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- using System.Collections.Generic;
- using UnityEngine.Scripting.APIUpdating;
-
- namespace UnityEngine.U2D.IK
- {
- /// <summary>
- /// Component responsible for 2D Limb IK.
- /// </summary>
- [MovedFrom("UnityEngine.Experimental.U2D.IK")]
- [Solver2DMenuAttribute("Limb")]
- [IconAttribute(IconUtility.IconPath + "Animation.IKLimb.png")]
- public sealed class LimbSolver2D : Solver2D
- {
- [SerializeField]
- IKChain2D m_Chain = new IKChain2D();
-
- [SerializeField]
- bool m_Flip;
-
- Vector3[] m_Positions = new Vector3[3];
- float[] m_Lengths = new float[2];
- float[] m_Angles = new float[2];
-
- /// <summary>
- /// Get and set the flip property.
- /// </summary>
- public bool flip
- {
- get => m_Flip;
- set => m_Flip = value;
- }
-
- /// <summary>
- /// Initializes the solver.
- /// </summary>
- protected override void DoInitialize()
- {
- m_Chain.transformCount = m_Chain.effector == null || IKUtility.GetAncestorCount(m_Chain.effector) < 2 ? 0 : 3;
- base.DoInitialize();
- }
-
- /// <summary>
- /// Returns the number of chains in the solver.
- /// </summary>
- /// <returns>Returns 1, because Limb Solver has only one chain.</returns>
- protected override int GetChainCount() => 1;
-
- /// <summary>
- /// Gets the chain in the solver at index.
- /// </summary>
- /// <param name="index">Index to query. Not used in this override.</param>
- /// <returns>Returns IKChain2D for the Solver.</returns>
- public override IKChain2D GetChain(int index) => m_Chain;
-
- /// <summary>
- /// Prepares the data required for updating the solver.
- /// </summary>
- protected override void DoPrepare()
- {
- var lengths = m_Chain.lengths;
- m_Positions[0] = m_Chain.transforms[0].position;
- m_Positions[1] = m_Chain.transforms[1].position;
- m_Positions[2] = m_Chain.transforms[2].position;
- m_Lengths[0] = lengths[0];
- m_Lengths[1] = lengths[1];
- }
-
- /// <summary>
- /// Updates the IK and sets the chain's transform positions.
- /// </summary>
- /// <param name="targetPositions">List of target positions.</param>
- protected override void DoUpdateIK(List<Vector3> targetPositions)
- {
- var targetPosition = targetPositions[0];
- var upperLimb = m_Chain.transforms[0];
- var lowerLimb = m_Chain.transforms[1];
- var effector = m_Chain.effector;
-
- var targetLocalPosition2D = (Vector2)upperLimb.InverseTransformPoint(targetPosition);
- targetPosition = upperLimb.TransformPoint(targetLocalPosition2D);
-
- if (targetLocalPosition2D.sqrMagnitude > 0f && Limb.Solve(targetPosition, m_Lengths, m_Positions, ref m_Angles))
- {
- var upperLimbRotation = Quaternion.FromToRotation(Vector3.right, targetLocalPosition2D) * Quaternion.FromToRotation((Vector2)lowerLimb.localPosition, Vector3.right);
- upperLimbRotation *= Quaternion.AngleAxis((flip ? -1f : 1f) * m_Angles[0], Vector3.forward);
- upperLimb.localRotation *= upperLimbRotation;
-
- var loweLimbRotation = Quaternion.FromToRotation(Vector3.right, lowerLimb.InverseTransformPoint(targetPosition)) * Quaternion.FromToRotation((Vector2)effector.localPosition, Vector3.right);
- m_Chain.transforms[1].localRotation *= loweLimbRotation;
- }
- }
- }
- }
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