Files
stas-barecky/Library/PackageCache/com.unity.2d.animation@3c53dae92956/IK/Runtime/Solvers/CCD2D.cs
2026-01-08 20:43:08 +05:00

114 lines
4.5 KiB
C#

using System;
using System.Runtime.CompilerServices;
using Unity.Burst;
using Unity.Burst.CompilerServices;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Profiling;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// Utility for 2D based Cyclic Coordinate Descent (CCD) IK Solver.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
[BurstCompile]
public static class CCD2D
{
static class Profiling
{
internal static readonly ProfilerMarker Solve = new ProfilerMarker("CCD2D.Solve");
}
/// <summary>
/// Solve IK Chain based on CCD.
/// </summary>
/// <param name="targetPosition">Target position.</param>
/// <param name="forward">Forward vector for solver.</param>
/// <param name="solverLimit">Solver iteration count.</param>
/// <param name="tolerance">Target position's tolerance.</param>
/// <param name="velocity">Velocity towards target position.</param>
/// <param name="positions">Chain positions.</param>
/// <returns>Returns true if solver successfully completes within iteration limit. False otherwise.</returns>
public static bool Solve(Vector3 targetPosition, Vector3 forward, int solverLimit, float tolerance, float velocity, ref Vector3[] positions)
{
NativeArray<float2> nativePositions = new NativeArray<float2>(positions.Length, Allocator.Temp);
for (int i = 0; i < positions.Length; ++i)
nativePositions[i] = new float2(positions[i].x, positions[i].y);
bool result = Solve((Vector2)targetPosition, solverLimit, tolerance, velocity, ref nativePositions);
for (int i = 0; i < positions.Length; ++i)
positions[i] = (Vector2)nativePositions[i];
nativePositions.Dispose();
return result;
}
/// <summary>
/// Solve IK Chain based on CCD for 2D positions.
/// </summary>
/// <param name="targetPosition">Target position in 2D.</param>
/// <param name="solverLimit">Solver iteration count.</param>
/// <param name="tolerance">Target position's tolerance.</param>
/// <param name="velocity">Velocity towards target position.</param>
/// <param name="positions">Chain positions in 2D.</param>
/// <returns>Returns true if solver successfully completes within iteration limit. False otherwise.</returns>
[BurstCompile]
internal static bool Solve(in float2 targetPosition, int solverLimit, float tolerance, float velocity, ref NativeArray<float2> positions)
{
Profiling.Solve.Begin();
int last = positions.Length - 1;
int iterations = 0;
float sqrTolerance = tolerance * tolerance;
float sqrDistanceToTarget = math.lengthsq(targetPosition - positions[last]);
while (sqrDistanceToTarget > sqrTolerance)
{
DoIteration(targetPosition, last, velocity, ref positions);
sqrDistanceToTarget = math.lengthsq(targetPosition - positions[last]);
if (++iterations >= solverLimit)
break;
}
Profiling.Solve.End();
return iterations != 0;
}
[BurstCompile]
static void DoIteration([NoAlias] in float2 targetPosition, [AssumeRange(1, int.MaxValue)] int last, float velocity, [NoAlias] ref NativeArray<float2> positions)
{
for (int i = last - 1; i >= 0; --i)
{
float2 pivot = positions[i];
float2 toTarget = targetPosition - pivot;
float2 toLast = positions[last] - pivot;
float angle = IKMathUtility.SignedAngle(toLast, toTarget);
angle *= velocity;
math.sincos(angle, out float s, out float c);
for (int j = last; j > i; --j)
{
RotatePositionFrom(positions[j], pivot, s, c, out float2 rotated);
positions[j] = rotated;
}
}
}
[BurstCompile]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
static void RotatePositionFrom([NoAlias] in float2 position, [NoAlias] in float2 pivot, float s, float c, [NoAlias] out float2 result)
{
float2 v = position - pivot;
float2 rotated;
rotated.x = c * v.x - s * v.y;
rotated.y = s * v.x + c * v.y;
result = pivot + rotated;
}
}
}