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- using System;
- using System.Collections.Generic;
- using UnityEngine.Scripting.APIUpdating;
- using UnityEngine.Serialization;
-
- namespace UnityEngine.U2D.IK
- {
- /// <summary>
- /// Abstract class for implementing a 2D IK Solver.
- /// </summary>
- [MovedFrom("UnityEngine.Experimental.U2D.IK")]
- public abstract class Solver2D : MonoBehaviour
- {
- [SerializeField]
- bool m_ConstrainRotation = true;
-
- [FormerlySerializedAs("m_RestoreDefaultPose")]
- [SerializeField]
- bool m_SolveFromDefaultPose = true;
-
- [SerializeField]
- [Range(0f, 1f)]
- float m_Weight = 1f;
-
- Plane m_Plane;
- List<Vector3> m_TargetPositions = new List<Vector3>();
-
- /// <summary>
- /// Used to evaluate if Solver2D needs to be updated.
- /// </summary>
- float m_LastFinalWeight;
-
- /// <summary>
- /// Returns the number of IKChain2D in the solver.
- /// </summary>
- public int chainCount => GetChainCount();
-
- /// <summary>
- /// Get Set for rotation constrain property.
- /// </summary>
- public bool constrainRotation
- {
- get => m_ConstrainRotation;
- set => m_ConstrainRotation = value;
- }
-
- /// <summary>
- /// Get Set for restoring default pose.
- /// </summary>
- public bool solveFromDefaultPose
- {
- get => m_SolveFromDefaultPose;
- set => m_SolveFromDefaultPose = value;
- }
-
- /// <summary>
- /// Returns true if the Solver2D is in a valid state.
- /// </summary>
- public bool isValid => Validate();
-
- /// <summary>
- /// Returns true if all chains in the Solver has a target.
- /// </summary>
- public bool allChainsHaveTargets => HasTargets();
-
- /// <summary>
- /// Get and Set Solver weights.
- /// </summary>
- public float weight
- {
- get => m_Weight;
- set => m_Weight = Mathf.Clamp01(value);
- }
-
- /// <summary>
- /// Validate and initialize the Solver.
- /// </summary>
- protected virtual void OnValidate()
- {
- m_Weight = Mathf.Clamp01(m_Weight);
-
- if (!isValid)
- Initialize();
- }
-
- bool Validate()
- {
- for (var i = 0; i < GetChainCount(); ++i)
- {
- var chain = GetChain(i);
- if (!chain.isValid)
- return false;
- }
-
- return DoValidate();
- }
-
- bool HasTargets()
- {
- for (var i = 0; i < GetChainCount(); ++i)
- {
- var chain = GetChain(i);
- if (chain.target == null)
- return false;
- }
-
- return true;
- }
-
- /// <summary>
- /// Initializes the solver.
- /// </summary>
- public void Initialize()
- {
- DoInitialize();
-
- for (var i = 0; i < GetChainCount(); ++i)
- {
- var chain = GetChain(i);
- chain.Initialize();
- }
- }
-
- void Prepare()
- {
- var rootTransform = GetPlaneRootTransform();
- if (rootTransform != null)
- {
- m_Plane.normal = rootTransform.forward;
- m_Plane.distance = -Vector3.Dot(m_Plane.normal, rootTransform.position);
- }
-
- for (var i = 0; i < GetChainCount(); ++i)
- {
- var chain = GetChain(i);
- var constrainTargetRotation = constrainRotation && chain.target != null;
-
- if (m_SolveFromDefaultPose)
- chain.RestoreDefaultPose(constrainTargetRotation);
- }
-
- DoPrepare();
- }
-
- void PrepareEffectorPositions()
- {
- m_TargetPositions.Clear();
-
- for (var i = 0; i < GetChainCount(); ++i)
- {
- var chain = GetChain(i);
-
- if (chain.target)
- m_TargetPositions.Add(chain.target.position);
- }
- }
-
- /// <summary>
- /// Perform Solver IK update.
- /// </summary>
- /// <param name="globalWeight">Weight for position solving.</param>
- public void UpdateIK(float globalWeight)
- {
- if (allChainsHaveTargets)
- {
- PrepareEffectorPositions();
- UpdateIK(m_TargetPositions, globalWeight);
- }
- }
-
- /// <summary>
- /// Perform Solver IK update.
- /// </summary>
- /// <param name="positions">Positions of chain.</param>
- /// <param name="globalWeight">Weight for position solving.</param>
- public void UpdateIK(List<Vector3> positions, float globalWeight)
- {
- if (positions.Count != chainCount)
- return;
-
- var finalWeight = globalWeight * weight;
- var weightValueChanged = Math.Abs(finalWeight - m_LastFinalWeight) > 0.0001f;
- m_LastFinalWeight = finalWeight;
-
- if (finalWeight == 0f && !weightValueChanged)
- return;
-
- if (!isValid)
- return;
-
- Prepare();
-
- if (finalWeight < 1f)
- StoreLocalRotations();
-
- DoUpdateIK(positions);
-
- if (constrainRotation)
- {
- for (var i = 0; i < GetChainCount(); ++i)
- {
- var chain = GetChain(i);
-
- if (chain.target)
- chain.effector.rotation = chain.target.rotation;
- }
- }
-
- if (finalWeight < 1f)
- BlendFkToIk(finalWeight);
- }
-
- void StoreLocalRotations()
- {
- for (var i = 0; i < GetChainCount(); ++i)
- {
- var chain = GetChain(i);
- chain.StoreLocalRotations();
- }
- }
-
- void BlendFkToIk(float finalWeight)
- {
- for (var i = 0; i < GetChainCount(); ++i)
- {
- var chain = GetChain(i);
- var constrainTargetRotation = constrainRotation && chain.target != null;
- chain.BlendFkToIk(finalWeight, constrainTargetRotation);
- }
- }
-
- /// <summary>
- /// Override to return the IKChain2D at the given index.
- /// </summary>
- /// <param name="index">Index for IKChain2D.</param>
- /// <returns></returns>
- public abstract IKChain2D GetChain(int index);
-
- /// <summary>
- /// Override to return the number of chains in the Solver
- /// </summary>
- /// <returns>Integer represents IKChain2D count.</returns>
- protected abstract int GetChainCount();
-
- /// <summary>
- /// Override to perform Solver IK update
- /// </summary>
- /// <param name="effectorPositions">Position of the effectors.</param>
- protected abstract void DoUpdateIK(List<Vector3> effectorPositions);
-
- /// <summary>
- /// Override to perform custom validation.
- /// </summary>
- /// <returns>Returns true if the Solver is in a valid state. False otherwise.</returns>
- protected virtual bool DoValidate() => true;
-
- /// <summary>
- /// Override to perform initialize the solver
- /// </summary>
- protected virtual void DoInitialize() { }
-
- /// <summary>
- /// Override to prepare the solver for update
- /// </summary>
- protected virtual void DoPrepare() { }
-
- /// <summary>
- /// Override to return the root Unity Transform of the Solver. The default implementation returns the root
- /// transform of the first chain.
- /// </summary>
- /// <returns>Unity Transform that represents the root.</returns>
- protected virtual Transform GetPlaneRootTransform()
- {
- return chainCount > 0 ? GetChain(0).rootTransform : null;
- }
-
- /// <summary>
- /// Convert a world position coordinate to the solver's plane space
- /// </summary>
- /// <param name="worldPosition">Vector3 representing world position</param>
- /// <returns>Converted position in solver's plane</returns>
- protected Vector3 GetPointOnSolverPlane(Vector3 worldPosition)
- {
- return GetPlaneRootTransform().InverseTransformPoint(m_Plane.ClosestPointOnPlane(worldPosition));
- }
-
- /// <summary>
- /// Convert a position from solver's plane to world coordinate
- /// </summary>
- /// <param name="planePoint">Vector3 representing a position in the Solver's plane.</param>
- /// <returns>Converted position to world coordinate.</returns>
- protected Vector3 GetWorldPositionFromSolverPlanePoint(Vector2 planePoint)
- {
- return GetPlaneRootTransform().TransformPoint(planePoint);
- }
- }
- }
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