Files
2026-03-04 10:03:45 +08:00

297 lines
7.6 KiB
C#

using System;
using UnityEngine;
namespace RootMotion.FinalIK
{
[Serializable]
public class IKMapping
{
[Serializable]
public class BoneMap
{
public Transform transform;
public int chainIndex = -1;
public int nodeIndex = -1;
public Vector3 defaultLocalPosition;
public Quaternion defaultLocalRotation;
public Vector3 localSwingAxis;
public Vector3 localTwistAxis;
public Vector3 planePosition;
public Vector3 ikPosition;
public Quaternion defaultLocalTargetRotation;
private Quaternion maintainRotation;
public float length;
public Quaternion animatedRotation;
private Transform planeBone1;
private Transform planeBone2;
private Transform planeBone3;
private int plane1ChainIndex = -1;
private int plane1NodeIndex = -1;
private int plane2ChainIndex = -1;
private int plane2NodeIndex = -1;
private int plane3ChainIndex = -1;
private int plane3NodeIndex = -1;
public Vector3 swingDirection => transform.rotation * localSwingAxis;
public bool isNodeBone => nodeIndex != -1;
private Quaternion lastAnimatedTargetRotation
{
get
{
if (planeBone1.position == planeBone3.position)
{
return Quaternion.identity;
}
return Quaternion.LookRotation(planeBone2.position - planeBone1.position, planeBone3.position - planeBone1.position);
}
}
public void Initiate(Transform transform, IKSolverFullBody solver)
{
this.transform = transform;
solver.GetChainAndNodeIndexes(transform, out chainIndex, out nodeIndex);
}
public void StoreDefaultLocalState()
{
defaultLocalPosition = transform.localPosition;
defaultLocalRotation = transform.localRotation;
}
public void FixTransform(bool position)
{
if (position)
{
transform.localPosition = defaultLocalPosition;
}
transform.localRotation = defaultLocalRotation;
}
public void SetLength(BoneMap nextBone)
{
length = Vector3.Distance(transform.position, nextBone.transform.position);
}
public void SetLocalSwingAxis(BoneMap swingTarget)
{
SetLocalSwingAxis(swingTarget, this);
}
public void SetLocalSwingAxis(BoneMap bone1, BoneMap bone2)
{
localSwingAxis = Quaternion.Inverse(transform.rotation) * (bone1.transform.position - bone2.transform.position);
}
public void SetLocalTwistAxis(Vector3 twistDirection, Vector3 normalDirection)
{
Vector3.OrthoNormalize(ref normalDirection, ref twistDirection);
localTwistAxis = Quaternion.Inverse(transform.rotation) * twistDirection;
}
public void SetPlane(IKSolverFullBody solver, Transform planeBone1, Transform planeBone2, Transform planeBone3)
{
this.planeBone1 = planeBone1;
this.planeBone2 = planeBone2;
this.planeBone3 = planeBone3;
solver.GetChainAndNodeIndexes(planeBone1, out plane1ChainIndex, out plane1NodeIndex);
solver.GetChainAndNodeIndexes(planeBone2, out plane2ChainIndex, out plane2NodeIndex);
solver.GetChainAndNodeIndexes(planeBone3, out plane3ChainIndex, out plane3NodeIndex);
UpdatePlane(rotation: true, position: true);
}
public void UpdatePlane(bool rotation, bool position)
{
Quaternion rotation2 = lastAnimatedTargetRotation;
if (rotation)
{
defaultLocalTargetRotation = QuaTools.RotationToLocalSpace(transform.rotation, rotation2);
}
if (position)
{
planePosition = Quaternion.Inverse(rotation2) * (transform.position - planeBone1.position);
}
}
public void SetIKPosition()
{
ikPosition = transform.position;
}
public void MaintainRotation()
{
maintainRotation = transform.rotation;
}
public void SetToIKPosition()
{
transform.position = ikPosition;
}
public void FixToNode(IKSolverFullBody solver, float weight, IKSolver.Node fixNode = null)
{
if (fixNode == null)
{
fixNode = solver.GetNode(chainIndex, nodeIndex);
}
if (weight >= 1f)
{
transform.position = fixNode.solverPosition;
}
else
{
transform.position = Vector3.Lerp(transform.position, fixNode.solverPosition, weight);
}
}
public Vector3 GetPlanePosition(IKSolverFullBody solver)
{
return solver.GetNode(plane1ChainIndex, plane1NodeIndex).solverPosition + GetTargetRotation(solver) * planePosition;
}
public void PositionToPlane(IKSolverFullBody solver)
{
transform.position = GetPlanePosition(solver);
}
public void RotateToPlane(IKSolverFullBody solver, float weight)
{
Quaternion quaternion = GetTargetRotation(solver) * defaultLocalTargetRotation;
if (weight >= 1f)
{
transform.rotation = quaternion;
}
else
{
transform.rotation = Quaternion.Lerp(transform.rotation, quaternion, weight);
}
}
public void Swing(Vector3 swingTarget, float weight)
{
Swing(swingTarget, transform.position, weight);
}
public void Swing(Vector3 pos1, Vector3 pos2, float weight)
{
Quaternion quaternion = Quaternion.FromToRotation(transform.rotation * localSwingAxis, pos1 - pos2) * transform.rotation;
if (weight >= 1f)
{
transform.rotation = quaternion;
}
else
{
transform.rotation = Quaternion.Lerp(transform.rotation, quaternion, weight);
}
}
public void Twist(Vector3 twistDirection, Vector3 normalDirection, float weight)
{
Vector3.OrthoNormalize(ref normalDirection, ref twistDirection);
Quaternion quaternion = Quaternion.FromToRotation(transform.rotation * localTwistAxis, twistDirection) * transform.rotation;
if (weight >= 1f)
{
transform.rotation = quaternion;
}
else
{
transform.rotation = Quaternion.Lerp(transform.rotation, quaternion, weight);
}
}
public void RotateToMaintain(float weight)
{
if (!(weight <= 0f))
{
transform.rotation = Quaternion.Lerp(transform.rotation, maintainRotation, weight);
}
}
public void RotateToEffector(IKSolverFullBody solver, float weight)
{
if (!isNodeBone)
{
return;
}
float num = weight * solver.GetNode(chainIndex, nodeIndex).effectorRotationWeight;
if (!(num <= 0f))
{
if (num >= 1f)
{
transform.rotation = solver.GetNode(chainIndex, nodeIndex).solverRotation;
}
else
{
transform.rotation = Quaternion.Lerp(transform.rotation, solver.GetNode(chainIndex, nodeIndex).solverRotation, num);
}
}
}
private Quaternion GetTargetRotation(IKSolverFullBody solver)
{
Vector3 solverPosition = solver.GetNode(plane1ChainIndex, plane1NodeIndex).solverPosition;
Vector3 solverPosition2 = solver.GetNode(plane2ChainIndex, plane2NodeIndex).solverPosition;
Vector3 solverPosition3 = solver.GetNode(plane3ChainIndex, plane3NodeIndex).solverPosition;
if (solverPosition == solverPosition3)
{
return Quaternion.identity;
}
return Quaternion.LookRotation(solverPosition2 - solverPosition, solverPosition3 - solverPosition);
}
}
public virtual bool IsValid(IKSolver solver, ref string message)
{
return true;
}
public virtual void Initiate(IKSolverFullBody solver)
{
}
protected bool BoneIsValid(Transform bone, IKSolver solver, ref string message, Warning.Logger logger = null)
{
if (bone == null)
{
message = "IKMappingLimb contains a null reference.";
logger?.Invoke(message);
return false;
}
if (solver.GetPoint(bone) == null)
{
message = "IKMappingLimb is referencing to a bone '" + bone.name + "' that does not excist in the Node Chain.";
logger?.Invoke(message);
return false;
}
return true;
}
protected Vector3 SolveFABRIKJoint(Vector3 pos1, Vector3 pos2, float length)
{
return pos2 + (pos1 - pos2).normalized * length;
}
}
}