using System.Collections.Generic;
using UnityEngine.Profiling;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
///
/// Component for 2D Forward And Backward Reaching Inverse Kinematics (FABRIK) IK.
///
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
[Solver2DMenu("Chain (FABRIK)")]
public class FabrikSolver2D : Solver2D
{
const float k_MinTolerance = 0.001f;
const int k_MinIterations = 1;
[SerializeField]
IKChain2D m_Chain = new IKChain2D();
[SerializeField]
[Range(k_MinIterations, 50)]
int m_Iterations = 10;
[SerializeField]
[Range(k_MinTolerance, 0.1f)]
float m_Tolerance = 0.01f;
float[] m_Lengths;
Vector2[] m_Positions;
Vector3[] m_WorldPositions;
///
/// Get and Set the solver's integration count.
///
public int iterations
{
get => m_Iterations;
set => m_Iterations = Mathf.Max(value, k_MinIterations);
}
///
/// Get and Set target distance tolerance.
///
public float tolerance
{
get => m_Tolerance;
set => m_Tolerance = Mathf.Max(value, k_MinTolerance);
}
///
/// Returns the number of chain in the solver.
///
/// This always returns 1.
protected override int GetChainCount() => 1;
///
/// Gets the chain in the solver by index.
///
/// Chain index.
/// Returns IKChain2D at the index.
public override IKChain2D GetChain(int index) => m_Chain;
///
/// DoPrepare override from base class.
///
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 (var i = 0; i < m_Chain.transformCount; ++i)
{
m_Positions[i] = GetPointOnSolverPlane(m_Chain.transforms[i].position);
}
for (var i = 0; i < m_Chain.transformCount - 1; ++i)
{
m_Lengths[i] = (m_Positions[i + 1] - m_Positions[i]).magnitude;
}
}
///
/// DoUpdateIK override from base class.
///
/// Target position for the chain.
protected override void DoUpdateIK(List effectorPositions)
{
Profiler.BeginSample(nameof(FabrikSolver2D.DoUpdateIK));
var 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 (var i = 0; i < m_Positions.Length; ++i)
{
m_WorldPositions[i] = GetWorldPositionFromSolverPlanePoint(m_Positions[i]);
}
for (var i = 0; i < m_Chain.transformCount - 1; ++i)
{
var startLocalPosition = m_Chain.transforms[i + 1].localPosition;
var endLocalPosition = m_Chain.transforms[i].InverseTransformPoint(m_WorldPositions[i + 1]);
m_Chain.transforms[i].localRotation *= Quaternion.FromToRotation(startLocalPosition, endLocalPosition);
}
}
Profiler.EndSample();
}
}
}