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BABA_YAGA/Assets/Third Parties/Opsive/UltimateCharacterController/Scripts/Motion/Spring.cs

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2026-06-09 02:05:00 +07:00
/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Motion
{
using Opsive.Shared.Game;
using UnityEngine;
/// <summary>
/// Simple but powerful spring logic for transform manipulation.
/// </summary>
[System.Serializable]
public class Spring
{
[Tooltip("Spring stiffness - or mechanical strength - determines how loosely or rigidly the spring's velocity behaves.")]
[Range(0, 1)] [SerializeField] protected float m_Stiffness = 0.2f;
[Tooltip("Damping makes the spring velocity wear off as it approaches its rest state.")]
[Range(0, 1)] [SerializeField] protected float m_Damping = 0.25f;
[Tooltip("The amount of time it takes for the velocity to have its full impact.")]
[SerializeField] protected float m_VelocityFadeInLength = 1;
[Tooltip("The maximum number of frames that the soft force can be spread over.")]
[SerializeField] protected int m_MaxSoftForceFrames = 120;
[Tooltip("The minimum value of the velocity.")]
[SerializeField] protected float m_MinVelocity = 0.00001f;
[Tooltip("The maximum value of the velocity.")]
[SerializeField] protected float m_MaxVelocity = 10000.0f;
[Tooltip("The minimum value of the spring.")]
[SerializeField] protected Vector3 m_MinValue = new Vector3(-10000, -10000, -10000);
[Tooltip("The maximum value of the spring.")]
[SerializeField] protected Vector3 m_MaxValue = new Vector3(10000, 10000, 10000);
public float Stiffness { get { return m_Stiffness; } set { m_Stiffness = value; } }
public float Damping { get { return m_Damping; } set { m_Damping = value; } }
public float VelocityFadeInLength { get { return m_VelocityFadeInLength; } set { m_VelocityFadeInLength = value; } }
public int MaxSoftForceFrames { get { return m_MaxSoftForceFrames; } set { m_MaxSoftForceFrames = value; } }
public float MinVelocity { get { return m_MinVelocity; } set { m_MinVelocity = value; } }
public float MaxVelocity { get { return m_MaxVelocity; } set { m_MaxVelocity = value; } }
public Vector3 MinValue { get { return m_MinValue; } set { m_MinValue = value; } }
public Vector3 MaxValue { get { return m_MaxValue; } set { m_MaxValue = value; } }
private Vector3 m_Value;
private Vector3 m_Velocity;
private Vector3 m_RestValue;
private bool m_RotationalSpring;
private float m_VelocityFadeInCap;
private float m_VelocityFadeInEndTime;
private Vector3[] m_SoftForceFrames;
private float m_TimeScale = 1;
private bool m_Resting;
// Update the spring forces with the Scheduler.
ScheduledEventBase m_ScheduledEvent;
[Opsive.Shared.Utility.NonSerialized] public Vector3 Value { get { return m_Value; } set { m_Value = value; } }
[Opsive.Shared.Utility.NonSerialized] public Vector3 Velocity { get { return m_Velocity; } set { m_Velocity = value; } }
[Opsive.Shared.Utility.NonSerialized] public Vector3 RestValue { get { return m_RestValue; }
set {
m_Resting = false;
if (m_RotationalSpring) {
m_RestValue.x = Utility.MathUtility.ClampInnerAngle(value.x);
m_RestValue.y = Utility.MathUtility.ClampInnerAngle(value.y);
m_RestValue.z = Utility.MathUtility.ClampInnerAngle(value.z);
} else {
m_RestValue = value;
}
}
}
public float TimeScale { set { m_TimeScale = value; } }
/// <summary>
/// Default constructor.
/// </summary>
public Spring() { }
/// <summary>
/// Two parameter constructor.
/// </summary>
/// <param name="stiffness">The default stiffness of the spring.</param>
/// <param name="damping">The default damping of the spring.</param>
public Spring(float stiffness, float damping)
{
m_Stiffness = stiffness;
m_Damping = damping;
}
/// <summary>
/// Initializes the spring.
/// </summary>
/// <param name="rotationalSpring">Is the spring used for rotations?</param>
/// <param name="fixedUpdate">Should the event be invoked within the FixedUpdate loop? If false Update will be used.</param>
public void Initialize(bool rotationalSpring, bool fixedUpdate)
{
if (!Application.isPlaying) {
return;
}
// If the ScheduledEvent is null then the spring has already been initialized.
if (m_ScheduledEvent != null) {
return;
}
m_SoftForceFrames = new Vector3[m_MaxSoftForceFrames];
m_ScheduledEvent = fixedUpdate ? Scheduler.ScheduleFixed(-1, Tick) : Scheduler.Schedule(-1, Tick);
m_VelocityFadeInEndTime = Time.time + m_VelocityFadeInLength;
m_Resting = false;
m_RotationalSpring = rotationalSpring;
if (m_RotationalSpring) {
m_RestValue.x = Utility.MathUtility.ClampInnerAngle(m_RestValue.x);
m_RestValue.y = Utility.MathUtility.ClampInnerAngle(m_RestValue.y);
m_RestValue.z = Utility.MathUtility.ClampInnerAngle(m_RestValue.z);
}
Reset();
}
/// <summary>
/// Update the spring forces.
/// </summary>
private void Tick()
{
if (Time.timeScale == 0 || m_TimeScale == 0) {
return;
}
// Slowly fade in the velocity at the start.
if (m_VelocityFadeInCap != 1) {
if (m_VelocityFadeInEndTime > Time.time) {
m_VelocityFadeInCap = Mathf.Clamp01(1 - ((m_VelocityFadeInEndTime - Time.time) / (m_VelocityFadeInLength / m_TimeScale)));
} else {
m_VelocityFadeInCap = 1;
}
}
// Update the smooth force each frame.
if (m_SoftForceFrames[0] != Vector3.zero) {
AddForceInternal(m_SoftForceFrames[0]);
for (int v = 0; v < m_MaxSoftForceFrames; v++) {
m_SoftForceFrames[v] = (v < m_MaxSoftForceFrames - 1) ? m_SoftForceFrames[v + 1] : Vector3.zero;
if (m_SoftForceFrames[v] == Vector3.zero) {
break;
}
}
}
Calculate();
}
/// <summary>
/// Performs the spring calculations.
/// </summary>
private void Calculate()
{
// No work is necessary if the spring is currently resting.
if (m_Resting) {
return;
}
// Update the velocity based on the current stiffness and damping values.
m_Velocity += (m_RestValue - m_Value) * (1 - m_Stiffness);
m_Velocity *= m_Damping;
m_Velocity = Vector3.ClampMagnitude(m_Velocity, m_MaxVelocity);
// Move towards the rest point.
Move();
// Reset the spring if the velocity is below minimum.
if ((m_RestValue - m_Value).sqrMagnitude <= (m_MinVelocity * m_MinVelocity)) {
Reset();
}
}
/// <summary>
/// Adds the velocity to the state and clamps state between min and max values.
/// </summary>
private void Move()
{
m_Value += m_Velocity * m_TimeScale * Time.timeScale;
m_Value.x = Mathf.Clamp(m_Value.x, m_MinValue.x, m_MaxValue.x);
m_Value.y = Mathf.Clamp(m_Value.y, m_MinValue.y, m_MaxValue.y);
m_Value.z = Mathf.Clamp(m_Value.z, m_MinValue.z, m_MaxValue.z);
}
/// <summary>
/// Adds an external velocity to the spring in one frame.
/// </summary>
/// <param name="force">The force to add.</param>
public void AddForce(Vector3 force)
{
AddForce(force, 1);
}
/// <summary>
/// Adds an external velocity to the spring in specified number of frames. The force will either be an external or soft force.
/// </summary>
/// <param name="force">The force to add.</param>
/// <param name="frames">The number of frames to add the force to.</param>
public void AddForce(Vector3 force, int frames)
{
if (frames > 1) {
AddSoftForce(force, frames);
} else {
AddForceInternal(force);
}
}
/// <summary>
/// Adds an external velocity to the spring in one frame.
/// </summary>
/// <param name="force">The force to add.</param>
private void AddForceInternal(Vector3 force)
{
force *= m_VelocityFadeInCap;
m_Velocity += force;
m_Velocity = Vector3.ClampMagnitude(m_Velocity, m_MaxVelocity);
if (m_RotationalSpring) {
m_Velocity.x = Utility.MathUtility.ClampInnerAngle(m_Velocity.x);
m_Velocity.y = Utility.MathUtility.ClampInnerAngle(m_Velocity.y);
m_Velocity.z = Utility.MathUtility.ClampInnerAngle(m_Velocity.z);
}
m_Resting = m_Velocity.sqrMagnitude <= (m_MinVelocity * m_MinVelocity) && m_Value == m_RestValue;
}
/// <summary>
/// Adds a force distributed over up to 120 frames.
/// </summary>
/// <param name="force">The force to add.</param>
/// <param name="frames">The number of frames to distribute the force over.</param>
private void AddSoftForce(Vector3 force, float frames)
{
frames = Mathf.Clamp(frames, 1, m_MaxSoftForceFrames);
AddForceInternal(force / frames);
for (int v = 0; v < (Mathf.RoundToInt(frames) - 1); v++) {
m_SoftForceFrames[v] += (force / frames);
}
}
/// <summary>
/// Resets the spring velocity and resets state to the static equilibrium.
/// </summary>
public void Reset()
{
m_Value = m_RestValue;
m_Resting = true;
Stop(true);
}
/// <summary>
/// Stops spring velocity.
/// </summary>
/// <param name="includeSoftForce">Should the soft force also be stopped?</param>
public void Stop(bool includeSoftForce)
{
m_Velocity = Vector3.zero;
if (includeSoftForce && m_SoftForceFrames != null) {
for (int v = 0; v < 120; v++) {
m_SoftForceFrames[v] = Vector3.zero;
}
}
}
/// <summary>
/// Destroys the spring.
/// </summary>
public void Destroy()
{
if (m_ScheduledEvent != null) {
Scheduler.Cancel(m_ScheduledEvent);
m_ScheduledEvent = null;
}
m_SoftForceFrames = null;
}
/// <summary>
/// Spring destructor. The scheduled event is no longer needed.
/// </summary>
~Spring()
{
Destroy();
}
}
}