testss
This commit is contained in:
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user