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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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