298 lines
8.9 KiB
C#
298 lines
8.9 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine.Scripting.APIUpdating;
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using UnityEngine.Serialization;
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namespace UnityEngine.U2D.IK
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{
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/// <summary>
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/// Abstract class for implementing a 2D IK Solver.
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/// </summary>
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[MovedFrom("UnityEngine.Experimental.U2D.IK")]
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public abstract class Solver2D : MonoBehaviour
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{
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[SerializeField]
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private bool m_ConstrainRotation = true;
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[FormerlySerializedAs("m_RestoreDefaultPose")]
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[SerializeField]
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private bool m_SolveFromDefaultPose = true;
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[SerializeField][Range(0f, 1f)]
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private float m_Weight = 1f;
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private Plane m_Plane;
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private List<Vector3> m_TargetPositions = new List<Vector3>();
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/// <summary>
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/// Returns the number of IKChain2D in the solver.
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/// </summary>
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public int chainCount
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{
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get { return GetChainCount(); }
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}
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/// <summary>
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/// Get Set for rotation constrain property.
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/// </summary>
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public bool constrainRotation
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{
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get { return m_ConstrainRotation; }
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set { m_ConstrainRotation = value; }
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}
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/// <summary>
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/// Get Set for restoring default pose.
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/// </summary>
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public bool solveFromDefaultPose
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{
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get { return m_SolveFromDefaultPose; }
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set { m_SolveFromDefaultPose = value; }
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}
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/// <summary>
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/// Returns true if the Solver2D is in a valid state.
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/// </summary>
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public bool isValid
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{
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get { return Validate(); }
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}
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/// <summary>
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/// Returns true if all chains in the Solver has a target.
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/// </summary>
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public bool allChainsHaveTargets
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{
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get { return HasTargets(); }
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}
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/// <summary>
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/// Get and Set Solver weights.
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/// </summary>
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public float weight
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{
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get { return m_Weight; }
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set { m_Weight = Mathf.Clamp01(value); }
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}
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private void OnEnable() {}
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/// <summary>
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/// Validate and initialize the Solver.
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/// </summary>
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protected virtual void OnValidate()
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{
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m_Weight = Mathf.Clamp01(m_Weight);
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if (!isValid)
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Initialize();
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}
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private bool Validate()
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{
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for (int i = 0; i < GetChainCount(); ++i)
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{
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var chain = GetChain(i);
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if (!chain.isValid)
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return false;
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}
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return DoValidate();
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}
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private bool HasTargets()
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{
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for (int i = 0; i < GetChainCount(); ++i)
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{
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var chain = GetChain(i);
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if (chain.target == null)
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return false;
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}
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return true;
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}
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/// <summary>
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/// Initializes the solver.
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/// </summary>
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public void Initialize()
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{
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DoInitialize();
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for (int i = 0; i < GetChainCount(); ++i)
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{
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var chain = GetChain(i);
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chain.Initialize();
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}
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}
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private void Prepare()
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{
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var rootTransform = GetPlaneRootTransform();
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if (rootTransform != null)
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{
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m_Plane.normal = rootTransform.forward;
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m_Plane.distance = -Vector3.Dot(m_Plane.normal, rootTransform.position);
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}
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for (int i = 0; i < GetChainCount(); ++i)
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{
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var chain = GetChain(i);
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var constrainTargetRotation = constrainRotation && chain.target != null;
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if (m_SolveFromDefaultPose)
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chain.RestoreDefaultPose(constrainTargetRotation);
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}
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DoPrepare();
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}
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private void PrepareEffectorPositions()
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{
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m_TargetPositions.Clear();
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for (int i = 0; i < GetChainCount(); ++i)
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{
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var chain = GetChain(i);
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if (chain.target)
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m_TargetPositions.Add(chain.target.position);
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}
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}
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/// <summary>
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/// Perfom Solver IK update.
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/// </summary>
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/// <param name="globalWeight">Weight for position solving.</param>
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public void UpdateIK(float globalWeight)
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{
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if(allChainsHaveTargets)
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{
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PrepareEffectorPositions();
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UpdateIK(m_TargetPositions, globalWeight);
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}
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}
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/// <summary>
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/// Perform Solver IK update.
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/// </summary>
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/// <param name="positions">Positions of chain.</param>
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/// <param name="globalWeight">Weight for position solving.</param>
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public void UpdateIK(List<Vector3> positions, float globalWeight)
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{
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if(positions.Count != chainCount)
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return;
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float finalWeight = globalWeight * weight;
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if (finalWeight == 0f)
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return;
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if (!isValid)
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return;
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Prepare();
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if (finalWeight < 1f)
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StoreLocalRotations();
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DoUpdateIK(positions);
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if (constrainRotation)
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{
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for (int i = 0; i < GetChainCount(); ++i)
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{
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var chain = GetChain(i);
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if (chain.target)
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chain.effector.rotation = chain.target.rotation;
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}
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}
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if (finalWeight < 1f)
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BlendFkToIk(finalWeight);
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}
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private void StoreLocalRotations()
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{
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for (int i = 0; i < GetChainCount(); ++i)
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{
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var chain = GetChain(i);
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chain.StoreLocalRotations();
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}
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}
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private void BlendFkToIk(float finalWeight)
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{
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for (int i = 0; i < GetChainCount(); ++i)
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{
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var chain = GetChain(i);
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var constrainTargetRotation = constrainRotation && chain.target != null;
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chain.BlendFkToIk(finalWeight, constrainTargetRotation);
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}
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}
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/// <summary>
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/// Override to return the IKChain2D at the given index.
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/// </summary>
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/// <param name="index">Index for IKChain2D.</param>
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/// <returns></returns>
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public abstract IKChain2D GetChain(int index);
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/// <summary>
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/// OVerride to return the number of chains in the Solver
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/// </summary>
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/// <returns>Integer represents IKChain2D count.</returns>
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protected abstract int GetChainCount();
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/// <summary>
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/// Override to perform Solver IK update
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/// </summary>
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/// <param name="effectorPositions">Position of the effectors.</param>
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protected abstract void DoUpdateIK(List<Vector3> effectorPositions);
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/// <summary>
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/// Override to perform custom validation.
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/// </summary>
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/// <returns>Returns true if the Solver is in a valid state. False otherwise.</returns>
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protected virtual bool DoValidate() { return true; }
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/// <summary>
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/// Override to perform initialize the solver
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/// </summary>
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protected virtual void DoInitialize() {}
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/// <summary>
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/// Override to prepare the solver for update
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/// </summary>
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protected virtual void DoPrepare() {}
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/// <summary>
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/// Override to return the root Unity Transform of the Solver. The default implementation returns the root
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/// transform of the first chain.
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/// </summary>
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/// <returns>Unity Transform that represents the root.</returns>
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protected virtual Transform GetPlaneRootTransform()
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{
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if (chainCount > 0)
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return GetChain(0).rootTransform;
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return null;
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}
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/// <summary>
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/// Convert a world position coordinate to the solver's plane space
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/// </summary>
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/// <param name="worldPosition">Vector3 representing world position</param>
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/// <returns>Converted position in solver's plane</returns>
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protected Vector3 GetPointOnSolverPlane(Vector3 worldPosition)
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{
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return GetPlaneRootTransform().InverseTransformPoint(m_Plane.ClosestPointOnPlane(worldPosition));
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}
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/// <summary>
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/// Convert a position from solver's plane to world coordinate
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/// </summary>
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/// <param name="planePoint">Vector3 representing a position in the Solver's plane.</param>
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/// <returns>Converted position to world coordinate.</returns>
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protected Vector3 GetWorldPositionFromSolverPlanePoint(Vector2 planePoint)
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{
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return GetPlaneRootTransform().TransformPoint(planePoint);
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}
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}
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}
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