Files
stas-barecky/Library/PackageCache/com.unity.2d.animation@3c53dae92956/IK/Runtime/FabrikSolver2D.cs
2026-01-08 20:43:08 +05:00

169 lines
6.1 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Burst;
using Unity.Collections;
using Unity.Mathematics;
using UnityEngine.Profiling;
using UnityEngine.Scripting.APIUpdating;
using UnityEngine.U2D.Animation;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// Component responsible for 2D Forward And Backward Reaching Inverse Kinematics (FABRIK) IK.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
[Solver2DMenu("Chain (FABRIK)")]
[IconAttribute(IconUtility.IconPath + "Animation.IKFabrik.png")]
[BurstCompile]
public sealed class FabrikSolver2D : Solver2D, ISolverCleanup
{
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;
NativeArray<float> m_Lengths;
NativeArray<float2> m_Positions;
NativeArray<float3> m_WorldPositions;
/// <summary>
/// Get and set the solver's integration count.
/// </summary>
public int iterations
{
get => m_Iterations;
set => m_Iterations = Mathf.Max(value, k_MinIterations);
}
/// <summary>
/// Get and set target distance tolerance.
/// </summary>
public float tolerance
{
get => m_Tolerance;
set => m_Tolerance = Mathf.Max(value, k_MinTolerance);
}
/// <summary>
/// Returns the number of chains in the solver.
/// </summary>
/// <returns>Returns 1, because FABRIK Solver has only one chain.</returns>
protected override int GetChainCount() => 1;
/// <summary>
/// Gets the chain in the solver at index.
/// </summary>
/// <param name="index">Index to query. Not used in this override.</param>
/// <returns>Returns IKChain2D for the Solver.</returns>
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<float2>(transformCount, Allocator.Persistent);
else if (m_Positions.Length != transformCount)
NativeArrayHelpers.ResizeIfNeeded(ref m_Positions, transformCount);
if (!m_Lengths.IsCreated)
m_Lengths = new NativeArray<float>(transformCount - 1, Allocator.Persistent);
else if (m_Lengths.Length != transformCount - 1)
NativeArrayHelpers.ResizeIfNeeded(ref m_Lengths, transformCount - 1);
if (!m_WorldPositions.IsCreated)
m_WorldPositions = new NativeArray<float3>(transformCount, Allocator.Persistent);
else if (m_WorldPositions.Length != transformCount)
NativeArrayHelpers.ResizeIfNeeded(ref m_WorldPositions, transformCount);
return true;
}
/// <summary>
/// Prepares the data required for updating the solver.
/// </summary>
protected override void DoPrepare()
{
int transformCount = m_Chain.transformCount;
ref Plane plane = ref GetPlane();
Span<Vector3> positionsSpan = stackalloc Vector3[transformCount];
for (int i = 0; i < transformCount; ++i)
{
positionsSpan[i] = plane.ClosestPointOnPlane(m_Chain.transforms[i].position);
}
GetPlaneRootTransform().InverseTransformPoints(positionsSpan);
for (int i = 0; i < transformCount; ++i)
{
m_Positions[i] = (Vector2)positionsSpan[i];
}
for (int i = 0; i < transformCount - 1; ++i)
{
m_Lengths[i] = math.length(m_Positions[i + 1] - m_Positions[i]);
}
}
/// <summary>
/// Updates the IK and sets the chain's transform positions.
/// </summary>
/// <param name="targetPositions">Target position for the chain.</param>
protected override void DoUpdateIK(List<Vector3> targetPositions)
{
float2 targetPosition = (Vector2)GetPointOnSolverPlane(targetPositions[0]);
float4x4 rootLocalToWorldMatrix = m_Chain.rootTransform.localToWorldMatrix;
if (Solve(targetPosition, rootLocalToWorldMatrix, m_Iterations, m_Tolerance, m_Lengths, ref m_Positions, ref m_WorldPositions))
{
for (int i = 0; i < m_Chain.transformCount - 1; ++i)
{
Vector2 startLocalPosition = (Vector2)m_Chain.transforms[i + 1].localPosition;
Vector2 endLocalPosition = (Vector2)m_Chain.transforms[i].InverseTransformPoint(m_WorldPositions[i + 1]);
m_Chain.transforms[i].localRotation *= Quaternion.AngleAxis(Vector2.SignedAngle(startLocalPosition, endLocalPosition), Vector3.forward);
}
}
}
void ISolverCleanup.DoCleanUp()
{
m_Positions.DisposeIfCreated();
m_Positions = default;
m_Lengths.DisposeIfCreated();
m_Lengths = default;
m_WorldPositions.DisposeIfCreated();
m_WorldPositions = default;
}
[BurstCompile]
static bool Solve(
in float2 targetPosition,
in float4x4 rootLocalToWorldMatrix,
int iterations,
float tolerance,
in NativeArray<float> lengths,
ref NativeArray<float2> positions,
ref NativeArray<float3> worldPositions
)
{
bool result = FABRIK2D.Solve(targetPosition, iterations, tolerance, lengths, ref positions);
if (result)
{
// Convert all plane positions to world positions
for (int i = 0; i < positions.Length; i++)
worldPositions[i] = math.transform(rootLocalToWorldMatrix, new float3(positions[i], 0f));
}
return result;
}
}
}