Files
Cielonos/Assets/OtherPlugins/FImpossible Creations/Plugins - Shared/IK/CCD/FIK_CCDProcessor.cs
SoulliesOfficial f7af60351b 阶段性完成
2025-12-08 05:27:53 -05:00

426 lines
17 KiB
C#

using System;
using UnityEngine;
namespace FIMSpace.FTools
{
/// <summary>
/// FC: Class for processing IK logics for multiple bones inverse kinematics
/// </summary>
[System.Serializable]
public class FIK_CCDProcessor : FIK_ProcessorBase
{
#region CCDIK Processor
public CCDIKBone[] IKBones; // { get; private set; }
public CCDIKBone StartIKBone { get { return IKBones[0]; } }
public CCDIKBone EndIKBone { get { return IKBones[IKBones.Length - 1]; } }
public bool ContinousSolving = true;
[Range(0f, 1f)]
public float SyncWithAnimator = 1f;
[Range(1, 12)]
public int ReactionQuality = 2;
[Range(0f, 1f)]
public float Smoothing = 0f;
[Range(0f, 1.5f)]
public float StretchToTarget = 0f;
public AnimationCurve StretchCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
public bool Use2D = false;
public float ActiveLength { get; private set; }
/// <summary> Assigning bones for IK processor with CCD IK logics (unlimited bone count) </summary>
public FIK_CCDProcessor(Transform[] bonesChain)
{
IKBones = new CCDIKBone[bonesChain.Length];
Bones = new CCDIKBone[IKBones.Length];
for (int i = 0; i < bonesChain.Length; i++)
{
IKBones[i] = new CCDIKBone(bonesChain[i]);
Bones[i] = IKBones[i];
}
IKTargetPosition = EndBone.transform.position; IKTargetRotation = EndBone.transform.rotation;
}
public override void Init(Transform root)
{
if (Initialized) return;
fullLength = 0f;
for (int i = 0; i < Bones.Length; i++)
{
CCDIKBone b = IKBones[i];
CCDIKBone child = null, parent = null;
if (i > 0) parent = IKBones[i - 1];
if (i < Bones.Length - 1)
{
child = IKBones[i + 1];
}
if (i < Bones.Length - 1)
{
IKBones[i].Init(child, parent);
fullLength += b.BoneLength;
b.ForwardOrientation = Quaternion.Inverse(b.transform.rotation) * (IKBones[i + 1].transform.position - b.transform.position);
}
else
{
IKBones[i].Init(child, parent);
b.ForwardOrientation = Quaternion.Inverse(b.transform.rotation) * (IKBones[IKBones.Length - 1].transform.position - IKBones[0].transform.position);
}
}
Initialized = true;
}
#region Methods
/// <summary> Updating processor with n-bones oriented inverse kinematics </summary>
public override void Update()
{
if (!Initialized) return;
if (IKWeight <= 0f) return;
CCDIKBone wb = IKBones[0];
// Restoring previous IK progress for continous solving
if (ContinousSolving)
{
while (wb != null)
{
wb.LastKeyLocalRotation = wb.transform.localRotation;
wb.transform.localPosition = wb.LastIKLocPosition;
wb.transform.localRotation = wb.LastIKLocRotation;
wb = wb.IKChild;
}
}
else
{
if (SyncWithAnimator > 0f)
// Memory for animator syncing
while (wb != null)
{
wb.LastKeyLocalRotation = wb.transform.localRotation;
wb = wb.IKChild;
}
}
if (ReactionQuality < 0) ReactionQuality = 1;
Vector3 goalPivotOffset = Vector3.zero;
if (ReactionQuality > 1) goalPivotOffset = GetGoalPivotOffset();
for (int itr = 0; itr < ReactionQuality; itr++)
{
// Restrictions for multiple interations
if (itr >= 1)
if (goalPivotOffset.sqrMagnitude == 0)
if (Smoothing > 0)
if (GetVelocityDifference() < Smoothing * Smoothing) break;
LastLocalDirection = RefreshLocalDirection();
Vector3 ikGoal = IKTargetPosition + goalPivotOffset;
// Going in iterations in reversed way, from pre end child to root parent
wb = IKBones[IKBones.Length - 2];
if (!Use2D) // Full 3D space rotations calculations
{
while (wb != null)
{
float weight = wb.MotionWeight * IKWeight;
if (weight > 0f)
{
Quaternion targetRotation = Quaternion.FromToRotation(Bones[Bones.Length - 1].transform.position - wb.transform.position /*fromThisToEndChildBone*/, ikGoal - wb.transform.position /*fromThisToIKGoal*/) * wb.transform.rotation;
if (weight < 1f) wb.transform.rotation = Quaternion.Lerp(wb.transform.rotation, targetRotation, weight);
else wb.transform.rotation = targetRotation;
}
wb.AngleLimiting();
wb = wb.IKParent;
}
}
else
{
// Going in while() loop is 2x faster than for(i;i;i;) when there is more iterations
while (wb != null)
{
float weight = wb.MotionWeight * IKWeight;
if (weight > 0f)
{
Vector3 fromThisToEndChildBone = Bones[Bones.Length - 1].transform.position - wb.transform.position;
Vector3 fromThisToIKGoal = ikGoal - wb.transform.position;
wb.transform.rotation = Quaternion.AngleAxis(Mathf.DeltaAngle(Mathf.Atan2(fromThisToEndChildBone.x, fromThisToEndChildBone.y) * Mathf.Rad2Deg /* Angle to last bone */, Mathf.Atan2(fromThisToIKGoal.x, fromThisToIKGoal.y) * Mathf.Rad2Deg /* Angle to goal position */) * weight, Vector3.back) * wb.transform.rotation;
}
wb.AngleLimiting();
wb = wb.IKParent;
}
}
}
LastLocalDirection = RefreshLocalDirection();
// Support for stretching
if (StretchToTarget > 0f)
{
float remainingDist = (IKTargetPosition - EndIKBone.transform.position).magnitude;
ActiveLength = Mathf.Epsilon;
wb = IKBones[0];
int ind = 0;
float boneMul = Mathf.Max(1f, StretchToTarget);
while (wb.IKChild != null)
{
if (remainingDist <= 0f)
{
break;
}
Vector3 toTarget = (IKTargetPosition - wb.transform.position);
Vector3 toTargetN = toTarget.normalized;
Vector3 prePos = wb.transform.position;
Vector3 preChildPos = wb.IKChild.transform.position;
Vector3 toNext = preChildPos - prePos;
Vector3 norm = toNext.normalized;
float dot = Vector3.Dot(norm, toTargetN);
if (dot > 0f)
{
float moveBy = wb.BoneLength * boneMul * dot;
if (moveBy > remainingDist) moveBy = remainingDist;
Vector3 newChildPos = preChildPos + norm * (moveBy);
wb.IKChild.transform.position = Vector3.Lerp(preChildPos, newChildPos, StretchToTarget);
wb.transform.rotation = wb.transform.rotation * Quaternion.FromToRotation(preChildPos - prePos, wb.Child.transform.position - wb.transform.position);
remainingDist -= Vector3.Distance(preChildPos, newChildPos);
}
wb = wb.IKChild;
ind += 1;
}
//if (stretch > 1f) for (int i = 1; i < IKBones.Length; ++i) IKBones[i].transform.position += (toGoal.normalized) * ((IKBones[i - 1].BoneLength ) * StretchCurve.Evaluate(-(1f - stretch)));
}
wb = IKBones[0];
while (wb != null)
{
// Storing final rotations for animator offset
wb.LastIKLocRotation = wb.transform.localRotation;
wb.LastIKLocPosition = wb.transform.localPosition;
// Offset based rotation sync with animator
Quaternion ikDiff = wb.LastIKLocRotation * Quaternion.Inverse(wb.InitialLocalRotation);
wb.transform.localRotation = Quaternion.Lerp(wb.LastIKLocRotation, ikDiff * wb.LastKeyLocalRotation, SyncWithAnimator);
if (IKWeight < 1f)
wb.transform.localRotation = Quaternion.Lerp(wb.LastKeyLocalRotation, wb.transform.localRotation, IKWeight);
wb = wb.IKChild;
}
}
protected Vector3 GetGoalPivotOffset()
{
if (!GoalPivotOffsetDetected()) return Vector3.zero;
Vector3 IKDirection = (IKTargetPosition - IKBones[0].transform.position).normalized;
Vector3 secondaryDirection = new Vector3(IKDirection.y, IKDirection.z, IKDirection.x);
if (IKBones[IKBones.Length - 2].AngleLimit < 180 || IKBones[IKBones.Length - 2].TwistAngleLimit < 180)
secondaryDirection = IKBones[IKBones.Length - 2].transform.rotation * IKBones[IKBones.Length - 2].ForwardOrientation;
return Vector3.Cross(IKDirection, secondaryDirection) * IKBones[IKBones.Length - 2].BoneLength * 0.5f;
}
private bool GoalPivotOffsetDetected()
{
if (!Initialized) return false;
Vector3 toLastDirection = Bones[Bones.Length - 1].transform.position - Bones[0].transform.position;
Vector3 toGoalDirection = IKTargetPosition - Bones[0].transform.position;
float toLastMagn = toLastDirection.magnitude;
float toGoalMagn = toGoalDirection.magnitude;
if (toGoalMagn == 0) return false;
if (toLastMagn == 0) return false;
if (toLastMagn < toGoalMagn) return false;
if (toLastMagn < fullLength - (Bones[Bones.Length - 2].BoneLength * 0.1f)) return false;
if (toGoalMagn > toLastMagn) return false;
float dot = Vector3.Dot(toLastDirection / toLastMagn, toGoalDirection / toGoalMagn);
if (dot < 0.999f) return false;
return true;
}
Vector3 RefreshLocalDirection()
{
LocalDirection = Bones[0].transform.InverseTransformDirection(Bones[Bones.Length - 1].transform.position - Bones[0].transform.position);
return LocalDirection;
}
float GetVelocityDifference()
{ return Vector3.SqrMagnitude(LocalDirection - LastLocalDirection); }
/// <summary> Limiting angle for all IK bones </summary>
public void AutoLimitAngle(float angleLimit = 60f, float twistAngleLimit = 50f)
{
if (IKBones == null) return;
float step = 1f / (float)IKBones.Length;
for (int i = 0; i < IKBones.Length; i++)
{
IKBones[i].AngleLimit = angleLimit * Mathf.Min(1f, (i + 1) * step * 3f);
IKBones[i].TwistAngleLimit = twistAngleLimit * Mathf.Min(1f, (i + 1) * step * 4.5f);
}
}
/// <summary> Spreading weight over IK bones automatically </summary>
public void AutoWeightBones(float baseValue = 1f)
{
float step = baseValue / (float)(Bones.Length * 1.3f);
for (int i = 0; i < Bones.Length; i++)
{
Bones[i].MotionWeight = baseValue - step * i;
//Bones[i].MotionWeight *= Mathf.Min(1f, (i + 1) * step1 * 3f);
}
}
/// <summary> Spreading weight over IK bones with curve (Clamped01) </summary>
public void AutoWeightBones(AnimationCurve weightCurve)
{
for (int i = 0; i < Bones.Length; i++)
Bones[i].MotionWeight = Mathf.Clamp(weightCurve.Evaluate((float)i / (float)Bones.Length), 0f, 1f);
}
#endregion
#endregion
[System.Serializable]
public class CCDIKBone : FIK_IKBoneBase
{
public CCDIKBone IKParent { get; private set; }
public CCDIKBone IKChild { get; private set; }
[Range(0f, 180f)] public float AngleLimit = 45f;
[Range(0f, 180f)] public float TwistAngleLimit = 5f;
/// <summary> Defined at Init() of CCD IK processor </summary>
public Vector3 ForwardOrientation;
public float FrameWorldLength = 1f;
public Vector2 HingeLimits = Vector2.zero;
public Quaternion PreviousHingeRotation;
public float PreviousHingeAngle;
public Vector3 LastIKLocPosition;
public Quaternion LastIKLocRotation;
public CCDIKBone(Transform t) : base(t) { }
public void Init(CCDIKBone child, CCDIKBone parent)
{
LastIKLocPosition = transform.localPosition;
IKParent = parent;
if (child != null) SetChild(child);
IKChild = child;
}
public override void SetChild(FIK_IKBoneBase child)
{
base.SetChild(child);
}
#region CCD IK Methods
public void AngleLimiting()
{
Quaternion localRotation = Quaternion.Inverse(LastKeyLocalRotation) * transform.localRotation;
Quaternion limitedRotation = localRotation;
if (FEngineering.VIsZero(HingeLimits))
{
if (AngleLimit < 180) limitedRotation = LimitSpherical(limitedRotation);
if (TwistAngleLimit < 180) limitedRotation = LimitZ(limitedRotation);
}
else limitedRotation = LimitHinge(limitedRotation);
if (FEngineering.QIsSame(limitedRotation, localRotation)) return;
transform.localRotation = LastKeyLocalRotation * limitedRotation;
}
private Quaternion LimitSpherical(Quaternion rotation)
{
if (FEngineering.QIsZero(rotation)) return rotation;
Vector3 currentForward = rotation * ForwardOrientation;
Quaternion limitAngle = Quaternion.RotateTowards(Quaternion.identity, Quaternion.FromToRotation(ForwardOrientation, currentForward), AngleLimit);
return Quaternion.FromToRotation(currentForward, limitAngle * ForwardOrientation) * rotation;
}
private Quaternion LimitZ(Quaternion currentRotation)
{
Vector3 orthoOrientation = new Vector3(ForwardOrientation.y, ForwardOrientation.z, ForwardOrientation.x);
Vector3 normal = currentRotation * ForwardOrientation;
Vector3 tangent = orthoOrientation;
Vector3.OrthoNormalize(ref normal, ref tangent);
orthoOrientation = currentRotation * orthoOrientation;
Vector3.OrthoNormalize(ref normal, ref orthoOrientation);
Quaternion limitRot = Quaternion.FromToRotation(orthoOrientation, tangent) * currentRotation;
if (TwistAngleLimit <= 0) return limitRot;
return Quaternion.RotateTowards(limitRot, currentRotation, TwistAngleLimit);
}
private Quaternion LimitHinge(Quaternion rotation)
{
Quaternion addRotation = (Quaternion.FromToRotation(rotation * ForwardOrientation, ForwardOrientation) * rotation) * Quaternion.Inverse(PreviousHingeRotation);
float addAngle = Quaternion.Angle(Quaternion.identity, addRotation);
Vector3 orthoOrientation = new Vector3(ForwardOrientation.z, ForwardOrientation.x, ForwardOrientation.y);
Vector3 cross = Vector3.Cross(orthoOrientation, ForwardOrientation);
if (Vector3.Dot(addRotation * orthoOrientation, cross) > 0f) addAngle = -addAngle;
PreviousHingeAngle = Mathf.Clamp(PreviousHingeAngle + addAngle, HingeLimits.x, HingeLimits.y);
PreviousHingeRotation = Quaternion.AngleAxis(PreviousHingeAngle, ForwardOrientation);
return PreviousHingeRotation;
}
#endregion
}
}
}