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BABA_YAGA/Assets/Scripts/Player/IK/vArmAimAlign.cs

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2026-05-30 09:16:35 +07:00
using UnityEngine;
namespace Invector.IK
{
using Invector;
/// <summary>
/// Class that helps to Align arm to a position using a <seealso cref="aimReference"/>
/// </summary>
public class vArmAimAlign
{
#region Bones
protected Transform root;
protected Transform upperArm;
protected Transform foreArm;
protected Transform hand;
public bool smoothIKAlignmentPoint = true;
#endregion
#region Bone Helpers
public Transform upperArmHelper { get; protected set; }
public Transform foreArmHelper { get; protected set; }
public Transform handHelper { get; protected set; }
public Transform aimReferenceHelper { get; protected set; }
#endregion
#region public Variables
/// <summary>
/// Smooth the alignment
/// </summary>
public float smooth { get; set; }
/// <summary>
/// Max angle (x) of the alignment based on Aim Reference
/// </summary>
public float maxVerticalAligmentAngle { get; set; }
/// <summary>
/// Max angle (y) of the alignment based on Aim Reference
/// </summary>
public float maxHorizontalAligmentAngle { get; set; }
/// <summary>
/// Reference transform to align arm. if this transform be null, the arm don't will be aligned;
/// </summary>
public Transform aimReference { get; set; }
#endregion
#region Protected Variables
protected Quaternion _upperArmRotation;
protected Quaternion _foreArmRotation;
protected Quaternion _handRotation;
protected Quaternion _aimReferenceRotation;
protected Quaternion _upperArmRotationSmooth;
protected Quaternion _handRotationSmooth;
protected Quaternion smoothRotationDirection;
protected Vector3 _upperArmPosition;
protected Vector3 _foreArmPosition;
protected Vector3 _handPosition;
protected Vector3 _aimReferencePosition;
#endregion
public vArmAimAlign(Transform upperArm, Transform foreArm, Transform hand)
{
this.upperArm = upperArm;
this.foreArm = foreArm;
this.hand = hand;
if (!upperArm || !foreArm || !hand) return;
root = upperArm.parent;
if (!upperArmHelper)
{
upperArmHelper = new GameObject("UpperArmHelper").transform;
upperArmHelper.gameObject.tag = "Ignore Ragdoll";
}
if (!foreArmHelper)
{
foreArmHelper = new GameObject("ForeArmHelper").transform;
foreArmHelper.gameObject.tag = "Ignore Ragdoll";
}
if (!handHelper)
{
handHelper = new GameObject("HandHelper").transform;
handHelper.gameObject.tag = "Ignore Ragdoll";
}
if (!aimReferenceHelper)
{
aimReferenceHelper = new GameObject("AimReferenceHelper").transform;
aimReferenceHelper.gameObject.tag = "Ignore Ragdoll";
}
upperArmHelper.parent = root;
foreArmHelper.parent = upperArmHelper;
handHelper.parent = foreArmHelper;
aimReferenceHelper.parent = handHelper;
}
/// <summary>
/// Check if the Arm is valid (all necessary transforms is assigned)
/// </summary>
public bool IsValid => this.upperArm && this.foreArm && this.hand && this.aimReference;
/// <summary>
/// Update Arm to use default animation alignment
/// </summary>
/// <param name="aimReference"></param>
public void UpdateDefaultAlignment()
{
if (!IsValid) return;
upperArmHelper.SetPositionAndRotation(upperArm.position, upperArm.rotation);
upperArmHelper.localScale = upperArm.localScale;
foreArmHelper.SetPositionAndRotation(foreArm.position, foreArm.rotation);
foreArmHelper.localScale = foreArm.localScale;
handHelper.SetPositionAndRotation(hand.position, hand.rotation);
handHelper.localScale = hand.localScale;
aimReferenceHelper.SetPositionAndRotation(aimReference.position, aimReference.rotation);
aimReferenceHelper.localScale = aimReference.localScale;
_upperArmRotation = upperArmHelper.localRotation;
_foreArmRotation = foreArmHelper.localRotation;
_handRotation = handHelper.localRotation;
_aimReferenceRotation = aimReferenceHelper.localRotation;
_upperArmPosition = upperArmHelper.localPosition;
_foreArmPosition = foreArmHelper.localPosition;
_handPosition = handHelper.localPosition;
_aimReferencePosition = aimReferenceHelper.localPosition;
}
/// <summary>
/// Restore last alignment applied from <seealso cref="AlignToArmToPosition"/>
/// </summary>
/// <param name="aimReference"></param>
public void RestoreToLastAlignment()
{
if (!IsValid) return;
upperArmHelper.localRotation = _upperArmRotation;
foreArmHelper.localRotation = _foreArmRotation;
handHelper.localRotation = _handRotation;
aimReferenceHelper.localRotation = _aimReferenceRotation;
upperArmHelper.localPosition = _upperArmPosition;
foreArmHelper.localPosition = _foreArmPosition;
handHelper.localPosition = _handPosition;
aimReferenceHelper.localPosition = _aimReferencePosition;
}
/// <summary>
/// Align Arm to a position
/// </summary>
/// <param name="targetPosition">position to align Arm</param>
/// <param name="weight">alignment weight (0~1)</param>
/// <param name="alignUpperArm"></param>
/// <param name="alignHand"></param>
public void AlignToArmToPosition(Vector3 targetPosition, float weight, bool alignUpperArm = true, bool alignHand = true)
{
if (!IsValid) return;
if (smoothIKAlignmentPoint)
{
targetPosition = SmootAndClampPosition(targetPosition, maxHorizontalAligmentAngle, maxVerticalAligmentAngle);
}
if (alignUpperArm) AlignUpperArm(targetPosition, alignHand ? weight * 0.5f : weight);
if (alignHand) AlignHand(targetPosition, weight);
}
/// <summary>
/// Align upper arm to a position
/// </summary>
/// <param name="targetPosition">position to align upper arm</param>
/// <param name="weight">alignment weight (0~1)</param>
protected virtual void AlignUpperArm(Vector3 targetPosition, float weight)
{
AlignArmBone(upperArm, upperArmHelper, ref _upperArmRotationSmooth, targetPosition, weight);
}
/// <summary>
/// Align hand to a position
/// </summary>
/// <param name="targetPosition">position to align hand</param>
/// <param name="weight">alignment weight (0~1)</param>
protected virtual void AlignHand(Vector3 targetPosition, float weight)
{
AlignArmBone(hand, handHelper, ref _handRotationSmooth, targetPosition, weight);
}
/// <summary>
/// Align bone to a target position
/// </summary>
/// <param name="bone">target bone</param>
/// <param name="boneHelper">target bone helper</param>
/// <param name="smoothRotation">rotation of this bone (used to smooth)</param>
/// <param name="targetPosition">position to align bone </param>
/// <param name="weight">alignment weight (0~1)</param>
protected virtual void AlignArmBone(Transform bone, Transform boneHelper, ref Quaternion smoothRotation, Vector3 targetPosition, float weight)
{
if (!smoothIKAlignmentPoint && System.Math.Round(weight, 1) == 0)
{
smoothRotation = Quaternion.identity;
return;
}
Vector3 v = targetPosition - aimReferenceHelper.position;
Quaternion targetRotation = Quaternion.identity;
if (!smoothIKAlignmentPoint)
{
targetRotation = ClampRotation(Quaternion.LookRotation(v, aimReferenceHelper.up), maxHorizontalAligmentAngle * (weight), maxVerticalAligmentAngle * (weight));
}
else
{
targetRotation = Quaternion.LookRotation(v, aimReferenceHelper.up);
}
var currentOrientation = boneHelper.InverseTransformDirection(aimReferenceHelper.forward);
var targetOrientation = boneHelper.InverseTransformDirection(targetRotation * Vector3.forward);
var alignmentRotation = Quaternion.FromToRotation(currentOrientation, targetOrientation);
if ((!float.IsNaN(alignmentRotation.x) && !float.IsNaN(alignmentRotation.y) && !float.IsNaN(alignmentRotation.z)))
{
Quaternion additiveRotation;
if (!smoothIKAlignmentPoint)
{
smoothRotation = Quaternion.Slerp(smoothRotation, Quaternion.Lerp(Quaternion.identity, alignmentRotation, weight), smooth * Time.fixedDeltaTime);
additiveRotation = smoothRotation;
}
else
additiveRotation = Quaternion.Lerp(Quaternion.identity, alignmentRotation, weight);
bone.localRotation *= additiveRotation;
boneHelper.localRotation *= additiveRotation;
}
}
/// <summary>
/// Clamp the target IK alignment rotation base to <see cref="aimReferenceHelper"/> transform
/// </summary>
/// <param name="rotation">rotation to clamp</param>
/// <param name="maxHorizontalAngle">max horizontal angle (y)</param>
/// <param name="maxVerticalAngle">max vertical angle (x)</param>
/// <returns></returns>
protected virtual Quaternion ClampRotation(Quaternion rotation, float maxHorizontalAngle, float maxVerticalAngle)
{
var direction = rotation * Vector3.forward;
var localDirection = aimReferenceHelper.InverseTransformDirection(direction);
var localRotation = Quaternion.LookRotation(localDirection);
var rotationEuler = localRotation.eulerAngles.NormalizeAngle();
rotationEuler.y = Mathf.Clamp(rotationEuler.y, -maxHorizontalAngle, maxHorizontalAngle);
rotationEuler.x = Mathf.Clamp(rotationEuler.x, -maxVerticalAngle, maxVerticalAngle);
rotationEuler.z = 0;
direction = aimReferenceHelper.TransformDirection(Quaternion.Euler(rotationEuler.NormalizeAngle()) * Vector3.forward);
return Quaternion.LookRotation(direction, aimReferenceHelper.up);
}
/// <summary>
/// Apply smooth and Clamp to the target Ik alignment Position base to <see cref="aimReferenceHelper"/> transform
/// </summary>
/// <param name="position">position to clamp smoothly</param>
/// <param name="maxHorizontalAngle"></param>
/// <param name="maxVerticalAngle"></param>
/// <returns></returns>
protected virtual Vector3 SmootAndClampPosition(Vector3 position, float maxHorizontalAngle, float maxVerticalAngle)
{
var direction = position - aimReferenceHelper.position;
smoothRotationDirection = Quaternion.Slerp(ClampRotation(smoothRotationDirection, maxHorizontalAngle, maxVerticalAngle), Quaternion.LookRotation(position - aimReferenceHelper.position, aimReferenceHelper.up), smooth * Time.fixedDeltaTime);
position = aimReferenceHelper.position + smoothRotationDirection * Vector3.forward * direction.magnitude;
return position;
}
public void DrawBones(Color color)
{
if (!IsValid) return;
Debug.DrawLine(upperArm.position, foreArm.position, color);
Debug.DrawLine(foreArm.position, hand.position, color);
}
public void DrawHelpers(Color color)
{
if (!IsValid) return;
Debug.DrawLine(upperArmHelper.position, foreArmHelper.position, color);
Debug.DrawLine(foreArmHelper.position, handHelper.position, color);
}
}
}