using System; using UnityEngine; namespace RootMotion.FinalIK { [Serializable] public class IKEffector { public Transform bone; public Transform target; [Range(0f, 1f)] public float positionWeight; [Range(0f, 1f)] public float rotationWeight; public Vector3 position = Vector3.zero; public Quaternion rotation = Quaternion.identity; public Vector3 positionOffset; public bool effectChildNodes = true; [Range(0f, 1f)] public float maintainRelativePositionWeight; public Transform[] childBones = new Transform[0]; public Transform planeBone1; public Transform planeBone2; public Transform planeBone3; public Quaternion planeRotationOffset = Quaternion.identity; private float posW; private float rotW; private Vector3[] localPositions = new Vector3[0]; private bool usePlaneNodes; private Quaternion animatedPlaneRotation = Quaternion.identity; private Vector3 animatedPosition; private bool firstUpdate; private int chainIndex = -1; private int nodeIndex = -1; private int plane1ChainIndex; private int plane1NodeIndex = -1; private int plane2ChainIndex = -1; private int plane2NodeIndex = -1; private int plane3ChainIndex = -1; private int plane3NodeIndex = -1; private int[] childChainIndexes = new int[0]; private int[] childNodeIndexes = new int[0]; public bool isEndEffector { get; private set; } public IKSolver.Node GetNode(IKSolverFullBody solver) { return solver.chain[chainIndex].nodes[nodeIndex]; } public void PinToBone(float positionWeight, float rotationWeight) { position = bone.position; this.positionWeight = Mathf.Clamp(positionWeight, 0f, 1f); rotation = bone.rotation; this.rotationWeight = Mathf.Clamp(rotationWeight, 0f, 1f); } public IKEffector() { } public IKEffector(Transform bone, Transform[] childBones) { this.bone = bone; this.childBones = childBones; } public bool IsValid(IKSolver solver, ref string message) { if (bone == null) { message = "IK Effector bone is null."; return false; } if (solver.GetPoint(bone) == null) { message = "IK Effector is referencing to a bone '" + bone.name + "' that does not excist in the Node Chain."; return false; } Transform[] array = childBones; for (int i = 0; i < array.Length; i++) { if (array[i] == null) { message = "IK Effector contains a null reference."; return false; } } array = childBones; foreach (Transform transform in array) { if (solver.GetPoint(transform) == null) { message = "IK Effector is referencing to a bone '" + transform.name + "' that does not excist in the Node Chain."; return false; } } if (planeBone1 != null && solver.GetPoint(planeBone1) == null) { message = "IK Effector is referencing to a bone '" + planeBone1.name + "' that does not excist in the Node Chain."; return false; } if (planeBone2 != null && solver.GetPoint(planeBone2) == null) { message = "IK Effector is referencing to a bone '" + planeBone2.name + "' that does not excist in the Node Chain."; return false; } if (planeBone3 != null && solver.GetPoint(planeBone3) == null) { message = "IK Effector is referencing to a bone '" + planeBone3.name + "' that does not excist in the Node Chain."; return false; } return true; } public void Initiate(IKSolverFullBody solver) { position = bone.position; rotation = bone.rotation; animatedPlaneRotation = Quaternion.identity; solver.GetChainAndNodeIndexes(bone, out chainIndex, out nodeIndex); childChainIndexes = new int[childBones.Length]; childNodeIndexes = new int[childBones.Length]; for (int i = 0; i < childBones.Length; i++) { solver.GetChainAndNodeIndexes(childBones[i], out childChainIndexes[i], out childNodeIndexes[i]); } localPositions = new Vector3[childBones.Length]; usePlaneNodes = false; if (planeBone1 != null) { solver.GetChainAndNodeIndexes(planeBone1, out plane1ChainIndex, out plane1NodeIndex); if (planeBone2 != null) { solver.GetChainAndNodeIndexes(planeBone2, out plane2ChainIndex, out plane2NodeIndex); if (planeBone3 != null) { solver.GetChainAndNodeIndexes(planeBone3, out plane3ChainIndex, out plane3NodeIndex); usePlaneNodes = true; } } isEndEffector = true; } else { isEndEffector = false; } } public void ResetOffset(IKSolverFullBody solver) { solver.GetNode(chainIndex, nodeIndex).offset = Vector3.zero; for (int i = 0; i < childChainIndexes.Length; i++) { solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).offset = Vector3.zero; } } public void SetToTarget() { if (!(target == null)) { position = target.position; rotation = target.rotation; } } public void OnPreSolve(IKSolverFullBody solver) { positionWeight = Mathf.Clamp(positionWeight, 0f, 1f); rotationWeight = Mathf.Clamp(rotationWeight, 0f, 1f); maintainRelativePositionWeight = Mathf.Clamp(maintainRelativePositionWeight, 0f, 1f); posW = positionWeight * solver.IKPositionWeight; rotW = rotationWeight * solver.IKPositionWeight; solver.GetNode(chainIndex, nodeIndex).effectorPositionWeight = posW; solver.GetNode(chainIndex, nodeIndex).effectorRotationWeight = rotW; solver.GetNode(chainIndex, nodeIndex).solverRotation = rotation; if (float.IsInfinity(positionOffset.x) || float.IsInfinity(positionOffset.y) || float.IsInfinity(positionOffset.z)) { Debug.LogError("Invalid IKEffector.positionOffset (contains Infinity)! Please make sure not to set IKEffector.positionOffset to infinite values.", bone); } if (float.IsNaN(positionOffset.x) || float.IsNaN(positionOffset.y) || float.IsNaN(positionOffset.z)) { Debug.LogError("Invalid IKEffector.positionOffset (contains NaN)! Please make sure not to set IKEffector.positionOffset to NaN values.", bone); } if (positionOffset.sqrMagnitude > 1E+10f) { Debug.LogError("Additive effector positionOffset detected in Full Body IK (extremely large value). Make sure you are not circularily adding to effector positionOffset each frame.", bone); } if (float.IsInfinity(position.x) || float.IsInfinity(position.y) || float.IsInfinity(position.z)) { Debug.LogError("Invalid IKEffector.position (contains Infinity)!"); } solver.GetNode(chainIndex, nodeIndex).offset += positionOffset * solver.IKPositionWeight; if (effectChildNodes && solver.iterations > 0) { for (int i = 0; i < childBones.Length; i++) { localPositions[i] = childBones[i].transform.position - bone.transform.position; solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).offset += positionOffset * solver.IKPositionWeight; } } if (usePlaneNodes && maintainRelativePositionWeight > 0f) { animatedPlaneRotation = Quaternion.LookRotation(planeBone2.position - planeBone1.position, planeBone3.position - planeBone1.position); } firstUpdate = true; } public void OnPostWrite() { positionOffset = Vector3.zero; } private Quaternion GetPlaneRotation(IKSolverFullBody solver) { Vector3 solverPosition = solver.GetNode(plane1ChainIndex, plane1NodeIndex).solverPosition; Vector3 solverPosition2 = solver.GetNode(plane2ChainIndex, plane2NodeIndex).solverPosition; Vector3 solverPosition3 = solver.GetNode(plane3ChainIndex, plane3NodeIndex).solverPosition; Vector3 vector = solverPosition2 - solverPosition; Vector3 upwards = solverPosition3 - solverPosition; if (vector == Vector3.zero) { Warning.Log("Make sure you are not placing 2 or more FBBIK effectors of the same chain to exactly the same position.", bone); return Quaternion.identity; } return Quaternion.LookRotation(vector, upwards); } public void Update(IKSolverFullBody solver) { if (firstUpdate) { animatedPosition = bone.position + solver.GetNode(chainIndex, nodeIndex).offset; firstUpdate = false; } solver.GetNode(chainIndex, nodeIndex).solverPosition = Vector3.Lerp(GetPosition(solver, out planeRotationOffset), position, posW); if (effectChildNodes) { for (int i = 0; i < childBones.Length; i++) { solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).solverPosition = Vector3.Lerp(solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).solverPosition, solver.GetNode(chainIndex, nodeIndex).solverPosition + localPositions[i], posW); } } } private Vector3 GetPosition(IKSolverFullBody solver, out Quaternion planeRotationOffset) { planeRotationOffset = Quaternion.identity; if (!isEndEffector) { return solver.GetNode(chainIndex, nodeIndex).solverPosition; } if (maintainRelativePositionWeight <= 0f) { return animatedPosition; } Vector3 vector = bone.position; Vector3 vector2 = vector - planeBone1.position; planeRotationOffset = GetPlaneRotation(solver) * Quaternion.Inverse(animatedPlaneRotation); vector = solver.GetNode(plane1ChainIndex, plane1NodeIndex).solverPosition + planeRotationOffset * vector2; planeRotationOffset = Quaternion.Lerp(Quaternion.identity, planeRotationOffset, maintainRelativePositionWeight); return Vector3.Lerp(animatedPosition, vector + solver.GetNode(chainIndex, nodeIndex).offset, maintainRelativePositionWeight); } } }