Files
adminandClaude Opus 4.8 e23fae0c50 Reorganize scripts into subfolders by responsibility
Move scripts under Assets/Scripts/ into Components, GameMode, Helper,
Network, Enum, Struct and ScriptableObject folders. Pure file moves
(plus folder .meta files); no code changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 15:02:15 +02:00

333 lines
13 KiB
C#

using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Hand-level IK manager for the WhiteHand rig. Auto-discovers the five fingers under
/// <see cref="handRoot"/>, walks each single-child bone spine to its *_end leaf, and
/// creates/configures a <see cref="FingerIK"/> per finger root (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 (no double-solve; the override lands AFTER any Animator pose).
///
/// Runs in edit mode too ([ExecuteAlways]): an editor tick solves live (curl / weight / dragged
/// targets) without entering Play, re-running only when an input changed so an idle hand never
/// re-dirties the scene. Right-click the 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 = GeometryUtil.FindDeep(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 = GeometryUtil.FindDeep(transform, "Hand");
return found ? found : transform;
}
#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);
}
}
}
}