using UnityEngine; namespace KindRetargeting { /// /// 커스텀 Two-Bone IK 솔버. /// 소스 무릎 위치를 비율 스케일하여 타겟 무릎을 직접 배치합니다. /// cosine law 없이 동작하므로 180° 특이점이 없고 역관절도 자연스럽게 지원합니다. /// [System.Serializable] public class TwoBoneIKSolver { [System.Serializable] public class LimbIK { public bool enabled = true; public Transform target; public Transform bendGoal; [Range(0f, 1f)] public float positionWeight = 0f; [Range(0f, 1f)] public float rotationWeight = 0f; [Range(0f, 1f)] public float bendGoalWeight = 0f; [HideInInspector] public Transform upper; [HideInInspector] public Transform lower; [HideInInspector] public Transform end; [HideInInspector] public float upperLength; [HideInInspector] public float lowerLength; [HideInInspector] public Vector3 localBendNormal; // 소스 본 참조 (소스 무릎 위치 기반 IK용) [HideInInspector] public Transform sourceUpper; [HideInInspector] public Transform sourceLower; [HideInInspector] public Transform sourceEnd; } [HideInInspector] public Animator animator; [Header("팔")] public LimbIK leftArm = new LimbIK(); public LimbIK rightArm = new LimbIK(); [Header("다리")] public LimbIK leftLeg = new LimbIK(); public LimbIK rightLeg = new LimbIK(); [HideInInspector] public int fabrikIterations = 6; private bool isInitialized; public void Initialize(Animator targetAnimator) { animator = targetAnimator; if (animator == null || !animator.isHuman) return; CacheLimb(leftArm, HumanBodyBones.LeftUpperArm, HumanBodyBones.LeftLowerArm, HumanBodyBones.LeftHand); CacheLimb(rightArm, HumanBodyBones.RightUpperArm, HumanBodyBones.RightLowerArm, HumanBodyBones.RightHand); CacheLimb(leftLeg, HumanBodyBones.LeftUpperLeg, HumanBodyBones.LeftLowerLeg, HumanBodyBones.LeftFoot); CacheLimb(rightLeg, HumanBodyBones.RightUpperLeg, HumanBodyBones.RightLowerLeg, HumanBodyBones.RightFoot); isInitialized = true; } private void CacheLimb(LimbIK limb, HumanBodyBones upperBone, HumanBodyBones lowerBone, HumanBodyBones endBone) { limb.upper = animator.GetBoneTransform(upperBone); limb.lower = animator.GetBoneTransform(lowerBone); limb.end = animator.GetBoneTransform(endBone); if (limb.upper == null || limb.lower == null || limb.end == null) return; limb.upperLength = Vector3.Distance(limb.upper.position, limb.lower.position); limb.lowerLength = Vector3.Distance(limb.lower.position, limb.end.position); Vector3 ab = limb.lower.position - limb.upper.position; Vector3 bc = limb.end.position - limb.lower.position; Vector3 bendNormal = Vector3.Cross(ab, bc); if (bendNormal.sqrMagnitude < 0.0001f) { bendNormal = Vector3.Cross(ab.normalized, Vector3.up); if (bendNormal.sqrMagnitude < 0.0001f) bendNormal = Vector3.Cross(ab.normalized, Vector3.forward); } bendNormal.Normalize(); limb.localBendNormal = Quaternion.Inverse(limb.upper.rotation) * bendNormal; } /// /// avatarScale 등으로 아바타 크기가 바뀌었을 때 호출하여 본 길이 캐시를 재계산. /// public void RefreshLimbLengths() { if (!isInitialized) return; RecacheLength(leftArm); RecacheLength(rightArm); RecacheLength(leftLeg); RecacheLength(rightLeg); } private void RecacheLength(LimbIK limb) { if (limb.upper == null || limb.lower == null || limb.end == null) return; limb.upperLength = Vector3.Distance(limb.upper.position, limb.lower.position); limb.lowerLength = Vector3.Distance(limb.lower.position, limb.end.position); } public void OnUpdate() { if (!isInitialized) return; SolveLimb(leftArm); SolveLimb(rightArm); SolveLimb(leftLeg); SolveLimb(rightLeg); } private void SolveLimb(LimbIK limb) { if (!limb.enabled || limb.target == null) return; if (limb.upper == null || limb.lower == null || limb.end == null) return; float weight = limb.positionWeight; if (weight < 0.0001f) return; // 완전히 0일 때만 스킵 // FK 회전 저장 (IK 결과와 블렌딩용) Quaternion fkUpperRot = limb.upper.rotation; Quaternion fkLowerRot = limb.lower.rotation; Quaternion fkEndRot = limb.end.rotation; // 본 길이는 Initialize/RefreshLimbLengths에서 캐싱됨 (avatarScale 변경 시 갱신) float upperLen = limb.upperLength; float lowerLen = limb.lowerLength; Vector3 targetPos = limb.target.position; // --- 무릎 위치 결정 --- Vector3 kneePos; if (limb.sourceUpper != null && limb.sourceLower != null && limb.sourceEnd != null) { kneePos = ComputeKneePosFromSource(limb, upperLen, lowerLen, targetPos); } else { kneePos = ComputeKneePosFromBendGoal(limb, upperLen, lowerLen, targetPos); } // --- IK 회전 계산 --- Vector3 currentUpperDir = (limb.lower.position - limb.upper.position).normalized; Vector3 desiredUpperDir = (kneePos - limb.upper.position).normalized; Quaternion ikUpperRot = Quaternion.FromToRotation(currentUpperDir, desiredUpperDir) * limb.upper.rotation; // upper 적용 후 lower 계산 (자식 위치가 바뀌므로 임시 적용) limb.upper.rotation = ikUpperRot; Vector3 currentLowerDir = (limb.end.position - limb.lower.position).normalized; Vector3 desiredLowerDir = (targetPos - limb.lower.position).normalized; Quaternion ikLowerRot = Quaternion.FromToRotation(currentLowerDir, desiredLowerDir) * limb.lower.rotation; // --- FK/IK 블렌딩: weight로 부드럽게 전환 --- limb.upper.rotation = Quaternion.Slerp(fkUpperRot, ikUpperRot, weight); limb.lower.rotation = Quaternion.Slerp(fkLowerRot, ikLowerRot, weight); if (limb.rotationWeight > 0.0001f) { Quaternion ikEndRot = limb.target.rotation; limb.end.rotation = Quaternion.Slerp(fkEndRot, ikEndRot, limb.rotationWeight); } } /// /// 소스 무릎 위치를 타겟 프레임으로 옮긴 raw 위치를 초기값으로 두고, /// FABRIK 2회 반복으로 hip↔knee=upperLen, knee↔target=lowerLen 을 모두 만족시킵니다. /// /// 정규화(normalize)에 의한 부호 증폭이 없어 입력 노이즈가 출력에 그대로 비례 전달됩니다. /// → 다리 거의 펴진 상태에서 모캡 노이즈로 굽힘 부호가 흔들려도 점프 없이 연속적. /// → 의도된 역관절도 자연스럽게 따라감 (소스 무릎이 어느 쪽이든 raw로 받음). /// private Vector3 ComputeKneePosFromSource(LimbIK limb, float upperLen, float lowerLen, Vector3 targetPos) { float chainLength = upperLen + lowerLen; // 소스 hip→foot 방향 Vector3 sourceHipToFoot = limb.sourceEnd.position - limb.sourceUpper.position; float sourceHipToFootMag = sourceHipToFoot.magnitude; if (sourceHipToFootMag < 0.001f) return limb.lower.position; Vector3 sourceHipToFootDir = sourceHipToFoot / sourceHipToFootMag; // 소스 hip→knee (굽힘 정보 raw, 정규화 X → 노이즈 증폭 없음) Vector3 sourceHipToKnee = limb.sourceLower.position - limb.sourceUpper.position; float sourceUpperLen = sourceHipToKnee.magnitude; float sourceLowerLen = Vector3.Distance(limb.sourceLower.position, limb.sourceEnd.position); float sourceChain = sourceUpperLen + sourceLowerLen; if (sourceChain < 0.001f) return limb.lower.position; // 타겟 hip→target 방향 / 거리 Vector3 toTarget = targetPos - limb.upper.position; float targetDist = toTarget.magnitude; if (targetDist < 0.001f) return limb.lower.position; Vector3 toTargetDir = toTarget / targetDist; // 도달 불가 거리는 클램프 (FABRIK 진동 방지) // |upper-lower| 보다 가깝거나 chainLength 보다 멀면 본 길이 제약을 만족하는 무릎 위치 없음 float effectiveDist = Mathf.Clamp(targetDist, Mathf.Abs(upperLen - lowerLen) + 0.001f, chainLength - 0.001f); Vector3 effectiveTarget = limb.upper.position + toTargetDir * effectiveDist; // 소스 → 타겟 프레임 회전 + 다리 길이 비율 스케일 → 초기 무릎 위치 Quaternion frameRotation = Quaternion.FromToRotation(sourceHipToFootDir, toTargetDir); float scale = (upperLen + lowerLen) / sourceChain; Vector3 kneePos = limb.upper.position + frameRotation * (sourceHipToKnee * scale); // FABRIK: knee 를 lowerLen 구면(target 중심) ↔ upperLen 구면(hip 중심) 사이에서 번갈아 투영 for (int i = 0; i < fabrikIterations; i++) { // 1) target 중심 lowerLen 구면에 투영 → knee↔target = lowerLen 보장 Vector3 fromTarget = kneePos - effectiveTarget; float distFromTarget = fromTarget.magnitude; if (distFromTarget > 0.001f) kneePos = effectiveTarget + (fromTarget / distFromTarget) * lowerLen; // 2) hip 중심 upperLen 구면에 투영 → hip↔knee = upperLen 보장 Vector3 fromHip = kneePos - limb.upper.position; float distFromHip = fromHip.magnitude; if (distFromHip > 0.001f) kneePos = limb.upper.position + (fromHip / distFromHip) * upperLen; } return kneePos; } /// /// bendGoal 기반 fallback (소스 참조가 없는 사지용). /// 기존 cosine law + bendNormal 방식. /// private Vector3 ComputeKneePosFromBendGoal(LimbIK limb, float upperLen, float lowerLen, Vector3 targetPos) { float chainLength = upperLen + lowerLen; Vector3 toTarget = targetPos - limb.upper.position; float targetDist = toTarget.magnitude; if (targetDist < 0.001f) return limb.lower.position; Vector3 toTargetDir = toTarget / targetDist; // bendGoal의 수직 성분(rejection)으로 팔꿈치/무릎 방향 직접 결정 Vector3 bendDir; if (limb.bendGoal != null && limb.bendGoalWeight > 0.001f) { Vector3 toBendGoal = limb.bendGoal.position - limb.upper.position; Vector3 rejection = toBendGoal - Vector3.Dot(toBendGoal, toTargetDir) * toTargetDir; if (rejection.sqrMagnitude > 0.0001f) { // T-포즈 기반 기본 방향 Vector3 defaultBendDir = GetDefaultBendDir(limb, toTargetDir); bendDir = Vector3.Lerp(defaultBendDir, rejection.normalized, limb.bendGoalWeight); } else { bendDir = GetDefaultBendDir(limb, toTargetDir); } } else { bendDir = GetDefaultBendDir(limb, toTargetDir); } bendDir.Normalize(); // 코사인 법칙으로 upper 각도 계산 float clampedDist = Mathf.Clamp(targetDist, Mathf.Abs(upperLen - lowerLen) + 0.001f, chainLength - 0.001f); float cosAngle = (clampedDist * clampedDist + upperLen * upperLen - lowerLen * lowerLen) / (2f * clampedDist * upperLen); cosAngle = Mathf.Clamp(cosAngle, -1f, 1f); float angle = Mathf.Acos(cosAngle); // 무릎/팔꿈치 위치: toTargetDir + bendDir 방향으로 angle만큼 오프셋 // sin(angle) = 수직 성분, cos(angle) = 직선 성분 Vector3 kneePos = limb.upper.position + toTargetDir * (upperLen * Mathf.Cos(angle)) + bendDir * (upperLen * Mathf.Sin(angle)); return kneePos; } /// /// T-포즈 기반 기본 굽힘 방향 (bendGoal이 없거나 불안정할 때) /// private Vector3 GetDefaultBendDir(LimbIK limb, Vector3 toTargetDir) { Vector3 bendNormal = limb.upper.rotation * limb.localBendNormal; Vector3 bendDir = Vector3.Cross(bendNormal, toTargetDir); if (bendDir.sqrMagnitude < 0.0001f) bendDir = Vector3.Cross(Vector3.up, toTargetDir); return bendDir.normalized; } } }