Fix : TwoBoneIKSolver 커스텀 솔버로 교체 — 180° 무릎 덜컥거림 해결 및 역관절 지원

- FinalIK IKSolverTrigonometric 의존성 제거, 자체 솔버 구현
- cosine law 대신 소스 무릎 위치를 비율 스케일하여 타겟 무릎 직접 배치
- 180° 특이점 없이 정상↔역관절 자연스러운 전환
- FromToRotation 기반 본 회전으로 twist 보존
- 팔/다리 모두 소스 본 참조 설정, 소스 없으면 cosine law fallback

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
user 2026-03-26 23:37:36 +09:00
parent 67c6f3b634
commit 0a7624dab6
2 changed files with 134 additions and 23 deletions

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@ -1188,6 +1188,26 @@ namespace KindRetargeting
// TwoBoneIKSolver 본 캐싱 초기화 // TwoBoneIKSolver 본 캐싱 초기화
ikSolver.Initialize(targetAnimator); ikSolver.Initialize(targetAnimator);
// IK에 소스 본 참조 설정 (소스 관절 위치 기반 IK용)
if (optitrackSource != null)
{
ikSolver.leftLeg.sourceUpper = GetSourceBoneTransform(HumanBodyBones.LeftUpperLeg);
ikSolver.leftLeg.sourceLower = GetSourceBoneTransform(HumanBodyBones.LeftLowerLeg);
ikSolver.leftLeg.sourceEnd = GetSourceBoneTransform(HumanBodyBones.LeftFoot);
ikSolver.rightLeg.sourceUpper = GetSourceBoneTransform(HumanBodyBones.RightUpperLeg);
ikSolver.rightLeg.sourceLower = GetSourceBoneTransform(HumanBodyBones.RightLowerLeg);
ikSolver.rightLeg.sourceEnd = GetSourceBoneTransform(HumanBodyBones.RightFoot);
ikSolver.leftArm.sourceUpper = GetSourceBoneTransform(HumanBodyBones.LeftUpperArm);
ikSolver.leftArm.sourceLower = GetSourceBoneTransform(HumanBodyBones.LeftLowerArm);
ikSolver.leftArm.sourceEnd = GetSourceBoneTransform(HumanBodyBones.LeftHand);
ikSolver.rightArm.sourceUpper = GetSourceBoneTransform(HumanBodyBones.RightUpperArm);
ikSolver.rightArm.sourceLower = GetSourceBoneTransform(HumanBodyBones.RightLowerArm);
ikSolver.rightArm.sourceEnd = GetSourceBoneTransform(HumanBodyBones.RightHand);
}
} }
/// <summary> /// <summary>
@ -1233,6 +1253,7 @@ namespace KindRetargeting
updatejointTarget(ikSolver.rightArm.bendGoal, HumanBodyBones.RightLowerArm); updatejointTarget(ikSolver.rightArm.bendGoal, HumanBodyBones.RightLowerArm);
updatejointTarget(ikSolver.leftLeg.bendGoal, HumanBodyBones.LeftLowerLeg); updatejointTarget(ikSolver.leftLeg.bendGoal, HumanBodyBones.LeftLowerLeg);
updatejointTarget(ikSolver.rightLeg.bendGoal, HumanBodyBones.RightLowerLeg); updatejointTarget(ikSolver.rightLeg.bendGoal, HumanBodyBones.RightLowerLeg);
} }
/// <summary> /// <summary>

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@ -1,11 +1,11 @@
using UnityEngine; using UnityEngine;
using RootMotion.FinalIK;
namespace KindRetargeting namespace KindRetargeting
{ {
/// <summary> /// <summary>
/// FinalIK IKSolverTrigonometric.Solve()를 사용하는 IK 래퍼. /// 커스텀 Two-Bone IK 솔버.
/// 4개 사지(양팔, 양다리)에 대해 FinalIK의 검증된 코사인 법칙 솔버를 호출합니다. /// 소스 무릎 위치를 비율 스케일하여 타겟 무릎을 직접 배치합니다.
/// cosine law 없이 동작하므로 180° 특이점이 없고 역관절도 자연스럽게 지원합니다.
/// </summary> /// </summary>
[System.Serializable] [System.Serializable]
public class TwoBoneIKSolver public class TwoBoneIKSolver
@ -28,6 +28,11 @@ namespace KindRetargeting
[HideInInspector] public float lowerLength; [HideInInspector] public float lowerLength;
[HideInInspector] public Vector3 localBendNormal; [HideInInspector] public Vector3 localBendNormal;
// 소스 본 참조 (소스 무릎 위치 기반 IK용)
[HideInInspector] public Transform sourceUpper;
[HideInInspector] public Transform sourceLower;
[HideInInspector] public Transform sourceEnd;
} }
[HideInInspector] public Animator animator; [HideInInspector] public Animator animator;
@ -96,28 +101,33 @@ namespace KindRetargeting
if (!limb.enabled || limb.target == null || limb.positionWeight < 0.001f) return; if (!limb.enabled || limb.target == null || limb.positionWeight < 0.001f) return;
if (limb.upper == null || limb.lower == null || limb.end == null) return; if (limb.upper == null || limb.lower == null || limb.end == null) return;
Vector3 bendNormal = GetBendNormal(limb); float upperLen = Vector3.Distance(limb.upper.position, limb.lower.position);
float lowerLen = Vector3.Distance(limb.lower.position, limb.end.position);
if (limb.bendGoal != null && limb.bendGoalWeight > 0.001f) Vector3 targetPos = Vector3.Lerp(limb.end.position, limb.target.position, limb.positionWeight);
// --- 무릎 위치 결정 ---
Vector3 kneePos;
if (limb.sourceUpper != null && limb.sourceLower != null && limb.sourceEnd != null)
{ {
Vector3 goalNormal = Vector3.Cross( // 소스 무릎 위치 기반: 소스의 무릎 위치를 타겟 비율로 스케일
limb.bendGoal.position - limb.upper.position, kneePos = ComputeKneePosFromSource(limb, upperLen, lowerLen, targetPos);
limb.target.position - limb.upper.position }
); else
if (goalNormal.sqrMagnitude > 0.0001f) {
{ // 소스 참조 없음: 기존 bendGoal 기반 fallback (팔 등)
bendNormal = Vector3.Lerp(bendNormal, goalNormal.normalized, limb.bendGoalWeight); kneePos = ComputeKneePosFromBendGoal(limb, upperLen, lowerLen, targetPos);
}
} }
IKSolverTrigonometric.Solve( // --- 본 회전 적용 ---
limb.upper, Vector3 currentUpperDir = (limb.lower.position - limb.upper.position).normalized;
limb.lower, Vector3 desiredUpperDir = (kneePos - limb.upper.position).normalized;
limb.end, limb.upper.rotation = Quaternion.FromToRotation(currentUpperDir, desiredUpperDir) * limb.upper.rotation;
limb.target.position,
bendNormal, Vector3 currentLowerDir = (limb.end.position - limb.lower.position).normalized;
limb.positionWeight Vector3 desiredLowerDir = (targetPos - limb.lower.position).normalized;
); limb.lower.rotation = Quaternion.FromToRotation(currentLowerDir, desiredLowerDir) * limb.lower.rotation;
if (limb.rotationWeight > 0.001f) if (limb.rotationWeight > 0.001f)
{ {
@ -129,9 +139,89 @@ namespace KindRetargeting
} }
} }
private Vector3 GetBendNormal(LimbIK limb) /// <summary>
/// 소스 무릎 위치를 hip→foot 직선 기준으로 분해(투영+수직)한 뒤
/// 타겟 비율로 스케일하여 타겟 무릎 위치를 결정합니다.
/// 소스가 역관절이면 수직 성분이 반대쪽 → 타겟도 자연스럽게 역관절.
/// </summary>
private Vector3 ComputeKneePosFromSource(LimbIK limb, float upperLen, float lowerLen, Vector3 targetPos)
{ {
return limb.upper.rotation * limb.localBendNormal; // 소스 체인 길이
float sourceUpperLen = Vector3.Distance(limb.sourceUpper.position, limb.sourceLower.position);
float sourceLowerLen = Vector3.Distance(limb.sourceLower.position, limb.sourceEnd.position);
float sourceChain = sourceUpperLen + sourceLowerLen;
float targetChain = upperLen + lowerLen;
if (sourceChain < 0.001f || targetChain < 0.001f)
return limb.lower.position;
// 소스 hip → foot 방향
Vector3 sourceHipToFoot = limb.sourceEnd.position - limb.sourceUpper.position;
float sourceHipToFootMag = sourceHipToFoot.magnitude;
if (sourceHipToFootMag < 0.001f)
return limb.lower.position;
Vector3 sourceHipToFootDir = sourceHipToFoot / sourceHipToFootMag;
// 소스 hip → knee 벡터를 투영(직선 성분)과 수직(오프셋 성분)으로 분해
Vector3 sourceHipToKnee = limb.sourceLower.position - limb.sourceUpper.position;
float projection = Vector3.Dot(sourceHipToKnee, sourceHipToFootDir);
Vector3 rejection = sourceHipToKnee - projection * sourceHipToFootDir;
// 소스 체인 길이 대비 비율로 정규화 → 타겟 체인 길이로 스케일
float scale = targetChain / sourceChain;
float scaledProjection = projection * scale;
Vector3 scaledRejection = rejection * scale;
// 타겟 hip → foot 방향
Vector3 targetHipToFoot = targetPos - limb.upper.position;
float targetHipToFootMag = targetHipToFoot.magnitude;
if (targetHipToFootMag < 0.001f)
return limb.lower.position;
Vector3 targetHipToFootDir = targetHipToFoot / targetHipToFootMag;
// 타겟 무릎 위치: 타겟 hip에서 투영 + 수직 성분 적용
Vector3 kneePos = limb.upper.position
+ targetHipToFootDir * scaledProjection
+ scaledRejection;
return kneePos;
}
/// <summary>
/// bendGoal 기반 fallback (소스 참조가 없는 사지용).
/// 기존 cosine law + bendNormal 방식.
/// </summary>
private Vector3 ComputeKneePosFromBendGoal(LimbIK limb, float upperLen, float lowerLen, Vector3 targetPos)
{
float chainLength = upperLen + lowerLen;
Vector3 toTarget = targetPos - limb.upper.position;
float targetDist = toTarget.magnitude;
if (targetDist < 0.001f) return limb.lower.position;
Vector3 toTargetDir = toTarget / targetDist;
Vector3 bendNormal = limb.upper.rotation * limb.localBendNormal;
if (limb.bendGoal != null && limb.bendGoalWeight > 0.001f)
{
Vector3 goalNormal = Vector3.Cross(
limb.bendGoal.position - limb.upper.position,
targetPos - limb.upper.position
);
if (goalNormal.sqrMagnitude > 0.01f)
{
bendNormal = Vector3.Lerp(bendNormal, goalNormal.normalized, limb.bendGoalWeight);
}
}
bendNormal.Normalize();
float clampedDist = Mathf.Clamp(targetDist, Mathf.Abs(upperLen - lowerLen) + 0.001f, chainLength - 0.001f);
float cosUpper = (clampedDist * clampedDist + upperLen * upperLen - lowerLen * lowerLen)
/ (2f * clampedDist * upperLen);
cosUpper = Mathf.Clamp(cosUpper, -1f, 1f);
float upperAngleDeg = Mathf.Acos(cosUpper) * Mathf.Rad2Deg;
Vector3 kneeDir = Quaternion.AngleAxis(-upperAngleDeg, bendNormal) * toTargetDir;
return limb.upper.position + kneeDir * upperLen;
} }
public float CalculateAutoFloorHeight(float comfortRatio = 0.98f) public float CalculateAutoFloorHeight(float comfortRatio = 0.98f)