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			597 lines
		
	
	
		
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			C#
		
	
			
		
		
	
	
			597 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C#
		
	
using UnityEngine;
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using System.Collections;
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using System;
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namespace RootMotion {
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	/// <summary>
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	/// Contains references to bones common to all biped characters.
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	/// </summary>
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	[System.Serializable]
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	public class BipedReferences {
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		#region Main Interface
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		/// <summary>
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		/// The root transform is the parent of all the biped's bones and should be located at ground level.
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		/// </summary>
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		public Transform root;
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		/// <summary>
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		/// The pelvis (hip) bone.
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		/// </summary>
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		public Transform pelvis;
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		/// <summary>
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		/// The first bone of the left leg.
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		/// </summary>
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		public Transform leftThigh;
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		/// <summary>
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		/// The second bone of the left leg.
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		/// </summary>
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		public Transform leftCalf;
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		/// <summary>
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		/// The third bone of the left leg.
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		/// </summary>
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		public Transform leftFoot;
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		/// <summary>
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		/// The first bone of the right leg.
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		/// </summary>
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		public Transform rightThigh;
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		/// <summary>
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		/// The second bone of the right leg.
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		/// </summary>
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		public Transform rightCalf;
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		/// <summary>
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		/// The third bone of the right leg.
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		/// </summary>
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		public Transform rightFoot;
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		/// <summary>
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		/// The first bone of the left arm.
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		/// </summary>
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		public Transform leftUpperArm;
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		/// <summary>
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		/// The second bone of the left arm.
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		/// </summary>
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		public Transform leftForearm;
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		/// <summary>
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		/// The third bone of the left arm.
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		/// </summary>
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		public Transform leftHand;
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		/// <summary>
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		/// The first bone of the right arm.
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		/// </summary>
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		public Transform rightUpperArm;
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		/// <summary>
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		/// The second bone of the right arm.
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		/// </summary>
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		public Transform rightForearm;
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		/// <summary>
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		/// The third bone of the right arm.
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		/// </summary>
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		public Transform rightHand;
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		/// <summary>
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		/// The head.
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		/// </summary>
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		public Transform head;
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		/// <summary>
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		/// The spine hierarchy. Should not contain any bone deeper in the hierarchy than the arms (neck or head).
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		/// </summary>
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		public Transform[] spine = new Transform[0];
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		/// <summary>
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		/// The eyes.
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		/// </summary>
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		public Transform[] eyes = new Transform[0];
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		/// <summary>
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		/// Check for null references.
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		/// </summary>
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		public virtual bool isFilled {
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			get {
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				if (root == null) return false;
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				if (pelvis == null) return false;
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				if (leftThigh == null || leftCalf == null || leftFoot == null) return false;
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				if (rightThigh == null || rightCalf == null || rightFoot == null) return false;
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				if (leftUpperArm == null || leftForearm == null || leftHand == null) return false;
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				if (rightUpperArm == null || rightForearm == null || rightHand == null) return false;
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				foreach (Transform s in spine) if (s == null) return false;
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				foreach (Transform eye in eyes) if (eye == null) return false;
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				return true;
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			}
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		}
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		/// <summary>
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		/// Gets a value indicating whether this <see cref="BipedReferences"/> is empty.
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		/// </summary>
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		public bool isEmpty {
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			get {
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				return IsEmpty(true);
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			}
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		}	
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		/// <summary>
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		/// Gets a value indicating whether this <see cref="BipedReferences"/> is empty. If includeRoot is false, returns true(is empty) even if root Transform has been assigned.
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		/// </summary>
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		public virtual bool IsEmpty(bool includeRoot) {
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			if (includeRoot && root != null) return false;
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			if (pelvis != null || head != null) return false;
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			if (leftThigh != null || leftCalf != null || leftFoot != null) return false;
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			if (rightThigh != null || rightCalf != null || rightFoot != null) return false;
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			if (leftUpperArm != null || leftForearm != null || leftHand != null) return false;
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			if (rightUpperArm != null || rightForearm != null || rightHand != null) return false;
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			foreach (Transform s in spine) if (s != null) return false;
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			foreach (Transform eye in eyes) if (eye != null) return false;
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			return true;
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		}
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		/// <summary>
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		/// Returns true if the References contain the specified Transform
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		/// </summary>
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		public virtual bool Contains(Transform t, bool ignoreRoot = false) {
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			if (!ignoreRoot && root == t) return true;
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			if (pelvis == t) return true;
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			if (leftThigh == t) return true;
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			if (leftCalf == t) return true;
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			if (leftFoot == t) return true;
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			if (rightThigh == t) return true;
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			if (rightCalf == t) return true;
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			if (rightFoot == t) return true;
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			if (leftUpperArm == t) return true;
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			if (leftForearm == t) return true;
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			if (leftHand == t) return true;
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			if (rightUpperArm == t) return true;
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			if (rightForearm == t) return true;
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			if (rightHand == t) return true;
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			if (head == t) return true;
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			foreach (Transform s in spine) if (s == t) return true;
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			foreach (Transform e in eyes) if (e == t) return true;
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			return false;
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		}
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		/// <summary>
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		/// Params for automatic biped recognition. (Using a struct here because I might need to add more parameters in the future).
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		/// </summary>
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		public struct AutoDetectParams {
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			/// <summary>
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			/// Should the immediate parent of the legs be included in the spine?.
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			/// </summary>
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			public bool legsParentInSpine;
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			public bool includeEyes;
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			public AutoDetectParams(bool legsParentInSpine, bool includeEyes) {
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				this.legsParentInSpine = legsParentInSpine;
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				this.includeEyes = includeEyes;
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			}
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			public static AutoDetectParams Default {
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				get {
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					return new AutoDetectParams(true, true);
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				}
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			}
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		}
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		/// <summary>
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		/// Automatically detects biped bones. Returns true if a valid biped has been referenced.
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		/// </summary>
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		public static bool AutoDetectReferences(ref BipedReferences references, Transform root, AutoDetectParams autoDetectParams) {
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			if (references == null) references = new BipedReferences();
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			references.root = root;
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			// If that failed try the Animator
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			var animator = root.GetComponent<Animator>();
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			if (animator != null && animator.isHuman) {
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				AssignHumanoidReferences(ref references, animator, autoDetectParams);
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				return true; // Assume humanoids are always valid
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			}
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			// Try with naming and hierarchy first
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			DetectReferencesByNaming(ref references, root, autoDetectParams);
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			Warning.logged = false;
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			if (!references.isFilled) {
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				Warning.Log("BipedReferences contains one or more missing Transforms.", root, true);
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				return false;
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			}
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			string message = "";
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			if (SetupError(references, ref message)) {
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				Warning.Log(message, references.root, true);
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				return false;
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			}
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			if (SetupWarning(references, ref message)) {
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				Warning.Log(message, references.root, true);
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			}
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			return true;
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		}
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		/// <summary>
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		/// Detects the references based on naming and hierarchy.
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		/// </summary>
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		public static void DetectReferencesByNaming(ref BipedReferences references, Transform root, AutoDetectParams autoDetectParams) {
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			if (references == null) references = new BipedReferences();
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			Transform[] children = root.GetComponentsInChildren<Transform>();
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			// Find limbs
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			DetectLimb(BipedNaming.BoneType.Arm, BipedNaming.BoneSide.Left, ref references.leftUpperArm, ref references.leftForearm, ref references.leftHand, children);
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			DetectLimb(BipedNaming.BoneType.Arm, BipedNaming.BoneSide.Right, ref references.rightUpperArm, ref references.rightForearm, ref references.rightHand, children);
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			DetectLimb(BipedNaming.BoneType.Leg, BipedNaming.BoneSide.Left, ref references.leftThigh, ref references.leftCalf, ref references.leftFoot, children);
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			DetectLimb(BipedNaming.BoneType.Leg, BipedNaming.BoneSide.Right, ref references.rightThigh, ref references.rightCalf, ref references.rightFoot, children);
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			// Find head bone
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			references.head = BipedNaming.GetBone(children, BipedNaming.BoneType.Head);
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			// Find Pelvis
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			references.pelvis = BipedNaming.GetNamingMatch(children, BipedNaming.pelvis);
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			// If pelvis is not an ancestor of a leg, it is not a valid pelvis
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			if (references.pelvis == null || !Hierarchy.IsAncestor(references.leftThigh, references.pelvis)) {
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				if (references.leftThigh != null) references.pelvis = references.leftThigh.parent;
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			}
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			// Find spine and head bones
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			if (references.leftUpperArm != null && references.rightUpperArm != null && references.pelvis != null && references.leftThigh != null) {
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				Transform neck = Hierarchy.GetFirstCommonAncestor(references.leftUpperArm, references.rightUpperArm);
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				if (neck != null) {
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					Transform[] inverseSpine = new Transform[1] { neck };
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					Hierarchy.AddAncestors(inverseSpine[0], references.pelvis, ref inverseSpine);
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					references.spine = new Transform[0];
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					for (int i = inverseSpine.Length - 1; i > -1; i--) {
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						if (AddBoneToSpine(inverseSpine[i], ref references, autoDetectParams)) {
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							Array.Resize(ref references.spine, references.spine.Length + 1);
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							references.spine[references.spine.Length - 1] = inverseSpine[i];
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						}
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					}
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					// Head
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					if (references.head == null) {
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						for (int i = 0; i < neck.childCount; i++) {
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							Transform child = neck.GetChild(i);
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							if (!Hierarchy.ContainsChild(child, references.leftUpperArm) && !Hierarchy.ContainsChild(child, references.rightUpperArm)) {
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								references.head = child;
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								break;
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							}
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						}
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					}
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				}
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			}
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			// Find eye bones
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			Transform[] eyes = BipedNaming.GetBonesOfType(BipedNaming.BoneType.Eye, children);
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			references.eyes = new Transform[0];
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			if (autoDetectParams.includeEyes) {
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				for (int i = 0; i < eyes.Length; i++) {
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					if (AddBoneToEyes(eyes[i], ref references, autoDetectParams)) {
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						Array.Resize(ref references.eyes, references.eyes.Length + 1);
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						references.eyes[references.eyes.Length - 1] = eyes[i];
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					}
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				}
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			}
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		}
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		/// <summary>
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		/// Fills in BipedReferences using Animator.GetBoneTransform().
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		/// </summary>
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		public static void AssignHumanoidReferences(ref BipedReferences references, Animator animator, AutoDetectParams autoDetectParams) {
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			if (references == null) references = new BipedReferences();
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			if (animator == null || !animator.isHuman) return;
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			references.spine = new Transform[0];
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			references.eyes = new Transform[0];
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			references.head = animator.GetBoneTransform(HumanBodyBones.Head);
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			references.leftThigh = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
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			references.leftCalf = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
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			references.leftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
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			references.rightThigh = animator.GetBoneTransform(HumanBodyBones.RightUpperLeg);
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			references.rightCalf = animator.GetBoneTransform(HumanBodyBones.RightLowerLeg);
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			references.rightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot);
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			references.leftUpperArm = animator.GetBoneTransform(HumanBodyBones.LeftUpperArm);
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			references.leftForearm = animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
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			references.leftHand = animator.GetBoneTransform(HumanBodyBones.LeftHand);
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			references.rightUpperArm = animator.GetBoneTransform(HumanBodyBones.RightUpperArm);
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			references.rightForearm = animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
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			references.rightHand = animator.GetBoneTransform(HumanBodyBones.RightHand);
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			references.pelvis = animator.GetBoneTransform(HumanBodyBones.Hips);
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			AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Spine));
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			AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Chest));
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			// Make sure the neck bone is not above the arms
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			if (references.leftUpperArm != null) {
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				if (!IsNeckBone(animator.GetBoneTransform(HumanBodyBones.Neck), references.leftUpperArm)) AddBoneToHierarchy(ref references.spine, animator.GetBoneTransform(HumanBodyBones.Neck));
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			}
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			if (autoDetectParams.includeEyes) {
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				AddBoneToHierarchy(ref references.eyes, animator.GetBoneTransform(HumanBodyBones.LeftEye));
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				AddBoneToHierarchy(ref references.eyes, animator.GetBoneTransform(HumanBodyBones.RightEye));
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			}
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		}
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		/// <summary>
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		/// Checks the setup for definite problems.
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		/// </summary>
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		public static bool SetupError(BipedReferences references, ref string errorMessage) {
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			if (!references.isFilled) {
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				errorMessage = "BipedReferences contains one or more missing Transforms.";
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				return true;
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			}
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			if (LimbError(references.leftThigh, references.leftCalf, references.leftFoot, ref errorMessage)) return true;
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			if (LimbError(references.rightThigh, references.rightCalf, references.rightFoot, ref errorMessage)) return true;
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			if (LimbError(references.leftUpperArm, references.leftForearm, references.leftHand, ref errorMessage)) return true;
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			if (LimbError(references.rightUpperArm, references.rightForearm, references.rightHand, ref errorMessage)) return true;
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			if (SpineError(references, ref errorMessage)) return true;
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			if (EyesError(references, ref errorMessage)) return true;
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			return false;
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		}
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		/// <summary>
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		/// Checks the setup for possible problems.
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		/// </summary>
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		public static bool SetupWarning(BipedReferences references, ref string warningMessage) {
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			if (LimbWarning(references.leftThigh, references.leftCalf, references.leftFoot, ref warningMessage)) return true;
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			if (LimbWarning(references.rightThigh, references.rightCalf, references.rightFoot, ref warningMessage)) return true;
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			if (LimbWarning(references.leftUpperArm, references.leftForearm, references.leftHand, ref warningMessage)) return true;
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			if (LimbWarning(references.rightUpperArm, references.rightForearm, references.rightHand, ref warningMessage)) return true;
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			if (SpineWarning(references, ref warningMessage)) return true;
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			if (EyesWarning(references, ref warningMessage)) return true;
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			if (RootHeightWarning(references, ref warningMessage)) return true;
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			if (FacingAxisWarning(references, ref warningMessage)) return true;
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			return false;
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		}
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		#endregion Main Interface
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		// Determines whether a Transform is above the arms
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		private static bool IsNeckBone(Transform bone, Transform leftUpperArm) {
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			if (leftUpperArm.parent != null && leftUpperArm.parent == bone) return false;
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			if (Hierarchy.IsAncestor(leftUpperArm, bone)) return false;
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			return true;
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		}
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		// Determines whether a bone is valid for being added into the eyes array
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		private static bool AddBoneToEyes(Transform bone, ref BipedReferences references, AutoDetectParams autoDetectParams) {
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			if (references.head != null) {
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				if (!Hierarchy.IsAncestor(bone, references.head)) return false;
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			}
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			if (bone.GetComponent<SkinnedMeshRenderer>() != null) return false;
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			return true;
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		}
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		// Determines whether a bone is valid for being added into the spine
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		private static bool AddBoneToSpine(Transform bone, ref BipedReferences references, AutoDetectParams autoDetectParams) {
 | 
						|
			if (bone == references.root) return false;
 | 
						|
			
 | 
						|
			bool isLegsParent = bone == references.leftThigh.parent;
 | 
						|
			if (isLegsParent && !autoDetectParams.legsParentInSpine) return false;
 | 
						|
			
 | 
						|
			if (references.pelvis != null) {
 | 
						|
				if (bone == references.pelvis) return false;
 | 
						|
				if (Hierarchy.IsAncestor(references.pelvis, bone)) return false;
 | 
						|
			}
 | 
						|
			
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
		
 | 
						|
		// Tries to guess the limb bones based on naming
 | 
						|
		private static void DetectLimb(BipedNaming.BoneType boneType, BipedNaming.BoneSide boneSide, ref Transform firstBone, ref Transform secondBone, ref Transform lastBone, Transform[] transforms) {
 | 
						|
			Transform[] limb = BipedNaming.GetBonesOfTypeAndSide(boneType, boneSide, transforms);
 | 
						|
			
 | 
						|
			if (limb.Length < 3) {
 | 
						|
				//Warning.Log("Unable to detect biped bones by bone names. Please manually assign bone references.", firstBone, true);
 | 
						|
				return;
 | 
						|
			}
 | 
						|
			
 | 
						|
			// Standard biped characters
 | 
						|
			if (limb.Length == 3) {
 | 
						|
				firstBone = limb[0];
 | 
						|
				secondBone = limb[1];
 | 
						|
				lastBone = limb[2];
 | 
						|
			}
 | 
						|
			
 | 
						|
			// For Bootcamp soldier type of characters with more than 3 limb bones
 | 
						|
			if (limb.Length > 3) {
 | 
						|
				firstBone = limb[0];
 | 
						|
				secondBone = limb[2];
 | 
						|
				lastBone = limb[limb.Length - 1];
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		// Adds transform to hierarchy if not null
 | 
						|
		private static void AddBoneToHierarchy(ref Transform[] bones, Transform transform) {
 | 
						|
			if (transform == null) return;
 | 
						|
			
 | 
						|
			Array.Resize(ref bones, bones.Length + 1);
 | 
						|
			bones[bones.Length - 1] = transform;
 | 
						|
		}
 | 
						|
		
 | 
						|
		// Check if the limb is properly set up
 | 
						|
		private static bool LimbError(Transform bone1, Transform bone2, Transform bone3, ref string errorMessage) {
 | 
						|
			if (bone1 == null) {
 | 
						|
				errorMessage = "Bone 1 of a BipedReferences limb is null.";
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
 | 
						|
			if (bone2 == null) {
 | 
						|
				errorMessage = "Bone 2 of a BipedReferences limb is null.";
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
 | 
						|
			if (bone3 == null) {
 | 
						|
				errorMessage = "Bone 3 of a BipedReferences limb is null.";
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
			
 | 
						|
			Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(new Transform[3] { bone1, bone2, bone3 });
 | 
						|
			if (duplicate != null) {
 | 
						|
				errorMessage = duplicate.name + " is represented multiple times in the same BipedReferences limb.";
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
 | 
						|
			if (bone2.position == bone1.position) {
 | 
						|
				errorMessage = "Second bone's position equals first bone's position in the biped's limb.";
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (bone3.position == bone2.position) {
 | 
						|
				errorMessage = "Third bone's position equals second bone's position in the biped's limb.";
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (!Hierarchy.HierarchyIsValid(new Transform[3] { bone1, bone2, bone3 })) {
 | 
						|
				errorMessage = "BipedReferences limb hierarchy is invalid. Bone transforms in a limb do not belong to the same ancestry. Please make sure the bones are parented to each other. " + 
 | 
						|
					"Bones: " + bone1.name + ", " + bone2.name + ", " + bone3.name;
 | 
						|
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
			
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
 | 
						|
		// Check if the limb is properly set up
 | 
						|
		private static bool LimbWarning(Transform bone1, Transform bone2, Transform bone3, ref string warningMessage) {
 | 
						|
			Vector3 cross = Vector3.Cross(bone2.position - bone1.position, bone3.position - bone1.position);
 | 
						|
			
 | 
						|
			if (cross == Vector3.zero) {
 | 
						|
				warningMessage = "BipedReferences limb is completely stretched out in the initial pose. IK solver can not calculate the default bend plane for the limb. " +
 | 
						|
					"Please make sure you character's limbs are at least slightly bent in the initial pose. " +
 | 
						|
						"First bone: " + bone1.name + ", second bone: " + bone2.name + ".";
 | 
						|
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
			
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
		
 | 
						|
		// Check if spine is properly set up
 | 
						|
		private static bool SpineError(BipedReferences references, ref string errorMessage) {
 | 
						|
			// No spine might be a valid setup in some cases
 | 
						|
			if (references.spine.Length == 0) return false;
 | 
						|
 | 
						|
			for (int i = 0; i < references.spine.Length; i++) {
 | 
						|
				if (references.spine[i] == null) {
 | 
						|
					errorMessage = "BipedReferences spine bone at index " + i + " is null.";
 | 
						|
					return true;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(references.spine);
 | 
						|
			if (duplicate != null) {
 | 
						|
				errorMessage = duplicate.name + " is represented multiple times in BipedReferences spine.";
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (!Hierarchy.HierarchyIsValid(references.spine)) {
 | 
						|
				errorMessage = "BipedReferences spine hierarchy is invalid. Bone transforms in the spine do not belong to the same ancestry. Please make sure the bones are parented to each other.";
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
			
 | 
						|
			for (int i = 0; i < references.spine.Length; i++) {
 | 
						|
				bool matchesParentPosition = false;
 | 
						|
				if (i == 0 && references.spine[i].position == references.pelvis.position) matchesParentPosition = true;
 | 
						|
				if (i != 0 && references.spine.Length > 1 && references.spine[i].position == references.spine[i - 1].position) matchesParentPosition = true;
 | 
						|
 | 
						|
				if (matchesParentPosition) {
 | 
						|
					errorMessage = "Biped's spine bone nr " + i + " position is the same as its parent spine/pelvis bone's position. Please remove this bone from the spine.";
 | 
						|
					return true;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
 | 
						|
		// Check if spine is properly set up
 | 
						|
		private static bool SpineWarning(BipedReferences references, ref string warningMessage) {
 | 
						|
			// Maybe need to add something here in the future
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
		
 | 
						|
		// Check if eyes are properly set up
 | 
						|
		private static bool EyesError(BipedReferences references, ref string errorMessage) {
 | 
						|
			// No eyes might be a valid setup
 | 
						|
			if (references.eyes.Length == 0) return false;
 | 
						|
 | 
						|
			for (int i = 0; i < references.eyes.Length; i++) {
 | 
						|
				if (references.eyes[i] == null) {
 | 
						|
					errorMessage = "BipedReferences eye bone at index " + i + " is null.";
 | 
						|
					return true;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			
 | 
						|
			Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(references.eyes);
 | 
						|
			if (duplicate != null) {
 | 
						|
				errorMessage = duplicate.name + " is represented multiple times in BipedReferences eyes.";
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
			
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
 | 
						|
		// Check if eyes are properly set up
 | 
						|
		private static bool EyesWarning(BipedReferences references, ref string warningMessage) {
 | 
						|
			// Maybe need to add something here in the future
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
		
 | 
						|
		// Check if BipedIK transform position is at the character's feet
 | 
						|
		private static bool RootHeightWarning(BipedReferences references, ref string warningMessage) {
 | 
						|
			if (references.head == null) return false;
 | 
						|
			
 | 
						|
			float headHeight = GetVerticalOffset(references.head.position, references.leftFoot.position, references.root.rotation);
 | 
						|
			float rootHeight = GetVerticalOffset(references.root.position, references.leftFoot.position, references.root.rotation);
 | 
						|
			
 | 
						|
			if (rootHeight / headHeight > 0.2f) {
 | 
						|
				warningMessage = "Biped's root Transform's position should be at ground level relative to the character (at the character's feet not at its pelvis).";
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
			
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
		
 | 
						|
		// Check if the character is facing the correct axis
 | 
						|
		private static bool FacingAxisWarning(BipedReferences references, ref string warningMessage) {
 | 
						|
			Vector3 handsLeftToRight = references.rightHand.position - references.leftHand.position;
 | 
						|
			Vector3 feetLeftToRight = references.rightFoot.position - references.leftFoot.position;
 | 
						|
			
 | 
						|
			float dotHands = Vector3.Dot(handsLeftToRight.normalized, references.root.right);
 | 
						|
			float dotFeet = Vector3.Dot(feetLeftToRight.normalized, references.root.right);
 | 
						|
			
 | 
						|
			if (dotHands < 0 || dotFeet < 0) {
 | 
						|
				warningMessage = "Biped does not seem to be facing its forward axis. " +
 | 
						|
					"Please make sure that in the initial pose the character is facing towards the positive Z axis of the Biped root gameobject.";
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
			
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
		
 | 
						|
		// Gets vertical offset relative to a rotation
 | 
						|
		private static float GetVerticalOffset(Vector3 p1, Vector3 p2, Quaternion rotation) {
 | 
						|
			Vector3 v = Quaternion.Inverse(rotation) * (p1 - p2);
 | 
						|
			return v.y;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 |