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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);
}
}
}

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using UnityEngine;
namespace Invector.IK
{
[System.Serializable]
public class vIKSolver
{
public Transform rootTransform;
public Transform rootBone;
public Transform middleBone;
public Transform endBone;
[Header("Optional")]
public Transform endBoneRef;
public Transform middleBoneRef;
public Transform endBoneOffset;
public Transform middleBoneOffset;
string middleTag, endTag;
float _weight;
Vector3? hintPosition;
/// <summary>
/// Manual creation of the bone targets
/// </summary>
/// <param name="rootBone"></param>
/// <param name="middleBone"></param>
/// <param name="endBone"></param>
public vIKSolver(Transform rootTransform, Transform rootBone, Transform middleBone, Transform endBone)
{
this.rootTransform = rootTransform;
this.rootBone = rootBone;
this.middleBone = middleBone;
this.endBone = endBone;
}
/// <summary>
/// Auto creation of the bone targets
/// </summary>
/// <param name="animator"></param>
/// <param name="ikGoal"></param>
public vIKSolver(Animator animator, AvatarIKGoal ikGoal)
{
if (animator == null) { return; }
this.rootTransform = animator.transform;
if (animator.isHuman)
{
switch (ikGoal)
{
case AvatarIKGoal.LeftHand:
rootBone = animator.GetBoneTransform(HumanBodyBones.LeftUpperArm);
middleBone = animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
endBone = animator.GetBoneTransform(HumanBodyBones.LeftHand);
endTag = "LeftHand";
middleTag = "LeftHint";
break;
case AvatarIKGoal.RightHand:
rootBone = animator.GetBoneTransform(HumanBodyBones.RightUpperArm);
middleBone = animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
endBone = animator.GetBoneTransform(HumanBodyBones.RightHand);
endTag = "RightHand";
middleTag = "RightHint";
break;
case AvatarIKGoal.LeftFoot:
rootBone = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
middleBone = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
endBone = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
endTag = "LeftFoot";
middleTag = "LeftHint";
break;
case AvatarIKGoal.RightFoot:
rootBone = animator.GetBoneTransform(HumanBodyBones.RightUpperLeg);
middleBone = animator.GetBoneTransform(HumanBodyBones.RightLowerLeg);
endBone = animator.GetBoneTransform(HumanBodyBones.RightFoot);
endTag = "RightFoot";
middleTag = "RightHint";
break;
}
}
CreateBones();
}
public bool isValidBones
{
get
{
return rootBone &&
middleBone &&
endBone && endBoneRef &&
middleBoneRef &&
endBoneOffset &&
middleBoneOffset;
}
}
void CreateBones()
{
if (rootTransform && rootBone && middleBone && endBone)
{
if (!endBoneRef)
{
endBoneRef = new GameObject(endTag + "Ref").transform;
endBoneRef.hideFlags = HideFlags.HideInHierarchy;
endBoneRef.SetParent(rootTransform);
}
if (!middleBoneRef)
{
middleBoneRef = new GameObject(middleTag + "Ref").transform;
middleBoneRef.hideFlags = HideFlags.HideInHierarchy;
middleBoneRef.SetParent(rootTransform);
}
if (!endBoneOffset)
{
endBoneOffset = new GameObject(endTag + "Offset").transform;
endBoneOffset.SetParent(endBoneRef);
endBoneOffset.localPosition = Vector3.zero;
endBoneOffset.localEulerAngles = Vector3.zero;
}
if (!middleBoneOffset)
{
middleBoneOffset = new GameObject(middleTag + "Offset").transform;
middleBoneOffset.SetParent(middleBoneRef);
middleBoneOffset.localPosition = Vector3.zero;
middleBoneOffset.localEulerAngles = Vector3.zero;
}
}
}
/// <summary>
/// Get IK Weight
/// </summary>
public virtual float ikWeight { get { return _weight; } }
/// <summary>
/// Set IK Weight
/// </summary>
/// <param name="weight"></param>
public virtual void SetIKWeight(float weight)
{
_weight = weight;
}
public void UpdateIK()
{
if (endBoneRef)
{
endBoneRef.position = endBone.position;
endBoneRef.rotation = endBone.rotation;
}
if (middleBoneRef)
{
middleBoneRef.position = middleBone.position;
middleBoneRef.rotation = middleBone.rotation;
}
}
public virtual void AnimationToIK()
{
if (!isValidBones)
{
CreateBones();
return;
}
UpdateIK();
SetIKHintPosition(middleBoneOffset.position);
SetIKPosition(endBoneOffset.position);
SetIKRotation(endBoneOffset.rotation);
}
/// <summary>
/// Set IK Position
/// </summary>
/// <param name="ikPosition"></param>
public virtual void SetIKPosition(Vector3 ikPosition)
{
if (ikWeight <= 0.0f) return;
// Calculate middleBone Direction
Vector3 middleBoneDirection = Vector3.zero;
if (hintPosition != null)
{
// if middleBoneGoal is null, the direction will be calculated with forearm's point
middleBoneDirection = (Vector3)hintPosition - rootBone.position;
}
else
{
middleBoneDirection = Vector3.Cross(endBone.position - rootBone.position, Vector3.Cross(endBone.position - rootBone.position, endBone.position - middleBone.position));
}
// Get lengths of Arm
float rootBoneLength = (middleBone.position - rootBone.position).magnitude;
float middleBoneLength = (endBone.position - middleBone.position).magnitude;
// Calculate the desired middleBone position
Vector3 middleBonePos = GetHintPosition(rootBone.position, ikPosition, rootBoneLength, middleBoneLength, middleBoneDirection);
// Rotate the bone transformations to align correctly
Quaternion upperarmRotation = Quaternion.FromToRotation(middleBone.position - rootBone.position, middleBonePos - rootBone.position) * rootBone.rotation;
if (!(System.Single.IsNaN(upperarmRotation.x) || System.Single.IsNaN(upperarmRotation.y) || System.Single.IsNaN(upperarmRotation.z)))
{
//Rotate with transition
rootBone.rotation = Quaternion.Slerp(rootBone.rotation, upperarmRotation, ikWeight);
Quaternion middleBoneRotation = Quaternion.FromToRotation(endBone.position - middleBone.position, ikPosition - middleBonePos) * middleBone.rotation;
middleBone.rotation = Quaternion.Slerp(middleBone.rotation, middleBoneRotation, ikWeight);
}
hintPosition = null;
}
/// <summary>
/// Set IK Rotation
/// </summary>
/// <param name="rotation"></param>
public virtual void SetIKRotation(Quaternion rotation)
{
if (!(rootBone && middleBone && endBone) || ikWeight <= 0.0f) return;
var _rotation = rotation;
endBone.rotation = Quaternion.Slerp(endBone.rotation, _rotation, ikWeight);
}
/// <summary>
/// Set IK Hint Position
/// ps: Call before SetIKPosition
/// </summary>
/// <param name="hintPosition"></param>
public virtual void SetIKHintPosition(Vector3 hintPosition)
{
this.hintPosition = hintPosition;
}
/// <summary>
/// Get IK Hint Position
/// </summary>
/// <param name="rootPos"></param>
/// <param name="endPos"></param>
/// <param name="rootBoneLength"></param>
/// <param name="middleBoneLength"></param>
/// <param name="middleBoneDirection"></param>
/// <returns></returns>
protected virtual Vector3 GetHintPosition(Vector3 rootPos, Vector3 endPos, float rootBoneLength, float middleBoneLength, Vector3 middleBoneDirection)
{
Vector3 rootToEndDir = endPos - rootPos;
float rootToEndMag = rootToEndDir.magnitude;
float maxDist = (rootBoneLength + middleBoneLength) * 0.999f;
if (rootToEndMag > maxDist)
{
endPos = rootPos + (rootToEndDir.normalized * maxDist);
rootToEndDir = endPos - rootPos;
rootToEndMag = maxDist;
}
float minDist = Mathf.Abs(rootBoneLength - middleBoneLength) * 1.001f;
if (rootToEndMag < minDist)
{
endPos = rootPos + (rootToEndDir.normalized * minDist);
rootToEndDir = endPos - rootPos;
rootToEndMag = minDist;
}
float aa = ((rootToEndMag * rootToEndMag + rootBoneLength * rootBoneLength - middleBoneLength * middleBoneLength) * 0.5f) / rootToEndMag;
float bb = Mathf.Sqrt(rootBoneLength * rootBoneLength - aa * aa);
Vector3 crossElbow = Vector3.Cross(rootToEndDir, Vector3.Cross(middleBoneDirection, rootToEndDir));
return rootPos + (aa * rootToEndDir.normalized) + (bb * crossElbow.normalized);
}
}
}

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