PO/Library/PackageCache/com.unity.2d.animation@5.0.7/IK/Runtime/Solvers/Limb.cs

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using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// Utility for 2D Limb IK Solver.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
public static class Limb
{
/// <summary>
/// Solve based on Limb IK
/// </summary>
/// <param name="targetPosition">Target position.</param>
/// <param name="lengths">Length of the chains.</param>
/// <param name="positions">Chain positions.</param>
/// <param name="outAngles">Output angles for the chain's position.</param>
/// <returns>Always returns true.</returns>
public static bool Solve(Vector3 targetPosition, float[] lengths, Vector3[] positions, ref float[] outAngles)
{
outAngles[0] = 0f;
outAngles[1] = 0f;
if (lengths[0] == 0f || lengths[1] == 0f)
return false;
Vector3 startToEnd = targetPosition - positions[0];
float distanceMagnitude = startToEnd.magnitude;
float sqrDistance = startToEnd.sqrMagnitude;
float sqrParentLength = (lengths[0] * lengths[0]);
float sqrTargetLength = (lengths[1] * lengths[1]);
float angle0Cos = (sqrDistance + sqrParentLength - sqrTargetLength) / (2f * lengths[0] * distanceMagnitude);
float angle1Cos = (sqrDistance - sqrParentLength - sqrTargetLength) / (2f * lengths[0] * lengths[1]);
if ((angle0Cos >= -1f && angle0Cos <= 1f) && (angle1Cos >= -1f && angle1Cos <= 1f))
{
outAngles[0] = Mathf.Acos(angle0Cos) * Mathf.Rad2Deg;
outAngles[1] = Mathf.Acos(angle1Cos) * Mathf.Rad2Deg;
}
return true;
}
}
}