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2021-06-13 10:28:03 +02:00
parent eb70603c85
commit df2d24cbd3
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using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Unity.2D.IK.Tests.EditorTests")]

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using System.Collections.Generic;
using System.Linq;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.U2D.Common;
using UnityEngine.U2D.IK;
using UnityEngine.Profiling;
namespace UnityEditor.U2D.IK
{
internal class IKEditorManager : ScriptableSingleton<IKEditorManager>
{
private readonly HashSet<IKManager2D> m_DirtyManagers = new HashSet<IKManager2D>();
private readonly HashSet<Solver2D> m_IKSolvers = new HashSet<Solver2D>();
private readonly List<IKManager2D> m_IKManagers = new List<IKManager2D>();
private readonly Dictionary<IKChain2D, Vector3> m_ChainPositionOverrides = new Dictionary<IKChain2D, Vector3>();
private readonly List<Vector3> m_TargetPositions = new List<Vector3>();
private GameObject m_Helper;
private GameObject[] m_SelectedGameobjects;
private bool m_IgnorePostProcessModifications = false;
private HashSet<Transform> m_IgnoreTransformsOnUndo = new HashSet<Transform>();
internal bool isDraggingATool { get; private set; }
internal bool isDragging { get { return IKGizmos.instance.isDragging || isDraggingATool; } }
[InitializeOnLoadMethod]
private static void Setup()
{
instance.Create();
}
private void Create() {}
private void OnEnable()
{
SetupLateUpdateHelper();
RegisterCallbacks();
Initialize();
}
private void OnDisable()
{
UnregisterCallbacks();
DestroyLateUpdateHelper();
}
private void RegisterCallbacks()
{
EditorApplication.hierarchyChanged += Initialize;
Undo.postprocessModifications += OnPostProcessModifications;
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui += OnSceneGUI;
#else
SceneView.onSceneGUIDelegate += OnSceneGUI;
#endif
Selection.selectionChanged += OnSelectionChanged;
}
private void UnregisterCallbacks()
{
EditorApplication.hierarchyChanged -= Initialize;
Undo.postprocessModifications -= OnPostProcessModifications;
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui -= OnSceneGUI;
#else
SceneView.onSceneGUIDelegate -= OnSceneGUI;
#endif
Selection.selectionChanged -= OnSelectionChanged;
}
private bool m_EnableGizmos;
private bool m_CurrentEnableGizmoState;
void OnDrawGizmos()
{
m_EnableGizmos = true;
IKManager2D.onDrawGizmos.RemoveListener(OnDrawGizmos);
}
public void CheckGizmoToggle()
{
//Ignore events other than Repaint
if (Event.current.type != EventType.Repaint)
return;
if (m_CurrentEnableGizmoState != m_EnableGizmos)
SceneView.RepaintAll();
m_CurrentEnableGizmoState = m_EnableGizmos;
//Assume the Gizmo toggle is disabled and listen to the event again
m_EnableGizmos = false;
IKManager2D.onDrawGizmos.RemoveListener(OnDrawGizmos);
IKManager2D.onDrawGizmos.AddListener(OnDrawGizmos);
}
private void OnSelectionChanged()
{
m_SelectedGameobjects = null;
}
private void SetupLateUpdateHelper()
{
if (m_Helper != null)
return;
m_Helper = new GameObject("IKEditorManagerHelper");
m_Helper.hideFlags = HideFlags.HideAndDontSave;
var helper = m_Helper.AddComponent<IKEditorManagerHelper>();
helper.onLateUpdate.AddListener(OnLateUpdate);
}
private void DestroyLateUpdateHelper()
{
if (m_Helper != null)
GameObject.DestroyImmediate(m_Helper);
}
public void Initialize()
{
m_IKManagers.Clear();
m_IKSolvers.Clear();
m_DirtyManagers.Clear();
m_ChainPositionOverrides.Clear();
var currentStage = StageUtility.GetCurrentStageHandle();
var managers = currentStage.FindComponentsOfType<IKManager2D>().Where(x => x.gameObject.scene.isLoaded).ToArray();
m_IKManagers.AddRange(managers);
foreach (IKManager2D manager in m_IKManagers)
{
foreach (Solver2D solver in manager.solvers)
{
if (solver)
m_IKSolvers.Add(solver);
}
}
}
public IKManager2D FindManager(Solver2D solver)
{
foreach (IKManager2D manager in m_IKManagers)
{
if (manager == null)
continue;
foreach (Solver2D s in manager.solvers)
{
if (s == null)
continue;
if (s == solver)
return manager;
}
}
return null;
}
public void Record(Solver2D solver, string undoName)
{
var manager = FindManager(solver);
DoUndo(manager, undoName, true);
}
public void RegisterUndo(Solver2D solver, string undoName)
{
var manager = FindManager(solver);
DoUndo(manager, undoName, false);
}
public void Record(IKManager2D manager, string undoName)
{
DoUndo(manager, undoName, true);
}
public void RegisterUndo(IKManager2D manager, string undoName)
{
DoUndo(manager, undoName, false);
}
private void DoUndo(IKManager2D manager, string undoName, bool record)
{
if (manager == null)
return;
foreach (var solver in manager.solvers)
{
if (solver == null || !solver.isActiveAndEnabled)
continue;
if (!solver.isValid)
solver.Initialize();
if (!solver.isValid)
continue;
for (int i = 0; i < solver.chainCount; ++i)
{
var chain = solver.GetChain(i);
if (record)
{
foreach(var t in chain.transforms)
{
if(m_IgnoreTransformsOnUndo.Contains(t))
continue;
Undo.RecordObject(t, undoName);
}
if(chain.target && !m_IgnoreTransformsOnUndo.Contains(chain.target))
Undo.RecordObject(chain.target, undoName);
}
else
{
foreach(var t in chain.transforms)
{
if(m_IgnoreTransformsOnUndo.Contains(t))
continue;
Undo.RegisterCompleteObjectUndo(t, undoName);
}
if(chain.target && !m_IgnoreTransformsOnUndo.Contains(chain.target))
Undo.RegisterCompleteObjectUndo(chain.target, undoName);
}
}
m_IgnorePostProcessModifications = true;
}
}
public void UpdateManagerImmediate(IKManager2D manager, bool recordRootLoops)
{
SetManagerDirty(manager);
UpdateDirtyManagers(recordRootLoops);
}
public void UpdateSolverImmediate(Solver2D solver, bool recordRootLoops)
{
SetSolverDirty(solver);
UpdateDirtyManagers(recordRootLoops);
}
public void UpdateHierarchyImmediate(Transform hierarchyRoot, bool recordRootLoops)
{
SetDirtyUnderHierarchy(hierarchyRoot);
UpdateDirtyManagers(recordRootLoops);
}
public void SetChainPositionOverride(IKChain2D chain, Vector3 position)
{
m_ChainPositionOverrides[chain] = position;
}
private bool IsViewToolActive()
{
int button = Event.current.button;
return Tools.current == Tool.View || Event.current.alt || (button == 1) || (button == 2);
}
private bool IsDraggingATool()
{
//If a tool has used EventType.MouseDrag, we won't be able to detect it. Instead we check for delta magnitude
return GUIUtility.hotControl != 0 && Event.current.button == 0 && Event.current.delta.sqrMagnitude > 0f && !IsViewToolActive();
}
private void OnSceneGUI(SceneView sceneView)
{
CheckGizmoToggle();
if (!m_CurrentEnableGizmoState)
return;
if (m_SelectedGameobjects == null)
m_SelectedGameobjects = Selection.gameObjects;
foreach (Solver2D solver in m_IKSolvers)
IKGizmos.instance.DoSolverGUI(solver);
if (!IKGizmos.instance.isDragging && IsDraggingATool())
{
//We expect the object to be selected while dragged
foreach (var gameObject in m_SelectedGameobjects)
{
if (gameObject != null && gameObject.transform != null)
SetDirtySolversAffectedByTransform(gameObject.transform);
}
if(m_DirtyManagers.Count > 0 && !isDraggingATool)
{
isDraggingATool = true;
Undo.SetCurrentGroupName("IK Update");
RegisterUndoForDirtyManagers();
}
}
if(GUIUtility.hotControl == 0)
isDraggingATool = false;
}
internal void OnLateUpdate()
{
if (Application.isPlaying)
return;
Profiler.BeginSample("IKEditorManager.OnLateUpdate");
SetAllManagersDirty();
UpdateDirtyManagers(false);
Profiler.EndSample();
}
private bool ProcessTransformPropertyModification(UndoPropertyModification modification, out Transform transform)
{
transform = null;
var targetType = modification.currentValue.target.GetType();
if ((targetType == typeof(Transform) || targetType.IsSubclassOf(typeof(Transform))))
{
transform = (Transform)modification.currentValue.target;
return true;
}
return false;
}
private UndoPropertyModification[] OnPostProcessModifications(UndoPropertyModification[] modifications)
{
if(!m_IgnorePostProcessModifications && !isDragging)
{
//Prepare transforms that already have an undo modification
foreach (var modification in modifications)
{
if (modification.currentValue == null)
continue;
Transform transform;
if (ProcessTransformPropertyModification(modification, out transform))
m_IgnoreTransformsOnUndo.Add(transform);
}
var processedObjectList = new HashSet<Object>();
foreach (var modification in modifications)
{
if (modification.currentValue == null)
continue;
var target = modification.currentValue.target;
if(processedObjectList.Contains(target))
continue;
processedObjectList.Add(target);
var targetType = target.GetType();
Transform transform;
if (ProcessTransformPropertyModification(modification, out transform))
{
SetDirtySolversAffectedByTransform(transform);
RegisterUndoForDirtyManagers();
}
if (targetType == typeof(Solver2D) || targetType.IsSubclassOf(typeof(Solver2D)))
{
var solver = (Solver2D)modification.currentValue.target;
SetSolverDirty(solver);
RegisterUndoForDirtyManagers();
}
if (targetType == typeof(IKManager2D))
{
var dirtyManager = (IKManager2D)modification.currentValue.target;
SetManagerDirty(dirtyManager);
RegisterUndoForDirtyManagers();
}
}
m_IgnoreTransformsOnUndo.Clear();
}
m_IgnorePostProcessModifications = false;
return modifications;
}
private void SetSolverDirty(Solver2D solver)
{
if (solver && solver.isValid && solver.isActiveAndEnabled)
SetManagerDirty(FindManager(solver));
}
private void SetManagerDirty(IKManager2D manager)
{
if (manager && manager.isActiveAndEnabled)
m_DirtyManagers.Add(manager);
}
private void SetAllManagersDirty()
{
m_DirtyManagers.Clear();
foreach (IKManager2D manager in m_IKManagers)
SetManagerDirty(manager);
}
private void SetDirtyUnderHierarchy(Transform hierarchyRoot)
{
if (hierarchyRoot == null)
return;
foreach (Solver2D solver in m_IKSolvers)
{
if (solver.isValid)
{
for (int i = 0; i < solver.chainCount; ++i)
{
var chain = solver.GetChain(i);
if(chain.target == null)
continue;
if (hierarchyRoot == chain.target ||
IKUtility.IsDescendentOf(chain.target, hierarchyRoot) ||
IKUtility.IsDescendentOf(chain.effector, hierarchyRoot))
{
SetSolverDirty(solver);
break;
}
}
}
}
}
private void SetDirtySolversAffectedByTransform(Transform transform)
{
foreach (Solver2D solver in m_IKSolvers)
{
if (solver.isValid)
{
for (int i = 0; i < solver.chainCount; ++i)
{
var chain = solver.GetChain(i);
if(chain.target == null)
continue;
if (!(IKUtility.IsDescendentOf(chain.target, transform) && IKUtility.IsDescendentOf(chain.rootTransform, transform)) &&
(chain.target == transform || IKUtility.IsDescendentOf(chain.target, transform) || IKUtility.IsDescendentOf(chain.effector, transform)))
{
SetSolverDirty(solver);
break;
}
}
}
}
}
private void RegisterUndoForDirtyManagers()
{
foreach (var manager in m_DirtyManagers)
RegisterUndo(manager, Undo.GetCurrentGroupName());
}
private void UpdateDirtyManagers(bool recordRootLoops)
{
foreach (var manager in m_DirtyManagers)
{
if (manager == null || !manager.isActiveAndEnabled)
continue;
foreach (var solver in manager.solvers)
{
if (solver == null || !solver.isActiveAndEnabled)
continue;
if (!solver.isValid)
solver.Initialize();
if (!solver.isValid)
continue;
if(solver.allChainsHaveTargets)
solver.UpdateIK(manager.weight);
else if(PrepareTargetOverrides(solver))
solver.UpdateIK(m_TargetPositions, manager.weight);
for (int i = 0; i < solver.chainCount; ++i)
{
var chain = solver.GetChain(i);
if (recordRootLoops)
InternalEngineBridge.SetLocalEulerHint(chain.rootTransform);
if(solver.constrainRotation && chain.target != null)
InternalEngineBridge.SetLocalEulerHint(chain.effector);
}
}
}
m_DirtyManagers.Clear();
m_ChainPositionOverrides.Clear();
}
private bool PrepareTargetOverrides(Solver2D solver)
{
m_TargetPositions.Clear();
for (int i = 0; i < solver.chainCount; ++i)
{
var chain = solver.GetChain(i);
Vector3 positionOverride;
if (!m_ChainPositionOverrides.TryGetValue(chain, out positionOverride))
{
m_TargetPositions.Clear();
return false;
}
m_TargetPositions.Add(positionOverride);
}
return true;
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D.IK;
namespace UnityEditor.U2D.IK
{
internal class IKGizmos : ScriptableSingleton<IKGizmos>
{
private static readonly int kTargetHashCode = "IkTarget".GetHashCode();
private Color enabledColor = Color.green;
private Color disabledColor = Color.grey;
private const float kCircleHandleRadius = 0.1f;
private const float kNodeRadius = 0.05f;
private const float kDottedLineLength = 5f;
private const float kFadeStart = 0.75f;
private const float kFadeEnd = 1.75f;
private Dictionary<IKChain2D, Vector3> m_ChainPositionOverrides = new Dictionary<IKChain2D, Vector3>();
public bool isDragging { get; private set; }
public void DoSolverGUI(Solver2D solver)
{
if (solver == null || !solver.isValid)
return;
IKManager2D manager = IKEditorManager.instance.FindManager(solver);
if (!solver.isActiveAndEnabled || manager == null || !manager.isActiveAndEnabled)
return;
var solverData = manager.GetSolverEditorData(solver);
if (!solverData.showGizmo)
return;
DrawSolver(solver, solverData);
var allChainsHaveTargets = solver.allChainsHaveTargets;
for (int i = 0; i < solver.chainCount; ++i)
{
var chain = solver.GetChain(i);
if (chain == null)
continue;
if (allChainsHaveTargets)
{
if (!IsTargetTransformSelected(chain))
DoTargetGUI(solver, chain);
}
else if(chain.target == null)
DoIkPoseGUI(solver, chain);
}
if(GUIUtility.hotControl == 0)
isDragging = false;
}
private void DoTargetGUI(Solver2D solver, IKChain2D chain)
{
int controlId = GUIUtility.GetControlID(kTargetHashCode, FocusType.Passive);
var color = FadeFromChain(Color.white, chain);
if (!isDragging && (color.a == 0f || !IsVisible(chain.target.position)))
return;
EditorGUI.BeginChangeCheck();
Handles.color = color;
var newPosition = Handles.Slider2D(controlId, chain.target.position, chain.target.forward, chain.target.up, chain.target.right, HandleUtility.GetHandleSize(chain.effector.position) * kCircleHandleRadius, Handles.CircleHandleCap, Vector2.zero);
if (EditorGUI.EndChangeCheck())
{
if(!isDragging)
{
isDragging = true;
IKEditorManager.instance.RegisterUndo(solver, "Move Target");
}
Undo.RecordObject(chain.target, "Move Target");
chain.target.position = newPosition;
}
}
private void DoIkPoseGUI(Solver2D solver, IKChain2D chain)
{
int controlId = GUIUtility.GetControlID(kTargetHashCode, FocusType.Passive);
var color = FadeFromChain(Color.white, chain);
if (!isDragging && (color.a == 0f || !IsVisible(chain.effector.position)))
return;
if (HandleUtility.nearestControl == controlId && Event.current.type == EventType.MouseDown && Event.current.button == 0)
StoreSolverPositionOverrides(solver);
EditorGUI.BeginChangeCheck();
Handles.color = color;
Vector3 newPosition = Handles.Slider2D(controlId, chain.effector.position, chain.effector.forward, chain.effector.up, chain.effector.right, HandleUtility.GetHandleSize(chain.effector.position) * kCircleHandleRadius, Handles.CircleHandleCap, Vector2.zero);
if (EditorGUI.EndChangeCheck())
{
if(!isDragging)
isDragging = true;
IKEditorManager.instance.Record(solver, "IK Pose");
SetSolverPositionOverrides();
IKEditorManager.instance.SetChainPositionOverride(chain, newPosition);
IKEditorManager.instance.UpdateSolverImmediate(solver, true);
}
}
private void StoreSolverPositionOverrides(Solver2D solver)
{
Debug.Assert(solver.allChainsHaveTargets == false);
m_ChainPositionOverrides.Clear();
IKManager2D manager = IKEditorManager.instance.FindManager(solver);
foreach (Solver2D l_solver in manager.solvers)
{
if(l_solver == null || l_solver.allChainsHaveTargets)
continue;
for (int i = 0; i < l_solver.chainCount; ++i)
{
var chain = l_solver.GetChain(i);
if (chain.effector != null)
m_ChainPositionOverrides[chain] = chain.effector.position;
}
}
}
private void SetSolverPositionOverrides()
{
foreach (var pair in m_ChainPositionOverrides)
IKEditorManager.instance.SetChainPositionOverride(pair.Key, pair.Value);
}
private bool IsTargetTransformSelected(IKChain2D chain)
{
Debug.Assert(chain.target != null);
return Selection.Contains(chain.target.gameObject);
}
private void DrawSolver(Solver2D solver, IKManager2D.SolverEditorData editorData)
{
if (Event.current.type != EventType.Repaint)
return;
for (int i = 0; i < solver.chainCount; ++i)
{
var chain = solver.GetChain(i);
if (chain != null)
DrawChain(chain, editorData.color, solver.allChainsHaveTargets);
}
}
private void DrawChain(IKChain2D chain, Color solverColor, bool solverHasTargets)
{
Handles.matrix = Matrix4x4.identity;
Color color = FadeFromChain(solverColor, chain);
if (color.a == 0f)
return;
Transform currentTransform = chain.effector;
for (int i = 0; i < chain.transformCount - 1; ++i)
{
var parentPosition = currentTransform.parent.position;
var position = currentTransform.position;
Vector3 projectedLocalPosition = Vector3.Project(currentTransform.localPosition, Vector3.right);
Vector3 projectedEndPoint = currentTransform.parent.position + currentTransform.parent.TransformVector(projectedLocalPosition);
var visible = IsVisible(projectedEndPoint) || IsVisible(position);
if (visible && currentTransform.localPosition.sqrMagnitude != projectedLocalPosition.sqrMagnitude)
{
Color red = Color.red;
red.a = color.a;
Handles.color = red;
Handles.DrawDottedLine(projectedEndPoint, position, kDottedLineLength);
}
visible = IsVisible(parentPosition) || IsVisible(projectedEndPoint);
Handles.color = color;
if (visible)
Handles.DrawDottedLine(parentPosition, projectedEndPoint, kDottedLineLength);
currentTransform = currentTransform.parent;
}
Handles.color = color;
currentTransform = chain.effector;
for (int i = 0; i < chain.transformCount; ++i)
{
var position = currentTransform.position;
var size = HandleUtility.GetHandleSize(position);
if (IsVisible(position))
Handles.DrawSolidDisc(position, currentTransform.forward, kNodeRadius * size);
currentTransform = currentTransform.parent;
}
Handles.color = Color.white;
}
private Color FadeFromChain(Color color, IKChain2D chain)
{
var size = HandleUtility.GetHandleSize(chain.effector.position);
var scaleFactor = 1f;
var lengths = chain.lengths;
foreach (var length in lengths)
scaleFactor = Mathf.Max(scaleFactor, length);
return FadeFromSize(color, size, kFadeStart * scaleFactor, kFadeEnd * scaleFactor);
}
private Color FadeFromSize(Color color, float size, float fadeStart, float fadeEnd)
{
float alpha = Mathf.Lerp(1f, 0f, (size - fadeStart) / (fadeEnd - fadeStart));
color.a = alpha;
return color;
}
private bool IsVisible(Vector3 position)
{
var screenPos = HandleUtility.GUIPointToScreenPixelCoordinate(HandleUtility.WorldToGUIPoint(position));
if (screenPos.x < 0f || screenPos.x > Camera.current.pixelWidth || screenPos.y < 0f || screenPos.y > Camera.current.pixelHeight)
return false;
return true;
}
}
}

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using UnityEngine;
using UnityEngine.U2D.IK;
namespace UnityEditor.U2D.IK
{
/// <summary>
/// Custom Inspector for CCDSolver2D.
/// </summary>
[CustomEditor(typeof(CCDSolver2D))]
[CanEditMultipleObjects]
public class CCDSolver2DEditor : Solver2DEditor
{
private static class Contents
{
public static readonly GUIContent effectorLabel = new GUIContent("Effector", "The last Transform of a hierarchy constrained by the target");
public static readonly GUIContent targetLabel = new GUIContent("Target", "Transfrom which the effector will follow");
public static readonly GUIContent chainLengthLabel = new GUIContent("Chain Length", "Number of Transforms handled by the IK");
public static readonly GUIContent iterationsLabel = new GUIContent("Iterations", "Number of iterations the IK solver is run per frame");
public static readonly GUIContent toleranceLabel = new GUIContent("Tolerance", "How close the target is to the goal to be considered as successful");
public static readonly GUIContent velocityLabel = new GUIContent("Velocity", "How fast the chain elements rotate to the effector per iteration");
}
private SerializedProperty m_TargetProperty;
private SerializedProperty m_EffectorProperty;
private SerializedProperty m_TransformCountProperty;
private SerializedProperty m_IterationsProperty;
private SerializedProperty m_ToleranceProperty;
private SerializedProperty m_VelocityProperty;
private CCDSolver2D m_Solver;
private void OnEnable()
{
m_Solver = target as CCDSolver2D;
var chainProperty = serializedObject.FindProperty("m_Chain");
m_TargetProperty = chainProperty.FindPropertyRelative("m_TargetTransform");
m_EffectorProperty = chainProperty.FindPropertyRelative("m_EffectorTransform");
m_TransformCountProperty = chainProperty.FindPropertyRelative("m_TransformCount");
m_IterationsProperty = serializedObject.FindProperty("m_Iterations");
m_ToleranceProperty = serializedObject.FindProperty("m_Tolerance");
m_VelocityProperty = serializedObject.FindProperty("m_Velocity");
}
/// <summary>
/// Custom Inspector OnInspectorGUI override.
/// </summary>
public override void OnInspectorGUI()
{
IKChain2D chain = m_Solver.GetChain(0);
serializedObject.Update();
EditorGUILayout.PropertyField(m_EffectorProperty, Contents.effectorLabel);
EditorGUILayout.PropertyField(m_TargetProperty, Contents.targetLabel);
EditorGUILayout.IntSlider(m_TransformCountProperty, 0, IKUtility.GetMaxChainCount(chain), Contents.chainLengthLabel);
EditorGUILayout.PropertyField(m_IterationsProperty, Contents.iterationsLabel);
EditorGUILayout.PropertyField(m_ToleranceProperty, Contents.toleranceLabel);
EditorGUILayout.PropertyField(m_VelocityProperty, Contents.velocityLabel);
DrawCommonSolverInspector();
serializedObject.ApplyModifiedProperties();
}
}
}

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using UnityEngine;
using UnityEngine.U2D.IK;
namespace UnityEditor.U2D.IK
{
/// <summary>
/// Custom Inspector for FabrikSolver2D.
/// </summary>
[CustomEditor(typeof(FabrikSolver2D))]
[CanEditMultipleObjects]
public class FabrikSolver2DEditor : Solver2DEditor
{
private static class Contents
{
public static readonly GUIContent effectorLabel = new GUIContent("Effector", "The last Transform of a hierarchy constrained by the target");
public static readonly GUIContent targetLabel = new GUIContent("Target", "Transfrom which the effector will follow");
public static readonly GUIContent chainLengthLabel = new GUIContent("Chain Length", "Number of Transforms handled by the IK");
public static readonly GUIContent iterationsLabel = new GUIContent("Iterations", "Number of iterations the IK solver is run per frame");
public static readonly GUIContent toleranceLabel = new GUIContent("Tolerance", "How close the target is to the goal to be considered as successful");
}
private SerializedProperty m_TargetProperty;
private SerializedProperty m_EffectorProperty;
private SerializedProperty m_TransformCountProperty;
private SerializedProperty m_IterationsProperty;
private SerializedProperty m_ToleranceProperty;
private FabrikSolver2D m_Solver;
private void OnEnable()
{
m_Solver = target as FabrikSolver2D;
var chainProperty = serializedObject.FindProperty("m_Chain");
m_TargetProperty = chainProperty.FindPropertyRelative("m_TargetTransform");
m_EffectorProperty = chainProperty.FindPropertyRelative("m_EffectorTransform");
m_TransformCountProperty = chainProperty.FindPropertyRelative("m_TransformCount");
m_IterationsProperty = serializedObject.FindProperty("m_Iterations");
m_ToleranceProperty = serializedObject.FindProperty("m_Tolerance");
}
/// <summary>
/// Custom Inspector OnInspectorGUI override.
/// </summary>
public override void OnInspectorGUI()
{
IKChain2D chain = m_Solver.GetChain(0);
serializedObject.Update();
EditorGUILayout.PropertyField(m_EffectorProperty, Contents.effectorLabel);
EditorGUILayout.PropertyField(m_TargetProperty, Contents.targetLabel);
EditorGUILayout.IntSlider(m_TransformCountProperty, 0, IKUtility.GetMaxChainCount(chain), Contents.chainLengthLabel);
EditorGUILayout.PropertyField(m_IterationsProperty, Contents.iterationsLabel);
EditorGUILayout.PropertyField(m_ToleranceProperty, Contents.toleranceLabel);
DrawCommonSolverInspector();
serializedObject.ApplyModifiedProperties();
}
}
}

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using UnityEditorInternal;
using UnityEngine;
using UnityEngine.U2D.IK;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Linq;
using UnityEditor.U2D.Animation;
namespace UnityEditor.U2D.IK
{
/// <summary>
/// Custom Inspector for IKManager2D.
/// </summary>
[CustomEditor(typeof(IKManager2D))]
[CanEditMultipleObjects]
class IKManager2DEditor : Editor
{
private class Contents
{
public static readonly GUIContent findAllSolversLabel = new GUIContent("Find Solvers", "Find all applicable solvers handled by this manager");
public static readonly GUIContent weightLabel = new GUIContent("Weight", "Blend between Forward and Inverse Kinematics");
public static readonly string listHeaderLabel = "IK Solvers";
public static readonly string createSolverString = "Create Solver";
public static readonly string restoreDefaultPoseString = "Restore Default Pose";
public static readonly GUIContent gizmoColorTooltip = new GUIContent("","Customizes the IK Chain's Gizmo color");
public static int showGizmoPropertyWidth = 20;
public static int solverPropertyWidth = 100;
public static int solverColorPropertyWidth = 40;
public static readonly GUIContent gizmoVisibilityToolTip = new GUIContent("",L10n.Tr("Show/Hide Gizmo"));
public readonly GUIStyle visibilityToggleStyle;
public Contents()
{
visibilityToggleStyle = new GUIStyle();
visibilityToggleStyle.fixedWidth = EditorGUIUtility.singleLineHeight;
visibilityToggleStyle.onNormal.background = IconUtility.LoadIconResource("Visibility_Tool", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath);
visibilityToggleStyle.normal.background = IconUtility.LoadIconResource("Visibility_Hidded", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath);
}
}
static Contents k_Contents;
private ReorderableList m_ReorderableList;
private Solver2D m_SelectedSolver;
private Editor m_SelectedSolverEditor;
SerializedProperty m_SolversProperty;
SerializedProperty m_SolverEditorDataProperty;
SerializedProperty m_WeightProperty;
List<Type> m_SolverTypes;
IKManager2D m_Manager;
private void OnEnable()
{
m_Manager = target as IKManager2D;
m_SolverTypes = GetDerivedTypes<Solver2D>();
m_SolversProperty = serializedObject.FindProperty("m_Solvers");
m_SolverEditorDataProperty = serializedObject.FindProperty("m_SolverEditorData");
m_WeightProperty = serializedObject.FindProperty("m_Weight");
SetupReordeableList();
}
void SetupReordeableList()
{
m_ReorderableList = new ReorderableList(serializedObject, m_SolversProperty, true, true, true, true);
m_ReorderableList.drawHeaderCallback = (Rect rect) =>
{
GUI.Label(rect, Contents.listHeaderLabel);
};
m_ReorderableList.elementHeightCallback = (int index) =>
{
return EditorGUIUtility.singleLineHeight + 6;
};
m_ReorderableList.drawElementCallback = (Rect rect, int index, bool isactive, bool isfocused) =>
{
rect.y += 2f;
rect.height = EditorGUIUtility.singleLineHeight;
SerializedProperty element = m_SolversProperty.GetArrayElementAtIndex(index);
SerializedProperty elementData = m_SolverEditorDataProperty.GetArrayElementAtIndex(index);
var width = rect.width;
rect.width = width > Contents.showGizmoPropertyWidth ? Contents.showGizmoPropertyWidth : width;
var showGizmoProperty = elementData.FindPropertyRelative("showGizmo");
showGizmoProperty.boolValue = GUI.Toggle(rect, showGizmoProperty.boolValue, Contents.gizmoVisibilityToolTip, k_Contents.visibilityToggleStyle);
rect.x += rect.width;
width -= rect.width;
rect.width = width > Contents.solverPropertyWidth ? width - Contents.solverColorPropertyWidth : Contents.solverPropertyWidth;
EditorGUI.PropertyField(rect, element, GUIContent.none);
rect.x += rect.width;
width -= 100;
rect.width = width > Contents.solverColorPropertyWidth ? Contents.solverColorPropertyWidth : width;
EditorGUI.PropertyField(rect, elementData.FindPropertyRelative("color"), Contents.gizmoColorTooltip);
};
m_ReorderableList.onAddCallback = (ReorderableList list) =>
{
var menu = new GenericMenu();
foreach (Type type in m_SolverTypes)
{
Solver2DMenuAttribute attribute = Attribute.GetCustomAttribute(type, typeof(Solver2DMenuAttribute)) as Solver2DMenuAttribute;
if (attribute != null)
menu.AddItem(new GUIContent(attribute.menuPath), false, OnSelectMenu, type);
else
menu.AddItem(new GUIContent(type.Name), false, OnSelectMenu, type);
}
menu.ShowAsContext();
};
m_ReorderableList.onRemoveCallback = (ReorderableList list) =>
{
Solver2D solver = m_Manager.solvers[list.index];
if (solver)
{
Undo.RegisterCompleteObjectUndo(m_Manager, Undo.GetCurrentGroupName());
m_Manager.RemoveSolver(solver);
GameObject solverGO = solver.gameObject;
if (solverGO.transform.childCount == 0)
Undo.DestroyObjectImmediate(solverGO);
else
Undo.DestroyObjectImmediate(solver);
EditorUtility.SetDirty(m_Manager);
}
else
{
ReorderableList.defaultBehaviours.DoRemoveButton(list);
}
};
}
private void OnSelectMenu(object param)
{
Type solverType = param as Type;
GameObject solverGO = new GameObject(GameObjectUtility.GetUniqueNameForSibling(m_Manager.transform, "New " + solverType.Name));
solverGO.transform.SetParent(m_Manager.transform);
solverGO.transform.localPosition = Vector3.zero;
solverGO.transform.rotation = Quaternion.identity;
solverGO.transform.localScale = Vector3.one;
Solver2D solver = solverGO.AddComponent(solverType) as Solver2D;
Undo.RegisterCreatedObjectUndo(solverGO, Contents.createSolverString);
Undo.RegisterCompleteObjectUndo(m_Manager, Contents.createSolverString);
m_Manager.AddSolver(solver);
EditorUtility.SetDirty(m_Manager);
Selection.activeGameObject = solverGO;
}
/// <summary>
/// Custom Inspector OnInspectorGUI override.
/// </summary>
public override void OnInspectorGUI()
{
if(k_Contents == null)
k_Contents = new Contents();
serializedObject.Update();
EditorGUILayout.Space();
m_ReorderableList.DoLayoutList();
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_WeightProperty, Contents.weightLabel);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
DoRestoreDefaultPoseButton();
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
serializedObject.ApplyModifiedProperties();
}
private void DoRestoreDefaultPoseButton()
{
if (GUILayout.Button(Contents.restoreDefaultPoseString, GUILayout.MaxWidth(150f)))
{
foreach (var l_target in targets)
{
var manager = l_target as IKManager2D;
IKEditorManager.instance.Record(manager, Contents.restoreDefaultPoseString);
foreach(var solver in manager.solvers)
{
for(int i = 0; i < solver.chainCount; ++i)
{
var chain = solver.GetChain(i);
chain.RestoreDefaultPose(solver.constrainRotation);
if(chain.target)
{
chain.target.position = chain.effector.position;
chain.target.rotation = chain.effector.rotation;
}
}
}
IKEditorManager.instance.UpdateManagerImmediate(manager, true);
}
}
}
List<Type> GetDerivedTypes<T>() where T : class
{
List<Type> types = Assembly.GetAssembly(typeof(T)).GetTypes().Where(myType => myType.IsClass && !myType.IsAbstract && myType.IsSubclassOf(typeof(T))).ToList();
return types;
}
}
}

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using UnityEngine;
using UnityEngine.U2D.IK;
namespace UnityEditor.U2D.IK
{
/// <summary>
/// Custom Inspector for LimbSolver2D.
/// </summary>
[CustomEditor(typeof(LimbSolver2D))]
[CanEditMultipleObjects]
public class LimbSolver2DEditor : Solver2DEditor
{
private static class Contents
{
public static readonly GUIContent effectorLabel = new GUIContent("Effector", "The last Transform of a hierarchy constrained by the target");
public static readonly GUIContent targetLabel = new GUIContent("Target", "Transfrom which the effector will follow");
public static readonly GUIContent flipLabel = new GUIContent("Flip", "Select between the two possible solutions of the solver");
}
private SerializedProperty m_ChainProperty;
private SerializedProperty m_FlipProperty;
private void OnEnable()
{
m_ChainProperty = serializedObject.FindProperty("m_Chain");
m_FlipProperty = serializedObject.FindProperty("m_Flip");
}
/// <summary>
/// Custom Inspector OnInspectorGUI override.
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_ChainProperty.FindPropertyRelative("m_EffectorTransform"), Contents.effectorLabel);
EditorGUILayout.PropertyField(m_ChainProperty.FindPropertyRelative("m_TargetTransform"), Contents.targetLabel);
EditorGUILayout.PropertyField(m_FlipProperty, Contents.flipLabel);
DrawCommonSolverInspector();
serializedObject.ApplyModifiedProperties();
}
}
}

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using UnityEngine;
using UnityEngine.U2D.IK;
namespace UnityEditor.U2D.IK
{
/// <summary>
/// Custom Inspector for Solver2D.
/// </summary>
[CustomEditor(typeof(Solver2D))]
[CanEditMultipleObjects]
public class Solver2DEditor : Editor
{
private static class Contents
{
public static readonly GUIContent constrainRotationLabel = new GUIContent("Constrain Rotation", "Set Effector's rotation to Target");
public static readonly GUIContent solveFromDefaultPoseLabel = new GUIContent("Solve from Default Pose", "Restore transform's rotation to default value before solving the IK");
public static readonly GUIContent weightLabel = new GUIContent("Weight", "Blend between Forward and Inverse Kinematics");
public static readonly string restoreDefaultPoseString = "Restore Default Pose";
public static readonly string createTargetString = "Create Target";
}
private SerializedProperty m_ConstrainRotationProperty;
private SerializedProperty m_SolveFromDefaultPoseProperty;
private SerializedProperty m_WeightProperty;
private SerializedProperty m_SolverColorProperty;
private void SetupProperties()
{
if(m_ConstrainRotationProperty == null || m_SolveFromDefaultPoseProperty == null || m_WeightProperty == null)
{
m_ConstrainRotationProperty = serializedObject.FindProperty("m_ConstrainRotation");
m_SolveFromDefaultPoseProperty = serializedObject.FindProperty("m_SolveFromDefaultPose");
m_WeightProperty = serializedObject.FindProperty("m_Weight");
}
}
/// <summary>
/// Custom Inspector GUI for Solver2D.
/// </summary>
protected void DrawCommonSolverInspector()
{
SetupProperties();
EditorGUILayout.PropertyField(m_ConstrainRotationProperty, Contents.constrainRotationLabel);
EditorGUILayout.PropertyField(m_SolveFromDefaultPoseProperty, Contents.solveFromDefaultPoseLabel);
EditorGUILayout.PropertyField(m_WeightProperty, Contents.weightLabel);
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
EditorGUI.BeginDisabledGroup(!EnableCreateTarget());
DoCreateTargetButton();
EditorGUI.EndDisabledGroup();
EditorGUI.BeginDisabledGroup(!EnableRestoreDefaultPose());
DoRestoreDefaultPoseButton();
EditorGUI.EndDisabledGroup();
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
}
private bool EnableRestoreDefaultPose()
{
foreach (var l_target in targets)
{
var solver = l_target as Solver2D;
if (!solver.isValid || IKEditorManager.instance.FindManager(solver) == null)
continue;
return true;
}
return false;
}
private bool EnableCreateTarget()
{
foreach (var l_target in targets)
{
var solver = l_target as Solver2D;
if (!solver.isValid)
continue;
for(int i = 0; i < solver.chainCount; ++i)
{
var chain = solver.GetChain(i);
if(chain.target == null)
return true;
}
}
return false;
}
private void DoRestoreDefaultPoseButton()
{
if (GUILayout.Button(Contents.restoreDefaultPoseString, GUILayout.MaxWidth(150f)))
{
foreach (var l_target in targets)
{
var solver = l_target as Solver2D;
if (!solver.isValid)
continue;
IKEditorManager.instance.Record(solver, Contents.restoreDefaultPoseString);
for(int i = 0; i < solver.chainCount; ++i)
{
var chain = solver.GetChain(i);
chain.RestoreDefaultPose(solver.constrainRotation);
if(chain.target)
{
chain.target.position = chain.effector.position;
chain.target.rotation = chain.effector.rotation;
}
}
IKEditorManager.instance.UpdateSolverImmediate(solver, true);
}
}
}
private void DoCreateTargetButton()
{
if (GUILayout.Button(Contents.createTargetString, GUILayout.MaxWidth(125f)))
{
foreach (var l_target in targets)
{
var solver = l_target as Solver2D;
if (!solver.isValid)
continue;
for(int i = 0; i < solver.chainCount; ++i)
{
var chain = solver.GetChain(i);
if(chain.target == null)
{
Undo.RegisterCompleteObjectUndo(solver, Contents.createTargetString);
chain.target = new GameObject(GameObjectUtility.GetUniqueNameForSibling(solver.transform, solver.name + "_Target")).transform;
chain.target.SetParent(solver.transform);
chain.target.position = chain.effector.position;
chain.target.rotation = chain.effector.rotation;
Undo.RegisterCreatedObjectUndo(chain.target.gameObject, Contents.createTargetString);
}
}
}
}
}
}
}

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{
"name": "Unity.2D.IK.Editor",
"references": [
"Unity.InternalAPIEditorBridge.001",
"Unity.InternalAPIEngineBridge.001",
"Unity.2D.Common.Editor",
"Unity.2D.Common.Runtime",
"Unity.2D.IK.Runtime",
"Unity.2D.Animation.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Unity.2D.IK.Editor")]

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using System.Collections.Generic;
using UnityEngine.Profiling;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// Component for 2D Cyclic Coordinate Descent (CCD) IK.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
[Solver2DMenuAttribute("Chain (CCD)")]
public class CCDSolver2D : Solver2D
{
private const float kMinTolerance = 0.001f;
private const int kMinIterations = 1;
private const float kMinVelocity = 0.01f;
private const float kMaxVelocity = 1f;
[SerializeField]
private IKChain2D m_Chain = new IKChain2D();
[SerializeField][Range(kMinIterations, 50)]
private int m_Iterations = 10;
[SerializeField][Range(kMinTolerance, 0.1f)]
private float m_Tolerance = 0.01f;
[SerializeField][Range(0f, 1f)]
private float m_Velocity = 0.5f;
private Vector3[] m_Positions;
/// <summary>
/// Get and Set the solver's itegration count.
/// </summary>
public int iterations
{
get { return m_Iterations; }
set { m_Iterations = Mathf.Max(value, kMinIterations); }
}
/// <summary>
/// Get and Set target distance tolerance.
/// </summary>
public float tolerance
{
get { return m_Tolerance; }
set { m_Tolerance = Mathf.Max(value, kMinTolerance); }
}
/// <summary>
/// Get and Set the solver velocity.
/// </summary>
public float velocity
{
get { return m_Velocity; }
set { m_Velocity = Mathf.Clamp01(value); }
}
/// <summary>
/// Returns the number of chain in the solver.
/// </summary>
/// <returns>This always returns 1</returns>
protected override int GetChainCount()
{
return 1;
}
/// <summary>
/// Gets the chain in the solver by index.
/// </summary>
/// <param name="index">Chain index.</param>
/// <returns>Returns IKChain2D at the index.</returns>
public override IKChain2D GetChain(int index)
{
return m_Chain;
}
/// <summary>
/// DoPrepare override from base class.
/// </summary>
protected override void DoPrepare()
{
if (m_Positions == null || m_Positions.Length != m_Chain.transformCount)
m_Positions = new Vector3[m_Chain.transformCount];
for (int i = 0; i < m_Chain.transformCount; ++i)
m_Positions[i] = m_Chain.transforms[i].position;
}
/// <summary>
/// DoUpdateIK override from base class.
/// </summary>
/// <param name="effectorPositions">Target position for the chain.</param>
protected override void DoUpdateIK(List<Vector3> effectorPositions)
{
Profiler.BeginSample("CCDSolver2D.DoUpdateIK");
Vector3 effectorPosition = effectorPositions[0];
Vector2 effectorLocalPosition2D = m_Chain.transforms[0].InverseTransformPoint(effectorPosition);
effectorPosition = m_Chain.transforms[0].TransformPoint(effectorLocalPosition2D);
if (CCD2D.Solve(effectorPosition, GetPlaneRootTransform().forward, iterations, tolerance, Mathf.Lerp(kMinVelocity, kMaxVelocity, m_Velocity), ref m_Positions))
{
for (int i = 0; i < m_Chain.transformCount - 1; ++i)
{
Vector3 startLocalPosition = m_Chain.transforms[i + 1].localPosition;
Vector3 endLocalPosition = m_Chain.transforms[i].InverseTransformPoint(m_Positions[i + 1]);
m_Chain.transforms[i].localRotation *= Quaternion.FromToRotation(startLocalPosition, endLocalPosition);
}
}
Profiler.EndSample();
}
}
}

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using System.Collections.Generic;
using UnityEngine.Profiling;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// Component for 2D Forward And Backward Reaching Inverse Kinematics (FABRIK) IK.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
[Solver2DMenu("Chain (FABRIK)")]
public class FabrikSolver2D : Solver2D
{
private const float kMinTolerance = 0.001f;
private const int kMinIterations = 1;
[SerializeField]
private IKChain2D m_Chain = new IKChain2D();
[SerializeField][Range(kMinIterations, 50)]
private int m_Iterations = 10;
[SerializeField][Range(kMinTolerance, 0.1f)]
private float m_Tolerance = 0.01f;
private float[] m_Lengths;
private Vector2[] m_Positions;
private Vector3[] m_WorldPositions;
/// <summary>
/// Get and Set the solver's itegration count.
/// </summary>
public int iterations
{
get { return m_Iterations; }
set { m_Iterations = Mathf.Max(value, kMinIterations); }
}
/// <summary>
/// Get and Set target distance tolerance.
/// </summary>
public float tolerance
{
get { return m_Tolerance; }
set { m_Tolerance = Mathf.Max(value, kMinTolerance); }
}
/// <summary>
/// Returns the number of chain in the solver.
/// </summary>
/// <returns>This always returns 1.</returns>
protected override int GetChainCount()
{
return 1;
}
/// <summary>
/// Gets the chain in the solver by index.
/// </summary>
/// <param name="index">Chain index.</param>
/// <returns>Returns IKChain2D at the index.</returns>
public override IKChain2D GetChain(int index)
{
return m_Chain;
}
/// <summary>
/// DoPrepare override from base class.
/// </summary>
protected override void DoPrepare()
{
if (m_Positions == null || m_Positions.Length != m_Chain.transformCount)
{
m_Positions = new Vector2[m_Chain.transformCount];
m_Lengths = new float[m_Chain.transformCount - 1];
m_WorldPositions = new Vector3[m_Chain.transformCount];
}
for (int i = 0; i < m_Chain.transformCount; ++i)
{
m_Positions[i] = GetPointOnSolverPlane(m_Chain.transforms[i].position);
}
for (int i = 0; i < m_Chain.transformCount - 1; ++i)
{
m_Lengths[i] = (m_Positions[i + 1] - m_Positions[i]).magnitude;
}
}
/// <summary>
/// DoUpdateIK override from base class.
/// </summary>
/// <param name="effectorPositions">Target position for the chain.</param>
protected override void DoUpdateIK(List<Vector3> effectorPositions)
{
Profiler.BeginSample("FABRIKSolver2D.DoUpdateIK");
Vector3 effectorPosition = effectorPositions[0];
effectorPosition = GetPointOnSolverPlane(effectorPosition);
if (FABRIK2D.Solve(effectorPosition, iterations, tolerance, m_Lengths, ref m_Positions))
{
// Convert all plane positions to world positions
for (int i = 0; i < m_Positions.Length; ++i)
{
m_WorldPositions[i] = GetWorldPositionFromSolverPlanePoint(m_Positions[i]);
}
for (int i = 0; i < m_Chain.transformCount - 1; ++i)
{
Vector3 startLocalPosition = m_Chain.transforms[i + 1].localPosition;
Vector3 endLocalPosition = m_Chain.transforms[i].InverseTransformPoint(m_WorldPositions[i + 1]);
m_Chain.transforms[i].localRotation *= Quaternion.FromToRotation(startLocalPosition, endLocalPosition);
}
}
Profiler.EndSample();
}
}
}

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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")]
private Transform m_EffectorTransform;
[SerializeField][FormerlySerializedAs("m_Effector")]
private Transform m_TargetTransform;
[SerializeField]
private int m_TransformCount;
[SerializeField]
private Transform[] m_Transforms;
[SerializeField]
private Quaternion[] m_DefaultLocalRotations;
[SerializeField]
private Quaternion[] m_StoredLocalRotations;
protected float[] m_Lengths;
/// <summary>
/// Get Set the Unity Transform used as IK Effector.
/// </summary>
public Transform effector
{
get { return m_EffectorTransform; }
set { m_EffectorTransform = value; }
}
/// <summary>
/// Get Set the Unity Transform used as IK Target.
/// </summary>
public Transform target
{
get { return m_TargetTransform; }
set { m_TargetTransform = value; }
}
/// <summary>
/// Get the Unity Transforms that are in the IK Chain.
/// </summary>
public Transform[] transforms
{
get { return m_Transforms; }
}
/// <summary>
/// Get the root Unity 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;
}
}
private 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 Unity Transforms in the IK Chain.
/// </summary>
public int transformCount
{
get { return m_TransformCount; }
set { m_TransformCount = Mathf.Max(0, value); }
}
/// <summary>
/// Returns true if the IK Chain is valid. False otherwise.
/// </summary>
public bool isValid
{
get { return Validate(); }
}
/// <summary>
/// Gets the length of the IK Chain.
/// </summary>
public float[] lengths
{
get
{
if(isValid)
{
PrepareLengths();
return m_Lengths;
}
return null;
}
}
private 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;
if (target && IKUtility.IsDescendentOf(target, rootTransform))
return false;
return true;
}
/// <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;
int index = transformCount - 1;
while (currentTransform && index >= 0)
{
m_Transforms[index] = currentTransform;
m_DefaultLocalRotations[index] = currentTransform.localRotation;
currentTransform = currentTransform.parent;
--index;
}
}
private void PrepareLengths()
{
var currentTransform = effector;
int 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 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 (int i = 0; i < count; ++i)
m_Transforms[i].localRotation = m_DefaultLocalRotations[i];
}
/// <summary>
/// Explicitly stores the local rotation
/// </summary>
public void StoreLocalRotations()
{
for (int 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 (int i = 0; i < count; ++i)
m_Transforms[i].localRotation = Quaternion.Slerp(m_StoredLocalRotations[i], m_Transforms[i].localRotation, finalWeight);
}
}
}

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using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Scripting.APIUpdating;
#if UNITY_EDITOR
namespace UnityEditor.U2D.IK
{
[DefaultExecutionOrder(-2)]
[ExecuteInEditMode]
[AddComponentMenu("")]
[MovedFrom("UnityEditor.Experimental.U2D.IK")]
internal class IKEditorManagerHelper : MonoBehaviour
{
public UnityEvent onLateUpdate = new UnityEvent();
void Start()
{
if(hideFlags != HideFlags.HideAndDontSave)
Debug.LogWarning("This is an internal IK Component. Please remove it from your GameObject", this.gameObject);
}
void LateUpdate()
{
if (Application.isPlaying)
return;
onLateUpdate.Invoke();
}
}
}
#endif

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using System;
using System.Collections.Generic;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// Component to manager 2D IK Solvers.
/// </summary>
[DefaultExecutionOrder(-2)]
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
public partial class IKManager2D : MonoBehaviour
{
[SerializeField]
private List<Solver2D> m_Solvers = new List<Solver2D>();
[SerializeField][Range(0f, 1f)]
private float m_Weight = 1f;
/// <summary>
/// Get and Set the weight for solvers.
/// </summary>
public float weight
{
get { return m_Weight; }
set { m_Weight = Mathf.Clamp01(value); }
}
/// <summary>
/// Get the Solvers that are managed by this manager.
/// </summary>
public List<Solver2D> solvers
{
get { return m_Solvers; }
}
private void OnValidate()
{
m_Weight = Mathf.Clamp01(m_Weight);
OnEditorDataValidate();
}
private void OnEnable()
{
}
private void Reset()
{
FindChildSolvers();
OnEditorDataValidate();
}
private void FindChildSolvers()
{
m_Solvers.Clear();
List<Solver2D> solvers = new List<Solver2D>();
transform.GetComponentsInChildren<Solver2D>(true, solvers);
foreach (Solver2D solver in solvers)
{
if (solver.GetComponentInParent<IKManager2D>() == this)
AddSolver(solver);
}
}
/// <summary>
/// Add Solver to the manager.
/// </summary>
/// <param name="solver">Solver to add.</param>
public void AddSolver(Solver2D solver)
{
if (!m_Solvers.Contains(solver))
{
m_Solvers.Add(solver);
AddSolverEditorData();
}
}
/// <summary>
/// Remove Solver from the manager.
/// </summary>
/// <param name="solver">Solver to remove.</param>
public void RemoveSolver(Solver2D solver)
{
RemoveSolverEditorData(solver);
m_Solvers.Remove(solver);
}
/// <summary>
/// Updates the Solvers in this manager.
/// </summary>
public void UpdateManager()
{
foreach (var solver in m_Solvers)
{
if (solver == null || !solver.isActiveAndEnabled)
continue;
if (!solver.isValid)
solver.Initialize();
solver.UpdateIK(weight);
}
}
private void LateUpdate()
{
UpdateManager();
}
#if UNITY_EDITOR
internal static Events.UnityEvent onDrawGizmos = new Events.UnityEvent();
private void OnDrawGizmos() { onDrawGizmos.Invoke(); }
#endif
}
}

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using System;
using System.Collections.Generic;
namespace UnityEngine.U2D.IK
{
public partial class IKManager2D : MonoBehaviour
{
#if UNITY_EDITOR
[Serializable]
internal struct SolverEditorData
{
public Color color;
public bool showGizmo;
public static SolverEditorData defaultValue
{
get
{
return new SolverEditorData(){ color = Color.green, showGizmo = true};
}
}
}
[SerializeField]
private List<SolverEditorData> m_SolverEditorData = new List<SolverEditorData>();
void OnEditorDataValidate()
{
var solverDataLength = m_SolverEditorData.Count;
for (int i = solverDataLength; i < m_Solvers.Count; ++i)
{
AddSolverEditorData();
}
}
internal SolverEditorData GetSolverEditorData(Solver2D solver)
{
var index = m_Solvers.FindIndex(x => x == solver);
if (index >= 0)
{
if(index >= m_SolverEditorData.Count)
OnEditorDataValidate();
return m_SolverEditorData[index];
}
return SolverEditorData.defaultValue;
}
void AddSolverEditorData()
{
m_SolverEditorData.Add(new SolverEditorData()
{
color = Color.green,
showGizmo = true
});
}
void RemoveSolverEditorData(Solver2D solver)
{
var index = m_Solvers.FindIndex(x => x == solver);
if(index >= 0)
m_SolverEditorData.RemoveAt(index);
}
#else
void OnEditorDataValidate(){}
void AddSolverEditorData(){}
void RemoveSolverEditorData(Solver2D solver){}
#endif
}
}

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using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// General utilities for 2D IK.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
public class IKUtility
{
/// <summary>
/// Check if a Unity Transform is a descendent of another Unity Transform.
/// </summary>
/// <param name="transform">Unity Transform to check.</param>
/// <param name="ancestor">Unity Transform ancestor.</param>
/// <returns>Returns true if the Unity Transform is a descendent. False otherwise.</returns>
public static bool IsDescendentOf(Transform transform, Transform ancestor)
{
Debug.Assert(transform != null, "Transform is null");
Transform currentParent = transform.parent;
while (currentParent)
{
if (currentParent == ancestor)
return true;
currentParent = currentParent.parent;
}
return false;
}
/// <summary>
/// Gets the hierarchy depth of a Unity Transform.
/// </summary>
/// <param name="transform">Unity Transform to check.</param>
/// <returns>Integer value for hierarchy depth.</returns>
public static int GetAncestorCount(Transform transform)
{
Debug.Assert(transform != null, "Transform is null");
int ancestorCount = 0;
while (transform.parent)
{
++ancestorCount;
transform = transform.parent;
}
return ancestorCount;
}
/// <summary>
/// Gets the maximum chain count for a IKChain2D.
/// </summary>
/// <param name="chain">IKChain2D to query.</param>
/// <returns>Integer value for the maximum chain count.</returns>
public static int GetMaxChainCount(IKChain2D chain)
{
int maxChainCount = 0;
if (chain.effector)
maxChainCount = GetAncestorCount(chain.effector) + 1;
return maxChainCount;
}
}
}

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using System.Collections.Generic;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// Component for 2D Limb IK.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
[Solver2DMenuAttribute("Limb")]
public class LimbSolver2D : Solver2D
{
[SerializeField]
private IKChain2D m_Chain = new IKChain2D();
[SerializeField]
private bool m_Flip;
private Vector3[] m_Positions = new Vector3[3];
private float[] m_Lengths = new float[2];
private float[] m_Angles = new float[2];
/// <summary>
/// Get Set for flip property.
/// </summary>
public bool flip
{
get { return m_Flip; }
set { m_Flip = value; }
}
/// <summary>
/// Override base class DoInitialize.
/// </summary>
protected override void DoInitialize()
{
m_Chain.transformCount = m_Chain.effector == null || IKUtility.GetAncestorCount(m_Chain.effector) < 2 ? 0 : 3;
base.DoInitialize();
}
/// <summary>
/// Override base class GetChainCount.
/// </summary>
/// <returns>Always returns 1.</returns>
protected override int GetChainCount()
{
return 1;
}
/// <summary>
/// Override base class GetChain.
/// </summary>
/// <param name="index">Index to query.</param>
/// <returns>Returns IKChain2D for the Solver.</returns>
public override IKChain2D GetChain(int index)
{
return m_Chain;
}
/// <summary>
/// Override base class DoPrepare.
/// </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>
/// OVerride base class DoUpdateIK.
/// </summary>
/// <param name="effectorPositions">List of effector positions.</param>
protected override void DoUpdateIK(List<Vector3> effectorPositions)
{
Vector3 effectorPosition = effectorPositions[0];
Vector2 effectorLocalPosition2D = m_Chain.transforms[0].InverseTransformPoint(effectorPosition);
effectorPosition = m_Chain.transforms[0].TransformPoint(effectorLocalPosition2D);
if (effectorLocalPosition2D.sqrMagnitude > 0f && Limb.Solve(effectorPosition, m_Lengths, m_Positions, ref m_Angles))
{
float flipSign = flip ? -1f : 1f;
m_Chain.transforms[0].localRotation *= Quaternion.FromToRotation(Vector3.right, effectorLocalPosition2D) * Quaternion.FromToRotation(m_Chain.transforms[1].localPosition, Vector3.right);
m_Chain.transforms[0].localRotation *= Quaternion.AngleAxis(flipSign * m_Angles[0], Vector3.forward);
m_Chain.transforms[1].localRotation *= Quaternion.FromToRotation(Vector3.right, m_Chain.transforms[1].InverseTransformPoint(effectorPosition)) * Quaternion.FromToRotation(m_Chain.transforms[2].localPosition, Vector3.right);
}
}
}
}

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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]
private bool m_ConstrainRotation = true;
[FormerlySerializedAs("m_RestoreDefaultPose")]
[SerializeField]
private bool m_SolveFromDefaultPose = true;
[SerializeField][Range(0f, 1f)]
private float m_Weight = 1f;
private Plane m_Plane;
private List<Vector3> m_TargetPositions = new List<Vector3>();
/// <summary>
/// Returns the number of IKChain2D in the solver.
/// </summary>
public int chainCount
{
get { return GetChainCount(); }
}
/// <summary>
/// Get Set for rotation constrain property.
/// </summary>
public bool constrainRotation
{
get { return m_ConstrainRotation; }
set { m_ConstrainRotation = value; }
}
/// <summary>
/// Get Set for restoring default pose.
/// </summary>
public bool solveFromDefaultPose
{
get { return m_SolveFromDefaultPose; }
set { m_SolveFromDefaultPose = value; }
}
/// <summary>
/// Returns true if the Solver2D is in a valid state.
/// </summary>
public bool isValid
{
get { return Validate(); }
}
/// <summary>
/// Returns true if all chains in the Solver has a target.
/// </summary>
public bool allChainsHaveTargets
{
get { return HasTargets(); }
}
/// <summary>
/// Get and Set Solver weights.
/// </summary>
public float weight
{
get { return m_Weight; }
set { m_Weight = Mathf.Clamp01(value); }
}
private void OnEnable() {}
/// <summary>
/// Validate and initialize the Solver.
/// </summary>
protected virtual void OnValidate()
{
m_Weight = Mathf.Clamp01(m_Weight);
if (!isValid)
Initialize();
}
private bool Validate()
{
for (int i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
if (!chain.isValid)
return false;
}
return DoValidate();
}
private bool HasTargets()
{
for (int 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 (int i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
chain.Initialize();
}
}
private void Prepare()
{
var rootTransform = GetPlaneRootTransform();
if (rootTransform != null)
{
m_Plane.normal = rootTransform.forward;
m_Plane.distance = -Vector3.Dot(m_Plane.normal, rootTransform.position);
}
for (int i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
var constrainTargetRotation = constrainRotation && chain.target != null;
if (m_SolveFromDefaultPose)
chain.RestoreDefaultPose(constrainTargetRotation);
}
DoPrepare();
}
private void PrepareEffectorPositions()
{
m_TargetPositions.Clear();
for (int i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
if (chain.target)
m_TargetPositions.Add(chain.target.position);
}
}
/// <summary>
/// Perfom 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;
float finalWeight = globalWeight * weight;
if (finalWeight == 0f)
return;
if (!isValid)
return;
Prepare();
if (finalWeight < 1f)
StoreLocalRotations();
DoUpdateIK(positions);
if (constrainRotation)
{
for (int i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
if (chain.target)
chain.effector.rotation = chain.target.rotation;
}
}
if (finalWeight < 1f)
BlendFkToIk(finalWeight);
}
private void StoreLocalRotations()
{
for (int i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
chain.StoreLocalRotations();
}
}
private void BlendFkToIk(float finalWeight)
{
for (int 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() { return 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()
{
if (chainCount > 0)
return GetChain(0).rootTransform;
return 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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using System;
using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// Attribute to add a menu item in IKManager2D to create the Solver.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
[AttributeUsage(AttributeTargets.Class)]
public sealed class Solver2DMenuAttribute : Attribute
{
string m_MenuPath;
/// <summary>
/// Menu path.
/// </summary>
public string menuPath
{
get { return m_MenuPath; }
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="_menuPath">Menu item path.</param>
public Solver2DMenuAttribute(string _menuPath)
{
m_MenuPath = _menuPath;
}
}
}

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using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// Utility for 2D based Cyclic Coordinate Descent (CCD) IK Solver.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
public static class CCD2D
{
/// <summary>
/// Solve IK Chain based on CCD.
/// </summary>
/// <param name="targetPosition">Target position.</param>
/// <param name="forward">Forward vector for solver.</param>
/// <param name="solverLimit">Solver iteration count.</param>
/// <param name="tolerance">Target position's tolerance.</param>
/// <param name="velocity">Velocity towards target position.</param>
/// <param name="positions">Chain positions.</param>
/// <returns>Returns true if solver successfully completes within iteration limit. False otherwise.</returns>
public static bool Solve(Vector3 targetPosition, Vector3 forward, int solverLimit, float tolerance, float velocity, ref Vector3[] positions)
{
int last = positions.Length - 1;
int iterations = 0;
float sqrTolerance = tolerance * tolerance;
float sqrDistanceToTarget = (targetPosition - positions[last]).sqrMagnitude;
while (sqrDistanceToTarget > sqrTolerance)
{
DoIteration(targetPosition, forward, last, velocity, ref positions);
sqrDistanceToTarget = (targetPosition - positions[last]).sqrMagnitude;
if (++iterations >= solverLimit)
break;
}
return iterations != 0;
}
static void DoIteration(Vector3 targetPosition, Vector3 forward, int last, float velocity, ref Vector3[] positions)
{
for (int i = last - 1; i >= 0; --i)
{
Vector3 toTarget = targetPosition - positions[i];
Vector3 toLast = positions[last] - positions[i];
float angle = Vector3.SignedAngle(toLast, toTarget, forward);
angle = Mathf.Lerp(0f, angle, velocity);
Quaternion deltaRotation = Quaternion.AngleAxis(angle, forward);
for (int j = last; j > i; --j)
positions[j] = RotatePositionFrom(positions[j], positions[i], deltaRotation);
}
}
static Vector3 RotatePositionFrom(Vector3 position, Vector3 pivot, Quaternion rotation)
{
Vector3 v = position - pivot;
v = rotation * v;
return pivot + v;
}
}
}

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using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// Structure to store FABRIK Chain data.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
public struct FABRIKChain2D
{
public Vector2 first
{
get { return positions[0]; }
}
public Vector2 last
{
get { return positions[positions.Length - 1]; }
}
public Vector2 origin;
public Vector2 target;
public float sqrTolerance;
public Vector2[] positions;
public float[] lengths;
public int[] subChainIndices;
public Vector3[] worldPositions;
}
/// <summary>
/// Utility for 2D Forward And Backward Reaching Inverse Kinematics (FABRIK) IK Solver.
/// </summary>
public static class FABRIK2D
{
/// <summary>
/// Solve IK based on FABRIK
/// </summary>
/// <param name="targetPosition">Target position.</param>
/// <param name="solverLimit">Solver iteration count.</param>
/// <param name="tolerance">Target position's tolerance.</param>
/// <param name="lengths">Length of the chains.</param>
/// <param name="positions">Chain positions.</param>
/// <returns>Returns true if solver successfully completes within iteration limit. False otherwise.</returns>
public static bool Solve(Vector2 targetPosition, int solverLimit, float tolerance, float[] lengths, ref Vector2[] positions)
{
int last = positions.Length - 1;
int iterations = 0;
float sqrTolerance = tolerance * tolerance;
float sqrDistanceToTarget = (targetPosition - positions[last]).sqrMagnitude;
Vector2 originPosition = positions[0];
while (sqrDistanceToTarget > sqrTolerance)
{
Forward(targetPosition, lengths, ref positions);
Backward(originPosition, lengths, ref positions);
sqrDistanceToTarget = (targetPosition - positions[last]).sqrMagnitude;
if (++iterations >= solverLimit)
break;
}
// Return whether positions have changed
return iterations != 0;
}
public static bool SolveChain(int solverLimit, ref FABRIKChain2D[] chains)
{
// Do a quick validation of the end points that it has not been solved
if (ValidateChain(chains))
return false;
// Validation failed, solve chain
for (int iterations = 0; iterations < solverLimit; ++iterations)
{
SolveForwardsChain(0, ref chains);
// Break if solution is solved
if (!SolveBackwardsChain(0, ref chains))
break;
}
return true;
}
static bool ValidateChain(FABRIKChain2D[] chains)
{
foreach (var chain in chains)
{
if (chain.subChainIndices.Length == 0 && (chain.target - chain.last).sqrMagnitude > chain.sqrTolerance)
return false;
}
return true;
}
static void SolveForwardsChain(int idx, ref FABRIKChain2D[] chains)
{
var target = chains[idx].target;
if (chains[idx].subChainIndices.Length > 0)
{
target = Vector2.zero;
for (int i = 0; i < chains[idx].subChainIndices.Length; ++i)
{
var childIdx = chains[idx].subChainIndices[i];
SolveForwardsChain(childIdx, ref chains);
target += chains[childIdx].first;
}
target = target / chains[idx].subChainIndices.Length;
}
Forward(target, chains[idx].lengths, ref chains[idx].positions);
}
static bool SolveBackwardsChain(int idx, ref FABRIKChain2D[] chains)
{
bool notSolved = false;
Backward(chains[idx].origin, chains[idx].lengths, ref chains[idx].positions);
for (int i = 0; i < chains[idx].subChainIndices.Length; ++i)
{
var childIdx = chains[idx].subChainIndices[i];
chains[childIdx].origin = chains[idx].last;
notSolved |= SolveBackwardsChain(childIdx, ref chains);
}
// Check if end point has reached the target
if (chains[idx].subChainIndices.Length == 0)
{
notSolved |= (chains[idx].target - chains[idx].last).sqrMagnitude > chains[idx].sqrTolerance;
}
return notSolved;
}
static void Forward(Vector2 targetPosition, float[] lengths, ref Vector2[] positions)
{
var last = positions.Length - 1;
positions[last] = targetPosition;
for (int i = last - 1; i >= 0; --i)
{
var r = positions[i + 1] - positions[i];
var l = lengths[i] / r.magnitude;
var position = (1f - l) * positions[i + 1] + l * positions[i];
positions[i] = position;
}
}
static void Backward(Vector2 originPosition, float[] lengths, ref Vector2[] positions)
{
positions[0] = originPosition;
var last = positions.Length - 1;
for (int i = 0; i < last; ++i)
{
var r = positions[i + 1] - positions[i];
var l = lengths[i] / r.magnitude;
var position = (1f - l) * positions[i] + l * positions[i + 1];
positions[i + 1] = position;
}
}
// For constraints
static Vector2 ValidateJoint(Vector2 endPosition, Vector2 startPosition, Vector2 right, float min, float max)
{
var localDifference = endPosition - startPosition;
var angle = Vector2.SignedAngle(right, localDifference);
var validatedPosition = endPosition;
if (angle < min)
{
var minRotation = Quaternion.Euler(0f, 0f, min);
validatedPosition = startPosition + (Vector2)(minRotation * right * localDifference.magnitude);
}
else if (angle > max)
{
var maxRotation = Quaternion.Euler(0f, 0f, max);
validatedPosition = startPosition + (Vector2)(maxRotation * right * localDifference.magnitude);
}
return validatedPosition;
}
}
}

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using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// Utility for 2D Limb IK Solver.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
public static class Limb
{
/// <summary>
/// Solve based on Limb IK
/// </summary>
/// <param name="targetPosition">Target position.</param>
/// <param name="lengths">Length of the chains.</param>
/// <param name="positions">Chain positions.</param>
/// <param name="outAngles">Output angles for the chain's position.</param>
/// <returns>Always returns true.</returns>
public static bool Solve(Vector3 targetPosition, float[] lengths, Vector3[] positions, ref float[] outAngles)
{
outAngles[0] = 0f;
outAngles[1] = 0f;
if (lengths[0] == 0f || lengths[1] == 0f)
return false;
Vector3 startToEnd = targetPosition - positions[0];
float distanceMagnitude = startToEnd.magnitude;
float sqrDistance = startToEnd.sqrMagnitude;
float sqrParentLength = (lengths[0] * lengths[0]);
float sqrTargetLength = (lengths[1] * lengths[1]);
float angle0Cos = (sqrDistance + sqrParentLength - sqrTargetLength) / (2f * lengths[0] * distanceMagnitude);
float angle1Cos = (sqrDistance - sqrParentLength - sqrTargetLength) / (2f * lengths[0] * lengths[1]);
if ((angle0Cos >= -1f && angle0Cos <= 1f) && (angle1Cos >= -1f && angle1Cos <= 1f))
{
outAngles[0] = Mathf.Acos(angle0Cos) * Mathf.Rad2Deg;
outAngles[1] = Mathf.Acos(angle1Cos) * Mathf.Rad2Deg;
}
return true;
}
}
}

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{
"name": "Unity.2D.IK.Runtime",
"references": [],
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": []
}