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- using System;
- using System.Linq;
- using RootMotion.FinalIK;
- using UnityEngine;
- [Serializable]
- public class BipedIKCtrlData : IKCtrlData
- {
- public BipedIKCtrlData(IKEffector effector, FBIKChain chain, IKMappingLimb ik_mapping, FullBodyIKCtrl ik_ctrl, Transform tgt_bone, IKEffector sub_effector, bool use_old = false) : base(ik_ctrl, tgt_bone, use_old, false)
- {
- this.Effector = effector;
- this.Effector.target = base.IKTarget;
- this.Chain = chain;
- this.IKMapping = ik_mapping;
- this.RootEffector = sub_effector;
- Transform transform = this.CreateSubTarget("BendBone");
- this.m_BoneBendGoal = new IKCtrlData.BoneTgtPair(this.Chain.bendConstraint.bone2, transform);
- this.Chain.bendConstraint.bendGoal = transform;
- this.Chain.bendConstraint.weight = 1f;
- this.RootEffector.target = this.CreateSubTarget("ChainRootBone");
- this.m_RootBoneTgtPair = new IKCtrlData.BoneTgtPair(this.RootEffector.bone, this.RootEffector.target);
- this.m_ForceIKEnable = true;
- this.ToCorrectBone = this.TargetBone;
- this.m_BendweitCtrl.Axis = Vector3.up;
- }
- public Transform BendBone
- {
- get
- {
- return this.m_BoneBendGoal.Bone;
- }
- }
- public Transform RootBone
- {
- get
- {
- return this.m_RootBoneTgtPair.Bone;
- }
- }
- public IKCtrlData.ChangeFlagData BendweightCtrl
- {
- get
- {
- return this.m_BendweitCtrl;
- }
- }
- public override Transform TargetBone
- {
- get
- {
- if (this.IsRootIK)
- {
- return this.RootBone;
- }
- if (this.IsBendIK)
- {
- return this.BendBone;
- }
- return base.TargetBone;
- }
- }
- public override Transform[] ChainBones
- {
- get
- {
- return (from node in this.Chain.nodes
- select node.transform).ToArray<Transform>();
- }
- }
- public override float PositionWeight
- {
- get
- {
- return this.Effector.positionWeight;
- }
- set
- {
- this.Effector.positionWeight = value;
- }
- }
- public override float RotationWeight
- {
- get
- {
- return this.Effector.rotationWeight;
- }
- set
- {
- this.Effector.rotationWeight = value;
- }
- }
- private Transform CreateSubTarget(string name)
- {
- Transform transform = base.IKTarget.parent.Find(name);
- if (!transform)
- {
- transform = new GameObject(name).transform;
- transform.SetParent(base.IKTarget.parent, false);
- }
- return transform;
- }
- private void CheckBorder(BipedIKCtrlData.BorderCorrectData correctData)
- {
- if (!correctData.Enable)
- {
- return;
- }
- float num = 0f;
- Vector3 check_pos = this.ToCorrectBone.position + this.MyIKCtrl.BodyCtrlData.BodyOffset;
- if (correctData.CheckBorder(check_pos, ref num))
- {
- switch (this.CorrectType)
- {
- case BipedIKCtrlData.BorderCorrectType.Bone:
- base.IKTarget.position += correctData.Axis * num;
- this.m_BoneBendGoal.Target.position += correctData.Axis * num;
- if (this.PositionWeight == 0f)
- {
- this.PositionWeight = 1f;
- base.PointIK.IsIKExec = true;
- }
- break;
- case BipedIKCtrlData.BorderCorrectType.HalfBody:
- base.IKTarget.position += correctData.Axis * num;
- this.m_BoneBendGoal.Target.position += correctData.Axis * num;
- this.m_RootBoneTgtPair.Target.position += correctData.Axis * num;
- if (this.PositionWeight == 0f)
- {
- this.PositionWeight = 1f;
- base.PointIK.IsIKExec = true;
- }
- break;
- case BipedIKCtrlData.BorderCorrectType.Chara:
- if (correctData.GetValue(this.MyIKCtrl.BodyCtrlData.AddOffset) < num)
- {
- this.MyIKCtrl.BodyCtrlData.SetAddOffset(correctData.Axis * num);
- }
- break;
- case BipedIKCtrlData.BorderCorrectType.All:
- if (correctData.GetValue(this.MyIKCtrl.BodyCtrlData.AllOffset) < num)
- {
- this.MyIKCtrl.BodyCtrlData.SetAllOffset(correctData.Axis * num);
- }
- break;
- }
- }
- }
- protected override void SetTargetTransform(IKCtrlData.IKParam data, Vector3 pos, Quaternion rot)
- {
- base.SetTargetTransform(data, pos, rot);
- Transform target = this.m_BoneBendGoal.Target;
- Transform target2 = this.m_RootBoneTgtPair.Target;
- if (this.IsRootIK || this.IsBendIK)
- {
- Vector3 position = target2.InverseTransformPoint(target.position);
- Vector3 position2 = this.m_BoneBendGoal.Bone.InverseTransformPoint(base.TargetBone.position);
- if (this.IsRootIK)
- {
- if (data.IsPointAttach)
- {
- this.RootEffector.positionWeight = this.PositionWeight;
- target2.position = base.IKTarget.position;
- }
- else
- {
- this.RootEffector.rotationWeight = this.RotationWeight;
- target2.rotation = base.IKTarget.rotation;
- target.rotation = target2.rotation * this.m_BoneBendGoal.Bone.localRotation;
- base.IKTarget.rotation = target.rotation * base.TargetBone.localRotation;
- }
- target.position = target2.TransformPoint(position);
- base.IKTarget.position = target.TransformPoint(position2);
- }
- else
- {
- if (data.IsPointAttach)
- {
- this.Chain.bendConstraint.weight = this.PositionWeight;
- this.RootEffector.positionWeight = (this.RootEffector.rotationWeight = this.PositionWeight);
- target2.rotation = Quaternion.FromToRotation(target.position - target2.position, base.IKTarget.position - target2.position) * target2.rotation;
- Vector3 b = base.IKTarget.position - target2.TransformPoint(position);
- target2.position += b;
- target.position = base.IKTarget.position;
- }
- else
- {
- target.rotation = base.IKTarget.rotation;
- base.IKTarget.rotation = target.rotation * base.TargetBone.localRotation;
- }
- base.IKTarget.position = this.m_BoneBendGoal.Target.TransformPoint(position2);
- }
- }
- else if (data.IsPointAttach)
- {
- Vector3 vector = this.m_BoneBendGoal.Bone.position - this.TargetBone.position;
- Vector3 vector2 = this.m_RootBoneTgtPair.Bone.position - this.m_BoneBendGoal.Bone.position;
- float f = Vector3.Dot(vector.normalized, vector2.normalized);
- float num = Mathf.Acos(f) * 57.29578f;
- float num2 = Mathf.Clamp01(num / this.m_BendFadeBorder);
- this.Chain.bendConstraint.weight = num2 * this.PositionWeight;
- Vector3 position3 = this.TargetBone.InverseTransformPoint(this.m_RootBoneTgtPair.Bone.position);
- target2.position = base.IKTarget.TransformPoint(position3);
- Vector3 position4 = this.TargetBone.InverseTransformPoint(this.m_BoneBendGoal.Bone.position);
- Vector3 position5 = base.IKTarget.TransformPoint(position4);
- target.position = position5;
- }
- }
- public void SetBendweightCtrl(string name)
- {
- if (this.MyIKCtrl.TgtMaid.boMAN)
- {
- this.BendweightCtrl.Target = this.MyIKCtrl.TgtBody.GetBone(name);
- }
- else
- {
- this.BendweightCtrl.Target = this.MyIKCtrl.GetSTFlagObj(name);
- }
- }
- public override void ApplyIKSetting()
- {
- this.m_BoneBendGoal.Cppy();
- this.m_RootBoneTgtPair.Cppy();
- this.Chain.bendConstraint.weight = 0f;
- this.RootEffector.positionWeight = 0f;
- this.RootEffector.rotationWeight = 0f;
- if (!base.PointIK.IsIKExec && !base.PointFlagData.IsEnable && (this.FloorCorrect.Enable || this.WallCorrect.Enable))
- {
- base.ForceIK = true;
- }
- base.ApplyIKSetting();
- this.CheckBorder(this.WallCorrect);
- this.CheckBorder(this.FloorCorrect);
- if (!this.IsBendIK && !this.IsRootIK && this.m_BendweitCtrl.IsEnable)
- {
- this.Chain.bendConstraint.weight = 1f - this.m_BendweitCtrl.Value01();
- }
- }
- public void SetPullState(bool pull_on)
- {
- if (this.m_OrijinPull < 0f)
- {
- this.m_OrijinPull = this.Chain.pull;
- }
- if (pull_on)
- {
- this.Chain.pull = this.m_OrijinPull;
- }
- else
- {
- this.Chain.pull = 0.1f;
- }
- }
- public override void SetIKSetting(IKCtrlData.IKAttachType attachType, bool is_next, Maid tgt_maid, int slot_no, string attach_name, Transform axis_bone, Transform target, Vector3 f_vecOffset, bool do_animation = false)
- {
- base.SetIKSetting(attachType, is_next, tgt_maid, slot_no, attach_name, axis_bone, target, f_vecOffset, do_animation);
- if (this.IsRootIK)
- {
- base.BlendPosRot.Copy(this.m_lastRootPosRot);
- }
- else if (this.IsBendIK)
- {
- base.BlendPosRot.Copy(this.m_lastBendPosRot);
- }
- }
- public override void Detach(IKCtrlData.IKAttachType attachType)
- {
- base.Detach(attachType);
- this.IsRootIK = (this.IsBendIK = false);
- this.RootEffector.positionWeight = 0f;
- this.RootEffector.rotationWeight = 0f;
- this.m_BoneBendGoal.PosOffset = Vector3.zero;
- this.m_RootBoneTgtPair.PosOffset = Vector3.zero;
- this.WallCorrect.Reset();
- this.FloorCorrect.Reset();
- this.ToCorrectBone = this.TargetBone;
- this.CorrectType = BipedIKCtrlData.BorderCorrectType.Bone;
- this.m_BendweitCtrl.Reset();
- }
- public override void SetTargetOffset(Vector3 offset, bool inverse = false)
- {
- if (base.IsIKExec)
- {
- return;
- }
- base.SetTargetOffset(offset, inverse);
- this.m_BoneBendGoal.PosOffset = this.m_OffsetEnable.GetEnable(offset, inverse);
- this.m_RootBoneTgtPair.PosOffset = this.m_OffsetEnable.GetEnable(offset, inverse);
- }
- public override void LateUpdate()
- {
- base.LateUpdate();
- this.m_lastBendPosRot.Copy(this.m_BoneBendGoal.Bone);
- this.m_lastRootPosRot.Copy(this.m_RootBoneTgtPair.Bone);
- }
- private const float PULL_MIN_VALUE = 0.1f;
- private IKCtrlData.BoneTgtPair m_BoneBendGoal;
- private IKCtrlData.PosRotPair m_lastBendPosRot = new IKCtrlData.PosRotPair();
- private IKCtrlData.ChangeFlagData m_BendweitCtrl = new IKCtrlData.ChangeFlagData();
- private IKCtrlData.BoneTgtPair m_RootBoneTgtPair;
- private IKCtrlData.PosRotPair m_lastRootPosRot = new IKCtrlData.PosRotPair();
- private float m_OrijinPull = -1f;
- [Header("壁・床補正情報")]
- public BipedIKCtrlData.BorderCorrectData WallCorrect = new BipedIKCtrlData.BorderCorrectData(Vector3.forward);
- public BipedIKCtrlData.BorderCorrectData FloorCorrect = new BipedIKCtrlData.BorderCorrectData(Vector3.up);
- public BipedIKCtrlData.BorderCorrectType CorrectType;
- public Transform ToCorrectBone;
- [Header("肘・膝をターゲットに合わせるフラグ")]
- public bool IsBendIK;
- [Header("肩・太ももをターゲットに合わせるフラグ")]
- public bool IsRootIK;
- [SerializeField]
- [Space]
- [Range(1f, 90f)]
- private float m_BendFadeBorder = 30f;
- public readonly IKEffector Effector;
- public readonly FBIKChain Chain;
- public readonly IKMappingLimb IKMapping;
- public readonly IKEffector RootEffector;
- public enum BorderCorrectType
- {
- Bone,
- HalfBody,
- Chara,
- All
- }
- [Serializable]
- public class BorderCorrectData
- {
- public BorderCorrectData(Vector3 axis)
- {
- this.Axis = axis;
- }
- public void Reset()
- {
- this.Border = 0f;
- this.Enable = false;
- }
- public float GetValue(Vector3 pos)
- {
- pos = KasaiUtility.Vec3Multiply(pos, this.Axis);
- return pos.magnitude * Vector3.Dot(this.Axis, pos.normalized);
- }
- public bool CheckBorder(Vector3 check_pos, ref float diff)
- {
- float value = this.GetValue(check_pos);
- diff = this.Border - value;
- return value < this.Border;
- }
- public float Border;
- public bool Enable;
- public Vector3 Axis;
- }
- }
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