warning.logged) LogWarning("Trying to solve uninitiated FABRIK chain.");
 | 
						|
				return;
 | 
						|
			}
 | 
						|
			
 | 
						|
			OnPreSolve();
 | 
						|
			
 | 
						|
			ForwardReach(position);
 | 
						|
		}
 | 
						|
		
 | 
						|
		/// <summary>
 | 
						|
		/// Solving stage 2 of the %FABRIK algorithm.
 | 
						|
		/// </summary>
 | 
						|
		public void SolveBackward(Vector3 position) {
 | 
						|
			if (!initiated) {
 | 
						|
				if (!Warning.logged) LogWarning("Trying to solve uninitiated FABRIK chain.");
 | 
						|
				return;
 | 
						|
			}
 | 
						|
			
 | 
						|
			BackwardReach(position);
 | 
						|
			
 | 
						|
			OnPostSolve();
 | 
						|
		}
 | 
						|
 | 
						|
		public override Vector3 GetIKPosition() {
 | 
						|
			if (target != null) return target.position;
 | 
						|
			return IKPosition;
 | 
						|
		}
 | 
						|
 | 
						|
		/// <summary>
 | 
						|
		/// Called before each iteration of the solver.
 | 
						|
		/// </summary>
 | 
						|
		public IterationDelegate OnPreIteration;
 | 
						|
 | 
						|
		#endregion Main Interface
 | 
						|
 | 
						|
		private bool[] limitedBones = new bool[0];
 | 
						|
		private Vector3[] solverLocalPositions = new Vector3[0];
 | 
						|
 | 
						|
		protected override void OnInitiate() {
 | 
						|
			if (firstInitiation || !Application.isPlaying) IKPosition = bones[bones.Length - 1].transform.position;
 | 
						|
 | 
						|
			for (int i = 0; i < bones.Length; i++) {
 | 
						|
				bones[i].solverPosition = bones[i].transform.position;
 | 
						|
				bones[i].solverRotation = bones[i].transform.rotation;
 | 
						|
			}
 | 
						|
			
 | 
						|
			limitedBones = new bool[bones.Length];
 | 
						|
			solverLocalPositions = new Vector3[bones.Length];
 | 
						|
			
 | 
						|
			InitiateBones();
 | 
						|
 | 
						|
			for (int i = 0; i < bones.Length; i++) {
 | 
						|
				solverLocalPositions[i] = Quaternion.Inverse(GetParentSolverRotation(i)) * (bones[i].transform.position - GetParentSolverPosition(i));
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		protected override void OnUpdate() {
 | 
						|
			if (IKPositionWeight <= 0) return;
 | 
						|
			IKPositionWeight = Mathf.Clamp(IKPositionWeight, 0f, 1f);
 | 
						|
			
 | 
						|
			OnPreSolve();
 | 
						|
 | 
						|
			if (target != null) IKPosition = target.position;
 | 
						|
			if (XY) IKPosition.z = bones[0].transform.position.z;
 | 
						|
 | 
						|
			Vector3 singularityOffset = maxIterations > 1? GetSingularityOffset(): Vector3.zero;
 | 
						|
 | 
						|
			// Iterating the solver
 | 
						|
			for (int i = 0; i < maxIterations; i++) {
 | 
						|
				// Optimizations
 | 
						|
				if (singularityOffset == Vector3.zero && i >= 1 && tolerance > 0 && positionOffset < tolerance * tolerance) break;
 | 
						|
				lastLocalDirection = localDirection;
 | 
						|
 | 
						|
				if (OnPreIteration != null) OnPreIteration(i);
 | 
						|
				
 | 
						|
				Solve(IKPosition + (i == 0? singularityOffset: Vector3.zero));
 | 
						|
			}
 | 
						|
			
 | 
						|
			OnPostSolve();
 | 
						|
		}
 | 
						|
		
 | 
						|
		/*
 | 
						|
		 * If true, the solver will work with 0 length bones
 | 
						|
		 * */
 | 
						|
		protected override bool boneLengthCanBeZero { get { return false; }} // Returning false here also ensures that the bone lengths will be calculated
 | 
						|
 | 
						|
		/*
 | 
						|
		 * Interpolates the joint position to match the bone's length
 | 
						|
		*/
 | 
						|
		private Vector3 SolveJoint(Vector3 pos1, Vector3 pos2, float length) {
 | 
						|
			if (XY) pos1.z = pos2.z;
 | 
						|
			
 | 
						|
			return pos2 + (pos1 - pos2).normalized * length;
 | 
						|
		}
 | 
						|
 | 
						|
		/*
 | 
						|
		 * Check if bones have moved from last solved positions
 | 
						|
		 * */
 | 
						|
		private void OnPreSolve() {
 | 
						|
			chainLength = 0;
 | 
						|
 | 
						|
			for (int i = 0; i < bones.Length; i++) {
 | 
						|
				bones[i].solverPosition = bones[i].transform.position;
 | 
						|
				bones[i].solverRotation = bones[i].transform.rotation;
 | 
						|
 | 
						|
				if (i < bones.Length - 1) {
 | 
						|
					bones[i].length = (bones[i].transform.position - bones[i + 1].transform.position).magnitude;
 | 
						|
					bones[i].axis = Quaternion.Inverse(bones[i].transform.rotation) * (bones[i + 1].transform.position - bones[i].transform.position);
 | 
						|
 | 
						|
					chainLength += bones[i].length;
 | 
						|
				}
 | 
						|
 | 
						|
				if (useRotationLimits) solverLocalPositions[i] = Quaternion.Inverse(GetParentSolverRotation(i)) * (bones[i].transform.position - GetParentSolverPosition(i));
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		/*
 | 
						|
		 * After solving the chain
 | 
						|
		 * */
 | 
						|
		private void OnPostSolve() {
 | 
						|
			// Rotating bones to match the solver positions
 | 
						|
			if (!useRotationLimits) MapToSolverPositions();
 | 
						|
			else MapToSolverPositionsLimited();
 | 
						|
 | 
						|
			lastLocalDirection = localDirection;
 | 
						|
		}
 | 
						|
		
 | 
						|
		private void Solve(Vector3 targetPosition) {
 | 
						|
			// Forward reaching
 | 
						|
			ForwardReach(targetPosition);
 | 
						|
 | 
						|
			// Backward reaching
 | 
						|
			BackwardReach(bones[0].transform.position);
 | 
						|
		}
 | 
						|
		
 | 
						|
		/*
 | 
						|
		 * Stage 1 of FABRIK algorithm
 | 
						|
		 * */
 | 
						|
		private void ForwardReach(Vector3 position) {
 | 
						|
			// Lerp last bone's solverPosition to position
 | 
						|
			bones[bones.Length - 1].solverPosition = Vector3.Lerp(bones[bones.Length - 1].solverPosition, position, IKPositionWeight);
 | 
						|
 | 
						|
			for (int i = 0; i < limitedBones.Length; i++) limitedBones[i] = false;
 | 
						|
			
 | 
						|
			for (int i = bones.Length - 2; i > -1; i--) {
 | 
						|
				// Finding joint positions
 | 
						|
				bones[i].solverPosition = SolveJoint(bones[i].solverPosition, bones[i + 1].solverPosition, bones[i].length);
 | 
						|
				
 | 
						|
				// Limiting bone rotation forward
 | 
						|
				LimitForward(i, i + 1);
 | 
						|
			}
 | 
						|
			
 | 
						|
			// Limiting the first bone's rotation
 | 
						|
			LimitForward(0, 0);
 | 
						|
		}
 | 
						|
 | 
						|
		private void SolverMove(int index, Vector3 offset) {
 | 
						|
			for (int i = index; i < bones.Length; i++) {
 | 
						|
				bones[i].solverPosition += offset;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		private void SolverRotate(int index, Quaternion rotation, bool recursive) {
 | 
						|
			for (int i = index; i < bones.Length; i++) {
 | 
						|
				bones[i].solverRotation = rotation * bones[i].solverRotation;
 | 
						|
 | 
						|
				if (!recursive) return;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		private void SolverRotateChildren(int index, Quaternion rotation) {
 | 
						|
			for (int i = index + 1; i < bones.Length; i++) {
 | 
						|
				bones[i].solverRotation = rotation * bones[i].solverRotation;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		private void SolverMoveChildrenAroundPoint(int index, Quaternion rotation) {
 | 
						|
			for (int i = index + 1; i < bones.Length; i++) {
 | 
						|
				Vector3 dir = bones[i].solverPosition - bones[index].solverPosition;
 | 
						|
				bones[i].solverPosition = bones[index].solverPosition + rotation * dir;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		private Quaternion GetParentSolverRotation(int index) {
 | 
						|
			if (index > 0) return bones[index - 1].solverRotation;
 | 
						|
			if (bones[0].transform.parent == null) return Quaternion.identity;
 | 
						|
			return bones[0].transform.parent.rotation;
 | 
						|
		}
 | 
						|
 | 
						|
		private Vector3 GetParentSolverPosition(int index) {
 | 
						|
			if (index > 0) return bones[index - 1].solverPosition;
 | 
						|
			if (bones[0].transform.parent == null) return Vector3.zero;
 | 
						|
			return bones[0].transform.parent.position;
 | 
						|
		}
 | 
						|
 | 
						|
		private Quaternion GetLimitedRotation(int index, Quaternion q, out bool changed) {
 | 
						|
			changed = false;
 | 
						|
			
 | 
						|
			Quaternion parentRotation = GetParentSolverRotation(index);
 | 
						|
			Quaternion localRotation = Quaternion.Inverse(parentRotation) * q;
 | 
						|
			
 | 
						|
			Quaternion limitedLocalRotation = bones[index].rotationLimit.GetLimitedLocalRotation(localRotation, out changed);
 | 
						|
			
 | 
						|
			if (!changed) return q;
 | 
						|
			
 | 
						|
			return parentRotation * limitedLocalRotation;
 | 
						|
		}
 | 
						|
 | 
						|
		/*
 | 
						|
		 * Applying rotation limit to a bone in stage 1 in a more stable way
 | 
						|
		 * */
 | 
						|
		private void LimitForward(int rotateBone, int limitBone) {
 | 
						|
			if (!useRotationLimits) return;
 | 
						|
			if (bones[limitBone].rotationLimit == null) return;
 | 
						|
 | 
						|
			// Storing last bone's position before applying the limit
 | 
						|
			Vector3 lastBoneBeforeLimit = bones[bones.Length - 1].solverPosition;
 | 
						|
 | 
						|
			// Moving and rotating this bone and all its children to their solver positions
 | 
						|
			for (int i = rotateBone; i < bones.Length - 1; i++) {
 | 
						|
				if (limitedBones[i]) break;
 | 
						|
 | 
						|
				Quaternion fromTo = Quaternion.FromToRotation(bones[i].solverRotation * bones[i].axis, bones[i + 1].solverPosition - bones[i].solverPosition);
 | 
						|
				SolverRotate(i, fromTo, false);
 | 
						|
			}
 | 
						|
 | 
						|
			// Limit the bone's rotation
 | 
						|
			bool changed = false;
 | 
						|
			Quaternion afterLimit = GetLimitedRotation(limitBone, bones[limitBone].solverRotation, out changed);
 | 
						|
 | 
						|
			if (changed) {
 | 
						|
				// Rotating and positioning the hierarchy so that the last bone's position is maintained
 | 
						|
				if (limitBone < bones.Length - 1) {
 | 
						|
					Quaternion change = QuaTools.FromToRotation(bones[limitBone].solverRotation, afterLimit);
 | 
						|
					bones[limitBone].solverRotation = afterLimit;
 | 
						|
					SolverRotateChildren(limitBone, change);
 | 
						|
					SolverMoveChildrenAroundPoint(limitBone, change);
 | 
						|
 | 
						|
					// Rotating to compensate for the limit
 | 
						|
					Quaternion fromTo = Quaternion.FromToRotation(bones[bones.Length - 1].solverPosition - bones[rotateBone].solverPosition, lastBoneBeforeLimit - bones[rotateBone].solverPosition);
 | 
						|
 | 
						|
					SolverRotate(rotateBone, fromTo, true);
 | 
						|
					SolverMoveChildrenAroundPoint(rotateBone, fromTo);
 | 
						|
 | 
						|
					// Moving the bone so that last bone maintains its initial position
 | 
						|
					SolverMove(rotateBone, lastBoneBeforeLimit - bones[bones.Length - 1].solverPosition);
 | 
						|
				} else {
 | 
						|
					// last bone
 | 
						|
					bones[limitBone].solverRotation = afterLimit;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			limitedBones[limitBone] = true;
 | 
						|
		}
 | 
						|
		
 | 
						|
		/*
 | 
						|
		 * Stage 2 of FABRIK algorithm
 | 
						|
		 * */
 | 
						|
		private void BackwardReach(Vector3 position) {
 | 
						|
			if (useRotationLimits) BackwardReachLimited(position);
 | 
						|
			else BackwardReachUnlimited(position);
 | 
						|
		}
 | 
						|
		
 | 
						|
		/*
 | 
						|
		 * Stage 2 of FABRIK algorithm without rotation limits
 | 
						|
		 * */
 | 
						|
		private void BackwardReachUnlimited(Vector3 position) {
 | 
						|
			// Move first bone to position
 | 
						|
			bones[0].solverPosition = position;
 | 
						|
			
 | 
						|
			// Finding joint positions
 | 
						|
			for (int i = 1; i < bones.Length; i++) {
 | 
						|
				bones[i].solverPosition = SolveJoint(bones[i].solverPosition, bones[i - 1].solverPosition, bones[i - 1].length);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		/*
 | 
						|
		 * Stage 2 of FABRIK algorithm with limited rotations
 | 
						|
		 * */
 | 
						|
		private void BackwardReachLimited(Vector3 position) {
 | 
						|
			// Move first bone to position
 | 
						|
			bones[0].solverPosition = position;
 | 
						|
 | 
						|
			// Applying rotation limits bone by bone
 | 
						|
			for (int i = 0; i < bones.Length - 1; i++) {
 | 
						|
				// Rotating bone to look at the solved joint position
 | 
						|
				Vector3 nextPosition = SolveJoint(bones[i + 1].solverPosition, bones[i].solverPosition, bones[i].length);
 | 
						|
 | 
						|
				Quaternion swing = Quaternion.FromToRotation(bones[i].solverRotation * bones[i].axis, nextPosition - bones[i].solverPosition);
 | 
						|
				Quaternion targetRotation = swing * bones[i].solverRotation;
 | 
						|
 | 
						|
				// Rotation Constraints
 | 
						|
				if (bones[i].rotationLimit != null) {
 | 
						|
					bool changed = false;
 | 
						|
					targetRotation = GetLimitedRotation(i, targetRotation, out changed);
 | 
						|
				}
 | 
						|
 | 
						|
				Quaternion fromTo = QuaTools.FromToRotation(bones[i].solverRotation, targetRotation);
 | 
						|
				bones[i].solverRotation = targetRotation;
 | 
						|
				SolverRotateChildren(i, fromTo);
 | 
						|
 | 
						|
				// Positioning the next bone to its default local position
 | 
						|
				bones[i + 1].solverPosition = bones[i].solverPosition + bones[i].solverRotation * solverLocalPositions[i + 1];
 | 
						|
			}
 | 
						|
 | 
						|
			// Reconstruct solver rotations to protect from invalid Quaternions
 | 
						|
			for (int i = 0; i < bones.Length; i++) {
 | 
						|
				bones[i].solverRotation = Quaternion.LookRotation(bones[i].solverRotation * Vector3.forward, bones[i].solverRotation * Vector3.up);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/*
 | 
						|
		 * Rotate bones to match the solver positions when not using Rotation Limits
 | 
						|
		 * */
 | 
						|
		private void MapToSolverPositions() {
 | 
						|
			bones[0].transform.position = bones[0].solverPosition;
 | 
						|
			
 | 
						|
			for (int i = 0; i < bones.Length - 1; i++) {
 | 
						|
				if (XY) {
 | 
						|
					bones[i].Swing2D(bones[i + 1].solverPosition);
 | 
						|
				} else {
 | 
						|
					bones[i].Swing(bones[i + 1].solverPosition);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/*
 | 
						|
		 * Rotate bones to match the solver positions when using Rotation Limits
 | 
						|
		 * */
 | 
						|
		private void MapToSolverPositionsLimited() {
 | 
						|
            bones[0].transform.position = bones[0].solverPosition;
 | 
						|
 | 
						|
			for (int i = 0; i < bones.Length; i++) {
 | 
						|
				if (i < bones.Length - 1) bones[i].transform.rotation = bones[i].solverRotation;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 |