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- using System;
- using UnityEngine.Scripting.APIUpdating;
- using UnityEngine.Serialization;
-
- namespace UnityEngine.U2D.IK
- {
- /// <summary>
- /// Class for storing data for a 2D IK Chain.
- /// </summary>
- [MovedFrom("UnityEngine.Experimental.U2D.IK")]
- [Serializable]
- public class IKChain2D
- {
- [SerializeField]
- [FormerlySerializedAs("m_Target")]
- Transform m_EffectorTransform;
-
- [SerializeField]
- [FormerlySerializedAs("m_Effector")]
- Transform m_TargetTransform;
-
- [SerializeField]
- int m_TransformCount;
-
- [SerializeField]
- Transform[] m_Transforms;
-
- [SerializeField]
- Quaternion[] m_DefaultLocalRotations;
-
- [SerializeField]
- Quaternion[] m_StoredLocalRotations;
-
- /// <summary>
- /// Lengths of IK Chain.
- /// </summary>
- /// <returns>Array of lengths in the IK Chain.</returns>
- protected float[] m_Lengths;
-
- /// <summary>
- /// Get and set the transform used as the IK Effector.
- /// </summary>
- public Transform effector
- {
- get => m_EffectorTransform;
- set => m_EffectorTransform = value;
- }
-
- /// <summary>
- /// Get and set the transform used as the IK Target.
- /// </summary>
- public Transform target
- {
- get => m_TargetTransform;
- set => m_TargetTransform = value;
- }
-
- /// <summary>
- /// Get the transforms that are used in the IK Chain.
- /// </summary>
- public Transform[] transforms => m_Transforms;
-
- /// <summary>
- /// Get the root transform for the IK Chain.
- /// </summary>
- public Transform rootTransform
- {
- get
- {
- if (m_Transforms != null && transformCount > 0 && m_Transforms.Length == transformCount)
- return m_Transforms[0];
- return null;
- }
- }
-
- Transform lastTransform
- {
- get
- {
- if (m_Transforms != null && transformCount > 0 && m_Transforms.Length == transformCount)
- return m_Transforms[transformCount - 1];
- return null;
- }
- }
-
- /// <summary>
- /// Get and Set the number of transforms in the IK Chain.
- /// </summary>
- public int transformCount
- {
- get => m_TransformCount;
- set => m_TransformCount = Mathf.Max(0, value);
- }
-
- /// <summary>
- /// Returns true if the IK Chain is valid. False otherwise.
- /// </summary>
- public bool isValid => Validate();
-
- /// <summary>
- /// Gets the length of the IK Chain.
- /// </summary>
- public float[] lengths
- {
- get
- {
- if (isValid)
- {
- PrepareLengths();
- return m_Lengths;
- }
-
- return null;
- }
- }
-
- bool Validate()
- {
- if (effector == null)
- return false;
- if (transformCount == 0)
- return false;
- if (m_Transforms == null || m_Transforms.Length != transformCount)
- return false;
- if (m_DefaultLocalRotations == null || m_DefaultLocalRotations.Length != transformCount)
- return false;
- if (m_StoredLocalRotations == null || m_StoredLocalRotations.Length != transformCount)
- return false;
- if (rootTransform == null)
- return false;
- if (lastTransform != effector)
- return false;
- return !target || !IKUtility.IsDescendentOf(target, rootTransform);
- }
-
- /// <summary>
- /// Initialize the IK Chain.
- /// </summary>
- public void Initialize()
- {
- if (effector == null || transformCount == 0 || IKUtility.GetAncestorCount(effector) < transformCount - 1)
- return;
-
- m_Transforms = new Transform[transformCount];
- m_DefaultLocalRotations = new Quaternion[transformCount];
- m_StoredLocalRotations = new Quaternion[transformCount];
-
- var currentTransform = effector;
- var index = transformCount - 1;
-
- while (currentTransform && index >= 0)
- {
- m_Transforms[index] = currentTransform;
- m_DefaultLocalRotations[index] = currentTransform.localRotation;
-
- currentTransform = currentTransform.parent;
- --index;
- }
- }
-
- void PrepareLengths()
- {
- var currentTransform = effector;
- var index = transformCount - 1;
-
- if (m_Lengths == null || m_Lengths.Length != transformCount - 1)
- m_Lengths = new float[transformCount - 1];
-
- while (currentTransform && index >= 0)
- {
- if (currentTransform.parent && index > 0)
- m_Lengths[index - 1] = (currentTransform.position - currentTransform.parent.position).magnitude;
-
- currentTransform = currentTransform.parent;
- --index;
- }
- }
-
- /// <summary>
- /// Restores the IK Chain to it's default pose.
- /// </summary>
- /// <param name="targetRotationIsConstrained">True to constrain the target rotation. False otherwise.</param>
- public void RestoreDefaultPose(bool targetRotationIsConstrained)
- {
- var count = targetRotationIsConstrained ? transformCount : transformCount - 1;
- for (var i = 0; i < count; ++i)
- m_Transforms[i].localRotation = m_DefaultLocalRotations[i];
- }
-
- /// <summary>
- /// Explicitly stores the local rotation.
- /// </summary>
- public void StoreLocalRotations()
- {
- for (var i = 0; i < m_Transforms.Length; ++i)
- m_StoredLocalRotations[i] = m_Transforms[i].localRotation;
- }
-
- /// <summary>
- /// Blend between Forward Kinematics and Inverse Kinematics.
- /// </summary>
- /// <param name="finalWeight">Weight for blend</param>
- /// <param name="targetRotationIsConstrained">True to constrain target rotation. False otherwise.</param>
- public void BlendFkToIk(float finalWeight, bool targetRotationIsConstrained)
- {
- var count = targetRotationIsConstrained ? transformCount : transformCount - 1;
- for (var i = 0; i < count; ++i)
- m_Transforms[i].localRotation = Quaternion.Slerp(m_StoredLocalRotations[i], m_Transforms[i].localRotation, finalWeight);
- }
- }
- }
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