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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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