using System.Collections.Generic;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
///
/// Component for 2D Limb IK.
///
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
[Solver2DMenuAttribute("Limb")]
public class LimbSolver2D : Solver2D
{
[SerializeField]
private IKChain2D m_Chain = new IKChain2D();
[SerializeField]
private bool m_Flip;
private Vector3[] m_Positions = new Vector3[3];
private float[] m_Lengths = new float[2];
private float[] m_Angles = new float[2];
///
/// Get Set for flip property.
///
public bool flip
{
get { return m_Flip; }
set { m_Flip = value; }
}
///
/// Override base class DoInitialize.
///
protected override void DoInitialize()
{
m_Chain.transformCount = m_Chain.effector == null || IKUtility.GetAncestorCount(m_Chain.effector) < 2 ? 0 : 3;
base.DoInitialize();
}
///
/// Override base class GetChainCount.
///
/// Always returns 1.
protected override int GetChainCount()
{
return 1;
}
///
/// Override base class GetChain.
///
/// Index to query.
/// Returns IKChain2D for the Solver.
public override IKChain2D GetChain(int index)
{
return m_Chain;
}
///
/// Override base class DoPrepare.
///
protected override void DoPrepare()
{
var lengths = m_Chain.lengths;
m_Positions[0] = m_Chain.transforms[0].position;
m_Positions[1] = m_Chain.transforms[1].position;
m_Positions[2] = m_Chain.transforms[2].position;
m_Lengths[0] = lengths[0];
m_Lengths[1] = lengths[1];
}
///
/// OVerride base class DoUpdateIK.
///
/// List of effector positions.
protected override void DoUpdateIK(List effectorPositions)
{
Vector3 effectorPosition = effectorPositions[0];
Vector2 effectorLocalPosition2D = m_Chain.transforms[0].InverseTransformPoint(effectorPosition);
effectorPosition = m_Chain.transforms[0].TransformPoint(effectorLocalPosition2D);
if (effectorLocalPosition2D.sqrMagnitude > 0f && Limb.Solve(effectorPosition, m_Lengths, m_Positions, ref m_Angles))
{
float flipSign = flip ? -1f : 1f;
m_Chain.transforms[0].localRotation *= Quaternion.FromToRotation(Vector3.right, effectorLocalPosition2D) * Quaternion.FromToRotation(m_Chain.transforms[1].localPosition, Vector3.right);
m_Chain.transforms[0].localRotation *= Quaternion.AngleAxis(flipSign * m_Angles[0], Vector3.forward);
m_Chain.transforms[1].localRotation *= Quaternion.FromToRotation(Vector3.right, m_Chain.transforms[1].InverseTransformPoint(effectorPosition)) * Quaternion.FromToRotation(m_Chain.transforms[2].localPosition, Vector3.right);
}
}
}
}