using System;
using System.Collections.Generic;
using Unity.Burst;
using Unity.Collections;
using Unity.Mathematics;
using UnityEngine.Scripting.APIUpdating;
using UnityEngine.U2D.Animation;
namespace UnityEngine.U2D.IK
{
///
/// Component responsible for 2D Cyclic Coordinate Descent (CCD) IK.
///
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
[Solver2DMenuAttribute("Chain (CCD)")]
[IconAttribute(IconUtility.IconPath + "Animation.IKCCD.png")]
[BurstCompile]
public sealed class CCDSolver2D : Solver2D, ISolverCleanup
{
const int k_MinIterations = 1;
const float k_MinTolerance = 0.001f;
const float k_MinVelocity = 0.01f;
const float k_MaxVelocity = 1f;
[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;
[SerializeField]
[Range(0f, 1f)]
float m_Velocity = 0.5f;
float m_InterpolatedVelocity = Mathf.Lerp(k_MinVelocity, k_MaxVelocity, 0.5f);
NativeArray m_Positions;
///
/// 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);
}
///
/// Get and Set the solver velocity.
///
public float velocity
{
get => m_Velocity;
set
{
m_Velocity = Mathf.Clamp01(value);
m_InterpolatedVelocity = Mathf.Lerp(k_MinVelocity, k_MaxVelocity, m_Velocity);
}
}
///
/// Returns the number of chains in the solver.
///
/// Returns 1, because CCD Solver has only one chain.
protected override int GetChainCount() => 1;
///
/// Gets the chain in the solver at index.
///
/// Index to query. Not used in this override.
/// Returns IKChain2D for the Solver.
public override IKChain2D GetChain(int index) => m_Chain;
protected override bool DoValidate()
{
int transformCount = m_Chain.transformCount;
if (!m_Positions.IsCreated)
m_Positions = new NativeArray(transformCount, Allocator.Persistent);
else if (m_Positions.Length != transformCount)
NativeArrayHelpers.ResizeIfNeeded(ref m_Positions, transformCount);
return true;
}
///
/// Prepares the data required for updating the solver.
///
protected override void DoPrepare()
{
Transform root = m_Chain.rootTransform;
int transformCount = m_Chain.transformCount;
Span positionsSpan = stackalloc Vector3[transformCount];
for (int i = 0; i < transformCount; ++i)
{
positionsSpan[i] = m_Chain.transforms[i].position;
}
root.InverseTransformPoints(positionsSpan);
for (int i = 0; i < transformCount; ++i)
{
m_Positions[i] = (Vector2)positionsSpan[i];
}
}
///
/// Updates the IK and sets the chain's transform positions.
///
/// Target positions for the chain.
protected override void DoUpdateIK(List targetPositions)
{
Transform root = m_Chain.rootTransform;
int transformCount = m_Chain.transformCount;
float2 targetPosition = ((float3)root.InverseTransformPoint(targetPositions[0])).xy;
if (CCD2D.Solve(targetPosition, iterations, tolerance, m_InterpolatedVelocity, ref m_Positions))
{
Span positionsSpan = stackalloc Vector3[transformCount];
for (int i = 0; i < transformCount; ++i)
{
positionsSpan[i] = new float3(m_Positions[i], 0f);
}
root.TransformPoints(positionsSpan);
for (int i = 0; i < transformCount - 1; ++i)
{
Vector2 startLocalPosition = (Vector2)m_Chain.transforms[i + 1].localPosition;
Vector2 endLocalPosition = (Vector2)m_Chain.transforms[i].InverseTransformPoint(positionsSpan[i + 1]);
m_Chain.transforms[i].localRotation *= Quaternion.AngleAxis(Vector2.SignedAngle(startLocalPosition, endLocalPosition), Vector3.forward);
}
}
}
void ISolverCleanup.DoCleanUp()
{
m_Positions.DisposeIfCreated();
m_Positions = default;
}
}
}