testss
This commit is contained in:
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using System.Runtime.CompilerServices;
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[assembly: InternalsVisibleTo("Unity.2D.IK.Editor")]
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using System.Collections.Generic;
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using UnityEngine.Profiling;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.U2D.IK
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{
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/// <summary>
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/// Component for 2D Cyclic Coordinate Descent (CCD) IK.
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/// </summary>
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[MovedFrom("UnityEngine.Experimental.U2D.IK")]
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[Solver2DMenuAttribute("Chain (CCD)")]
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public class CCDSolver2D : Solver2D
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{
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private const float kMinTolerance = 0.001f;
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private const int kMinIterations = 1;
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private const float kMinVelocity = 0.01f;
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private const float kMaxVelocity = 1f;
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[SerializeField]
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private IKChain2D m_Chain = new IKChain2D();
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[SerializeField][Range(kMinIterations, 50)]
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private int m_Iterations = 10;
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[SerializeField][Range(kMinTolerance, 0.1f)]
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private float m_Tolerance = 0.01f;
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[SerializeField][Range(0f, 1f)]
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private float m_Velocity = 0.5f;
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private Vector3[] m_Positions;
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/// <summary>
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/// Get and Set the solver's itegration count.
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/// </summary>
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public int iterations
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{
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get { return m_Iterations; }
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set { m_Iterations = Mathf.Max(value, kMinIterations); }
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}
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/// <summary>
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/// Get and Set target distance tolerance.
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/// </summary>
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public float tolerance
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{
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get { return m_Tolerance; }
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set { m_Tolerance = Mathf.Max(value, kMinTolerance); }
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}
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/// <summary>
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/// Get and Set the solver velocity.
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/// </summary>
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public float velocity
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{
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get { return m_Velocity; }
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set { m_Velocity = Mathf.Clamp01(value); }
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}
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/// <summary>
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/// Returns the number of chain in the solver.
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/// </summary>
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/// <returns>This always returns 1</returns>
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protected override int GetChainCount()
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{
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return 1;
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}
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/// <summary>
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/// Gets the chain in the solver by index.
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/// </summary>
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/// <param name="index">Chain index.</param>
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/// <returns>Returns IKChain2D at the index.</returns>
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public override IKChain2D GetChain(int index)
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{
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return m_Chain;
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}
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/// <summary>
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/// DoPrepare override from base class.
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/// </summary>
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protected override void DoPrepare()
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{
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if (m_Positions == null || m_Positions.Length != m_Chain.transformCount)
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m_Positions = new Vector3[m_Chain.transformCount];
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for (int i = 0; i < m_Chain.transformCount; ++i)
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m_Positions[i] = m_Chain.transforms[i].position;
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}
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/// <summary>
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/// DoUpdateIK override from base class.
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/// </summary>
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/// <param name="effectorPositions">Target position for the chain.</param>
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protected override void DoUpdateIK(List<Vector3> effectorPositions)
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{
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Profiler.BeginSample("CCDSolver2D.DoUpdateIK");
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Vector3 effectorPosition = effectorPositions[0];
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Vector2 effectorLocalPosition2D = m_Chain.transforms[0].InverseTransformPoint(effectorPosition);
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effectorPosition = m_Chain.transforms[0].TransformPoint(effectorLocalPosition2D);
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if (CCD2D.Solve(effectorPosition, GetPlaneRootTransform().forward, iterations, tolerance, Mathf.Lerp(kMinVelocity, kMaxVelocity, m_Velocity), ref m_Positions))
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{
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for (int i = 0; i < m_Chain.transformCount - 1; ++i)
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{
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Vector3 startLocalPosition = m_Chain.transforms[i + 1].localPosition;
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Vector3 endLocalPosition = m_Chain.transforms[i].InverseTransformPoint(m_Positions[i + 1]);
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m_Chain.transforms[i].localRotation *= Quaternion.FromToRotation(startLocalPosition, endLocalPosition);
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}
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}
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Profiler.EndSample();
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}
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}
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}
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using System.Collections.Generic;
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using UnityEngine.Profiling;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.U2D.IK
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{
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/// <summary>
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/// Component for 2D Forward And Backward Reaching Inverse Kinematics (FABRIK) IK.
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/// </summary>
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[MovedFrom("UnityEngine.Experimental.U2D.IK")]
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[Solver2DMenu("Chain (FABRIK)")]
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public class FabrikSolver2D : Solver2D
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{
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private const float kMinTolerance = 0.001f;
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private const int kMinIterations = 1;
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[SerializeField]
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private IKChain2D m_Chain = new IKChain2D();
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[SerializeField][Range(kMinIterations, 50)]
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private int m_Iterations = 10;
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[SerializeField][Range(kMinTolerance, 0.1f)]
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private float m_Tolerance = 0.01f;
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private float[] m_Lengths;
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private Vector2[] m_Positions;
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private Vector3[] m_WorldPositions;
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/// <summary>
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/// Get and Set the solver's itegration count.
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/// </summary>
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public int iterations
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{
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get { return m_Iterations; }
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set { m_Iterations = Mathf.Max(value, kMinIterations); }
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}
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/// <summary>
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/// Get and Set target distance tolerance.
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/// </summary>
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public float tolerance
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{
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get { return m_Tolerance; }
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set { m_Tolerance = Mathf.Max(value, kMinTolerance); }
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}
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/// <summary>
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/// Returns the number of chain in the solver.
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/// </summary>
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/// <returns>This always returns 1.</returns>
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protected override int GetChainCount()
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{
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return 1;
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}
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/// <summary>
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/// Gets the chain in the solver by index.
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/// </summary>
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/// <param name="index">Chain index.</param>
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/// <returns>Returns IKChain2D at the index.</returns>
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public override IKChain2D GetChain(int index)
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{
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return m_Chain;
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}
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/// <summary>
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/// DoPrepare override from base class.
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/// </summary>
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protected override void DoPrepare()
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{
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if (m_Positions == null || m_Positions.Length != m_Chain.transformCount)
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{
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m_Positions = new Vector2[m_Chain.transformCount];
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m_Lengths = new float[m_Chain.transformCount - 1];
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m_WorldPositions = new Vector3[m_Chain.transformCount];
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}
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for (int i = 0; i < m_Chain.transformCount; ++i)
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{
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m_Positions[i] = GetPointOnSolverPlane(m_Chain.transforms[i].position);
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}
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for (int i = 0; i < m_Chain.transformCount - 1; ++i)
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{
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m_Lengths[i] = (m_Positions[i + 1] - m_Positions[i]).magnitude;
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}
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}
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/// <summary>
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/// DoUpdateIK override from base class.
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/// </summary>
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/// <param name="effectorPositions">Target position for the chain.</param>
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protected override void DoUpdateIK(List<Vector3> effectorPositions)
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{
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Profiler.BeginSample("FABRIKSolver2D.DoUpdateIK");
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Vector3 effectorPosition = effectorPositions[0];
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effectorPosition = GetPointOnSolverPlane(effectorPosition);
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if (FABRIK2D.Solve(effectorPosition, iterations, tolerance, m_Lengths, ref m_Positions))
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{
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// Convert all plane positions to world positions
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for (int i = 0; i < m_Positions.Length; ++i)
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{
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m_WorldPositions[i] = GetWorldPositionFromSolverPlanePoint(m_Positions[i]);
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}
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for (int i = 0; i < m_Chain.transformCount - 1; ++i)
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{
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Vector3 startLocalPosition = m_Chain.transforms[i + 1].localPosition;
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Vector3 endLocalPosition = m_Chain.transforms[i].InverseTransformPoint(m_WorldPositions[i + 1]);
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m_Chain.transforms[i].localRotation *= Quaternion.FromToRotation(startLocalPosition, endLocalPosition);
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}
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}
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Profiler.EndSample();
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}
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}
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}
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@@ -0,0 +1,208 @@
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using System;
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using UnityEngine.Scripting.APIUpdating;
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using UnityEngine.Serialization;
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namespace UnityEngine.U2D.IK
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{
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/// <summary>
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/// Class for storing data for a 2D IK Chain.
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/// </summary>
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[MovedFrom("UnityEngine.Experimental.U2D.IK")]
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[Serializable]
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public class IKChain2D
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{
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[SerializeField][FormerlySerializedAs("m_Target")]
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private Transform m_EffectorTransform;
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[SerializeField][FormerlySerializedAs("m_Effector")]
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private Transform m_TargetTransform;
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[SerializeField]
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private int m_TransformCount;
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[SerializeField]
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private Transform[] m_Transforms;
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[SerializeField]
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private Quaternion[] m_DefaultLocalRotations;
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[SerializeField]
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private Quaternion[] m_StoredLocalRotations;
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protected float[] m_Lengths;
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/// <summary>
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/// Get Set the Unity Transform used as IK Effector.
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/// </summary>
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public Transform effector
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{
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get { return m_EffectorTransform; }
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set { m_EffectorTransform = value; }
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}
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/// <summary>
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/// Get Set the Unity Transform used as IK Target.
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/// </summary>
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public Transform target
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{
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get { return m_TargetTransform; }
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set { m_TargetTransform = value; }
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}
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/// <summary>
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/// Get the Unity Transforms that are in the IK Chain.
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/// </summary>
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public Transform[] transforms
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{
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get { return m_Transforms; }
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}
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/// <summary>
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/// Get the root Unity Transform for the IK Chain.
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/// </summary>
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public Transform rootTransform
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{
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get
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{
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if (m_Transforms != null && transformCount > 0 && m_Transforms.Length == transformCount)
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return m_Transforms[0];
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return null;
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}
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}
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private Transform lastTransform
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{
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get
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{
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if (m_Transforms != null && transformCount > 0 && m_Transforms.Length == transformCount)
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return m_Transforms[transformCount - 1];
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return null;
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}
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}
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/// <summary>
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/// Get and Set the number of Unity Transforms in the IK Chain.
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/// </summary>
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public int transformCount
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{
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get { return m_TransformCount; }
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set { m_TransformCount = Mathf.Max(0, value); }
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}
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/// <summary>
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/// Returns true if the IK Chain is valid. False otherwise.
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/// </summary>
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public bool isValid
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{
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get { return Validate(); }
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}
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/// <summary>
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/// Gets the length of the IK Chain.
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/// </summary>
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public float[] lengths
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{
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get
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{
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if(isValid)
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{
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PrepareLengths();
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return m_Lengths;
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}
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return null;
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}
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}
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private bool Validate()
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{
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if (effector == null)
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return false;
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if (transformCount == 0)
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return false;
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if (m_Transforms == null || m_Transforms.Length != transformCount)
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return false;
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if (m_DefaultLocalRotations == null || m_DefaultLocalRotations.Length != transformCount)
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return false;
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if (m_StoredLocalRotations == null || m_StoredLocalRotations.Length != transformCount)
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return false;
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if (rootTransform == null)
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return false;
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if (lastTransform != effector)
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return false;
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if (target && IKUtility.IsDescendentOf(target, rootTransform))
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return false;
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return true;
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}
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/// <summary>
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/// Initialize the IK Chain.
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/// </summary>
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public void Initialize()
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{
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if (effector == null || transformCount == 0 || IKUtility.GetAncestorCount(effector) < transformCount - 1)
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return;
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m_Transforms = new Transform[transformCount];
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m_DefaultLocalRotations = new Quaternion[transformCount];
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m_StoredLocalRotations = new Quaternion[transformCount];
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var currentTransform = effector;
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int index = transformCount - 1;
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while (currentTransform && index >= 0)
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{
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m_Transforms[index] = currentTransform;
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m_DefaultLocalRotations[index] = currentTransform.localRotation;
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currentTransform = currentTransform.parent;
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--index;
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}
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}
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private void PrepareLengths()
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{
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var currentTransform = effector;
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int index = transformCount - 1;
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if (m_Lengths == null || m_Lengths.Length != transformCount - 1)
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m_Lengths = new float[transformCount - 1];
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while (currentTransform && index >= 0)
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{
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if (currentTransform.parent && index > 0)
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m_Lengths[index - 1] = (currentTransform.position - currentTransform.parent.position).magnitude;
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currentTransform = currentTransform.parent;
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--index;
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}
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}
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/// <summary>
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/// Restores IK Chain to it's default pose.
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/// </summary>
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/// <param name="targetRotationIsConstrained">True to constrain the target rotation. False otherwise.</param>
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public void RestoreDefaultPose(bool targetRotationIsConstrained)
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{
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var count = targetRotationIsConstrained ? transformCount : transformCount-1;
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for (int i = 0; i < count; ++i)
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m_Transforms[i].localRotation = m_DefaultLocalRotations[i];
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}
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/// <summary>
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/// Explicitly stores the local rotation
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/// </summary>
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public void StoreLocalRotations()
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{
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for (int i = 0; i < m_Transforms.Length; ++i)
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m_StoredLocalRotations[i] = m_Transforms[i].localRotation;
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}
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||||
/// <summary>
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/// Blend between Forward Kinematics and Inverse Kinematics.
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/// </summary>
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/// <param name="finalWeight">Weight for blend</param>
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/// <param name="targetRotationIsConstrained">True to constrain target rotation. False otherwise.</param>
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||||
public void BlendFkToIk(float finalWeight, bool targetRotationIsConstrained)
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{
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var count = targetRotationIsConstrained ? transformCount : transformCount-1;
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for (int i = 0; i < count; ++i)
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||||
m_Transforms[i].localRotation = Quaternion.Slerp(m_StoredLocalRotations[i], m_Transforms[i].localRotation, finalWeight);
|
||||
}
|
||||
}
|
||||
}
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@@ -0,0 +1,31 @@
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Scripting.APIUpdating;
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||||
|
||||
#if UNITY_EDITOR
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namespace UnityEditor.U2D.IK
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||||
{
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||||
[DefaultExecutionOrder(-2)]
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||||
[ExecuteInEditMode]
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||||
[AddComponentMenu("")]
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||||
[MovedFrom("UnityEditor.Experimental.U2D.IK")]
|
||||
internal class IKEditorManagerHelper : MonoBehaviour
|
||||
{
|
||||
public UnityEvent onLateUpdate = new UnityEvent();
|
||||
|
||||
void Start()
|
||||
{
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if(hideFlags != HideFlags.HideAndDontSave)
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Debug.LogWarning("This is an internal IK Component. Please remove it from your GameObject", this.gameObject);
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
return;
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||||
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||||
onLateUpdate.Invoke();
|
||||
}
|
||||
}
|
||||
}
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||||
#endif
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@@ -0,0 +1,116 @@
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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")]
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||||
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
|
||||
}
|
||||
}
|
@@ -0,0 +1,70 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
|
@@ -0,0 +1,70 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,91 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,297 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,33 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,60 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,171 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,46 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"name": "Unity.2D.IK.Runtime",
|
||||
"references": [],
|
||||
"optionalUnityReferences": [],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": []
|
||||
}
|
Reference in New Issue
Block a user