Нема описа
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

LimbSolver2D.cs 3.2KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586
  1. using System.Collections.Generic;
  2. using UnityEngine.Scripting.APIUpdating;
  3. namespace UnityEngine.U2D.IK
  4. {
  5. /// <summary>
  6. /// Component for 2D Limb IK.
  7. /// </summary>
  8. [MovedFrom("UnityEngine.Experimental.U2D.IK")]
  9. [Solver2DMenuAttribute("Limb")]
  10. public class LimbSolver2D : Solver2D
  11. {
  12. [SerializeField]
  13. IKChain2D m_Chain = new IKChain2D();
  14. [SerializeField]
  15. bool m_Flip;
  16. Vector3[] m_Positions = new Vector3[3];
  17. float[] m_Lengths = new float[2];
  18. float[] m_Angles = new float[2];
  19. /// <summary>
  20. /// Get Set for flip property.
  21. /// </summary>
  22. public bool flip
  23. {
  24. get => m_Flip;
  25. set => m_Flip = value;
  26. }
  27. /// <summary>
  28. /// Override base class DoInitialize.
  29. /// </summary>
  30. protected override void DoInitialize()
  31. {
  32. m_Chain.transformCount = m_Chain.effector == null || IKUtility.GetAncestorCount(m_Chain.effector) < 2 ? 0 : 3;
  33. base.DoInitialize();
  34. }
  35. /// <summary>
  36. /// Override base class GetChainCount.
  37. /// </summary>
  38. /// <returns>Always returns 1.</returns>
  39. protected override int GetChainCount() => 1;
  40. /// <summary>
  41. /// Override base class GetChain.
  42. /// </summary>
  43. /// <param name="index">Index to query.</param>
  44. /// <returns>Returns IKChain2D for the Solver.</returns>
  45. public override IKChain2D GetChain(int index) => m_Chain;
  46. /// <summary>
  47. /// Override base class DoPrepare.
  48. /// </summary>
  49. protected override void DoPrepare()
  50. {
  51. var lengths = m_Chain.lengths;
  52. m_Positions[0] = m_Chain.transforms[0].position;
  53. m_Positions[1] = m_Chain.transforms[1].position;
  54. m_Positions[2] = m_Chain.transforms[2].position;
  55. m_Lengths[0] = lengths[0];
  56. m_Lengths[1] = lengths[1];
  57. }
  58. /// <summary>
  59. /// Override base class DoUpdateIK.
  60. /// </summary>
  61. /// <param name="effectorPositions">List of effector positions.</param>
  62. protected override void DoUpdateIK(List<Vector3> effectorPositions)
  63. {
  64. var effectorPosition = effectorPositions[0];
  65. var effectorLocalPosition2D = m_Chain.transforms[0].InverseTransformPoint(effectorPosition);
  66. effectorPosition = m_Chain.transforms[0].TransformPoint(effectorLocalPosition2D);
  67. if (effectorLocalPosition2D.sqrMagnitude > 0f && Limb.Solve(effectorPosition, m_Lengths, m_Positions, ref m_Angles))
  68. {
  69. var flipSign = flip ? -1f : 1f;
  70. m_Chain.transforms[0].localRotation *= Quaternion.FromToRotation(Vector3.right, effectorLocalPosition2D) * Quaternion.FromToRotation(m_Chain.transforms[1].localPosition, Vector3.right);
  71. m_Chain.transforms[0].localRotation *= Quaternion.AngleAxis(flipSign * m_Angles[0], Vector3.forward);
  72. m_Chain.transforms[1].localRotation *= Quaternion.FromToRotation(Vector3.right, m_Chain.transforms[1].InverseTransformPoint(effectorPosition)) * Quaternion.FromToRotation(m_Chain.transforms[2].localPosition, Vector3.right);
  73. }
  74. }
  75. }
  76. }