Singularity/Library/PackageCache/com.unity.2d.animation@7.0.10/IK/Runtime/Solver2D.cs

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2024-05-06 14:45:45 -04:00
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]
bool m_ConstrainRotation = true;
[FormerlySerializedAs("m_RestoreDefaultPose")]
[SerializeField]
bool m_SolveFromDefaultPose = true;
[SerializeField]
[Range(0f, 1f)]
float m_Weight = 1f;
Plane m_Plane;
List<Vector3> m_TargetPositions = new List<Vector3>();
/// <summary>
/// Used to evaluate if Solver2D needs to be updated.
/// </summary>
float m_LastFinalWeight;
/// <summary>
/// Returns the number of IKChain2D in the solver.
/// </summary>
public int chainCount => GetChainCount();
/// <summary>
/// Get Set for rotation constrain property.
/// </summary>
public bool constrainRotation
{
get => m_ConstrainRotation;
set => m_ConstrainRotation = value;
}
/// <summary>
/// Get Set for restoring default pose.
/// </summary>
public bool solveFromDefaultPose
{
get => m_SolveFromDefaultPose;
set => m_SolveFromDefaultPose = value;
}
/// <summary>
/// Returns true if the Solver2D is in a valid state.
/// </summary>
public bool isValid => Validate();
/// <summary>
/// Returns true if all chains in the Solver has a target.
/// </summary>
public bool allChainsHaveTargets => HasTargets();
/// <summary>
/// Get and Set Solver weights.
/// </summary>
public float weight
{
get => m_Weight;
set => m_Weight = Mathf.Clamp01(value);
}
/// <summary>
/// Validate and initialize the Solver.
/// </summary>
protected virtual void OnValidate()
{
m_Weight = Mathf.Clamp01(m_Weight);
if (!isValid)
Initialize();
}
bool Validate()
{
for (var i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
if (!chain.isValid)
return false;
}
return DoValidate();
}
bool HasTargets()
{
for (var 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 (var i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
chain.Initialize();
}
}
void Prepare()
{
var rootTransform = GetPlaneRootTransform();
if (rootTransform != null)
{
m_Plane.normal = rootTransform.forward;
m_Plane.distance = -Vector3.Dot(m_Plane.normal, rootTransform.position);
}
for (var i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
var constrainTargetRotation = constrainRotation && chain.target != null;
if (m_SolveFromDefaultPose)
chain.RestoreDefaultPose(constrainTargetRotation);
}
DoPrepare();
}
void PrepareEffectorPositions()
{
m_TargetPositions.Clear();
for (var i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
if (chain.target)
m_TargetPositions.Add(chain.target.position);
}
}
/// <summary>
/// Perform 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;
var finalWeight = globalWeight * weight;
var weightValueChanged = Math.Abs(finalWeight - m_LastFinalWeight) > 0.0001f;
m_LastFinalWeight = finalWeight;
if (finalWeight == 0f && !weightValueChanged)
return;
if (!isValid)
return;
Prepare();
if (finalWeight < 1f)
StoreLocalRotations();
DoUpdateIK(positions);
if (constrainRotation)
{
for (var i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
if (chain.target)
chain.effector.rotation = chain.target.rotation;
}
}
if (finalWeight < 1f)
BlendFkToIk(finalWeight);
}
void StoreLocalRotations()
{
for (var i = 0; i < GetChainCount(); ++i)
{
var chain = GetChain(i);
chain.StoreLocalRotations();
}
}
void BlendFkToIk(float finalWeight)
{
for (var 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() => 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()
{
return chainCount > 0 ? GetChain(0).rootTransform : 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);
}
}
}