Add finger IK system for the hand rig

FingerIK: per-finger hinge-constrained CCD solver over a local +Y bone
chain. Procedural curl seed (rest-relative) blended with optional IK
reach toward a target via ikWeight, plus a lateral DOF on the base joint
so targets can pull fingers slightly sideways and upward (back-of-hand).
Runs in edit mode via [ExecuteAlways] + an EditorApplication.update tick.

HandIK: auto-discovers the five fingers under the hand root, wires a
FingerIK per finger (thumb gets its own limits), exposes inspector target
slots, and drives all solves once per frame/tick. Pushes the rig curl
hinge axis (-X) and limits centrally so re-discovery corrects already
serialized components. Live ikWeight broadcast; non-destructive target
resolution (a FingerIK's own target survives an empty manager slot).
Input signature is additive so every finger refreshes live while dragging.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-24 05:59:22 +02:00
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using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Single-finger procedural pose + IK solver for a LOCAL +Y bone chain. Flexion (curl)
/// is rotation around each joint's local hinge axis (default local -X, the palm-ward
/// flex direction for the WhiteHand rig); negative per-joint limits allow a little
/// back-of-hand (upward) bend when an IK target pulls there. Spread/abduction is around
/// local Z on the base joint only and is also IK-solved toward the target for slight
/// sideways reach. Works for any chain length: the thumb (2 rotating joints) and the long
/// fingers (3) use identical code.
///
/// Two drive modes, blended per frame:
/// 1. Procedural curl. <see cref="curl"/> (0..1) lerps every joint from its rest angle
/// (0) toward its per-joint <see cref="maxCurl"/> (closed fist). This is written first
/// every frame and is the SEED pose for the IK pass.
/// 2. IK reach. When a <see cref="target"/> is assigned and <see cref="ikWeight"/> &gt; 0,
/// CCD bends the chain (seeded from the curl pose) so the fingertip reaches the target,
/// constraining every joint to its hinge axis and angle limits mid-sweep. The final
/// per-joint pose is Slerp(seedCurl, solvedIK, ikWeight) so curl and IK never fight and
/// nothing accumulates frame-to-frame.
///
/// All curl math is REST-RELATIVE: the captured rest localRotation is the 0-degree datum,
/// so the rig's modeled fan/opposition offsets (e.g. thumb's ~55 deg local-Z rest) are
/// preserved instead of being snapped to identity. Positive curl closes the fist for every
/// digit on this rig.
///
/// Added at runtime onto the finger-root GameObject by <see cref="HandIK"/>, or wired by
/// hand via <see cref="Setup"/>. By default the owning <see cref="HandIK"/> drives the
/// solve once per frame; set <see cref="SolveInLateUpdate"/> if using this component alone.
/// </summary>
[ExecuteAlways]
[DisallowMultipleComponent]
public class FingerIK : MonoBehaviour
{
[Header("Chain")]
[Tooltip("Rotating joints, root -> tip (EXCLUDES the *_end leaf). Auto-filled by HandIK.Setup.")]
[SerializeField] private List<Transform> joints = new List<Transform>();
[Tooltip("Fingertip transform (the *_end leaf). Has no joint of its own; CCD reaches it to the target.")]
[SerializeField] private Transform tip;
[Tooltip("Optional world-space goal. When set (and ikWeight > 0) CCD reaches the tip to it; otherwise curl drives the pose. HandIK's matching Finger Target slot overrides this when assigned; an empty HandIK slot leaves a target set here intact.")]
[SerializeField] private Transform target;
[Header("Solver")]
[Tooltip("CCD sweeps per Solve. 8-12 is plenty for short finger chains.")]
[Range(1, 16)] [SerializeField] private int iterations = 10;
[Tooltip("Stop early once the tip is within this distance (world units) of the target.")]
[SerializeField] private float tolerance = 0.001f;
[Tooltip("0 = pure curl pose (no IK), 1 = full IK reach. Blends the solved pose against the curl seed.")]
[Range(0f, 1f)] [SerializeField] private float ikWeight = 1f;
[Header("Curl")]
[Tooltip("0 = open (rest), 1 = fully curled (each joint at its maxCurl). Drives the pose and seeds the IK.")]
[Range(0f, 1f)] [SerializeField] private float curl;
[Tooltip("Curl bias per joint depth so distal joints curl more than the base for a natural fist (1 = uniform).")]
[SerializeField] private AnimationCurve curlProfile = AnimationCurve.Linear(0f, 1f, 1f, 1f);
[Tooltip("Spread/abduction around local Z (degrees), applied to the base joint only. For the thumb this is opposition.")]
[SerializeField] private float spread;
[Tooltip("Spread clamp (degrees), [min, max], applied to the base joint's spread/opposition DOF.")]
[SerializeField] private Vector2 spreadLimits = new Vector2(-12f, 12f);
[Header("Per-joint limits (degrees, rest-relative; + = curl toward palm)")]
[Tooltip("Local hinge (flexion) axis per joint. Default local -X (-1,0,0) = palm-ward flex on this rig. joints[i] uses hingeAxes[i]; short arrays reuse the last entry.")]
[SerializeField] private Vector3[] hingeAxes;
[Tooltip("Min curl angle per joint. 0 = open hand. Negative allows hyperextension.")]
[SerializeField] private float[] minCurl;
[Tooltip("Max curl angle per joint (closed fist).")]
[SerializeField] private float[] maxCurl;
[Header("Execution")]
[Tooltip("If true, this component solves itself in LateUpdate. Leave OFF when a HandIK manager drives the solve (avoids double-solving).")]
[SerializeField] private bool solveInLateUpdate;
// Rest localRotation per joint, captured before the first Solve mutates the bones.
// Serialized so an edit-mode capture survives domain reload; do NOT re-capture in a
// curled pose or the rest datum is poisoned.
[SerializeField, HideInInspector] private Quaternion[] restRotations;
// Per-frame scratch: the curl seed and the solved local rotations, so the final blend
// uses seed-vs-solved cleanly instead of blending in place.
private Quaternion[] _seedLocal;
private Quaternion[] _solvedLocal;
private static readonly Vector3 SpreadAxis = Vector3.forward; // local Z
public int JointCount => joints != null ? joints.Count : 0;
public Transform Tip => tip;
public Transform Target => target;
public float Curl => curl;
public float IkWeight => ikWeight;
public float Spread => spread;
public bool SolveInLateUpdate
{
get => solveInLateUpdate;
set => solveInLateUpdate = value;
}
private void Awake()
{
if (HasChain() && (restRotations == null || restRotations.Length != joints.Count))
CaptureRest();
EnsureScratch();
}
private void LateUpdate()
{
if (Application.isPlaying && solveInLateUpdate) Solve();
}
#if UNITY_EDITOR
// Standalone edit-mode drive: when this finger has no HandIK owner (solveInLateUpdate ON),
// tick the solve from the editor loop so curl/target edits show live without entering Play.
// Managed fingers (HandIK sets solveInLateUpdate OFF) make this a no-op -> no double-solve.
private void OnEnable()
{
if (Application.isPlaying) return;
UnityEditor.EditorApplication.update -= EditorTick;
UnityEditor.EditorApplication.update += EditorTick;
}
private void OnDisable() => UnityEditor.EditorApplication.update -= EditorTick;
private void EditorTick()
{
if (Application.isPlaying) return;
if (!this) { UnityEditor.EditorApplication.update -= EditorTick; return; }
if (solveInLateUpdate) Solve();
}
#endif
/// <summary>
/// Wires the chain (rotating joints root..tip, plus the *_end tip leaf), sizes the
/// per-joint limit arrays to sensible defaults, and captures the rest pose. Called by
/// HandIK or by hand. Capturing rest here (right after the joints are assigned, before
/// any Solve) keeps the rest datum at the modeled bind pose.
/// </summary>
public void Setup(IList<Transform> chainJoints, Transform tipLeaf)
{
joints = chainJoints != null ? new List<Transform>(chainJoints) : new List<Transform>();
tip = tipLeaf;
EnsureLimitArrays();
// Capture rest ONLY when missing/stale (chain length changed). Re-capturing during a
// re-discovery of an already-posed hand would record a curled pose as the 0-degree
// datum and permanently poison every curl. Use ResetToRest first, then re-capture.
if (restRotations == null || restRotations.Length != joints.Count) CaptureRest();
EnsureScratch();
}
/// <summary>Overrides the per-joint hinge limits (degrees, rest-relative). Lengths are clamped/extended to the joint count.</summary>
public void SetLimits(float[] mins, float[] maxes)
{
EnsureLimitArrays();
if (mins != null)
for (int i = 0; i < minCurl.Length; i++) minCurl[i] = mins[Mathf.Min(i, mins.Length - 1)];
if (maxes != null)
for (int i = 0; i < maxCurl.Length; i++) maxCurl[i] = maxes[Mathf.Min(i, maxes.Length - 1)];
}
/// <summary>
/// Overrides the per-joint local hinge (flexion) axis. Sized to the joint count; a short
/// array reuses its last entry. Lets HandIK push the rig's curl direction centrally so a
/// re-discovery corrects any stale serialized axis on existing FingerIK components.
/// </summary>
public void SetHingeAxes(Vector3[] axes)
{
EnsureLimitArrays();
if (axes == null || axes.Length == 0) return;
for (int i = 0; i < hingeAxes.Length; i++)
{
Vector3 a = axes[Mathf.Min(i, axes.Length - 1)];
hingeAxes[i] = a == Vector3.zero ? Vector3.left : a.normalized;
}
}
/// <summary>Sets the base-joint spread/opposition clamp (degrees).</summary>
public void SetSpreadLimits(float min, float max) => spreadLimits = new Vector2(min, max);
/// <summary>Captures each joint's current localRotation as the rest reference (0-degree curl datum).</summary>
public void CaptureRest()
{
if (!HasChain()) return;
restRotations = new Quaternion[joints.Count];
for (int i = 0; i < joints.Count; i++)
restRotations[i] = joints[i] ? joints[i].localRotation : Quaternion.identity;
}
public void SetTarget(Transform t) => target = t;
public void SetCurl(float value) => curl = Mathf.Clamp01(value);
public void SetIkWeight(float value) => ikWeight = Mathf.Clamp01(value);
public void SetIterations(int value) => iterations = Mathf.Clamp(value, 1, 16);
public void SetSpread(float degrees) => spread = Mathf.Clamp(degrees, spreadLimits.x, spreadLimits.y);
/// <summary>Restores every joint to its captured rest localRotation.</summary>
public void ResetToRest()
{
if (!HasChain() || restRotations == null) return;
for (int i = 0; i < joints.Count && i < restRotations.Length; i++)
if (joints[i]) joints[i].localRotation = restRotations[i];
}
/// <summary>
/// One solve step. (1) Write the procedural curl seed to every joint. (2) If no target
/// or ikWeight &lt;= 0, that seed IS the pose (cheap, deterministic). (3) Otherwise run
/// CCD from the seed, constraining each joint to its hinge + limits mid-sweep, then
/// blend each joint Slerp(seed, solved, ikWeight). Spread is applied last on the base.
/// </summary>
public void Solve()
{
if (!HasChain() || restRotations == null || restRotations.Length != joints.Count) return;
EnsureScratch();
WriteCurlSeed();
bool runIk = target && tip && ikWeight > 0f;
if (runIk)
{
SolveCcd();
SolveBaseLateral(); // target-driven sideways DOF on the base (folds in manual spread)
for (int i = 0; i < joints.Count; i++)
{
if (!joints[i]) continue;
joints[i].localRotation = ikWeight >= 1f
? _solvedLocal[i]
: Quaternion.Slerp(_seedLocal[i], _solvedLocal[i], ikWeight);
}
}
else
{
ApplySpread(); // manual spread only when IK isn't driving the base laterally
}
}
private bool HasChain() => joints != null && joints.Count > 0;
private void EnsureScratch()
{
int n = joints != null ? joints.Count : 0;
if (_seedLocal == null || _seedLocal.Length != n) _seedLocal = new Quaternion[n];
if (_solvedLocal == null || _solvedLocal.Length != n) _solvedLocal = new Quaternion[n];
}
private Vector3 HingeAxis(int i)
{
if (hingeAxes == null || hingeAxes.Length == 0) return Vector3.left;
Vector3 a = hingeAxes[Mathf.Min(i, hingeAxes.Length - 1)];
return a == Vector3.zero ? Vector3.left : a.normalized;
}
private float MinCurl(int i) =>
(minCurl != null && minCurl.Length > 0) ? minCurl[Mathf.Min(i, minCurl.Length - 1)] : 0f;
private float MaxCurl(int i) =>
(maxCurl != null && maxCurl.Length > 0) ? maxCurl[Mathf.Min(i, maxCurl.Length - 1)] : 90f;
private void EnsureLimitArrays()
{
int n = joints != null ? joints.Count : 0;
if (hingeAxes == null || hingeAxes.Length != n)
{
hingeAxes = new Vector3[n];
for (int i = 0; i < n; i++) hingeAxes[i] = Vector3.left;
}
if (minCurl == null || minCurl.Length != n) minCurl = new float[n]; // 0 = open
if (maxCurl == null || maxCurl.Length != n)
{
maxCurl = new float[n];
for (int i = 0; i < n; i++) maxCurl[i] = 90f;
}
}
// Procedural curl pose: each joint = rest * AngleAxis(Lerp(0, maxCurl, curl * profile), hinge).
// Stored into _seedLocal AND written to the transform so CCD bends from this pose.
private void WriteCurlSeed()
{
float span = Mathf.Max(1, joints.Count - 1);
for (int i = 0; i < joints.Count; i++)
{
float depth = joints.Count > 1 ? i / span : 0f;
float bias = curlProfile != null ? curlProfile.Evaluate(depth) : 1f;
float theta = Mathf.Clamp(Mathf.Lerp(0f, MaxCurl(i), curl * bias), MinCurl(i), MaxCurl(i));
Quaternion seed = restRotations[i] * Quaternion.AngleAxis(theta, HingeAxis(i));
_seedLocal[i] = seed;
if (joints[i]) joints[i].localRotation = seed;
}
}
// Hinge-constrained CCD: sweep tip -> base. Each joint rotates ONLY about its world hinge
// axis by the in-plane angle that swings the tip toward the target, then is clamped to its
// limits. Rotating along the real DOF (instead of a free minimal-arc that the hinge clamp
// then discards) keeps CCD in the rig's curl direction, so it actually reaches curl-side
// targets within [min, max]. Re-read the tip after every write (the subtree moved). Snapshot
// the result into _solvedLocal so the final blend is seed-vs-solved.
private void SolveCcd()
{
float sqrTol = tolerance * tolerance;
for (int it = 0; it < iterations; it++)
{
for (int i = joints.Count - 1; i >= 0; i--)
{
Transform j = joints[i];
if (!j) continue;
Vector3 jointPos = j.position;
Vector3 toTip = tip.position - jointPos;
Vector3 toTarget = target.position - jointPos;
if (toTip.sqrMagnitude < 1e-8f || toTarget.sqrMagnitude < 1e-8f) continue;
// World hinge axis (invariant under the joint's own twist about local X).
Vector3 axisW = (j.rotation * HingeAxis(i)).normalized;
Vector3 tipPlane = Vector3.ProjectOnPlane(toTip, axisW);
Vector3 tgtPlane = Vector3.ProjectOnPlane(toTarget, axisW);
if (tipPlane.sqrMagnitude < 1e-10f || tgtPlane.sqrMagnitude < 1e-10f) continue;
float hingeAng = Vector3.SignedAngle(tipPlane, tgtPlane, axisW);
j.rotation = Quaternion.AngleAxis(hingeAng, axisW) * j.rotation;
ConstrainToHinge(i);
}
if ((tip.position - target.position).sqrMagnitude <= sqrTol) break;
}
for (int i = 0; i < joints.Count; i++)
_solvedLocal[i] = joints[i] ? joints[i].localRotation : restRotations[i];
}
// Rest-relative swing-twist hinge constraint: isolate the twist about the hinge axis
// from (Inverse(rest) * local), drop the swing (spread/Y drift the world CCD added),
// extract the signed hinge angle, clamp to [min, max], and rebuild rest * AngleAxis.
// One assignment enforces BOTH the hinge plane and the limits with no accumulated drift.
private void ConstrainToHinge(int i)
{
Transform j = joints[i];
if (!j) return;
Vector3 axis = HingeAxis(i);
Quaternion rel = Quaternion.Inverse(restRotations[i]) * j.localRotation;
// Twist component of rel about axis (swing-twist for a principal axis).
Vector3 v = new Vector3(rel.x, rel.y, rel.z);
Vector3 p = Vector3.Project(v, axis);
float mag = Mathf.Sqrt(p.x * p.x + p.y * p.y + p.z * p.z + rel.w * rel.w);
Quaternion twist = mag < 1e-8f
? Quaternion.identity // 180-degree swing: undefined twist
: new Quaternion(p.x / mag, p.y / mag, p.z / mag, rel.w / mag);
// Signed hinge angle: ToAngleAxis gives [0,180] with a possibly-flipped axis;
// recover the sign from the dot with the hinge axis.
twist.ToAngleAxis(out float ang, out Vector3 ax);
float signed = ang * Mathf.Sign(Vector3.Dot(ax, axis));
signed = Mathf.Clamp(signed, MinCurl(i), MaxCurl(i));
j.localRotation = restRotations[i] * Quaternion.AngleAxis(signed, axis);
}
// Target-driven lateral (abduction) on the base joint about local Z, run once after the
// flexion CCD. Z tip-motion is orthogonal to the X flexion plane on this rig, so a small
// sideways swing toward the target composes cleanly on top of the curl/flexion pose. The
// manual spread is folded in as a bias and the total is clamped to spreadLimits, then written
// into the base's solved rotation so the ikWeight blend covers lateral too.
private void SolveBaseLateral()
{
Transform b = joints[0];
if (!b || !tip || !target) return;
b.localRotation = _solvedLocal[0]; // pose the base at its flexion-solved rotation to read world Z
Vector3 axisW = (b.rotation * SpreadAxis).normalized;
Vector3 toTip = tip.position - b.position;
Vector3 toTarget = target.position - b.position;
float latAng = 0f;
Vector3 tipPlane = Vector3.ProjectOnPlane(toTip, axisW);
Vector3 tgtPlane = Vector3.ProjectOnPlane(toTarget, axisW);
if (tipPlane.sqrMagnitude > 1e-10f && tgtPlane.sqrMagnitude > 1e-10f)
latAng = Vector3.SignedAngle(tipPlane, tgtPlane, axisW);
latAng = Mathf.Clamp(latAng + spread, spreadLimits.x, spreadLimits.y);
_solvedLocal[0] = _solvedLocal[0] * Quaternion.AngleAxis(latAng, SpreadAxis);
}
// Base-joint spread/opposition about local Z, composed AFTER curl so the two DOFs don't
// fight. Applied on the final base rotation when IK isn't driving the base laterally.
private void ApplySpread()
{
if (joints.Count == 0 || !joints[0]) return;
float s = Mathf.Clamp(spread, spreadLimits.x, spreadLimits.y);
if (Mathf.Approximately(s, 0f)) return;
joints[0].localRotation = joints[0].localRotation * Quaternion.AngleAxis(s, SpreadAxis);
}
private void OnDrawGizmosSelected()
{
if (!HasChain()) return;
Gizmos.color = Color.cyan;
for (int i = 0; i < joints.Count - 1; i++)
if (joints[i] && joints[i + 1]) Gizmos.DrawLine(joints[i].position, joints[i + 1].position);
Transform last = joints[joints.Count - 1];
if (last && tip) Gizmos.DrawLine(last.position, tip.position);
if (tip) Gizmos.DrawWireSphere(tip.position, 0.03f);
if (target && tip)
{
Gizmos.color = Color.yellow;
Gizmos.DrawLine(tip.position, target.position);
Gizmos.DrawWireSphere(target.position, 0.05f);
}
}
}
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using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Hand-level IK manager for the WhiteHand rig. Auto-discovers the five fingers under
/// <see cref="handRoot"/> (Thumb, IndexFinger, MiddleFinger, RingFinger, LittleFinger),
/// walks each single-child bone spine to its *_end leaf, and creates/configures a
/// <see cref="FingerIK"/> on every finger root with sensible per-joint curl limits (the
/// thumb gets its own 2-joint range). Owns per-finger curl/target/weight and drives every
/// finger's solve once per frame in LateUpdate (so FingerIK does not double-solve, and the
/// override lands AFTER any Animator pose for the frame).
///
/// Runs in edit mode too ([ExecuteAlways]): an editor tick solves live so per-finger curl,
/// the IK weight, and the per-finger target slots pose the hand WITHOUT entering Play, and
/// dragging an assigned target in the scene view updates the reach live. The solve only re-runs
/// when an input actually changed, so an idle hand never re-dirties the scene.
///
/// Minimal wiring: drop on WhiteHand (or Hand); leave handRoot empty to auto-find the 'Hand'
/// node by name. Fingers auto-discover (in edit mode the first time, deferred to a safe point;
/// in Play via discoverOnAwake). Right-click the component header for "Rediscover" (after rig
/// edits) and "Reset To Rest".
/// </summary>
[ExecuteAlways]
[DisallowMultipleComponent]
public class HandIK : MonoBehaviour
{
public enum Finger { Thumb, Index, Middle, Ring, Little }
[Header("Rig")]
[Tooltip("The 'Hand' node whose 5 children are the finger roots. Empty = auto-find by name under this object.")]
[SerializeField] private Transform handRoot;
[Tooltip("Run discovery automatically in Awake.")]
[SerializeField] private bool discoverOnAwake = true;
[Header("Targets (edit-mode assignable, dragged live)")]
[Tooltip("Per-finger IK goal in rig order (Thumb, Index, Middle, Ring, Little). Assign a transform and drag it in the scene view; that finger reaches it live. A filled slot overrides the finger's own Target; an empty slot leaves a target set directly on the FingerIK intact (so either place works). Empty everywhere = the finger is curl-only.")]
[SerializeField] private Transform[] fingerTargets = new Transform[5];
[Header("Solver defaults (applied on discovery)")]
[Tooltip("CCD sweeps per finger solve.")]
[Range(1, 16)] [SerializeField] private int iterations = 10;
[Tooltip("IK reach weight applied to every finger on discovery (0 = pure curl, 1 = full IK).")]
[Range(0f, 1f)] [SerializeField] private float ikWeight = 1f;
// Indexed by (int)Finger. Built by Discover(); not hand-edited, so serialized hidden.
[SerializeField, HideInInspector] private FingerIK[] fingers = new FingerIK[5];
// Exact finger-root names in rig order, matching the Finger enum.
private static readonly string[] RootNames =
{ "Thumb", "IndexFinger", "MiddleFinger", "RingFinger", "LittleFinger" };
// Default per-joint flexion limits (degrees, rest-relative; + closes the fist on this
// rig). Four long fingers: base (MCP), middle (PIP), distal (DIP). Small negative mins
// allow a little back-of-hand (upward) bend when an IK target pulls there.
private static readonly float[] FingerMin = { -25f, -12f, -12f };
private static readonly float[] FingerMax = { 70f, 90f, 70f };
// Thumb has only 2 rotating joints; its opposition lives in the rest local-Z pose, so
// these are pure flexion deltas on top of rest.
private static readonly float[] ThumbMin = { -20f, -12f };
private static readonly float[] ThumbMax = { 55f, 80f };
// This rig flexes every finger (thumb included) around local -X toward the palm; local +X
// curls the back of the hand (verified). Pushed to each FingerIK on discovery so a
// re-discovery overwrites any stale serialized axis. Single entry = reused for all joints.
private static readonly Vector3[] CurlHingeAxis = { new Vector3(-1f, 0f, 0f) };
public FingerIK Get(Finger f) => (fingers != null && (int)f < fingers.Length) ? fingers[(int)f] : null;
private void Awake()
{
if (!handRoot) handRoot = FindHandRoot();
if (Application.isPlaying && discoverOnAwake) Discover();
}
private void Reset() => handRoot = FindHandRoot();
// Broadcast the IK weight only when it actually changes, so editing other fields (or a
// per-finger ikWeight on a FingerIK) is not clobbered every OnValidate. Pushing it live is
// what makes the slider actually move the fingers (discovery alone left it inert).
private float _lastIkWeight = -1f;
private void OnValidate()
{
if (!handRoot) handRoot = FindHandRoot();
if (!Mathf.Approximately(ikWeight, _lastIkWeight))
{
_lastIkWeight = ikWeight;
if (FingersResolved()) SetIkWeightAll(ikWeight);
}
}
// Single writer for all finger bones. Drives the solve in LateUpdate in Play (overrides any
// animation applied between Update and LateUpdate) and from the editor tick in edit mode, so
// both share one path. FingerIK.solveInLateUpdate is left OFF on discovery (no double-solve).
private void LateUpdate()
{
if (Application.isPlaying) SolveAll();
}
// Pushes each per-finger target, then solves. Shared by Play (LateUpdate) and edit mode
// (EditorTick). Non-destructive: a Finger Target slot OVERRIDES the finger's own target
// when assigned, but an EMPTY slot leaves a target set directly on the FingerIK intact
// (so assigning on either surface works, and the slot never silently wipes it).
private void SolveAll()
{
if (fingers == null) return;
for (int i = 0; i < fingers.Length; i++)
{
FingerIK ik = fingers[i];
if (!ik) continue;
Transform slot = (fingerTargets != null && i < fingerTargets.Length) ? fingerTargets[i] : null;
if (slot) ik.SetTarget(slot);
ik.Solve();
}
}
private bool FingersResolved()
{
if (fingers == null || fingers.Length != RootNames.Length) return false;
for (int i = 0; i < fingers.Length; i++) if (!fingers[i]) return false;
return true;
}
public void SetCurl(Finger f, float value)
{
var ik = Get(f);
if (ik) ik.SetCurl(value);
}
public void SetTarget(Finger f, Transform t)
{
int i = (int)f;
if (fingerTargets != null && i >= 0 && i < fingerTargets.Length) fingerTargets[i] = t;
var ik = Get(f);
if (ik) ik.SetTarget(t);
}
public void SetIkWeight(Finger f, float value)
{
var ik = Get(f);
if (ik) ik.SetIkWeight(value);
}
public void SetSpread(Finger f, float degrees)
{
var ik = Get(f);
if (ik) ik.SetSpread(degrees);
}
/// <summary>Pushes the IK reach weight to every discovered finger (0 = pure curl, 1 = full IK).</summary>
public void SetIkWeightAll(float value)
{
ikWeight = Mathf.Clamp01(value);
if (fingers == null) return;
for (int i = 0; i < fingers.Length; i++)
if (fingers[i]) fingers[i].SetIkWeight(ikWeight);
}
[ContextMenu("Reset To Rest")]
public void ResetAll()
{
if (fingers == null) return;
for (int i = 0; i < fingers.Length; i++)
if (fingers[i]) fingers[i].ResetToRest();
}
/// <summary>
/// (Re)builds the 5 FingerIK components from the rig. Idempotent: reuses an existing
/// FingerIK on each root (GetComponent before AddComponent), so rediscovery in a posed
/// hand re-captures rest from the CURRENT pose only via Setup.
/// </summary>
[ContextMenu("Rediscover")]
public void Discover()
{
if (!handRoot) handRoot = FindHandRoot();
if (!handRoot)
{
Debug.LogWarning("HandIK: no handRoot; cannot discover fingers.", this);
return;
}
if (fingers == null || fingers.Length != RootNames.Length)
fingers = new FingerIK[RootNames.Length];
var chain = new List<Transform>(8);
for (int f = 0; f < RootNames.Length; f++)
{
Transform root = FindDeepChild(handRoot, RootNames[f]);
if (!root)
{
Debug.LogWarning($"HandIK: finger root '{RootNames[f]}' not found under {handRoot.name}.", this);
fingers[f] = null;
continue;
}
// Walk the single-child spine root..*_end. Every bone before the _end leaf is a
// rotating joint; the _end leaf is the fingertip (no joint of its own).
chain.Clear();
Transform node = root;
Transform tipLeaf = null;
while (node)
{
if (node.name.EndsWith("_end"))
{
tipLeaf = node;
break;
}
chain.Add(node);
node = node.childCount > 0 ? node.GetChild(0) : null;
}
if (!tipLeaf && chain.Count > 1)
{
// No _end sentinel: treat the deepest bone as the tip so a non-conforming
// rig still solves with chain.Count-1 joints.
tipLeaf = chain[chain.Count - 1];
chain.RemoveAt(chain.Count - 1);
}
FingerIK ik = root.GetComponent<FingerIK>();
if (!ik) ik = root.gameObject.AddComponent<FingerIK>();
ik.Setup(chain, tipLeaf);
ConfigureFinger(ik, (Finger)f);
fingers[f] = ik;
}
}
// Applies the per-finger limits and shared solver settings. Thumb uses its 2-joint range.
private void ConfigureFinger(FingerIK ik, Finger f)
{
if (f == Finger.Thumb)
{
ik.SetLimits(ThumbMin, ThumbMax);
ik.SetSpreadLimits(-10f, 45f); // opposition is the thumb's primary base DOF
}
else
{
ik.SetLimits(FingerMin, FingerMax);
ik.SetSpreadLimits(-12f, 12f);
}
ik.SetHingeAxes(CurlHingeAxis); // rig curl direction (palm-ward); overrides stale serialized axes
ik.SetIterations(iterations);
ik.SetIkWeight(ikWeight);
ik.SolveInLateUpdate = false; // this manager drives the solve
}
private Transform FindHandRoot()
{
Transform found = FindDeepChild(transform, "Hand");
return found ? found : transform;
}
private static Transform FindDeepChild(Transform parent, string targetName)
{
for (int i = 0; i < parent.childCount; i++)
{
Transform c = parent.GetChild(i);
if (c.name == targetName) return c;
Transform deep = FindDeepChild(c, targetName);
if (deep) return deep;
}
return null;
}
#if UNITY_EDITOR
private double _lastSig = double.NaN;
// Edit-mode live drive. LateUpdate is unreliable outside Play, so tick the solve from the
// editor loop; re-solve only when an input changed so an idle hand never re-dirties the scene.
private void OnEnable()
{
if (Application.isPlaying) return;
UnityEditor.EditorApplication.update -= EditorTick;
UnityEditor.EditorApplication.update += EditorTick;
if (!FingersResolved())
UnityEditor.EditorApplication.delayCall += DeferredDiscover;
}
private void OnDisable() => UnityEditor.EditorApplication.update -= EditorTick;
// AddComponent is illegal during Awake/OnEnable/OnValidate, so structural discovery is
// deferred to a delayCall (a legal point) and persisted by marking the scene dirty.
private void DeferredDiscover()
{
if (!this || Application.isPlaying || FingersResolved()) return;
Discover();
UnityEditor.EditorUtility.SetDirty(this);
if (gameObject.scene.IsValid())
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(gameObject.scene);
}
private void EditorTick()
{
if (Application.isPlaying) return;
if (!this) { UnityEditor.EditorApplication.update -= EditorTick; return; }
if (!FingersResolved()) return;
double sig = InputSignature();
if (sig == _lastSig) return;
_lastSig = sig;
SolveAll();
UnityEditor.SceneView.RepaintAll();
}
// Cheap ADDITIVE fold over everything that affects the solved pose; any change triggers one
// re-solve. NOT compounding (h*31 grows to ~1e38 over 5 fingers, so later fingers' sub-mm
// target drags vanish in double epsilon -> only the first targets refreshed live). Each
// finger contributes at the same scale via a distinct per-finger weight, so every finger's
// drag is detected and the chance of two independent edits cancelling is measure-zero.
private double InputSignature()
{
double h = 0.0;
for (int i = 0; i < fingers.Length; i++)
{
FingerIK ik = fingers[i];
double w = (i + 1) * 0.123;
if (!ik) { h += w * 2.0; continue; }
h += w * (ik.Curl * 1.7 + ik.IkWeight * 2.9 + ik.Spread * 0.013);
// Effective target mirrors SolveAll's resolution (slot overrides, else the finger's
// own target) so dragging a target assigned on EITHER surface triggers a re-solve.
Transform slot = (fingerTargets != null && i < fingerTargets.Length) ? fingerTargets[i] : null;
Transform t = slot ? slot : ik.Target;
if (t)
{
Vector3 p = t.position;
Quaternion q = t.rotation;
h += w * (p.x * 1.0 + p.y * 7.0 + p.z * 13.0);
h += w * (q.x * 3.0 + q.y * 5.0 + q.z * 11.0 + q.w * 17.0);
}
}
return h;
}
#endif
private void OnDrawGizmos()
{
if (fingers == null) return;
foreach (var ik in fingers)
{
if (!ik || !ik.Tip) continue;
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(ik.Tip.position, 0.04f);
if (ik.Target)
{
Gizmos.color = Color.yellow;
Gizmos.DrawLine(ik.Tip.position, ik.Target.position);
}
}
}
}
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