Merge remote-tracking branch 'origin/retargeting-update'

This commit is contained in:
DESKTOP-S4BOTN2\user 2026-03-13 15:45:42 +09:00
commit 64ad1eec3a
17 changed files with 1174 additions and 1286 deletions

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@ -9,12 +9,6 @@ namespace KindRetargeting
/// 이 스크립트는 원본 아바타(Source)의 포즈 손가락 움직임을 대상 아바타(Target)에 리타게팅(Retargeting)합니다.
/// 또한 IK 타겟을 생성하여 대상 아바타의 관절 움직임을 자연스럽게 조정합니다.
/// </summary>
[RequireComponent(typeof(LimbWeightController))]
[RequireComponent(typeof(ShoulderCorrectionFunction))]
[RequireComponent(typeof(TwoBoneIKSolver))]
[RequireComponent(typeof(FootGroundingController))]
[RequireComponent(typeof(PropLocationController))]
[RequireComponent(typeof(FingerShapedController))]
[DefaultExecutionOrder(1)]
public class CustomRetargetingScript : MonoBehaviour
{
@ -25,7 +19,7 @@ namespace KindRetargeting
[HideInInspector] public Animator targetAnimator; // 대상 아바타의 Animator
// IK 컴포넌트 참조
private TwoBoneIKSolver ikSolver;
[SerializeField] public TwoBoneIKSolver ikSolver = new TwoBoneIKSolver();
[Header("힙 위치 보정 (로컬 좌표계 기반)")]
[SerializeField, Range(-1, 1)]
@ -101,6 +95,21 @@ namespace KindRetargeting
[HideInInspector] public Vector3 tPoseHeadForward = Vector3.forward;
[HideInInspector] public Vector3 tPoseHeadUp = Vector3.up;
[Header("어깨 보정")]
[SerializeField] public ShoulderCorrectionFunction shoulderCorrection = new ShoulderCorrectionFunction();
[Header("발 접지")]
[SerializeField] public FootGroundingController footGrounding = new FootGroundingController();
[Header("프랍 부착")]
[SerializeField] public PropLocationController propLocation = new PropLocationController();
[Header("사지 가중치")]
[SerializeField] public LimbWeightController limbWeight = new LimbWeightController();
[Header("손가락 셰이핑")]
[SerializeField] public FingerShapedController fingerShaped = new FingerShapedController();
[Header("아바타 크기 조정")]
[SerializeField, Range(0.1f, 3f)] private float avatarScale = 1f;
private float previousScale = 1f;
@ -269,8 +278,7 @@ namespace KindRetargeting
// 설정 로드
LoadSettings();
// IK 컴포넌트 참조 가져오기
ikSolver = GetComponent<TwoBoneIKSolver>();
// IK 모듈은 InitializeIKJoints에서 초기화
// IK 타겟 생성 (무릎 시각화 오브젝트 포함)
CreateIKTargets();
@ -324,6 +332,24 @@ namespace KindRetargeting
Debug.LogWarning("[CustomRetargetingScript] 머리 본을 찾을 수 없습니다!");
}
}
// 어깨 보정 모듈 초기화
if (targetAnimator != null)
shoulderCorrection.Initialize(targetAnimator);
// 발 접지 모듈 초기화
footGrounding.Initialize(ikSolver, targetAnimator);
// 프랍 부착 모듈 초기화
if (targetAnimator != null)
propLocation.Initialize(targetAnimator);
// 사지 가중치 모듈 초기화
limbWeight.Initialize(ikSolver, this, transform);
// 손가락 셰이핑 모듈 초기화
if (targetAnimator != null)
fingerShaped.Initialize(targetAnimator);
}
/// <summary>
@ -521,8 +547,7 @@ namespace KindRetargeting
}
// LimbWeightController에서 의자 높이 오프셋 가져오기
var limbController = GetComponent<LimbWeightController>();
float chairOffset = limbController != null ? limbController.chairSeatHeightOffset : 0.05f;
float chairOffset = limbWeight.chairSeatHeightOffset;
var settings = new RetargetingSettings
{
@ -600,11 +625,7 @@ namespace KindRetargeting
headScale = settings.headScale;
// LimbWeightController에 의자 높이 오프셋 적용
var limbController = GetComponent<LimbWeightController>();
if (limbController != null)
{
limbController.chairSeatHeightOffset = settings.chairSeatHeightOffset;
}
limbWeight.chairSeatHeightOffset = settings.chairSeatHeightOffset;
// 머리 회전 오프셋 로드
headRotationOffsetX = settings.headRotationOffsetX;
@ -821,6 +842,21 @@ namespace KindRetargeting
break;
}
// 손가락 셰이핑 (기존 ExecutionOrder 2)
fingerShaped.OnUpdate();
// 어깨 보정 (기존 ExecutionOrder 3)
shoulderCorrection.OnUpdate();
// 사지 가중치 (기존 ExecutionOrder 4)
limbWeight.OnUpdate();
// 발 접지 Pre-IK (기존 ExecutionOrder 5)
footGrounding.OnUpdate();
// IK 솔버 (기존 ExecutionOrder 6)
ikSolver.OnUpdate();
// 스케일 변경 확인 및 적용
if (!Mathf.Approximately(previousScale, avatarScale))
{
@ -834,6 +870,9 @@ namespace KindRetargeting
/// </summary>
void LateUpdate()
{
// 발 접지 Post-IK (기존 FootGroundingController LateUpdate)
footGrounding.OnLateUpdate();
ApplyHeadRotationOffset();
ApplyHeadScale();
}
@ -1147,11 +1186,6 @@ namespace KindRetargeting
/// </summary>
private void CreateIKTargets()
{
// IK 컴포넌트 가져오기 또는 새로 추가
ikSolver = GetComponent<TwoBoneIKSolver>();
if (ikSolver == null)
ikSolver = gameObject.AddComponent<TwoBoneIKSolver>();
ikSolver.animator = targetAnimator;
// IK 타겟들을 담을 부모 오브젝트 생성
@ -1183,7 +1217,7 @@ namespace KindRetargeting
ikSolver.rightLeg.bendGoal = rightLegGoal.transform;
// TwoBoneIKSolver 본 캐싱 초기화
ikSolver.Initialize();
ikSolver.Initialize(targetAnimator);
}
/// <summary>
@ -1384,6 +1418,7 @@ namespace KindRetargeting
{
sourcePoseHandler?.Dispose();
targetPoseHandler?.Dispose();
fingerShaped.Cleanup();
}
/// <summary>

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@ -10,48 +10,9 @@ namespace KindRetargeting
{
private const string CommonUssPath = "Assets/Scripts/Streamingle/StreamingleControl/Editor/UXML/StreamingleCommon.uss";
private SerializedObject groundingSO;
// SerializedProperty
private SerializedProperty sourceAnimatorProp;
private SerializedProperty targetAnimatorProp;
private SerializedProperty hipsOffsetXProp;
private SerializedProperty hipsOffsetYProp;
private SerializedProperty hipsOffsetZProp;
private SerializedProperty debugAxisNormalizerProp;
private SerializedProperty fingerCopyModeProp;
private SerializedProperty kneeInOutWeightProp;
private SerializedProperty kneeFrontBackWeightProp;
private SerializedProperty footFrontBackOffsetProp;
private SerializedProperty footInOutOffsetProp;
private SerializedProperty floorHeightProp;
private SerializedProperty avatarScaleProp;
// Dynamic UI
private Label cacheStatusLabel;
protected override void OnDisable()
{
base.OnDisable();
groundingSO = null;
}
protected override void OnEnable()
{
base.OnEnable();
sourceAnimatorProp = serializedObject.FindProperty("sourceAnimator");
targetAnimatorProp = serializedObject.FindProperty("targetAnimator");
hipsOffsetXProp = serializedObject.FindProperty("hipsOffsetX");
hipsOffsetYProp = serializedObject.FindProperty("hipsOffsetY");
hipsOffsetZProp = serializedObject.FindProperty("hipsOffsetZ");
debugAxisNormalizerProp = serializedObject.FindProperty("debugAxisNormalizer");
fingerCopyModeProp = serializedObject.FindProperty("fingerCopyMode");
kneeInOutWeightProp = serializedObject.FindProperty("kneeInOutWeight");
kneeFrontBackWeightProp = serializedObject.FindProperty("kneeFrontBackWeight");
footFrontBackOffsetProp = serializedObject.FindProperty("footFrontBackOffset");
footInOutOffsetProp = serializedObject.FindProperty("footInOutOffset");
floorHeightProp = serializedObject.FindProperty("floorHeight");
avatarScaleProp = serializedObject.FindProperty("avatarScale");
}
public override VisualElement CreateInspectorGUI()
@ -61,52 +22,68 @@ namespace KindRetargeting
var commonUss = AssetDatabase.LoadAssetAtPath<StyleSheet>(CommonUssPath);
if (commonUss != null) root.styleSheets.Add(commonUss);
// 원본 Animator
root.Add(new PropertyField(sourceAnimatorProp, "원본 Animator"));
// ── 기본 설정 ──
root.Add(new PropertyField(serializedObject.FindProperty("sourceAnimator"), "원본 Animator"));
// 아바타 크기 설정
// ── 아바타 크기 ──
var scaleFoldout = new Foldout { text = "아바타 크기 설정", value = true };
scaleFoldout.Add(new PropertyField(avatarScaleProp, "아바타 크기"));
scaleFoldout.Add(new PropertyField(serializedObject.FindProperty("avatarScale"), "아바타 크기"));
scaleFoldout.Add(new PropertyField(serializedObject.FindProperty("headScale"), "머리 크기"));
root.Add(scaleFoldout);
// 힙 위치 보정
// ── 힙 위치 보정 ──
root.Add(BuildHipsSection());
// 무릎 위치 조정
var kneeFoldout = new Foldout { text = "무릎 위치 조정", value = true };
kneeFoldout.Add(new Slider("무릎 앞/뒤 가중치", -1f, 1f) { showInputField = true, tooltip = "음수: 뒤로, 양수: 앞으로" });
kneeFoldout.Q<Slider>().BindProperty(kneeFrontBackWeightProp);
var kneeInOut = new Slider("무릎 안/밖 가중치", -1f, 1f) { showInputField = true, tooltip = "음수: 안쪽, 양수: 바깥쪽" };
kneeInOut.BindProperty(kneeInOutWeightProp);
kneeFoldout.Add(kneeInOut);
// ── 무릎 위치 조정 ──
var kneeFoldout = new Foldout { text = "무릎 위치 조정", value = false };
var kneeFB = new Slider("무릎 앞/뒤", -1f, 1f) { showInputField = true };
kneeFB.BindProperty(serializedObject.FindProperty("kneeFrontBackWeight"));
kneeFoldout.Add(kneeFB);
var kneeIO = new Slider("무릎 안/밖", -1f, 1f) { showInputField = true };
kneeIO.BindProperty(serializedObject.FindProperty("kneeInOutWeight"));
kneeFoldout.Add(kneeIO);
root.Add(kneeFoldout);
// 발 IK 위치 조정
var footFoldout = new Foldout { text = "발 IK 위치 조정", value = true };
var footFB = new Slider("발 앞/뒤 오프셋", -1f, 1f) { showInputField = true, tooltip = "+: 앞으로, -: 뒤로" };
footFB.BindProperty(footFrontBackOffsetProp);
// ── 발 IK 위치 조정 ──
var footFoldout = new Foldout { text = "발 IK 위치 조정", value = false };
var footFB = new Slider("발 앞/뒤", -1f, 1f) { showInputField = true };
footFB.BindProperty(serializedObject.FindProperty("footFrontBackOffset"));
footFoldout.Add(footFB);
var footIO = new Slider("발 벌리기/모으기", -1f, 1f) { showInputField = true, tooltip = "+: 벌리기, -: 모으기" };
footIO.BindProperty(footInOutOffsetProp);
var footIO = new Slider("발 벌리기/모으기", -1f, 1f) { showInputField = true };
footIO.BindProperty(serializedObject.FindProperty("footInOutOffset"));
footFoldout.Add(footIO);
root.Add(footFoldout);
// 손가락 복제 설정
root.Add(BuildFingerCopySection());
// 바닥 높이 조정
// ── 바닥 높이 ──
var floorFoldout = new Foldout { text = "바닥 높이 조정", value = false };
floorFoldout.Add(new PropertyField(floorHeightProp, "바닥 높이 (-1 ~ 1)"));
floorFoldout.Add(new PropertyField(serializedObject.FindProperty("floorHeight"), "바닥 높이 (-1 ~ 1)"));
floorFoldout.Add(new PropertyField(serializedObject.FindProperty("minimumAnkleHeight"), "최소 발목 높이"));
root.Add(floorFoldout);
// 접지 설정 (FootGroundingController)
// ── 머리 회전 오프셋 ──
root.Add(BuildHeadRotationSection());
// ── 어깨 보정 (ShoulderCorrection) ──
root.Add(BuildShoulderSection());
// ── 사지 가중치 (LimbWeight) ──
root.Add(BuildLimbWeightSection());
// ── 접지 설정 (FootGrounding) ──
root.Add(BuildGroundingSection());
// 캐시 상태 + 캘리브레이션 버튼
// ── 손가락 복제 설정 ──
var fingerCopyFoldout = new Foldout { text = "손가락 복제 설정", value = false };
fingerCopyFoldout.Add(new PropertyField(serializedObject.FindProperty("fingerCopyMode"), "복제 방식"));
root.Add(fingerCopyFoldout);
// ── 손가락 셰이핑 (FingerShaped) ──
root.Add(BuildFingerShapedSection());
// ── 캘리브레이션 ──
root.Add(BuildCacheSection());
// 변경 시 저장
// ── 변경 시 저장 ──
root.TrackSerializedObjectValue(serializedObject, so =>
{
if (target == null) return;
@ -118,225 +95,504 @@ namespace KindRetargeting
return root;
}
// ========== 힙 위치 보정 ==========
private VisualElement BuildHipsSection()
{
var foldout = new Foldout { text = "힙 위치 보정 (로컬 좌표계)" };
var foldout = new Foldout { text = "힙 위치 보정 (로컬 좌표계)", value = true };
// 축 매핑 정보
var axisInfo = new HelpBox("플레이 모드에서 T-포즈 분석 후 축 매핑 정보가 표시됩니다.\n이 매핑은 각 아바타의 힙 로컬 축 방향에 맞춰 자동 계산됩니다.", HelpBoxMessageType.Info);
var axisInfo = new HelpBox("플레이 모드에서 축 매핑 정보가 표시됩니다.", HelpBoxMessageType.Info);
foldout.Add(axisInfo);
// 주기적으로 축 매핑 정보 갱신
foldout.schedule.Execute(() =>
{
if (target == null || debugAxisNormalizerProp == null) return;
if (target == null) return;
serializedObject.Update();
Vector3 axisMapping = debugAxisNormalizerProp.vector3Value;
if (Application.isPlaying && axisMapping != Vector3.one)
{
string GetAxisName(float value)
{
int axis = Mathf.RoundToInt(Mathf.Abs(value));
string sign = value > 0 ? "+" : "-";
return axis switch { 1 => $"{sign}X", 2 => $"{sign}Y", 3 => $"{sign}Z", _ => "?" };
}
axisInfo.text = "T-포즈에서 분석된 축 매핑:\n" +
$" 좌우 오프셋 → 로컬 {GetAxisName(axisMapping.x)} 축\n" +
$" 상하 오프셋 → 로컬 {GetAxisName(axisMapping.y)} 축\n" +
$" 앞뒤 오프셋 → 로컬 {GetAxisName(axisMapping.z)} 축\n\n" +
"이 매핑 덕분에 모든 아바타에서 동일하게 작동합니다.";
}
else
{
axisInfo.text = "플레이 모드에서 T-포즈 분석 후 축 매핑 정보가 표시됩니다.\n이 매핑은 각 아바타의 힙 로컬 축 방향에 맞춰 자동 계산됩니다.";
}
var axisProp = serializedObject.FindProperty("debugAxisNormalizer");
if (axisProp == null || !Application.isPlaying) { axisInfo.text = "플레이 모드에서 축 매핑 정보가 표시됩니다."; return; }
Vector3 m = axisProp.vector3Value;
if (m == Vector3.one) { axisInfo.text = "플레이 모드에서 축 매핑 정보가 표시됩니다."; return; }
string A(float v) => Mathf.RoundToInt(Mathf.Abs(v)) switch { 1 => (v > 0 ? "+X" : "-X"), 2 => (v > 0 ? "+Y" : "-Y"), 3 => (v > 0 ? "+Z" : "-Z"), _ => "?" };
axisInfo.text = $"축 매핑: 좌우→{A(m.x)} 상하→{A(m.y)} 앞뒤→{A(m.z)}";
}).Every(500);
foldout.Add(new PropertyField(hipsOffsetXProp, "좌우 오프셋 (←-/+→)") { tooltip = "캐릭터 기준 왼쪽(-) / 오른쪽(+)" });
foldout.Add(new PropertyField(hipsOffsetYProp, "상하 오프셋 (↓-/+↑)") { tooltip = "캐릭터 기준 아래(-) / 위(+)" });
foldout.Add(new PropertyField(hipsOffsetZProp, "앞뒤 오프셋 (←-/+→)") { tooltip = "캐릭터 기준 뒤(-) / 앞(+)" });
foldout.Add(new HelpBox("로컬 좌표계 기반: 캐릭터의 회전 상태와 관계없이 항상 캐릭터 기준으로 이동합니다.", HelpBoxMessageType.Info));
var hx = new Slider("← 좌우 →", -1f, 1f) { showInputField = true };
hx.BindProperty(serializedObject.FindProperty("hipsOffsetX"));
foldout.Add(hx);
var hy = new Slider("↓ 상하 ↑", -1f, 1f) { showInputField = true };
hy.BindProperty(serializedObject.FindProperty("hipsOffsetY"));
foldout.Add(hy);
var hz = new Slider("← 앞뒤 →", -1f, 1f) { showInputField = true };
hz.BindProperty(serializedObject.FindProperty("hipsOffsetZ"));
foldout.Add(hz);
// 의자 앉기 높이
var chairSlider = new Slider("의자 앉기 높이", -1f, 1f) { showInputField = true, tooltip = "의자에 앉을 때 엉덩이 높이 조정" };
chairSlider.BindProperty(serializedObject.FindProperty("limbWeight.chairSeatHeightOffset"));
foldout.Add(chairSlider);
// 다리 길이 자동 보정 버튼
var autoHipsBtn = new Button(() =>
{
if (!Application.isPlaying)
{
Debug.LogWarning("다리 길이 자동 보정은 플레이 모드에서만 사용 가능합니다.");
return;
}
if (!Application.isPlaying) { Debug.LogWarning("플레이 모드에서만 사용 가능합니다."); return; }
var script = (CustomRetargetingScript)target;
float offset = CalculateHipsOffsetFromLegDifference(script);
hipsOffsetYProp.floatValue = offset;
serializedObject.FindProperty("hipsOffsetY").floatValue = offset;
serializedObject.ApplyModifiedProperties();
script.SaveSettings();
Debug.Log($"자동 보정 완료: hipsOffsetY = {offset:F4}");
}) { text = "다리 길이 자동 보정", tooltip = "소스/타겟 다리 길이 차이로 힙 상하 오프셋을 자동 계산합니다. (플레이 모드 전용)" };
autoHipsBtn.style.marginTop = 4;
}) { text = "다리 길이 자동 보정", tooltip = "소스/타겟 다리 길이 차이로 힙 상하 오프셋을 자동 계산합니다." };
autoHipsBtn.style.marginTop = 4; autoHipsBtn.style.height = 25;
foldout.Add(autoHipsBtn);
return foldout;
}
private VisualElement BuildFingerCopySection()
// ========== 머리 회전 오프셋 ==========
private VisualElement BuildHeadRotationSection()
{
var foldout = new Foldout { text = "손가락 복제 설정" };
foldout.Add(new PropertyField(fingerCopyModeProp, "복제 방식") { tooltip = "손가락 포즈를 복제하는 방식을 선택합니다." });
var foldout = new Foldout { text = "머리 회전 오프셋", value = false };
var xProp = serializedObject.FindProperty("headRotationOffsetX");
var yProp = serializedObject.FindProperty("headRotationOffsetY");
var zProp = serializedObject.FindProperty("headRotationOffsetZ");
var xSlider = new Slider("X (Roll)", -180f, 180f) { showInputField = true };
xSlider.BindProperty(xProp);
foldout.Add(xSlider);
var ySlider = new Slider("Y (Yaw)", -180f, 180f) { showInputField = true };
ySlider.BindProperty(yProp);
foldout.Add(ySlider);
var zSlider = new Slider("Z (Pitch)", -180f, 180f) { showInputField = true };
zSlider.BindProperty(zProp);
foldout.Add(zSlider);
var btnRow = new VisualElement { style = { flexDirection = FlexDirection.Row, marginTop = 4 } };
var resetBtn = new Button(() =>
{
xProp.floatValue = yProp.floatValue = zProp.floatValue = 0f;
serializedObject.ApplyModifiedProperties();
EditorUtility.SetDirty(target);
}) { text = "초기화" };
resetBtn.style.flexGrow = 1; resetBtn.style.height = 25; resetBtn.style.marginRight = 2;
btnRow.Add(resetBtn);
var calibBtn = new Button(() =>
{
if (!Application.isPlaying) { Debug.LogWarning("플레이 모드에서만 사용 가능합니다."); return; }
CalibrateHeadToForward(serializedObject, xProp, yProp, zProp);
}) { text = "정면 캘리브레이션" };
calibBtn.style.flexGrow = 1; calibBtn.style.height = 25;
btnRow.Add(calibBtn);
foldout.Add(btnRow);
foldout.schedule.Execute(() =>
{
calibBtn.SetEnabled(Application.isPlaying);
}).Every(500);
return foldout;
}
// ========== 어깨 보정 ==========
private VisualElement BuildShoulderSection()
{
var foldout = new Foldout { text = "어깨 보정 (ShoulderCorrection)", value = false };
var strength = new Slider("블렌드 강도", 0f, 5f) { showInputField = true };
strength.BindProperty(serializedObject.FindProperty("shoulderCorrection.blendStrength"));
foldout.Add(strength);
var maxBlend = new Slider("최대 블렌드", 0f, 1f) { showInputField = true };
maxBlend.BindProperty(serializedObject.FindProperty("shoulderCorrection.maxShoulderBlend"));
foldout.Add(maxBlend);
foldout.Add(new PropertyField(serializedObject.FindProperty("shoulderCorrection.reverseLeftRotation"), "왼쪽 회전 반전"));
foldout.Add(new PropertyField(serializedObject.FindProperty("shoulderCorrection.reverseRightRotation"), "오른쪽 회전 반전"));
foldout.Add(BuildMinMaxRange("높이 차이 범위",
serializedObject.FindProperty("shoulderCorrection.minHeightDifference"),
serializedObject.FindProperty("shoulderCorrection.maxHeightDifference"),
-0.5f, 2f));
foldout.Add(new PropertyField(serializedObject.FindProperty("shoulderCorrection.shoulderCorrectionCurve"), "보정 커브"));
return foldout;
}
// ========== 사지 가중치 ==========
private VisualElement BuildLimbWeightSection()
{
var foldout = new Foldout { text = "사지 가중치 (LimbWeight)", value = false };
// IK 활성화 토글
foldout.Add(new PropertyField(serializedObject.FindProperty("limbWeight.enableLeftArmIK"), "왼팔 IK 활성화"));
foldout.Add(new PropertyField(serializedObject.FindProperty("limbWeight.enableRightArmIK"), "오른팔 IK 활성화"));
foldout.Add(BuildMinMaxRange("손-프랍 거리 범위 (가중치 1→0)",
serializedObject.FindProperty("limbWeight.minDistance"),
serializedObject.FindProperty("limbWeight.maxDistance"),
0f, 1f));
var smoothField = new Slider("가중치 변화 속도", 0.1f, 20f) { showInputField = true };
smoothField.BindProperty(serializedObject.FindProperty("limbWeight.weightSmoothSpeed"));
foldout.Add(smoothField);
foldout.Add(BuildMinMaxRange("의자-허리 거리 범위 (가중치 1→0)",
serializedObject.FindProperty("limbWeight.hipsMinDistance"),
serializedObject.FindProperty("limbWeight.hipsMaxDistance"),
0f, 1f));
foldout.Add(BuildMinMaxRange("바닥-허리 높이 블렌딩 (가중치 0→1)",
serializedObject.FindProperty("limbWeight.groundHipsMinHeight"),
serializedObject.FindProperty("limbWeight.groundHipsMaxHeight"),
0f, 2f));
foldout.Add(BuildMinMaxRange("발 높이 IK 블렌딩 (가중치 1→0)",
serializedObject.FindProperty("limbWeight.footHeightMinThreshold"),
serializedObject.FindProperty("limbWeight.footHeightMaxThreshold"),
0.1f, 1f));
return foldout;
}
// ========== 접지 설정 ==========
private VisualElement BuildGroundingSection()
{
var foldout = new Foldout { text = "접지 설정 (FootGrounding)", value = false };
foldout.Add(new HelpBox(
"HIK 스타일 2-Pass 접지 시스템:\n" +
"• Pre-IK: IK 타겟을 조정하여 발이 바닥을 뚫지 않도록 보정\n" +
"• Post-IK: Foot 회전으로 Toes 접지 잔차 미세 보정\n" +
"• Toe Pivot: 발끝 고정 + 발목 회전 자동 감지",
"• Pre-IK: 발이 바닥을 뚫지 않도록 IK 타겟 보정\n" +
"• Post-IK: Foot 회전으로 Toes 접지 미세 보정",
HelpBoxMessageType.Info));
// FootGroundingController의 SerializedObject를 직접 바인딩
var script = (CustomRetargetingScript)target;
var grounding = script.GetComponent<FootGroundingController>();
if (grounding != null)
{
groundingSO = new SerializedObject(grounding);
var groundHeightField = new PropertyField(groundingSO.FindProperty("groundHeight"), "바닥 높이");
foldout.Add(groundHeightField);
foldout.Add(new PropertyField(serializedObject.FindProperty("footGrounding.groundHeight"), "바닥 높이"));
var weightSlider = new Slider("접지 강도", 0f, 1f) { showInputField = true };
weightSlider.BindProperty(groundingSO.FindProperty("groundingWeight"));
weightSlider.BindProperty(serializedObject.FindProperty("footGrounding.groundingWeight"));
foldout.Add(weightSlider);
var activationField = new PropertyField(groundingSO.FindProperty("activationHeight"), "활성화 높이");
activationField.tooltip = "발목이 이 높이 이상이면 접지 보정 비활성화 (점프 등)";
foldout.Add(activationField);
foldout.Add(new PropertyField(serializedObject.FindProperty("footGrounding.activationHeight"), "활성화 높이") { tooltip = "발목이 이 높이 이상이면 보정 비활성화" });
foldout.Add(new PropertyField(serializedObject.FindProperty("footGrounding.plantThreshold"), "접지 판정 범위"));
var thresholdField = new PropertyField(groundingSO.FindProperty("plantThreshold"), "접지 판정 범위");
thresholdField.tooltip = "Toes가 이 범위 안이면 접지 중으로 판정";
foldout.Add(thresholdField);
var smoothField = new PropertyField(groundingSO.FindProperty("smoothSpeed"), "보정 스무딩 속도");
smoothField.tooltip = "보정량 변화 속도 (높을수록 빠른 반응, 낮으면 부드러운 전환)";
var smoothField = new Slider("스무딩 속도", 1f, 30f) { showInputField = true };
smoothField.BindProperty(serializedObject.FindProperty("footGrounding.smoothSpeed"));
foldout.Add(smoothField);
foldout.Add(new HelpBox("힙 높이 보정은 '바닥 높이 조정' 섹션의 floorHeight로 제어합니다.", HelpBoxMessageType.Info));
foldout.TrackSerializedObjectValue(groundingSO, so => so.ApplyModifiedProperties());
return foldout;
}
else
// ========== 손가락 셰이핑 ==========
private VisualElement BuildFingerShapedSection()
{
foldout.Add(new HelpBox("FootGroundingController 컴포넌트를 찾을 수 없습니다.", HelpBoxMessageType.Warning));
var foldout = new Foldout { text = "손가락 셰이핑 (FingerShaped)", value = false };
foldout.Add(new PropertyField(serializedObject.FindProperty("fingerShaped.enabled"), "셰이핑 활성화"));
foldout.Add(BuildHandSliders("왼손", "left"));
foldout.Add(BuildHandSliders("오른손", "right"));
// 프리셋 버튼
var presetLabel = new Label("프리셋") { style = { unityFontStyleAndWeight = FontStyle.Bold, marginTop = 6 } };
foldout.Add(presetLabel);
string[,] presets = { { "가위", "바위", "보" }, { "브이", "검지", "초기화" } };
for (int row = 0; row < 2; row++)
{
var btnRow = new VisualElement { style = { flexDirection = FlexDirection.Row, justifyContent = Justify.Center, marginBottom = 2 } };
for (int col = 0; col < 3; col++)
{
string name = presets[row, col];
var btn = new Button(() => ApplyFingerPreset(name)) { text = name };
btn.style.height = 26; btn.style.width = 80; btn.style.marginLeft = btn.style.marginRight = 2;
btnRow.Add(btn);
}
foldout.Add(btnRow);
}
return foldout;
}
private VisualElement BuildHandSliders(string label, string prefix)
{
var handFoldout = new Foldout { text = label, value = false };
handFoldout.Add(new PropertyField(serializedObject.FindProperty($"fingerShaped.{prefix}HandEnabled"), "활성화"));
string[] names = { "Thumb", "Index", "Middle", "Ring", "Pinky" };
string[] korNames = { "엄지", "검지", "중지", "약지", "새끼" };
var slidersRow = new VisualElement { style = { flexDirection = FlexDirection.Row, justifyContent = Justify.Center, marginTop = 4 } };
for (int i = 0; i < names.Length; i++)
{
var col = new VisualElement { style = { alignItems = Align.Center, width = 45, marginLeft = 2, marginRight = 2 } };
col.Add(new Label(korNames[i]) { style = { fontSize = 10, color = new Color(0.6f, 0.6f, 0.6f) } });
var prop = serializedObject.FindProperty($"fingerShaped.{prefix}{names[i]}Curl");
var valLabel = new Label(prop.floatValue.ToString("F1")) { style = { fontSize = 10, color = new Color(0.6f, 0.6f, 0.6f) } };
col.Add(valLabel);
var slider = new Slider(-1f, 1f) { direction = SliderDirection.Vertical };
slider.style.height = 80; slider.style.width = 25;
slider.BindProperty(prop);
slider.RegisterValueChangedCallback(evt => valLabel.text = evt.newValue.ToString("F1"));
col.Add(slider);
slidersRow.Add(col);
}
handFoldout.Add(slidersRow);
var spreadSlider = new Slider("벌리기", -1f, 1f) { showInputField = true };
spreadSlider.BindProperty(serializedObject.FindProperty($"fingerShaped.{prefix}SpreadFingers"));
handFoldout.Add(spreadSlider);
return handFoldout;
}
private void ApplyFingerPreset(string presetName)
{
var script = (CustomRetargetingScript)target;
var fc = script.fingerShaped;
if (!fc.enabled) fc.enabled = true;
(float t, float i, float m, float r, float p, float s) = presetName switch
{
"가위" => (1f, 1f, -1f, -1f, -1f, 0.3f),
"바위" => (-1f, -1f, -1f, -1f, -1f, 0f),
"보" => (1f, 1f, 1f, 1f, 1f, 1f),
"브이" => (-1f, 1f, 1f, -1f, -1f, 1f),
"검지" => (-1f, 1f, -1f, -1f, -1f, 0f),
"초기화" => (0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f),
_ => (0f, 0f, 0f, 0f, 0f, 0f)
};
if (fc.leftHandEnabled)
{
fc.leftThumbCurl = t; fc.leftIndexCurl = i; fc.leftMiddleCurl = m;
fc.leftRingCurl = r; fc.leftPinkyCurl = p; fc.leftSpreadFingers = s;
}
if (fc.rightHandEnabled)
{
fc.rightThumbCurl = t; fc.rightIndexCurl = i; fc.rightMiddleCurl = m;
fc.rightRingCurl = r; fc.rightPinkyCurl = p; fc.rightSpreadFingers = s;
}
EditorUtility.SetDirty(target);
}
// ========== 캘리브레이션 ==========
private VisualElement BuildCacheSection()
{
var container = new VisualElement { style = { marginTop = 8 } };
var box = new VisualElement { style = { marginTop = 8 } };
box.style.backgroundColor = new Color(0, 0, 0, 0.1f);
box.style.borderTopLeftRadius = box.style.borderTopRightRadius =
box.style.borderBottomLeftRadius = box.style.borderBottomRightRadius = 4;
box.style.paddingTop = box.style.paddingBottom =
box.style.paddingLeft = box.style.paddingRight = 6;
var script = (CustomRetargetingScript)target;
bool hasCached = script.HasCachedSettings();
cacheStatusLabel = new Label(hasCached ?
"캘리브레이션 데이터가 저장되어 있습니다." :
"저장된 캘리브레이션 데이터가 없습니다.");
cacheStatusLabel.style.unityFontStyleAndWeight = FontStyle.Bold;
container.Add(cacheStatusLabel);
var cacheLabel = new Label();
cacheLabel.style.unityFontStyleAndWeight = FontStyle.Bold;
box.Add(cacheLabel);
var btnRow = new VisualElement { style = { flexDirection = FlexDirection.Row, marginTop = 4 } };
var calibBtn = new Button(() =>
{
((CustomRetargetingScript)target).I_PoseCalibration();
UpdateCacheStatus();
}) { text = "I-포즈 캘리브레이션" };
calibBtn.style.flexGrow = 1;
calibBtn.style.marginRight = 2;
var calibBtn = new Button(() => { ((CustomRetargetingScript)target).I_PoseCalibration(); }) { text = "I-포즈 캘리브레이션" };
calibBtn.style.flexGrow = 1; calibBtn.style.marginRight = 2;
btnRow.Add(calibBtn);
var deleteCacheBtn = new Button(() =>
var resetBtn = new Button(() => { ((CustomRetargetingScript)target).ResetPoseAndCache(); }) { text = "캘리브레이션 초기화" };
resetBtn.style.flexGrow = 1;
btnRow.Add(resetBtn);
box.Add(btnRow);
// 전체 자동 보정
var autoBtn = new Button(() =>
{
((CustomRetargetingScript)target).ResetPoseAndCache();
UpdateCacheStatus();
}) { text = "캐시 데이터 삭제" };
deleteCacheBtn.style.flexGrow = 1;
btnRow.Add(deleteCacheBtn);
if (!Application.isPlaying) { Debug.LogWarning("플레이 모드에서만 사용 가능합니다."); return; }
AutoCalibrateAll((CustomRetargetingScript)target, serializedObject);
}) { text = "전체 자동 보정 (크기 + 힙 높이 + 머리 정면)", tooltip = "아바타 크기, 힙 높이, 머리 정면을 자동 보정합니다." };
autoBtn.style.marginTop = 4; autoBtn.style.height = 28;
box.Add(autoBtn);
container.Add(btnRow);
// 주기적으로 캐시 상태 갱신
container.schedule.Execute(() =>
box.schedule.Execute(() =>
{
if (target == null) return;
bool cached = ((CustomRetargetingScript)target).HasCachedSettings();
deleteCacheBtn.style.display = cached ? DisplayStyle.Flex : DisplayStyle.None;
cacheStatusLabel.text = cached ?
"캘리브레이션 데이터가 저장되어 있습니다." :
"저장된 캘리브레이션 데이터가 없습니다.";
cacheLabel.text = cached ? "캘리브레이션 데이터가 저장되어 있습니다." : "저장된 캘리브레이션 데이터가 없습니다.";
resetBtn.style.display = cached ? DisplayStyle.Flex : DisplayStyle.None;
}).Every(1000);
deleteCacheBtn.style.display = hasCached ? DisplayStyle.Flex : DisplayStyle.None;
return box;
}
// ========== MinMax 헬퍼 ==========
private VisualElement BuildMinMaxRange(string label, SerializedProperty minProp, SerializedProperty maxProp, float limitMin, float limitMax)
{
var container = new VisualElement { style = { marginBottom = 4 } };
if (minProp == null || maxProp == null)
{
container.Add(new HelpBox($"'{label}' 프로퍼티를 찾을 수 없습니다.", HelpBoxMessageType.Warning));
return container;
}
container.Add(new Label(label) { style = { marginBottom = 2, fontSize = 11 } });
var row = new VisualElement { style = { flexDirection = FlexDirection.Row, alignItems = Align.Center } };
var minField = new FloatField { value = minProp.floatValue, style = { width = 50 } };
var slider = new MinMaxSlider(minProp.floatValue, maxProp.floatValue, limitMin, limitMax);
slider.style.flexGrow = 1; slider.style.marginLeft = slider.style.marginRight = 4;
var maxField = new FloatField { value = maxProp.floatValue, style = { width = 50 } };
slider.RegisterValueChangedCallback(evt =>
{
minProp.floatValue = evt.newValue.x; maxProp.floatValue = evt.newValue.y;
serializedObject.ApplyModifiedProperties();
minField.SetValueWithoutNotify(evt.newValue.x); maxField.SetValueWithoutNotify(evt.newValue.y);
});
minField.RegisterValueChangedCallback(evt =>
{
float v = Mathf.Clamp(evt.newValue, limitMin, maxProp.floatValue);
minProp.floatValue = v; serializedObject.ApplyModifiedProperties();
slider.SetValueWithoutNotify(new Vector2(v, maxProp.floatValue)); minField.SetValueWithoutNotify(v);
});
maxField.RegisterValueChangedCallback(evt =>
{
float v = Mathf.Clamp(evt.newValue, minProp.floatValue, limitMax);
maxProp.floatValue = v; serializedObject.ApplyModifiedProperties();
slider.SetValueWithoutNotify(new Vector2(minProp.floatValue, v)); maxField.SetValueWithoutNotify(v);
});
container.TrackPropertyValue(minProp, p => { minField.SetValueWithoutNotify(p.floatValue); slider.SetValueWithoutNotify(new Vector2(p.floatValue, maxProp.floatValue)); });
container.TrackPropertyValue(maxProp, p => { maxField.SetValueWithoutNotify(p.floatValue); slider.SetValueWithoutNotify(new Vector2(minProp.floatValue, p.floatValue)); });
row.Add(minField); row.Add(slider); row.Add(maxField);
container.Add(row);
return container;
}
private void UpdateCacheStatus()
// ========== 자동 보정 ==========
private void AutoCalibrateAll(CustomRetargetingScript script, SerializedObject so)
{
if (cacheStatusLabel == null || target == null) return;
bool hasCached = ((CustomRetargetingScript)target).HasCachedSettings();
cacheStatusLabel.text = hasCached ?
"캘리브레이션 데이터가 저장되어 있습니다." :
"저장된 캘리브레이션 데이터가 없습니다.";
Animator source = script.sourceAnimator;
Animator targetAnim = script.targetAnimator;
if (source == null || targetAnim == null || !source.isHuman || !targetAnim.isHuman)
{
Debug.LogWarning("소스/타겟 Animator가 없거나 Humanoid가 아닙니다.");
return;
}
/// <summary>
/// 소스/타겟 다리 길이 차이로 힙 상하 오프셋을 계산합니다.
/// 소스 다리가 더 길면 → 음수 (힙을 내려서 타겟이 뜨지 않게)
/// 소스 다리가 더 짧으면 → 양수 (힙을 올려서 타겟 다리를 펴줌)
/// </summary>
script.ResetScale();
so.FindProperty("avatarScale").floatValue = 1f;
so.FindProperty("hipsOffsetY").floatValue = CalculateHipsOffsetFromLegDifference(script);
so.ApplyModifiedProperties();
EditorApplication.delayCall += () =>
{
if (script == null) return;
Transform sourceNeck = source.GetBoneTransform(HumanBodyBones.Neck);
Transform targetNeck = targetAnim.GetBoneTransform(HumanBodyBones.Neck);
if (sourceNeck == null || targetNeck == null) return;
float scaleRatio = Mathf.Clamp(sourceNeck.position.y / Mathf.Max(targetNeck.position.y, 0.01f), 0.1f, 3f);
script.SetAvatarScale(scaleRatio);
var so2 = new SerializedObject(script);
so2.FindProperty("avatarScale").floatValue = scaleRatio;
so2.ApplyModifiedProperties();
EditorApplication.delayCall += () =>
{
if (script == null) return;
var so3 = new SerializedObject(script);
so3.FindProperty("hipsOffsetY").floatValue = CalculateHipsOffsetFromLegDifference(script);
var xP = so3.FindProperty("headRotationOffsetX");
var yP = so3.FindProperty("headRotationOffsetY");
var zP = so3.FindProperty("headRotationOffsetZ");
if (xP != null && yP != null && zP != null)
CalibrateHeadToForward(so3, xP, yP, zP);
so3.ApplyModifiedProperties();
script.SaveSettings();
Debug.Log($"전체 자동 보정 완료: avatarScale={scaleRatio:F3}");
};
};
}
// ========== 유틸리티 ==========
private float CalculateHipsOffsetFromLegDifference(CustomRetargetingScript script)
{
Animator source = script.sourceAnimator;
Animator target = script.targetAnimator;
if (source == null || target == null || !source.isHuman || !target.isHuman)
{
Debug.LogWarning("소스/타겟 Animator가 없거나 Humanoid가 아닙니다.");
return 0f;
}
Animator targetAnim = script.targetAnimator;
if (source == null || targetAnim == null) return 0f;
float sourceLeg = GetLegLength(source);
float targetLeg = GetLegLength(target);
float targetLeg = GetLegLength(targetAnim);
if (sourceLeg < 0.01f || targetLeg < 0.01f) return 0f;
if (sourceLeg < 0.01f || targetLeg < 0.01f)
{
Debug.LogWarning("다리 길이를 계산할 수 없습니다. 본이 올바르게 설정되어 있는지 확인해주세요.");
return 0f;
}
// 소스 다리가 더 길면 타겟이 뜨므로 힙을 내려야 함 (음수)
// 소스 다리가 더 짧으면 타겟 다리가 구부러지므로 힙을 올려야 함 (양수)
float diff = targetLeg - sourceLeg;
Debug.Log($"소스 다리 길이: {sourceLeg:F4}, 타겟 다리 길이: {targetLeg:F4}, 힙 오프셋: {diff:F4}m");
return diff;
return targetLeg - sourceLeg;
}
private float GetLegLength(Animator animator)
{
Transform upperLeg = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
Transform lowerLeg = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
Transform upper = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
Transform lower = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
Transform foot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
if (upper == null || lower == null || foot == null) return 0f;
return Vector3.Distance(upper.position, lower.position) + Vector3.Distance(lower.position, foot.position);
}
if (upperLeg == null || lowerLeg == null || foot == null) return 0f;
private void CalibrateHeadToForward(SerializedObject so, SerializedProperty xProp, SerializedProperty yProp, SerializedProperty zProp)
{
CustomRetargetingScript script = so.targetObject as CustomRetargetingScript;
if (script == null) return;
float upper = Vector3.Distance(upperLeg.position, lowerLeg.position);
float lower = Vector3.Distance(lowerLeg.position, foot.position);
return upper + lower;
Animator targetAnimator = script.GetComponent<Animator>();
if (targetAnimator == null) return;
Transform targetHead = targetAnimator.GetBoneTransform(HumanBodyBones.Head);
if (targetHead == null) return;
Vector3 tPoseForward = script.tPoseHeadForward;
Vector3 tPoseUp = script.tPoseHeadUp;
if (tPoseForward.sqrMagnitude < 0.001f) return;
float prevX = xProp.floatValue, prevY = yProp.floatValue, prevZ = zProp.floatValue;
Quaternion currentLocalRot = targetHead.localRotation;
Quaternion prevOffset = Quaternion.Euler(prevX, prevY, prevZ);
Quaternion baseLocalRot = currentLocalRot * Quaternion.Inverse(prevOffset);
Transform headParent = targetHead.parent;
Quaternion parentWorldRot = headParent != null ? headParent.rotation : Quaternion.identity;
Quaternion baseWorldRot = parentWorldRot * baseLocalRot;
Vector3 currentHeadForward = baseWorldRot * Vector3.forward;
Vector3 currentHeadUp = baseWorldRot * Vector3.up;
Quaternion forwardCorrection = Quaternion.FromToRotation(currentHeadForward, tPoseForward);
Vector3 correctedUp = forwardCorrection * currentHeadUp;
float rollAngle = Vector3.SignedAngle(correctedUp, tPoseUp, tPoseForward);
Quaternion rollCorrection = Quaternion.AngleAxis(rollAngle, tPoseForward);
Quaternion worldCorrection = rollCorrection * forwardCorrection;
Quaternion correctedWorldRot = worldCorrection * baseWorldRot;
Quaternion correctedLocalRot = Quaternion.Inverse(parentWorldRot) * correctedWorldRot;
Quaternion offsetQuat = Quaternion.Inverse(baseLocalRot) * correctedLocalRot;
Vector3 euler = offsetQuat.eulerAngles;
if (euler.x > 180f) euler.x -= 360f;
if (euler.y > 180f) euler.y -= 360f;
if (euler.z > 180f) euler.z -= 360f;
xProp.floatValue = Mathf.Clamp(euler.x, -180f, 180f);
yProp.floatValue = Mathf.Clamp(euler.y, -180f, 180f);
zProp.floatValue = Mathf.Clamp(euler.z, -180f, 180f);
so.ApplyModifiedProperties();
EditorUtility.SetDirty(so.targetObject);
}
}
}

View File

@ -1,193 +0,0 @@
using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
[CustomEditor(typeof(FingerShapedController))]
public class FingerShapedControllerEditor : Editor
{
private const string CommonUssPath = "Assets/Scripts/Streamingle/StreamingleControl/Editor/UXML/StreamingleCommon.uss";
private static readonly string[] fingerPropNames = { "ThumbCurl", "IndexCurl", "MiddleCurl", "RingCurl", "PinkyCurl" };
private static readonly string[] fingerKoreanNames = { "엄지", "검지", "중지", "약지", "새끼" };
private FingerShapedController controller;
public override VisualElement CreateInspectorGUI()
{
controller = target as FingerShapedController;
if (controller == null) return new VisualElement();
var root = new VisualElement();
var commonUss = AssetDatabase.LoadAssetAtPath<StyleSheet>(CommonUssPath);
if (commonUss != null) root.styleSheets.Add(commonUss);
// 활성화 토글
var enabledProp = serializedObject.FindProperty("m_Enabled");
var enableToggle = new PropertyField(enabledProp, "손가락 제어 활성화");
root.Add(enableToggle);
// 왼손
var leftFoldout = new Foldout { text = "왼손", value = true };
leftFoldout.Add(BuildHandControls("left"));
root.Add(leftFoldout);
// 오른손
var rightFoldout = new Foldout { text = "오른손", value = true };
rightFoldout.Add(BuildHandControls("right"));
root.Add(rightFoldout);
// 프리셋 버튼
root.Add(BuildPresetButtons());
return root;
}
private VisualElement BuildHandControls(string prefix)
{
var container = new VisualElement();
container.style.backgroundColor = new Color(0, 0, 0, 0.08f);
container.style.borderTopLeftRadius = container.style.borderTopRightRadius =
container.style.borderBottomLeftRadius = container.style.borderBottomRightRadius = 4;
container.style.paddingTop = container.style.paddingBottom =
container.style.paddingLeft = container.style.paddingRight = 6;
// 헤더: 활성화 토글 + 초기화 버튼
var header = new VisualElement { style = { flexDirection = FlexDirection.Row, alignItems = Align.Center, marginBottom = 4 } };
var handEnabledProp = serializedObject.FindProperty($"{prefix}HandEnabled");
header.Add(new PropertyField(handEnabledProp, "제어 활성화") { style = { flexGrow = 1 } });
var resetBtn = new Button(() => ResetHandValues(prefix)) { text = "초기화" };
resetBtn.style.width = 60;
header.Add(resetBtn);
container.Add(header);
// 손가락 슬라이더 (가로 배치)
var slidersRow = new VisualElement { style = { flexDirection = FlexDirection.Row, justifyContent = Justify.Center, marginTop = 4 } };
for (int i = 0; i < fingerPropNames.Length; i++)
{
var fingerProp = serializedObject.FindProperty($"{prefix}{fingerPropNames[i]}");
slidersRow.Add(BuildVerticalSlider(fingerKoreanNames[i], fingerProp));
}
container.Add(slidersRow);
// 벌리기 슬라이더
var spreadProp = serializedObject.FindProperty($"{prefix}SpreadFingers");
var spreadSlider = new Slider("벌리기", -1f, 1f) { showInputField = true };
spreadSlider.BindProperty(spreadProp);
spreadSlider.style.marginTop = 8;
container.Add(spreadSlider);
// 비활성 시 숨기기
container.TrackPropertyValue(handEnabledProp, prop =>
{
slidersRow.style.display = prop.boolValue ? DisplayStyle.Flex : DisplayStyle.None;
spreadSlider.style.display = prop.boolValue ? DisplayStyle.Flex : DisplayStyle.None;
});
slidersRow.style.display = handEnabledProp.boolValue ? DisplayStyle.Flex : DisplayStyle.None;
spreadSlider.style.display = handEnabledProp.boolValue ? DisplayStyle.Flex : DisplayStyle.None;
return container;
}
private VisualElement BuildVerticalSlider(string label, SerializedProperty prop)
{
var column = new VisualElement { style = { alignItems = Align.Center, width = 45, marginLeft = 2, marginRight = 2 } };
column.Add(new Label(label) { style = { fontSize = 10, color = new Color(0.6f, 0.6f, 0.6f) } });
var valueLabel = new Label(prop.floatValue.ToString("F1")) { style = { fontSize = 10, color = new Color(0.6f, 0.6f, 0.6f) } };
column.Add(valueLabel);
// UI Toolkit Slider in vertical mode (direction: Vertical 대신 세로용 Slider 사용)
// SliderDirection.Vertical 사용
var slider = new Slider(-1f, 1f) { direction = SliderDirection.Vertical };
slider.style.height = 100;
slider.style.width = 25;
slider.BindProperty(prop);
slider.RegisterValueChangedCallback(evt => valueLabel.text = evt.newValue.ToString("F1"));
// 초기값 동기화
column.TrackPropertyValue(prop, p => valueLabel.text = p.floatValue.ToString("F1"));
column.Add(slider);
return column;
}
private VisualElement BuildPresetButtons()
{
var container = new VisualElement { style = { marginTop = 10 } };
container.Add(new Label("손 모양 프리셋") { style = { unityFontStyleAndWeight = FontStyle.Bold, marginBottom = 4 } });
string[,] presets = {
{ "가위", "바위", "보" },
{ "브이", "검지", "초기화" }
};
for (int row = 0; row < 2; row++)
{
var btnRow = new VisualElement { style = { flexDirection = FlexDirection.Row, justifyContent = Justify.Center, marginBottom = 4 } };
for (int col = 0; col < 3; col++)
{
string presetName = presets[row, col];
var btn = new Button(() => ApplyPreset(presetName)) { text = presetName };
btn.style.height = 30;
btn.style.width = 100;
btn.style.marginLeft = btn.style.marginRight = 4;
btnRow.Add(btn);
}
container.Add(btnRow);
}
return container;
}
private void ResetHandValues(string prefix)
{
serializedObject.Update();
string[] props = { "ThumbCurl", "IndexCurl", "MiddleCurl", "RingCurl", "PinkyCurl", "SpreadFingers" };
foreach (var prop in props)
serializedObject.FindProperty($"{prefix}{prop}").floatValue = 0f;
serializedObject.ApplyModifiedProperties();
}
private void ApplyPreset(string presetName)
{
if (!controller.enabled)
controller.enabled = true;
switch (presetName)
{
case "가위": SetPreset(1f, 1f, -1f, -1f, -1f, 0.3f); break;
case "바위": SetPreset(-1f, -1f, -1f, -1f, -1f, 0f); break;
case "보": SetPreset(1f, 1f, 1f, 1f, 1f, 1f); break;
case "브이": SetPreset(-1f, 1f, 1f, -1f, -1f, 1f); break;
case "검지": SetPreset(-1f, 1f, -1f, -1f, -1f, 0f); break;
case "초기화": SetPreset(0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f); break;
}
}
private void SetPreset(float thumb, float index, float middle, float ring, float pinky, float spread)
{
if (controller.leftHandEnabled)
{
controller.leftThumbCurl = thumb;
controller.leftIndexCurl = index;
controller.leftMiddleCurl = middle;
controller.leftRingCurl = ring;
controller.leftPinkyCurl = pinky;
controller.leftSpreadFingers = spread;
}
if (controller.rightHandEnabled)
{
controller.rightThumbCurl = thumb;
controller.rightIndexCurl = index;
controller.rightMiddleCurl = middle;
controller.rightRingCurl = ring;
controller.rightPinkyCurl = pinky;
controller.rightSpreadFingers = spread;
}
EditorUtility.SetDirty(controller);
}
}

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@ -1,11 +0,0 @@
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defaultReferences: []
executionOrder: 0
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@ -1,185 +0,0 @@
using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
namespace KindRetargeting
{
[CustomEditor(typeof(LimbWeightController))]
public class LimbWeightControllerEditor : BaseRetargetingEditor
{
private const string CommonUssPath = "Assets/Scripts/Streamingle/StreamingleControl/Editor/UXML/StreamingleCommon.uss";
SerializedProperty maxDistance;
SerializedProperty minDistance;
SerializedProperty weightSmoothSpeed;
SerializedProperty middleWeightMultiplier;
SerializedProperty hipsMinDistance;
SerializedProperty hipsMaxDistance;
SerializedProperty props;
SerializedProperty characterRoot;
SerializedProperty groundHipsMinHeight;
SerializedProperty groundHipsMaxHeight;
SerializedProperty footHeightMinThreshold;
SerializedProperty footHeightMaxThreshold;
SerializedProperty enableLeftArmIK;
SerializedProperty enableRightArmIK;
SerializedProperty chairSeatHeightOffset;
protected override void OnEnable()
{
base.OnEnable();
if (serializedObject == null) return;
maxDistance = serializedObject.FindProperty("maxDistance");
minDistance = serializedObject.FindProperty("minDistance");
weightSmoothSpeed = serializedObject.FindProperty("weightSmoothSpeed");
middleWeightMultiplier = serializedObject.FindProperty("middleWeightMultiplier");
hipsMinDistance = serializedObject.FindProperty("hipsMinDistance");
hipsMaxDistance = serializedObject.FindProperty("hipsMaxDistance");
props = serializedObject.FindProperty("props");
characterRoot = serializedObject.FindProperty("characterRoot");
groundHipsMinHeight = serializedObject.FindProperty("groundHipsMinHeight");
groundHipsMaxHeight = serializedObject.FindProperty("groundHipsMaxHeight");
footHeightMinThreshold = serializedObject.FindProperty("footHeightMinThreshold");
footHeightMaxThreshold = serializedObject.FindProperty("footHeightMaxThreshold");
enableLeftArmIK = serializedObject.FindProperty("enableLeftArmIK");
enableRightArmIK = serializedObject.FindProperty("enableRightArmIK");
chairSeatHeightOffset = serializedObject.FindProperty("chairSeatHeightOffset");
}
public override VisualElement CreateInspectorGUI()
{
if (serializedObject == null || target == null)
return new VisualElement();
var root = new VisualElement();
var commonUss = AssetDatabase.LoadAssetAtPath<StyleSheet>(CommonUssPath);
if (commonUss != null) root.styleSheets.Add(commonUss);
// IK 활성화 설정
var ikFoldout = new Foldout { text = "IK 활성화 설정", value = true };
ikFoldout.Add(new PropertyField(enableLeftArmIK, "왼팔 IK 활성화"));
ikFoldout.Add(new PropertyField(enableRightArmIK, "오른팔 IK 활성화"));
root.Add(ikFoldout);
// 거리 기반 가중치 설정
var distFoldout = new Foldout { text = "거리 기반 가중치 설정", value = true };
distFoldout.Add(BuildMinMaxRange("거리 범위 (가중치 1 → 0)", minDistance, maxDistance, 0f, 1f));
root.Add(distFoldout);
// 가중치 변화 설정
var weightFoldout = new Foldout { text = "가중치 변화 설정", value = true };
weightFoldout.Add(new PropertyField(weightSmoothSpeed, "가중치 변화 속도"));
root.Add(weightFoldout);
// 허리 가중치 설정
var hipsFoldout = new Foldout { text = "허리 가중치 설정", value = true };
hipsFoldout.Add(BuildMinMaxRange("허리 거리 범위 (가중치 1 → 0)", hipsMinDistance, hipsMaxDistance, 0f, 1f));
root.Add(hipsFoldout);
// 바닥 기준 히프 보정 설정
var groundFoldout = new Foldout { text = "바닥 기준 히프 보정 설정", value = true };
groundFoldout.Add(BuildMinMaxRange("바닥 기준 히프 높이 범위 (가중치 0 → 1)", groundHipsMinHeight, groundHipsMaxHeight, 0f, 2f));
root.Add(groundFoldout);
// 발 높이 기반 가중치 설정
var footFoldout = new Foldout { text = "발 높이 기반 가중치 설정", value = true };
footFoldout.Add(BuildMinMaxRange("발 높이 범위 (가중치 1 → 0)", footHeightMinThreshold, footHeightMaxThreshold, 0.1f, 1f));
root.Add(footFoldout);
// 의자 앉기 높이 설정
var chairFoldout = new Foldout { text = "의자 앉기 높이 설정", value = true };
chairFoldout.Add(new PropertyField(chairSeatHeightOffset, "좌석 높이 오프셋"));
root.Add(chairFoldout);
// 참조 설정
var refFoldout = new Foldout { text = "참조 설정", value = true };
refFoldout.Add(new PropertyField(props, "프랍 오브젝트"));
refFoldout.Add(new PropertyField(characterRoot, "캐릭터 루트"));
root.Add(refFoldout);
// 변경 감지
root.TrackSerializedObjectValue(serializedObject, so =>
{
if (target == null) return;
MarkDirty();
var script = (LimbWeightController)target;
var retargeting = script.GetComponent<CustomRetargetingScript>();
if (retargeting != null)
EditorUtility.SetDirty(retargeting);
});
return root;
}
private VisualElement BuildMinMaxRange(string label, SerializedProperty minProp, SerializedProperty maxProp, float limitMin, float limitMax)
{
var container = new VisualElement { style = { marginBottom = 4 } };
if (minProp == null || maxProp == null)
{
container.Add(new HelpBox($"'{label}' 프로퍼티를 찾을 수 없습니다.", HelpBoxMessageType.Warning));
return container;
}
container.Add(new Label(label) { style = { marginBottom = 2 } });
var row = new VisualElement { style = { flexDirection = FlexDirection.Row, alignItems = Align.Center } };
var minField = new FloatField { value = minProp.floatValue, style = { width = 50 } };
var slider = new MinMaxSlider(minProp.floatValue, maxProp.floatValue, limitMin, limitMax);
slider.style.flexGrow = 1;
slider.style.marginLeft = slider.style.marginRight = 4;
var maxField = new FloatField { value = maxProp.floatValue, style = { width = 50 } };
// MinMaxSlider → sync fields + properties
slider.RegisterValueChangedCallback(evt =>
{
minProp.floatValue = evt.newValue.x;
maxProp.floatValue = evt.newValue.y;
serializedObject.ApplyModifiedProperties();
minField.SetValueWithoutNotify(evt.newValue.x);
maxField.SetValueWithoutNotify(evt.newValue.y);
});
// FloatField min → sync slider + property
minField.RegisterValueChangedCallback(evt =>
{
float clamped = Mathf.Clamp(evt.newValue, limitMin, maxProp.floatValue);
minProp.floatValue = clamped;
serializedObject.ApplyModifiedProperties();
slider.SetValueWithoutNotify(new Vector2(clamped, maxProp.floatValue));
minField.SetValueWithoutNotify(clamped);
});
// FloatField max → sync slider + property
maxField.RegisterValueChangedCallback(evt =>
{
float clamped = Mathf.Clamp(evt.newValue, minProp.floatValue, limitMax);
maxProp.floatValue = clamped;
serializedObject.ApplyModifiedProperties();
slider.SetValueWithoutNotify(new Vector2(minProp.floatValue, clamped));
maxField.SetValueWithoutNotify(clamped);
});
// Track external changes (undo, etc.)
container.TrackPropertyValue(minProp, p =>
{
minField.SetValueWithoutNotify(p.floatValue);
slider.SetValueWithoutNotify(new Vector2(p.floatValue, maxProp.floatValue));
});
container.TrackPropertyValue(maxProp, p =>
{
maxField.SetValueWithoutNotify(p.floatValue);
slider.SetValueWithoutNotify(new Vector2(minProp.floatValue, p.floatValue));
});
row.Add(minField);
row.Add(slider);
row.Add(maxField);
container.Add(row);
return container;
}
}
}

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@ -1,11 +0,0 @@
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userData:
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@ -1,167 +0,0 @@
using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
namespace KindRetargeting
{
[CustomEditor(typeof(PropLocationController))]
public class PropLocationControllerEditor : BaseRetargetingEditor
{
private const string CommonUssPath = "Assets/Scripts/Streamingle/StreamingleControl/Editor/UXML/StreamingleCommon.uss";
private VisualElement offsetContainer;
private VisualElement propListContainer;
private PropLocationController controller;
public override VisualElement CreateInspectorGUI()
{
controller = target as PropLocationController;
if (controller == null) return new VisualElement();
var root = new VisualElement();
var commonUss = AssetDatabase.LoadAssetAtPath<StyleSheet>(CommonUssPath);
if (commonUss != null) root.styleSheets.Add(commonUss);
// 기본 프로퍼티
var iterator = serializedObject.GetIterator();
iterator.NextVisible(true); // skip m_Script
while (iterator.NextVisible(false))
{
var field = new PropertyField(iterator.Copy());
root.Add(field);
}
// 오프셋 조정 섹션
root.Add(new Label("오프셋 조정") { style = { unityFontStyleAndWeight = FontStyle.Bold, marginTop = 10 } });
offsetContainer = new VisualElement();
root.Add(offsetContainer);
// 부착된 프랍 목록 섹션
root.Add(new Label("부착된 프랍 목록") { style = { unityFontStyleAndWeight = FontStyle.Bold, marginTop = 10 } });
propListContainer = new VisualElement();
root.Add(propListContainer);
// 프랍 위치 이동 버튼
root.Add(new Label("프랍 위치 이동") { style = { unityFontStyleAndWeight = FontStyle.Bold, marginTop = 10 } });
var btnRow = new VisualElement { style = { flexDirection = FlexDirection.Row, marginTop = 4 } };
var headBtn = new Button(() => controller.MoveToHead()) { text = "머리로 이동" };
headBtn.style.flexGrow = 1; headBtn.style.height = 30; headBtn.style.marginRight = 2;
btnRow.Add(headBtn);
var leftBtn = new Button(() => controller.MoveToLeftHand()) { text = "왼손으로 이동" };
leftBtn.style.flexGrow = 1; leftBtn.style.height = 30; leftBtn.style.marginRight = 2;
btnRow.Add(leftBtn);
var rightBtn = new Button(() => controller.MoveToRightHand()) { text = "오른손으로 이동" };
rightBtn.style.flexGrow = 1; rightBtn.style.height = 30;
btnRow.Add(rightBtn);
root.Add(btnRow);
var detachBtn = new Button(() =>
{
if (Selection.activeGameObject != null)
Undo.RecordObject(Selection.activeGameObject.transform, "Detach Prop");
controller.DetachProp();
}) { text = "프랍 해제" };
detachBtn.style.height = 30;
detachBtn.style.marginTop = 4;
root.Add(detachBtn);
// 주기적으로 동적 UI 갱신
root.schedule.Execute(() => RebuildDynamicUI()).Every(500);
RebuildDynamicUI();
return root;
}
private void RebuildDynamicUI()
{
if (controller == null) return;
RebuildOffsets();
RebuildPropLists();
}
private void RebuildOffsets()
{
if (offsetContainer == null) return;
offsetContainer.Clear();
BuildOffsetSection(offsetContainer, "왼손 오프셋", controller.GetLeftHandOffset());
BuildOffsetSection(offsetContainer, "오른손 오프셋", controller.GetRightHandOffset());
BuildOffsetSection(offsetContainer, "머리 오프셋", controller.GetHeadOffset());
}
private void BuildOffsetSection(VisualElement parent, string label, Transform offset)
{
if (offset == null) return;
var foldout = new Foldout { text = label, value = true };
var posField = new Vector3Field("위치") { value = offset.localPosition };
posField.RegisterValueChangedCallback(evt =>
{
Undo.RecordObject(offset, $"Update {label}");
offset.localPosition = evt.newValue;
EditorUtility.SetDirty(offset);
});
foldout.Add(posField);
var rotField = new Vector3Field("회전") { value = offset.localRotation.eulerAngles };
rotField.RegisterValueChangedCallback(evt =>
{
Undo.RecordObject(offset, $"Update {label}");
offset.localRotation = Quaternion.Euler(evt.newValue);
EditorUtility.SetDirty(offset);
});
foldout.Add(rotField);
parent.Add(foldout);
}
private void RebuildPropLists()
{
if (propListContainer == null) return;
propListContainer.Clear();
BuildPropListSection(propListContainer, "머리 프랍", controller.GetHeadProps());
BuildPropListSection(propListContainer, "왼손 프랍", controller.GetLeftHandProps());
BuildPropListSection(propListContainer, "오른손 프랍", controller.GetRightHandProps());
}
private void BuildPropListSection(VisualElement parent, string title, GameObject[] propList)
{
var box = new VisualElement();
box.style.backgroundColor = new Color(0, 0, 0, 0.1f);
box.style.borderTopLeftRadius = box.style.borderTopRightRadius =
box.style.borderBottomLeftRadius = box.style.borderBottomRightRadius = 4;
box.style.paddingTop = box.style.paddingBottom =
box.style.paddingLeft = box.style.paddingRight = 4;
box.style.marginBottom = 4;
box.Add(new Label(title) { style = { unityFontStyleAndWeight = FontStyle.Bold } });
if (propList.Length > 0)
{
foreach (var prop in propList)
{
if (prop == null) continue;
var row = new VisualElement { style = { flexDirection = FlexDirection.Row, alignItems = Align.Center, marginTop = 2 } };
row.Add(new Label(prop.name) { style = { flexGrow = 1 } });
var selectBtn = new Button(() => Selection.activeGameObject = prop) { text = "선택" };
selectBtn.style.width = 60;
row.Add(selectBtn);
box.Add(row);
}
}
else
{
box.Add(new Label("부착된 프랍 없음") { style = { color = new Color(0.6f, 0.6f, 0.6f) } });
}
parent.Add(box);
}
}
}

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@ -1,11 +0,0 @@
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userData:
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@ -144,12 +144,7 @@ public class RetargetingControlWindow : EditorWindow
foreach (var s in retargetingScripts)
{
if (s == null) continue;
if (s.GetComponent<LimbWeightController>() == null)
s.gameObject.AddComponent<LimbWeightController>();
if (s.GetComponent<FingerShapedController>() == null)
s.gameObject.AddComponent<FingerShapedController>();
if (s.GetComponent<PropLocationController>() == null)
s.gameObject.AddComponent<PropLocationController>();
// 모든 컴포넌트는 CRS 내부 모듈로 이동됨
EditorUtility.SetDirty(s.gameObject);
}
@ -198,7 +193,7 @@ public class RetargetingControlWindow : EditorWindow
panel.Add(BuildHeader(script));
// 가중치 설정
panel.Add(BuildWeightSection(script));
panel.Add(BuildWeightSection(script, so));
// 힙 위치 보정
panel.Add(BuildHipsSection(script, so));
@ -229,17 +224,25 @@ public class RetargetingControlWindow : EditorWindow
footContainer.Bind(so);
panel.Add(footFoldout);
// 어깨 보정
panel.Add(BuildShoulderSection(script, so));
// 접지 설정
panel.Add(BuildGroundingSection(script, so));
// 손가락 제어 설정
panel.Add(BuildFingerControlSection(script));
panel.Add(BuildFingerControlSection(script, so));
// 손가락 복제 설정
panel.Add(BuildFingerCopySection(script, so));
// 바닥 높이 설정
var floorFoldout = new Foldout { text = "바닥 높이 설정", value = false };
var floorField = new PropertyField(so.FindProperty("floorHeight"), "바닥 높이 (-1 ~ 1)");
floorFoldout.Add(floorField);
floorField.Bind(so);
var floorContainer = new VisualElement();
floorContainer.Add(new PropertyField(so.FindProperty("floorHeight"), "바닥 높이 (-1 ~ 1)"));
floorContainer.Add(new PropertyField(so.FindProperty("minimumAnkleHeight"), "최소 발목 높이"));
floorContainer.Bind(so);
floorFoldout.Add(floorContainer);
panel.Add(floorFoldout);
// 아바타 크기 설정
@ -304,27 +307,26 @@ public class RetargetingControlWindow : EditorWindow
// ========== Weight Settings ==========
private VisualElement BuildWeightSection(CustomRetargetingScript script)
private VisualElement BuildWeightSection(CustomRetargetingScript script, SerializedObject so)
{
var foldout = new Foldout { text = "가중치 설정", value = false };
var limb = script.GetComponent<LimbWeightController>();
if (limb == null) { foldout.Add(new HelpBox("LimbWeightController가 없습니다.", HelpBoxMessageType.Warning)); return foldout; }
var limbSO = CreateTrackedSO(limb);
var container = new VisualElement();
container.Add(BuildMinMaxRange("손과 프랍과의 범위 (가중치 1 → 0)",
limbSO.FindProperty("minDistance"), limbSO.FindProperty("maxDistance"), 0f, 1f, limbSO));
container.Add(BuildMinMaxRange("의자와 허리 거리 범위 (가중치 1 → 0)",
limbSO.FindProperty("hipsMinDistance"), limbSO.FindProperty("hipsMaxDistance"), 0f, 1f, limbSO));
container.Add(BuildMinMaxRange("바닥과 허리 높이에 의한 블렌딩 (가중치 0 → 1)",
limbSO.FindProperty("groundHipsMinHeight"), limbSO.FindProperty("groundHipsMaxHeight"), 0f, 2f, limbSO));
container.Add(BuildMinMaxRange("지면으로부터 발의 범위에 의한 IK 블렌딩 (가중치 1 → 0)",
limbSO.FindProperty("footHeightMinThreshold"), limbSO.FindProperty("footHeightMaxThreshold"), 0.1f, 1f, limbSO));
// IK 활성화 토글
container.Add(new PropertyField(so.FindProperty("limbWeight.enableLeftArmIK"), "왼팔 IK 활성화"));
container.Add(new PropertyField(so.FindProperty("limbWeight.enableRightArmIK"), "오른팔 IK 활성화"));
var smoothField = new PropertyField(limbSO.FindProperty("weightSmoothSpeed"), "가중치 변화 속도");
container.Add(BuildMinMaxRange("손과 프랍과의 범위 (가중치 1 → 0)",
so.FindProperty("limbWeight.minDistance"), so.FindProperty("limbWeight.maxDistance"), 0f, 1f, so));
container.Add(BuildMinMaxRange("의자와 허리 거리 범위 (가중치 1 → 0)",
so.FindProperty("limbWeight.hipsMinDistance"), so.FindProperty("limbWeight.hipsMaxDistance"), 0f, 1f, so));
container.Add(BuildMinMaxRange("바닥과 허리 높이에 의한 블렌딩 (가중치 0 → 1)",
so.FindProperty("limbWeight.groundHipsMinHeight"), so.FindProperty("limbWeight.groundHipsMaxHeight"), 0f, 2f, so));
container.Add(BuildMinMaxRange("지면으로부터 발의 범위에 의한 IK 블렌딩 (가중치 1 → 0)",
so.FindProperty("limbWeight.footHeightMinThreshold"), so.FindProperty("limbWeight.footHeightMaxThreshold"), 0.1f, 1f, so));
var smoothField = new PropertyField(so.FindProperty("limbWeight.weightSmoothSpeed"), "가중치 변화 속도");
container.Add(smoothField);
container.Bind(limbSO);
foldout.Add(container);
return foldout;
@ -367,15 +369,9 @@ public class RetargetingControlWindow : EditorWindow
container.Add(hz);
// 의자 앉기 높이
var limb = script.GetComponent<LimbWeightController>();
if (limb != null)
{
var limbSO = CreateTrackedSO(limb);
var chairSlider = new Slider("의자 앉기 높이", -1f, 1f) { showInputField = true, tooltip = "의자에 앉을 때 엉덩이 높이 조정 (월드 Y 기준)" };
chairSlider.BindProperty(limbSO.FindProperty("chairSeatHeightOffset"));
chairSlider.BindProperty(so.FindProperty("limbWeight.chairSeatHeightOffset"));
container.Add(chairSlider);
chairSlider.Bind(limbSO);
}
// 다리 길이 자동 보정 버튼
var autoHipsBtn = new Button(() =>
@ -403,48 +399,28 @@ public class RetargetingControlWindow : EditorWindow
// ========== Finger Control ==========
private VisualElement BuildFingerControlSection(CustomRetargetingScript script)
private VisualElement BuildFingerControlSection(CustomRetargetingScript script, SerializedObject so)
{
var foldout = new Foldout { text = "손가락 제어 설정", value = false };
var fingerController = script.GetComponent<FingerShapedController>();
if (fingerController == null)
{
foldout.Add(new HelpBox("FingerShapedController가 없습니다.", HelpBoxMessageType.Warning));
var addBtn = new Button(() =>
{
script.gameObject.AddComponent<FingerShapedController>();
EditorUtility.SetDirty(script.gameObject);
RebuildCharacterPanels();
}) { text = "FingerShapedController 추가" };
foldout.Add(addBtn);
return foldout;
}
var fso = CreateTrackedSO(fingerController);
var container = new VisualElement();
// 활성화 토글
var enableToggle = new Toggle("손가락 제어 활성화") { value = fingerController.enabled };
enableToggle.RegisterValueChangedCallback(evt =>
{
fingerController.enabled = evt.newValue;
EditorUtility.SetDirty(fingerController);
});
var enabledProp = so.FindProperty("fingerShaped.enabled");
var enableToggle = new PropertyField(enabledProp, "손가락 제어 활성화");
container.Add(enableToggle);
// 왼손
container.Add(BuildHandSection("왼손", "left", fso, fingerController));
container.Add(BuildHandSection("왼손", "left", so, script.fingerShaped));
// 오른손
container.Add(BuildHandSection("오른손", "right", fso, fingerController));
container.Add(BuildHandSection("오른손", "right", so, script.fingerShaped));
// 프리셋
container.Add(BuildFingerPresets(fingerController));
container.Add(BuildFingerPresets(script, script.fingerShaped));
container.Bind(fso);
foldout.Add(container);
return foldout;
}
private VisualElement BuildHandSection(string label, string prefix, SerializedObject fso, FingerShapedController fc)
private VisualElement BuildHandSection(string label, string prefix, SerializedObject so, FingerShapedController fc)
{
var box = new VisualElement();
box.style.backgroundColor = new Color(0, 0, 0, 0.08f);
@ -456,13 +432,13 @@ public class RetargetingControlWindow : EditorWindow
var header = new VisualElement { style = { flexDirection = FlexDirection.Row, alignItems = Align.Center } };
var handFoldout = new Foldout { text = label, value = false };
var handEnabledProp = fso.FindProperty($"{prefix}HandEnabled");
var handEnabledProp = so.FindProperty($"fingerShaped.{prefix}HandEnabled");
header.Add(new PropertyField(handEnabledProp, "활성화") { style = { flexGrow = 1 } });
var resetBtn = new Button(() =>
{
string[] props = { "ThumbCurl", "IndexCurl", "MiddleCurl", "RingCurl", "PinkyCurl", "SpreadFingers" };
foreach (var p in props) fso.FindProperty($"{prefix}{p}").floatValue = 0f;
fso.ApplyModifiedProperties();
foreach (var p in props) so.FindProperty($"fingerShaped.{prefix}{p}").floatValue = 0f;
so.ApplyModifiedProperties();
}) { text = "초기화" };
resetBtn.style.width = 60;
header.Add(resetBtn);
@ -478,7 +454,7 @@ public class RetargetingControlWindow : EditorWindow
var col = new VisualElement { style = { alignItems = Align.Center, width = 45, marginLeft = 2, marginRight = 2 } };
col.Add(new Label(korNames[i]) { style = { fontSize = 10, color = new Color(0.6f, 0.6f, 0.6f) } });
var prop = fso.FindProperty($"{prefix}{fingerNames[i]}Curl");
var prop = so.FindProperty($"fingerShaped.{prefix}{fingerNames[i]}Curl");
var valLabel = new Label(prop.floatValue.ToString("F1")) { style = { fontSize = 10, color = new Color(0.6f, 0.6f, 0.6f) } };
col.Add(valLabel);
@ -495,16 +471,18 @@ public class RetargetingControlWindow : EditorWindow
// 벌리기
var spreadSlider = new Slider("벌리기", -1f, 1f) { showInputField = true };
spreadSlider.BindProperty(fso.FindProperty($"{prefix}SpreadFingers"));
spreadSlider.BindProperty(so.FindProperty($"fingerShaped.{prefix}SpreadFingers"));
handFoldout.Add(spreadSlider);
// 비활성 시 숨김
handFoldout.schedule.Execute(() =>
{
try { if (fso == null || fso.targetObject == null) return; }
try { if (so == null || so.targetObject == null) return; }
catch (System.Exception) { return; }
fso.Update();
bool enabled = fso.FindProperty($"{prefix}HandEnabled").boolValue;
so.Update();
var enabledProp = so.FindProperty($"fingerShaped.{prefix}HandEnabled");
if (enabledProp == null) return;
bool enabled = enabledProp.boolValue;
slidersRow.style.display = enabled ? DisplayStyle.Flex : DisplayStyle.None;
spreadSlider.style.display = enabled ? DisplayStyle.Flex : DisplayStyle.None;
}).Every(300);
@ -513,7 +491,7 @@ public class RetargetingControlWindow : EditorWindow
return box;
}
private VisualElement BuildFingerPresets(FingerShapedController controller)
private VisualElement BuildFingerPresets(CustomRetargetingScript script, FingerShapedController controller)
{
var container = new VisualElement { style = { marginTop = 6 } };
container.Add(new Label("손 모양 프리셋") { style = { unityFontStyleAndWeight = FontStyle.Bold, marginBottom = 4 } });
@ -525,7 +503,7 @@ public class RetargetingControlWindow : EditorWindow
for (int col = 0; col < 3; col++)
{
string name = presets[row, col];
var btn = new Button(() => ApplyFingerPreset(controller, name)) { text = name };
var btn = new Button(() => ApplyFingerPreset(script, controller, name)) { text = name };
btn.style.height = 30; btn.style.width = 100; btn.style.marginLeft = btn.style.marginRight = 4;
btnRow.Add(btn);
}
@ -606,19 +584,7 @@ public class RetargetingControlWindow : EditorWindow
private VisualElement BuildPropSection(CustomRetargetingScript script)
{
var foldout = new Foldout { text = "프랍 설정", value = false };
var propController = script.GetComponent<PropLocationController>();
if (propController == null)
{
foldout.Add(new HelpBox("PropLocationController가 없습니다.", HelpBoxMessageType.Warning));
var addBtn = new Button(() =>
{
script.gameObject.AddComponent<PropLocationController>();
EditorUtility.SetDirty(script.gameObject);
RebuildCharacterPanels();
}) { text = "PropLocationController 추가" };
foldout.Add(addBtn);
return foldout;
}
var propController = script.propLocation;
var dynamicContainer = new VisualElement();
foldout.Add(dynamicContainer);
@ -782,6 +748,61 @@ public class RetargetingControlWindow : EditorWindow
return box;
}
// ========== Shoulder Correction ==========
private VisualElement BuildShoulderSection(CustomRetargetingScript script, SerializedObject so)
{
var foldout = new Foldout { text = "어깨 보정", value = false };
var container = new VisualElement();
var strength = new Slider("블렌드 강도", 0f, 5f) { showInputField = true };
strength.BindProperty(so.FindProperty("shoulderCorrection.blendStrength"));
container.Add(strength);
var maxBlend = new Slider("최대 블렌드", 0f, 1f) { showInputField = true };
maxBlend.BindProperty(so.FindProperty("shoulderCorrection.maxShoulderBlend"));
container.Add(maxBlend);
container.Add(new PropertyField(so.FindProperty("shoulderCorrection.reverseLeftRotation"), "왼쪽 회전 반전"));
container.Add(new PropertyField(so.FindProperty("shoulderCorrection.reverseRightRotation"), "오른쪽 회전 반전"));
container.Add(BuildMinMaxRange("높이 차이 범위",
so.FindProperty("shoulderCorrection.minHeightDifference"),
so.FindProperty("shoulderCorrection.maxHeightDifference"),
-0.5f, 2f, so));
container.Add(new PropertyField(so.FindProperty("shoulderCorrection.shoulderCorrectionCurve"), "보정 커브"));
container.Bind(so);
foldout.Add(container);
return foldout;
}
// ========== Foot Grounding ==========
private VisualElement BuildGroundingSection(CustomRetargetingScript script, SerializedObject so)
{
var foldout = new Foldout { text = "접지 설정", value = false };
var container = new VisualElement();
container.Add(new PropertyField(so.FindProperty("footGrounding.groundHeight"), "바닥 높이"));
var weightSlider = new Slider("접지 강도", 0f, 1f) { showInputField = true };
weightSlider.BindProperty(so.FindProperty("footGrounding.groundingWeight"));
container.Add(weightSlider);
container.Add(new PropertyField(so.FindProperty("footGrounding.activationHeight"), "활성화 높이") { tooltip = "발목이 이 높이 이상이면 보정 비활성화" });
container.Add(new PropertyField(so.FindProperty("footGrounding.plantThreshold"), "접지 판정 범위"));
var smoothField = new Slider("스무딩 속도", 1f, 30f) { showInputField = true };
smoothField.BindProperty(so.FindProperty("footGrounding.smoothSpeed"));
container.Add(smoothField);
container.Bind(so);
foldout.Add(container);
return foldout;
}
// ========== Helpers ==========
private VisualElement BuildMinMaxRange(string label, SerializedProperty minProp, SerializedProperty maxProp, float limitMin, float limitMax, SerializedObject so)
@ -848,7 +869,7 @@ public class RetargetingControlWindow : EditorWindow
return container;
}
private void ApplyFingerPreset(FingerShapedController controller, string presetName)
private void ApplyFingerPreset(CustomRetargetingScript script, FingerShapedController controller, string presetName)
{
if (!controller.enabled) controller.enabled = true;
@ -873,7 +894,7 @@ public class RetargetingControlWindow : EditorWindow
controller.rightThumbCurl = t; controller.rightIndexCurl = i; controller.rightMiddleCurl = m;
controller.rightRingCurl = r; controller.rightPinkyCurl = p; controller.rightSpreadFingers = s;
}
EditorUtility.SetDirty(controller);
EditorUtility.SetDirty(script);
}
// ========== Head Calibration ==========

View File

@ -1,9 +1,11 @@
using UnityEngine;
using System.Collections.Generic;
[DefaultExecutionOrder(2)]
public class FingerShapedController : MonoBehaviour
namespace KindRetargeting
{
[System.Serializable]
public class FingerShapedController
{
private Animator animator;
private HumanPoseHandler humanPoseHandler;
@ -40,6 +42,8 @@ public class FingerShapedController : MonoBehaviour
HumanBodyBones.Jaw
};
public bool enabled = false;
[Header("왼손 제어 값")]
[Range(-1, 1)] public float leftPinkyCurl; // 새끼손가락 구부리기
[Range(-1, 1)] public float leftRingCurl; // 약지 구부리기
@ -59,30 +63,30 @@ public class FingerShapedController : MonoBehaviour
public bool leftHandEnabled = false; // 왼손 제어 활성화 상태
public bool rightHandEnabled = false; // 오른손 제어 활성화 상태
private void Reset()
{
// 컴포넌트가 처음 추가될 때 자동으로 비활성화
enabled = false;
leftHandEnabled = false;
rightHandEnabled = false;
}
private bool isInitialized;
private void Awake()
public void Initialize(Animator targetAnimator)
{
animator = GetComponent<Animator>();
animator = targetAnimator;
if (animator == null || !animator.isHuman) return;
humanPoseHandler = new HumanPoseHandler(animator.avatar, animator.transform);
isInitialized = true;
}
private void OnDestroy()
public void Cleanup()
{
if (humanPoseHandler != null)
{
humanPoseHandler.Dispose();
humanPoseHandler = null;
}
isInitialized = false;
}
private void Update()
public void OnUpdate()
{
if (!isInitialized || !enabled) return;
UpdateMuscleValues();
}
@ -165,4 +169,5 @@ public class FingerShapedController : MonoBehaviour
if (baseOffset + 18 < muscleCount) humanPose.muscles[baseOffset + 18] = pinky; // Little 2
if (baseOffset + 19 < muscleCount) humanPose.muscles[baseOffset + 19] = pinky; // Little 3
}
}
}

View File

@ -5,19 +5,14 @@ namespace KindRetargeting
/// <summary>
/// HIK 스타일 2-Pass 접지 시스템.
///
/// Pass 1 (Update, Order 5 → IK 전):
/// Pass 1 (OnUpdate, Order 5 → IK 전):
/// IK 타겟 위치를 수정하여 Toes가 바닥을 뚫지 않도록 보정.
/// Toe Pivot 감지: 발끝이 바닥에 있고 발목이 올라가면
/// 발목 타겟을 역산하여 Toes가 groundHeight에 고정.
///
/// Pass 2 (LateUpdate → IK 후):
/// Pass 2 (OnLateUpdate → IK 후):
/// IK 결과의 잔차를 Foot 회전으로 미세 보정.
/// 위치 변경 없음 — 본 길이 보존.
///
/// 힙 높이 보정은 CRS의 floorHeight가 담당합니다 (이중 보정 방지).
/// </summary>
[DefaultExecutionOrder(5)]
public class FootGroundingController : MonoBehaviour
[System.Serializable]
public class FootGroundingController
{
[Header("접지 설정")]
[Tooltip("바닥 Y 좌표 (월드 공간)")]
@ -41,37 +36,31 @@ namespace KindRetargeting
private TwoBoneIKSolver ikSolver;
private Animator animator;
// 타겟 아바타 캐싱
private Transform leftFoot;
private Transform rightFoot;
private Transform leftToes;
private Transform rightToes;
// Toes의 Foot 로컬 오프셋 (T-pose에서 캐싱)
private Vector3 leftLocalToesOffset;
private Vector3 rightLocalToesOffset;
// flat 상태에서 발목 최소 높이 (Foot.y - Toes.y)
private float leftFootHeight;
private float rightFootHeight;
// Toes 본 존재 여부
private bool leftHasToes;
private bool rightHasToes;
// 스무딩용: 이전 프레임 보정량
private float leftPrevAdj;
private float rightPrevAdj;
private bool isInitialized;
private void Start()
public void Initialize(TwoBoneIKSolver ikSolver, Animator animator)
{
ikSolver = GetComponent<TwoBoneIKSolver>();
animator = GetComponent<Animator>();
this.ikSolver = ikSolver;
this.animator = animator;
if (animator == null || !animator.isHuman || ikSolver == null) return;
if (leftFoot == null && rightFoot == null) return;
leftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
rightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot);
@ -80,7 +69,6 @@ namespace KindRetargeting
if (leftFoot == null || rightFoot == null) return;
// Toes 존재 여부 + 캐싱
leftHasToes = leftToes != null;
rightHasToes = rightToes != null;
@ -91,7 +79,7 @@ namespace KindRetargeting
}
else
{
leftFootHeight = 0.05f; // Toes 없을 때 기본 발목 높이
leftFootHeight = 0.05f;
}
if (rightHasToes)
@ -110,7 +98,7 @@ namespace KindRetargeting
/// <summary>
/// Pass 1: Pre-IK — IK 타겟 위치를 수정합니다.
/// </summary>
private void Update()
public void OnUpdate()
{
if (!isInitialized || groundingWeight < 0.001f) return;
@ -121,16 +109,11 @@ namespace KindRetargeting
ikSolver.rightLeg, rightLocalToesOffset, rightFootHeight,
rightHasToes, ikSolver.rightLeg.positionWeight);
// 스무딩: 보정량 급변 방지
float dt = Time.deltaTime * smoothSpeed;
leftPrevAdj = Mathf.Lerp(leftPrevAdj, leftAdj, Mathf.Clamp01(dt));
rightPrevAdj = Mathf.Lerp(rightPrevAdj, rightAdj, Mathf.Clamp01(dt));
}
/// <summary>
/// 발 IK 타겟을 접지 모드에 따라 보정합니다.
/// Toes가 없는 아바타는 발목 Y 클램프만 수행합니다.
/// </summary>
private float AdjustFootTarget(TwoBoneIKSolver.LimbIK limb, Vector3 localToesOffset,
float footHeight, bool hasToes, float ikWeight)
{
@ -140,12 +123,10 @@ namespace KindRetargeting
Vector3 anklePos = ankleTarget.position;
float ankleY = anklePos.y;
// AIRBORNE 체크
if (ankleY - groundHeight > activationHeight) return 0f;
float weight = groundingWeight * ikWeight;
// === Toes 없는 아바타: 단순 Y 클램프 ===
if (!hasToes)
{
float minAnkleY = groundHeight + footHeight;
@ -159,7 +140,6 @@ namespace KindRetargeting
return 0f;
}
// === Toes 있는 아바타: 예측 기반 보정 ===
Vector3 predictedToesWorld = anklePos + ankleTarget.rotation * localToesOffset;
float predictedToesY = predictedToesWorld.y;
@ -171,7 +151,6 @@ namespace KindRetargeting
if (ankleY < groundHeight + footHeight + plantThreshold)
{
// PLANTED: 발 전체가 바닥 근처
float minAnkleY = groundHeight + footHeight;
if (ankleY < minAnkleY)
{
@ -188,7 +167,6 @@ namespace KindRetargeting
}
else
{
// TOE_PIVOT: 발끝 고정, 발목 올라감
if (toesError > 0f)
{
adjustment = toesError * weight;
@ -200,7 +178,6 @@ namespace KindRetargeting
}
else
{
// Toes 충분히 위 → 발목만 바닥 아래 방지
float minAnkleY = groundHeight + footHeight;
if (ankleY < minAnkleY)
{
@ -216,7 +193,7 @@ namespace KindRetargeting
/// <summary>
/// Pass 2: Post-IK — 잔차를 Foot 회전으로 미세 보정합니다.
/// </summary>
private void LateUpdate()
public void OnLateUpdate()
{
if (!isInitialized || groundingWeight < 0.001f) return;
@ -226,10 +203,6 @@ namespace KindRetargeting
AlignFootToGround(rightFoot, rightToes, ikSolver.rightLeg.positionWeight);
}
/// <summary>
/// IK 후 실제 Toes 위치를 확인하고, Foot 본을 pitch 회전하여 잔차 보정.
/// 바닥 아래로 뚫린 경우만 보정합니다.
/// </summary>
private void AlignFootToGround(Transform foot, Transform toes, float ikWeight)
{
if (foot == null || toes == null) return;
@ -244,7 +217,6 @@ namespace KindRetargeting
if (Mathf.Abs(error) < 0.001f) return;
// 바닥 아래로 뚫린 경우만 보정
if (error > plantThreshold) return;
Vector3 footToToes = toes.position - foot.position;

View File

@ -4,8 +4,8 @@ using UnityEngine;
namespace KindRetargeting
{
[DefaultExecutionOrder(4)]
public class LimbWeightController : MonoBehaviour
[System.Serializable]
public class LimbWeightController
{
[Header("거리 기반 가중치 설정")]
[SerializeField, Range(0.3f, 1f)] public float maxDistance = 0.5f; // 가중치가 0이 되는 최대 거리
@ -36,9 +36,8 @@ namespace KindRetargeting
public float chairSeatHeightOffset = 0.05f;
private TwoBoneIKSolver ikSolver;
private CustomRetargetingScript crs;
private Dictionary<string, Dictionary<int, float>> weightLayers = new Dictionary<string, Dictionary<int, float>>();
private Transform characterRoot;
List<float> leftArmEndWeights = new List<float>();
List<float> rightArmEndWeights = new List<float>();
@ -57,8 +56,6 @@ namespace KindRetargeting
public List<Transform> props = new List<Transform>();
public Transform characterRoot;
// 힙스 가중치 리스트 추가
List<float> hipsWeights = new List<float>();
private float MasterHipsWeight = 1f;
@ -67,8 +64,63 @@ namespace KindRetargeting
private float currentChairSeatOffset = 0f;
private float targetChairSeatOffset = 0f;
void Update()
private bool isInitialized;
public void Initialize(TwoBoneIKSolver ikSolver, CustomRetargetingScript crs, Transform characterRoot)
{
this.ikSolver = ikSolver;
this.crs = crs;
this.characterRoot = characterRoot;
if (ikSolver == null || crs == null) return;
InitWeightLayers();
//프랍 오브젝트 찾기
props = Object.FindObjectsByType<PropTypeController>(FindObjectsSortMode.None).Select(controller => controller.transform).ToList();
// 다른 캐릭터의 손을 props에 추가
GetHand();
//HandDistances()에서 사용을 위한 리스트 추가
//손 거리에 따른 웨이트 업데이트 인덱스 0번
leftArmEndWeights.Add(0);
rightArmEndWeights.Add(0);
// 프랍과의 거리에 따른 웨이트 업데이트 인덱스 1번
leftArmEndWeights.Add(0);
rightArmEndWeights.Add(0);
// 앉아있을 때 다리와의 거리에 따른 가중치 적용 인덱스 0번
leftLegEndWeights.Add(0);
rightLegEndWeights.Add(0);
// 다리 골 가중치 초기화
leftLegBendWeights.Add(1f); // 기본 가중치
rightLegBendWeights.Add(1f); // 기본 가중치
if (this.characterRoot == null)
{
this.characterRoot = crs.transform;
}
// 힙스 가중치 초기화 인덱스 0번
hipsWeights.Add(1f); // 의자 거리 기반 가중치
// 지면 높이 기반 가중치 초기화 인덱스 1번
hipsWeights.Add(1f); // 지면 높이 기반 가중치
// 발 높이 기반 가중치 초기화 인덱스 1번
leftLegEndWeights.Add(1f);
rightLegEndWeights.Add(1f);
isInitialized = true;
}
public void OnUpdate()
{
if (!isInitialized) return;
//손의 거리를 기반으로한 가중치 적용
HandDistances();
@ -94,69 +146,15 @@ namespace KindRetargeting
ApplyWeightsToFBIK();
}
void Start()
{
ikSolver = GetComponent<TwoBoneIKSolver>();
crs = GetComponent<CustomRetargetingScript>();
InitWeightLayers();
//프랍 오브젝트 찾기
props = FindObjectsByType<PropTypeController>(FindObjectsSortMode.None).Select(controller => controller.transform).ToList();
// 프랍 오브젝트 찾기
GetHand();
//HandDistances();에서 사용을 위한 리스트 추가
//손 거리에 따른 웨이트 업데이트 인덱스 0번
leftArmEndWeights.Add(0);
rightArmEndWeights.Add(0);
// 프랍과의 거리에 따른 웨이트 업데이트 인덱스 1번
leftArmEndWeights.Add(0);
rightArmEndWeights.Add(0);
// 앉아있을 때 다리와의 거리에 따른 가중치 적용 인덱스 0번
leftLegEndWeights.Add(0);
rightLegEndWeights.Add(0);
// 다리 골 가중치 초기화
leftLegBendWeights.Add(1f); // 기본 가중치
rightLegBendWeights.Add(1f); // 기본 가중치
// CharacterController가 있는 루트 오브젝트 찾기
if (characterRoot == null)
{
characterRoot = transform;
}
// 힙스 가중치 초기화 인덱스 0번
hipsWeights.Add(1f); // 의자 거리 기반 가중치
// 지면 높이 기반 가중치 초기화 인덱스 1번
hipsWeights.Add(1f); // 지면 높이 기반 가중치
// 발 높이 기반 가중치 초기화 인덱스 1번
leftLegEndWeights.Add(1f);
rightLegEndWeights.Add(1f);
}
private void GetHand()
{
// 모든 LimbWeightController 찾기
LimbWeightController[] allControllers = FindObjectsOfType<LimbWeightController>();
// 모든 CustomRetargetingScript 찾기 (다른 캐릭터의 손을 props에 추가)
CustomRetargetingScript[] allCrs = Object.FindObjectsByType<CustomRetargetingScript>(FindObjectsSortMode.None);
foreach (LimbWeightController controller in allControllers)
foreach (CustomRetargetingScript otherCrs in allCrs)
{
// 자기 자신은 제외
if (controller == this) continue;
// CustomRetargetingScript 가져오기
CustomRetargetingScript otherCrs = controller.GetComponent<CustomRetargetingScript>();
if (otherCrs == null) continue;
if (otherCrs == crs) continue;
// 왼손과 오른손 Transform 가져오기
Transform leftHand = otherCrs?.sourceAnimator?.GetBoneTransform(HumanBodyBones.LeftHand);

View File

@ -4,7 +4,8 @@ using UniHumanoid;
namespace KindRetargeting
{
public class PropLocationController : MonoBehaviour
[System.Serializable]
public class PropLocationController
{
// 캐시된 타겟과 오프셋 Transform
[System.Serializable]
@ -18,9 +19,9 @@ namespace KindRetargeting
[SerializeField] private TargetOffset rightHandTargetOffset;
[SerializeField] private TargetOffset headTargetOffset;
private void Start()
public void Initialize(Animator animator)
{
CreateTargets();
CreateTargets(animator);
}
public void SetTPose(Animator animator)
@ -31,7 +32,6 @@ namespace KindRetargeting
Avatar avatar = animator.avatar;
Transform transform = animator.transform;
// HumanPoseClip에 저장된 T-포즈 데이터를 로드하여 적용
var humanPoseClip = Resources.Load<HumanPoseClip>(HumanPoseClip.TPoseResourcePath);
if (humanPoseClip != null)
{
@ -43,9 +43,9 @@ namespace KindRetargeting
Debug.LogWarning("T-Pose 데이터가 존재하지 않습니다.");
}
}
private void CreateTargets()
private void CreateTargets(Animator animator)
{
Animator animator = GetComponent<Animator>();
SetTPose(animator);
// 왼손 타겟 및 오프셋 설정
@ -54,7 +54,7 @@ namespace KindRetargeting
{
leftHandTargetOffset = new TargetOffset();
GameObject leftTarget = new GameObject("Left_Hand_Target");
leftTarget.transform.parent = leftHandBone; // 왼손 본에 직접 부모 설정
leftTarget.transform.parent = leftHandBone;
leftHandTargetOffset.target = leftTarget.transform;
leftTarget.transform.position = leftHandBone.position + new Vector3(-0.039f, -0.022f, 0f);
leftTarget.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
@ -63,7 +63,6 @@ namespace KindRetargeting
leftOffset.transform.parent = leftTarget.transform;
leftHandTargetOffset.offset = leftOffset.transform;
// 로컬 포지션과 로테이션 설정
leftHandTargetOffset.offset.localPosition = Vector3.zero;
leftHandTargetOffset.offset.localRotation = Quaternion.identity;
}
@ -74,7 +73,7 @@ namespace KindRetargeting
{
rightHandTargetOffset = new TargetOffset();
GameObject rightTarget = new GameObject("Right_Hand_Target");
rightTarget.transform.parent = rightHandBone; // 오른손 본에 직접 부모 설정
rightTarget.transform.parent = rightHandBone;
rightHandTargetOffset.target = rightTarget.transform;
rightTarget.transform.position = rightHandBone.position + new Vector3(0.039f, -0.022f, 0f);
rightTarget.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
@ -83,7 +82,6 @@ namespace KindRetargeting
rightOffset.transform.parent = rightTarget.transform;
rightHandTargetOffset.offset = rightOffset.transform;
// 로컬 포지션과 로테이션 설정
rightHandTargetOffset.offset.localPosition = Vector3.zero;
rightHandTargetOffset.offset.localRotation = Quaternion.identity;
}
@ -94,7 +92,7 @@ namespace KindRetargeting
{
headTargetOffset = new TargetOffset();
GameObject headTarget = new GameObject("Head_Target");
headTarget.transform.parent = headBone; // 머리 본에 직접 부모 설정
headTarget.transform.parent = headBone;
headTargetOffset.target = headTarget.transform;
headTarget.transform.position = headBone.position + new Vector3(0f, 0.16f, 0f);
headTarget.transform.rotation = Quaternion.Euler(0f, 0f, 0f);
@ -103,7 +101,6 @@ namespace KindRetargeting
headOffset.transform.parent = headTarget.transform;
headTargetOffset.offset = headOffset.transform;
// 기본 오프셋 설정
headTargetOffset.offset.localPosition = Vector3.zero;
headTargetOffset.offset.localRotation = Quaternion.identity;
}
@ -172,7 +169,6 @@ namespace KindRetargeting
}
}
// 에디터에서 사용할 메서드들
#if UNITY_EDITOR
public void MoveToHead()
{
@ -195,7 +191,6 @@ namespace KindRetargeting
}
#endif
// 오프셋 getter 메서드들 추가
public Transform GetLeftHandOffset()
{
return leftHandTargetOffset?.offset;

View File

@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
@ -131,6 +132,7 @@ namespace KindRetargeting.Remote
string property = json["property"]?.ToString();
float value = json["value"]?.Value<float>() ?? 0f;
UpdateValue(charId, property, value);
BroadcastValueChanged(charId, property, value);
}
break;
@ -164,6 +166,20 @@ namespace KindRetargeting.Remote
}
break;
case "autoHipsOffset":
{
string charId = json["characterId"]?.ToString();
AutoHipsOffset(charId);
}
break;
case "autoCalibrateAll":
{
string charId = json["characterId"]?.ToString();
AutoCalibrateAll(charId);
}
break;
default:
Debug.LogWarning($"[RetargetingRemote] 알 수 없는 액션: {action}");
break;
@ -215,9 +231,6 @@ namespace KindRetargeting.Remote
return;
}
var limbWeight = script.GetComponent<LimbWeightController>();
var handPose = script.GetComponent<FingerShapedController>();
var data = new Dictionary<string, object>
{
// 힙 위치 보정 (로컬)
@ -251,37 +264,57 @@ namespace KindRetargeting.Remote
{ "fingerCopyMode", (int)GetPrivateField<EnumsList.FingerCopyMode>(script, "fingerCopyMode") },
// 캘리브레이션 상태
{ "hasCalibrationData", script.HasCachedSettings() }
};
{ "hasCalibrationData", script.HasCachedSettings() },
// LimbWeightController 데이터
if (limbWeight != null)
{
data["limbMinDistance"] = limbWeight.minDistance;
data["limbMaxDistance"] = limbWeight.maxDistance;
data["weightSmoothSpeed"] = limbWeight.weightSmoothSpeed;
data["hipsMinDistance"] = limbWeight.hipsMinDistance;
data["hipsMaxDistance"] = limbWeight.hipsMaxDistance;
data["groundHipsMinHeight"] = limbWeight.groundHipsMinHeight;
data["groundHipsMaxHeight"] = limbWeight.groundHipsMaxHeight;
data["footHeightMinThreshold"] = limbWeight.footHeightMinThreshold;
data["footHeightMaxThreshold"] = limbWeight.footHeightMaxThreshold;
data["chairSeatHeightOffset"] = limbWeight.chairSeatHeightOffset;
}
{ "limbMinDistance", script.limbWeight.minDistance },
{ "limbMaxDistance", script.limbWeight.maxDistance },
{ "weightSmoothSpeed", script.limbWeight.weightSmoothSpeed },
{ "hipsMinDistance", script.limbWeight.hipsMinDistance },
{ "hipsMaxDistance", script.limbWeight.hipsMaxDistance },
{ "groundHipsMinHeight", script.limbWeight.groundHipsMinHeight },
{ "groundHipsMaxHeight", script.limbWeight.groundHipsMaxHeight },
{ "footHeightMinThreshold", script.limbWeight.footHeightMinThreshold },
{ "footHeightMaxThreshold", script.limbWeight.footHeightMaxThreshold },
{ "chairSeatHeightOffset", script.limbWeight.chairSeatHeightOffset },
{ "enableLeftArmIK", script.limbWeight.enableLeftArmIK },
{ "enableRightArmIK", script.limbWeight.enableRightArmIK },
// ShoulderCorrection 데이터
{ "shoulderBlendStrength", script.shoulderCorrection.blendStrength },
{ "shoulderMaxBlend", script.shoulderCorrection.maxShoulderBlend },
{ "shoulderMaxHeightDiff", script.shoulderCorrection.maxHeightDifference },
{ "shoulderMinHeightDiff", script.shoulderCorrection.minHeightDifference },
{ "shoulderReverseLeft", script.shoulderCorrection.reverseLeftRotation },
{ "shoulderReverseRight", script.shoulderCorrection.reverseRightRotation },
// FootGrounding 데이터
{ "groundingWeight", script.footGrounding.groundingWeight },
{ "groundingGroundHeight", script.footGrounding.groundHeight },
{ "groundingActivationHeight", script.footGrounding.activationHeight },
{ "groundingPlantThreshold", script.footGrounding.plantThreshold },
{ "groundingSmoothSpeed", script.footGrounding.smoothSpeed },
// FingerShapedController 데이터
if (handPose != null)
{
data["handPoseEnabled"] = handPose.enabled;
data["leftHandEnabled"] = handPose.leftHandEnabled;
data["rightHandEnabled"] = handPose.rightHandEnabled;
}
else
{
data["handPoseEnabled"] = false;
data["leftHandEnabled"] = false;
data["rightHandEnabled"] = false;
}
{ "handPoseEnabled", script.fingerShaped.enabled },
{ "leftHandEnabled", script.fingerShaped.leftHandEnabled },
{ "rightHandEnabled", script.fingerShaped.rightHandEnabled },
{ "leftThumbCurl", script.fingerShaped.leftThumbCurl },
{ "leftIndexCurl", script.fingerShaped.leftIndexCurl },
{ "leftMiddleCurl", script.fingerShaped.leftMiddleCurl },
{ "leftRingCurl", script.fingerShaped.leftRingCurl },
{ "leftPinkyCurl", script.fingerShaped.leftPinkyCurl },
{ "leftSpreadFingers", script.fingerShaped.leftSpreadFingers },
{ "rightThumbCurl", script.fingerShaped.rightThumbCurl },
{ "rightIndexCurl", script.fingerShaped.rightIndexCurl },
{ "rightMiddleCurl", script.fingerShaped.rightMiddleCurl },
{ "rightRingCurl", script.fingerShaped.rightRingCurl },
{ "rightPinkyCurl", script.fingerShaped.rightPinkyCurl },
{ "rightSpreadFingers", script.fingerShaped.rightSpreadFingers },
// 최소 발목 높이
{ "minimumAnkleHeight", GetPrivateField<float>(script, "minimumAnkleHeight") },
};
var response = new
{
@ -298,9 +331,6 @@ namespace KindRetargeting.Remote
var script = FindCharacter(characterId);
if (script == null) return;
var limbWeight = script.GetComponent<LimbWeightController>();
var handPose = script.GetComponent<FingerShapedController>();
switch (property)
{
// 힙 위치 보정
@ -363,56 +393,135 @@ namespace KindRetargeting.Remote
// LimbWeightController 속성
case "limbMinDistance":
if (limbWeight != null) limbWeight.minDistance = value;
script.limbWeight.minDistance = value;
break;
case "limbMaxDistance":
if (limbWeight != null) limbWeight.maxDistance = value;
script.limbWeight.maxDistance = value;
break;
case "weightSmoothSpeed":
if (limbWeight != null) limbWeight.weightSmoothSpeed = value;
script.limbWeight.weightSmoothSpeed = value;
break;
case "hipsMinDistance":
if (limbWeight != null) limbWeight.hipsMinDistance = value;
script.limbWeight.hipsMinDistance = value;
break;
case "hipsMaxDistance":
if (limbWeight != null) limbWeight.hipsMaxDistance = value;
script.limbWeight.hipsMaxDistance = value;
break;
case "groundHipsMinHeight":
if (limbWeight != null) limbWeight.groundHipsMinHeight = value;
script.limbWeight.groundHipsMinHeight = value;
break;
case "groundHipsMaxHeight":
if (limbWeight != null) limbWeight.groundHipsMaxHeight = value;
script.limbWeight.groundHipsMaxHeight = value;
break;
case "footHeightMinThreshold":
if (limbWeight != null) limbWeight.footHeightMinThreshold = value;
script.limbWeight.footHeightMinThreshold = value;
break;
case "footHeightMaxThreshold":
if (limbWeight != null) limbWeight.footHeightMaxThreshold = value;
script.limbWeight.footHeightMaxThreshold = value;
break;
case "chairSeatHeightOffset":
if (limbWeight != null) limbWeight.chairSeatHeightOffset = value;
script.limbWeight.chairSeatHeightOffset = value;
break;
case "enableLeftArmIK":
script.limbWeight.enableLeftArmIK = value > 0.5f;
break;
case "enableRightArmIK":
script.limbWeight.enableRightArmIK = value > 0.5f;
break;
// ShoulderCorrection 속성
case "shoulderBlendStrength":
script.shoulderCorrection.blendStrength = value;
break;
case "shoulderMaxBlend":
script.shoulderCorrection.maxShoulderBlend = value;
break;
case "shoulderMaxHeightDiff":
script.shoulderCorrection.maxHeightDifference = value;
break;
case "shoulderMinHeightDiff":
script.shoulderCorrection.minHeightDifference = value;
break;
case "shoulderReverseLeft":
script.shoulderCorrection.reverseLeftRotation = value > 0.5f;
break;
case "shoulderReverseRight":
script.shoulderCorrection.reverseRightRotation = value > 0.5f;
break;
// FootGrounding 속성
case "groundingWeight":
script.footGrounding.groundingWeight = value;
break;
case "groundingGroundHeight":
script.footGrounding.groundHeight = value;
break;
case "groundingActivationHeight":
script.footGrounding.activationHeight = value;
break;
case "groundingPlantThreshold":
script.footGrounding.plantThreshold = value;
break;
case "groundingSmoothSpeed":
script.footGrounding.smoothSpeed = value;
break;
// FingerShapedController 속성
case "handPoseEnabled":
if (handPose != null)
handPose.enabled = value > 0.5f;
script.fingerShaped.enabled = value > 0.5f;
break;
case "leftHandEnabled":
if (handPose != null)
{
handPose.leftHandEnabled = value > 0.5f;
if (handPose.leftHandEnabled)
handPose.enabled = true;
}
script.fingerShaped.leftHandEnabled = value > 0.5f;
if (script.fingerShaped.leftHandEnabled)
script.fingerShaped.enabled = true;
break;
case "rightHandEnabled":
if (handPose != null)
{
handPose.rightHandEnabled = value > 0.5f;
if (handPose.rightHandEnabled)
handPose.enabled = true;
}
script.fingerShaped.rightHandEnabled = value > 0.5f;
if (script.fingerShaped.rightHandEnabled)
script.fingerShaped.enabled = true;
break;
// 개별 손가락 curl 값
case "leftThumbCurl":
script.fingerShaped.leftThumbCurl = value;
break;
case "leftIndexCurl":
script.fingerShaped.leftIndexCurl = value;
break;
case "leftMiddleCurl":
script.fingerShaped.leftMiddleCurl = value;
break;
case "leftRingCurl":
script.fingerShaped.leftRingCurl = value;
break;
case "leftPinkyCurl":
script.fingerShaped.leftPinkyCurl = value;
break;
case "leftSpreadFingers":
script.fingerShaped.leftSpreadFingers = value;
break;
case "rightThumbCurl":
script.fingerShaped.rightThumbCurl = value;
break;
case "rightIndexCurl":
script.fingerShaped.rightIndexCurl = value;
break;
case "rightMiddleCurl":
script.fingerShaped.rightMiddleCurl = value;
break;
case "rightRingCurl":
script.fingerShaped.rightRingCurl = value;
break;
case "rightPinkyCurl":
script.fingerShaped.rightPinkyCurl = value;
break;
case "rightSpreadFingers":
script.fingerShaped.rightSpreadFingers = value;
break;
// 최소 발목 높이
case "minimumAnkleHeight":
SetPrivateField(script, "minimumAnkleHeight", value);
break;
default:
@ -426,8 +535,7 @@ namespace KindRetargeting.Remote
var script = FindCharacter(characterId);
if (script == null) return;
var handPose = script.GetComponent<FingerShapedController>();
if (handPose == null) return;
var handPose = script.fingerShaped;
// 스크립트 자동 활성화
handPose.enabled = true;
@ -482,6 +590,7 @@ namespace KindRetargeting.Remote
handPose.rightSpreadFingers = spread;
}
SendCharacterData(characterId);
SendStatus(true, $"{presetName} 프리셋 적용됨");
}
@ -520,6 +629,93 @@ namespace KindRetargeting.Remote
SendStatus(true, "정면 캘리브레이션 완료");
}
private void AutoHipsOffset(string characterId)
{
var script = FindCharacter(characterId);
if (script == null) return;
float offset = CalculateHipsOffsetFromLegDifference(script);
SetPrivateField(script, "hipsOffsetY", offset);
script.SaveSettings();
SendCharacterData(characterId);
SendStatus(true, $"다리 길이 자동 보정 완료: hipsOffsetY={offset:F4}");
}
private void AutoCalibrateAll(string characterId)
{
var script = FindCharacter(characterId);
if (script == null) return;
Animator source = script.sourceAnimator;
Animator targetAnim = script.targetAnimator;
if (source == null || targetAnim == null || !source.isHuman || !targetAnim.isHuman)
{
SendStatus(false, "소스/타겟 Animator가 없거나 Humanoid가 아닙니다.");
return;
}
// Step 1: 크기 초기화 + 힙 오프셋 계산
script.ResetScale();
SetPrivateField(script, "avatarScale", 1f);
SetPrivateField(script, "hipsOffsetY", CalculateHipsOffsetFromLegDifference(script));
// Step 2: 1프레임 후 목 높이 비율로 크기 조정
StartCoroutine(AutoCalibrateCoroutine(script, characterId));
}
private IEnumerator AutoCalibrateCoroutine(CustomRetargetingScript script, string characterId)
{
yield return null; // 1프레임 대기
Animator source = script.sourceAnimator;
Animator targetAnim = script.targetAnimator;
Transform sourceNeck = source.GetBoneTransform(HumanBodyBones.Neck);
Transform targetNeck = targetAnim.GetBoneTransform(HumanBodyBones.Neck);
if (sourceNeck == null || targetNeck == null)
{
SendStatus(false, "목 본을 찾을 수 없습니다.");
yield break;
}
float scaleRatio = Mathf.Clamp(sourceNeck.position.y / Mathf.Max(targetNeck.position.y, 0.01f), 0.1f, 3f);
script.SetAvatarScale(scaleRatio);
SetPrivateField(script, "avatarScale", scaleRatio);
yield return null; // 1프레임 대기
// Step 3: 힙 오프셋 재계산 + 머리 정면 캘리브레이션
SetPrivateField(script, "hipsOffsetY", CalculateHipsOffsetFromLegDifference(script));
script.CalibrateHeadToForward();
script.SaveSettings();
SendCharacterData(characterId);
SendStatus(true, $"전체 자동 보정 완료: avatarScale={scaleRatio:F3}");
}
private float CalculateHipsOffsetFromLegDifference(CustomRetargetingScript script)
{
Animator source = script.sourceAnimator;
Animator targetAnim = script.targetAnimator;
if (source == null || targetAnim == null) return 0f;
float sourceLeg = GetLegLength(source);
float targetLeg = GetLegLength(targetAnim);
if (sourceLeg < 0.01f || targetLeg < 0.01f) return 0f;
return targetLeg - sourceLeg;
}
private float GetLegLength(Animator animator)
{
Transform upper = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
Transform lower = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
Transform foot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
if (upper == null || lower == null || foot == null) return 0f;
return Vector3.Distance(upper.position, lower.position) + Vector3.Distance(lower.position, foot.position);
}
private CustomRetargetingScript FindCharacter(string characterId)
{
foreach (var script in registeredCharacters)
@ -532,6 +728,19 @@ namespace KindRetargeting.Remote
return null;
}
private void BroadcastValueChanged(string characterId, string property, float value)
{
var response = new
{
type = "valueChanged",
characterId = characterId,
property = property,
value = value
};
wsServer?.Broadcast(JsonConvert.SerializeObject(response));
}
private void SendStatus(bool success, string message)
{
var response = new

View File

@ -2,22 +2,20 @@ using UnityEngine;
namespace KindRetargeting
{
[DefaultExecutionOrder(3)]
public class ShoulderCorrectionFunction : MonoBehaviour
[System.Serializable]
public class ShoulderCorrectionFunction
{
private CustomRetargetingScript retargetingScript; // 소스 데이터를 가져올 리타게팅 스크립트
[Header("설정")]
[Range(0f, 5f)]
public float blendStrength = 2f; // 전체적인 보정 강도
public float blendStrength = 2f;
[Range(0f, 1f)]
public float maxShoulderBlend = 0.7f; // 어깨에 최대로 전달될 수 있는 회전 비율
public bool reverseLeftRotation = false; // 왼쪽 어깨 회전 방향 반전 설정
public bool reverseRightRotation = false; // 오른쪽 어깨 회전 방향 반전 설정
public float maxShoulderBlend = 0.7f;
public bool reverseLeftRotation = false;
public bool reverseRightRotation = false;
[Header("높이 제한 설정")]
public float maxHeightDifference = 0.8f; // 최대 높이 차이
public float minHeightDifference = -0.1f; // 최소 높이 차이 (이 값 이하에서는 보정하지 않음)
public float maxHeightDifference = 0.8f;
public float minHeightDifference = -0.1f;
[Header("보정 커브 설정")]
public AnimationCurve shoulderCorrectionCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
@ -29,26 +27,24 @@ namespace KindRetargeting
private Transform rightShoulder;
private Transform leftUpperArm;
private Transform rightUpperArm;
// 최적화: 팔꿈치(LowerArm) Transform 캐싱 추가
private Transform leftLowerArm;
private Transform rightLowerArm;
private void Start()
public void Initialize(Animator targetAnimator)
{
retargetingScript = GetComponent<CustomRetargetingScript>();
leftShoulder = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.LeftShoulder);
rightShoulder = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.RightShoulder);
leftUpperArm = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.LeftUpperArm);
rightUpperArm = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.RightUpperArm);
// 최적화: 팔꿈치 Transform도 Start에서 캐싱
leftLowerArm = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
rightLowerArm = retargetingScript.targetAnimator.GetBoneTransform(HumanBodyBones.RightLowerArm);
leftShoulder = targetAnimator.GetBoneTransform(HumanBodyBones.LeftShoulder);
rightShoulder = targetAnimator.GetBoneTransform(HumanBodyBones.RightShoulder);
leftUpperArm = targetAnimator.GetBoneTransform(HumanBodyBones.LeftUpperArm);
rightUpperArm = targetAnimator.GetBoneTransform(HumanBodyBones.RightUpperArm);
leftLowerArm = targetAnimator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
rightLowerArm = targetAnimator.GetBoneTransform(HumanBodyBones.RightLowerArm);
}
private void Update()
public void OnUpdate()
{
// 왼쪽 어깨 보정 (최적화: 캐싱된 Transform 사용)
if (leftShoulder == null || rightShoulder == null) return;
// 왼쪽 어깨 보정
Vector3 leftElbowPos = leftLowerArm.position;
float leftHeightDiff = leftElbowPos.y - leftShoulder.position.y;
float leftRawBlend = Mathf.Clamp01(
@ -56,7 +52,7 @@ namespace KindRetargeting
);
leftBlendWeight = shoulderCorrectionCurve.Evaluate(leftRawBlend) * maxShoulderBlend;
// 오른쪽 어깨 보정 (최적화: 캐싱된 Transform 사용)
// 오른쪽 어깨 보정
Vector3 rightElbowPos = rightLowerArm.position;
float rightHeightDiff = rightElbowPos.y - rightShoulder.position.y;
float rightRawBlend = Mathf.Clamp01(

View File

@ -7,8 +7,8 @@ namespace KindRetargeting
/// FinalIK IKSolverTrigonometric.Solve()를 사용하는 IK 래퍼.
/// 4개 사지(양팔, 양다리)에 대해 FinalIK의 검증된 코사인 법칙 솔버를 호출합니다.
/// </summary>
[DefaultExecutionOrder(6)]
public class TwoBoneIKSolver : MonoBehaviour
[System.Serializable]
public class TwoBoneIKSolver
{
[System.Serializable]
public class LimbIK
@ -27,7 +27,6 @@ namespace KindRetargeting
[HideInInspector] public float upperLength;
[HideInInspector] public float lowerLength;
// 초기 벤드 법선 (upper 본 로컬 공간 — FinalIK 방식)
[HideInInspector] public Vector3 localBendNormal;
}
@ -43,15 +42,9 @@ namespace KindRetargeting
private bool isInitialized;
private void Start()
public void Initialize(Animator targetAnimator)
{
Initialize();
}
public void Initialize()
{
if (animator == null)
animator = GetComponent<Animator>();
animator = targetAnimator;
if (animator == null || !animator.isHuman) return;
CacheLimb(leftArm, HumanBodyBones.LeftUpperArm, HumanBodyBones.LeftLowerArm, HumanBodyBones.LeftHand);
@ -73,8 +66,6 @@ namespace KindRetargeting
limb.upperLength = Vector3.Distance(limb.upper.position, limb.lower.position);
limb.lowerLength = Vector3.Distance(limb.lower.position, limb.end.position);
// 초기 벤드 법선을 upper 본의 로컬 공간에 캐싱 (FinalIK TrigonometricBone 방식)
// 런타임에 upper.rotation * localBendNormal로 안정적인 월드 법선 획득
Vector3 ab = limb.lower.position - limb.upper.position;
Vector3 bc = limb.end.position - limb.lower.position;
Vector3 bendNormal = Vector3.Cross(ab, bc);
@ -90,7 +81,7 @@ namespace KindRetargeting
limb.localBendNormal = Quaternion.Inverse(limb.upper.rotation) * bendNormal;
}
private void Update()
public void OnUpdate()
{
if (!isInitialized) return;
@ -105,10 +96,8 @@ namespace KindRetargeting
if (!limb.enabled || limb.target == null || limb.positionWeight < 0.001f) return;
if (limb.upper == null || limb.lower == null || limb.end == null) return;
// 벤드 법선 계산
Vector3 bendNormal = GetBendNormal(limb);
// bendGoal 적용
if (limb.bendGoal != null && limb.bendGoalWeight > 0.001f)
{
Vector3 goalNormal = Vector3.Cross(
@ -121,7 +110,6 @@ namespace KindRetargeting
}
}
// FinalIK 정적 솔버 호출
IKSolverTrigonometric.Solve(
limb.upper,
limb.lower,
@ -131,7 +119,6 @@ namespace KindRetargeting
limb.positionWeight
);
// 끝단 회전
if (limb.rotationWeight > 0.001f)
{
limb.end.rotation = Quaternion.Slerp(
@ -142,19 +129,11 @@ namespace KindRetargeting
}
}
/// <summary>
/// 벤드 법선을 upper 본의 회전에서 유도합니다 (FinalIK 방식).
/// 위치 기반 Cross(ab, bc)는 직선 근처에서 불안정하지만,
/// 회전 기반은 본의 회전을 그대로 따르므로 안정적입니다.
/// </summary>
private Vector3 GetBendNormal(LimbIK limb)
{
return limb.upper.rotation * limb.localBendNormal;
}
/// <summary>
/// 히프 높이 자동 보정값을 계산합니다.
/// </summary>
public float CalculateAutoFloorHeight(float comfortRatio = 0.98f)
{
if (animator == null || leftLeg.upper == null || leftLeg.lower == null || leftLeg.end == null) return 0f;