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parent 3578a2750c
commit 71a096556a
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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Motion
{
using UnityEngine;
/// <summary>
/// Defines the character's movements when there is no root motion data available.
/// </summary>
public class AnimatorMotion : ScriptableObject
{
[Tooltip("An AnimationCurve representing the animations x position.")]
[SerializeField] protected AnimationCurve m_XPosition = AnimationCurve.EaseInOut(0, 0, 5, 0);
[Tooltip("An AnimationCurve representing the animations y position.")]
[SerializeField] protected AnimationCurve m_YPosition = AnimationCurve.EaseInOut(0, 0, 5, 0);
[Tooltip("An AnimationCurve representing the animations z position.")]
[SerializeField] protected AnimationCurve m_ZPosition = AnimationCurve.EaseInOut(0, 0, 5, 0);
[Tooltip("An AnimationCurve representing the animations x euler rotation.")]
[SerializeField] protected AnimationCurve m_XRotation = AnimationCurve.EaseInOut(0, 0, 5, 0);
[Tooltip("An AnimationCurve representing the animations y euler rotation.")]
[SerializeField] protected AnimationCurve m_YRotation = AnimationCurve.EaseInOut(0, 0, 5, 0);
[Tooltip("An AnimationCurve representing the animations z euler rotation.")]
[SerializeField] protected AnimationCurve m_ZRotation = AnimationCurve.EaseInOut(0, 0, 5, 0);
public AnimationCurve XPosition { get { return m_XPosition; } set { m_XPosition = value; } }
public AnimationCurve YPosition { get { return m_YPosition; } set { m_YPosition = value; } }
public AnimationCurve ZPosition { get { return m_ZPosition; } set { m_ZPosition = value; } }
public AnimationCurve XRotation { get { return m_XRotation; } set { m_XRotation = value; } }
public AnimationCurve YRotation { get { return m_YRotation; } set { m_YRotation = value; } }
public AnimationCurve ZRotation { get { return m_ZRotation; } set { m_ZRotation = value; } }
/// <summary>
/// Evaluations the position at the specified time.
/// </summary>
/// <param name="time">The time to evaluate the position at.</param>
/// <param name="position">The position that occurs at the specified time.</param>
public void EvaluatePosition(float time, ref Vector3 position)
{
position.Set(m_XPosition.Evaluate(time), m_YPosition.Evaluate(time), m_ZPosition.Evaluate(time));
}
/// <summary>
/// Evaluations the rotation at the specified time.
/// </summary>
/// <param name="time">The time to evaluate the rotation at.</param>
/// <param name="position">The rotation that occurs at the specified time.</param>
public void EvaluateRotation(float time, ref Quaternion rotation)
{
rotation = Quaternion.Euler(m_XRotation.Evaluate(time), m_YRotation.Evaluate(time), m_ZRotation.Evaluate(time));
}
}
}

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Motion
{
using UnityEngine;
/// <summary>
/// Allows for a user-defined path that objects can follow.
/// </summary>
public class Path : MonoBehaviour
{
[Tooltip("The points which represent the curve.")]
[SerializeField] protected Vector3[] m_ControlPoints;
public Vector3[] ControlPoints { get { return m_ControlPoints; } set { m_ControlPoints = value; } }
private CubicBezierCurve[] m_Curve;
/// <summary>
/// Initialize the default values.
/// </summary>
private void Awake()
{
if (m_ControlPoints == null || m_ControlPoints.Length <= 1) {
return;
}
m_Curve = new CubicBezierCurve[(m_ControlPoints.Length / 3)];
for (int i = 0; i < m_Curve.Length; ++i) {
var startIndex = i * 3;
m_Curve[i] = new CubicBezierCurve(transform.TransformPoint(m_ControlPoints[startIndex]), transform.TransformPoint(m_ControlPoints[startIndex + 1]),
transform.TransformPoint(m_ControlPoints[startIndex + 2]), transform.TransformPoint(m_ControlPoints[startIndex + 3]));
}
}
/// <summary>
/// Returns the tangent of the curve near the specified position.
/// </summary>
/// <param name="position">The position to retrieve the tangent of.</param>
/// <param name="index">The index of the last curve segnement.</param>
/// <returns>The tangent of the curve near the specified position.</returns>
public Vector3 GetTangent(Vector3 position, ref int index)
{
var time = m_Curve[index].GetTime(position);
if (time == 1 && index < m_Curve.Length - 1) {
// If the time is equal to 1 then the position is at an endpoint. Determine if the current curve is closer to the given position or if the next curve is closer.
var distance = (m_Curve[index].GetClosestPoint(position) - position).sqrMagnitude;
var nextDistance = (m_Curve[index + 1].GetClosestPoint(position) - position).sqrMagnitude;
if (nextDistance < distance) {
// The next curve is closer - increase the index and retrieve a new time.
index++;
time = m_Curve[index].GetTime(position);
}
} else if (time == 0 && index > 0) {
// If the time is equal to 0 then the position is at an endpoint. Determine if the current curve is closer to the given position or if the previous curve is closer.
var distance = (m_Curve[index].GetClosestPoint(position) - position).sqrMagnitude;
var prevDistance = (m_Curve[index - 1].GetClosestPoint(position) - position).sqrMagnitude;
if (prevDistance < distance) {
// The previous curve is closer - decrease the index and retrieve a new time.
index--;
time = m_Curve[index].GetTime(position);
}
}
return m_Curve[index].GetTangent(time);
}
/// <summary>
/// Returns the tangent of the curve near the specified position.
/// </summary>
/// <param name="position">The position to retrieve the tangent of.</param>
/// <param name="index">The index of the last curve segnement.</param>
/// <returns>The tangent of the curve near the specified position.</returns>
public Vector3 GetClosestPoint(Vector3 position, ref int index)
{
var time = m_Curve[index].GetTime(position);
if (time == 1 && index < m_Curve.Length - 1) {
// If the time is equal to 1 then the position is at an endpoint. Determine if the current curve is closer to the given position or if the next curve is closer.
var distance = (m_Curve[index].GetClosestPoint(position) - position).sqrMagnitude;
var nextDistance = (m_Curve[index + 1].GetClosestPoint(position) - position).sqrMagnitude;
if (nextDistance < distance) {
// The next curve is closer - increase the index and retrieve a new time.
index++;
}
} else if (time == 0 && index > 0) {
// If the time is equal to 0 then the position is at an endpoint. Determine if the current curve is closer to the given position or if the previous curve is closer.
var distance = (m_Curve[index].GetClosestPoint(position) - position).sqrMagnitude;
var prevDistance = (m_Curve[index - 1].GetClosestPoint(position) - position).sqrMagnitude;
if (prevDistance < distance) {
// The previous curve is closer - decrease the index and retrieve a new time.
index--;
}
}
return m_Curve[index].GetClosestPoint(position);
}
/// <summary>
/// Represents one segment of a cubic bezier curve.
/// </summary>
public class CubicBezierCurve
{
private const int c_StepCount = 300;
private Vector3 m_P0;
private Vector3 m_P1;
private Vector3 m_P2;
private Vector3 m_P3;
/// <summary>
/// Four parameter constructor.
/// </summary>
/// <param name="p0">The first point that makes up the curve.</param>
/// <param name="p1">The second point that makes up the curve.</param>
/// <param name="p2">The third point that makes up the curve.</param>
/// <param name="p3">The fourth point that makes up the curve.</param>
public CubicBezierCurve(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
{
m_P0 = p0;
m_P1 = p1;
m_P2 = p2;
m_P3 = p3;
}
/// <summary>
/// Returns the point of the bezier curve at the normalized position of the curve.
/// </summary>
/// <param name="time">The normalized position within the curve.</param>
/// <returns>The point of the bezier curve at the normalized position of the curve.</returns>
public Vector3 GetPoint(float time)
{
return (((-m_P0 + 3 * (m_P1 - m_P2) + m_P3) * time + (3 * (m_P0 + m_P2) - 6 * m_P1)) * time + 3 * (m_P1 - m_P0)) * time + m_P0;
}
/// <summary>
/// Returns the tangent. This tangent is the first derivative of the curve.
/// </summary>
/// <param name="time">The normalized position within the curve.</param>
/// <returns>The tangent of the curve.</returns>
public Vector3 GetTangent(float time)
{
return (3 * (1 - time) * (1 - time) * (m_P1 - m_P0) + 6 * (1 - time) * time * (m_P2 - m_P1) + 3 * time * time * (m_P3 - m_P2)).normalized;
}
/// <summary>
/// Returns the closest time at the specified position.
/// </summary>
/// <param name="position">The position to retrieve the time of.</param>
/// <param name="endCap">Should the end cap be included?</param>
/// <returns>The closest time at the specified position.</returns>
public float GetTime(Vector3 position)
{
return GetTime(position, 0, 1);
}
/// <summary>
/// Returns the closest time at the specified position.
/// </summary>
/// <param name="position">The position to retrieve the time of.</param>
/// <param name="minTime">The minimum time to search within the curve.</param>
/// <param name="maxTime">The maximum time to search within the curve.</param>
/// <returns>The closest time at the specified position.</returns>
public float GetTime(Vector3 position, float minTime, float maxTime)
{
float closestTime = 0f;
float closestDistance = float.MaxValue;
float step = (maxTime - minTime) / c_StepCount;
var steps = c_StepCount + 1;
// Walk the curve looking for the closest point to the specified position. Store the closest point and return the corresponding time to that point.
for (int i = 0; i < steps; ++i) {
var t = minTime + step * i;
var distance = (GetPoint(t) - position).sqrMagnitude;
if (distance < closestDistance) {
closestDistance = distance;
closestTime = t;
}
}
return closestTime;
}
/// <summary>
/// Returns the closest point on the curve to the specified position.
/// </summary>
/// <param name="position">The position to retrieve the closest point on the curve of.</param>
/// <param name="endCap">Should the curve's end cap be included?</param>
/// <returns>The closest point on the curve to the specified position.</returns>
public Vector3 GetClosestPoint(Vector3 position)
{
return GetPoint(GetTime(position));
}
}
}
}

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Motion
{
using System;
using UnityEngine;
/// <summary>
/// This is a modified version of the perlin noise class from the official Unity 'Procedural Examples' at the following URL:
/// https://www.assetstore.unity3d.com/en/#!/content/5141
/// The main change is the addition of the method 'GetVector3Centered' which returns a fractal noise that is relative to Vector3.zero.
/// </summary>
public class SmoothRandom
{
private static FractalNoise s_Noise;
private static Vector3 s_Result1;
private static Vector3 s_Result2;
private static FractalNoise Noise { get { if (s_Noise == null) { s_Noise = new FractalNoise(1.27f, 2.04f, 8.36f); } return s_Noise; } }
public static Vector3 GetVector3(float speed)
{
float time = Time.time * 0.01f * speed;
s_Result1.Set(Noise.HybridMultifractal(time, 15.73f, 0.58f), Noise.HybridMultifractal(time, 63.94f, 0.58f), Noise.HybridMultifractal(time, 0.2f, 0.58f));
return s_Result1;
}
public static Vector3 GetVector3Centered(float speed)
{
var time1 = Time.time * 0.01f * speed;
var time2 = (Time.time - 1) * 0.01f * speed;
s_Result1.Set(Noise.HybridMultifractal(time1, 15.73f, 0.58f), Noise.HybridMultifractal(time1, 63.94f, 0.58f), Noise.HybridMultifractal(time1, 0.2f, 0.58f));
s_Result2.Set(Noise.HybridMultifractal(time2, 15.73f, 0.58f), Noise.HybridMultifractal(time2, 63.94f, 0.58f), Noise.HybridMultifractal(time2, 0.2f, 0.58f));
return s_Result1 - s_Result2;
}
/// <summary>
/// Slightly refactored perlin class from the Procedular Examples package.
/// </summary>
private class Perlin
{
// Original C code derived from
// http://astronomy.swin.edu.au/~pbourke/texture/perlin/perlin.c
// http://astronomy.swin.edu.au/~pbourke/texture/perlin/perlin.h
const int B = 0x100;
const int BM = 0xff;
const int N = 0x1000;
int[] p = new int[B + B + 2];
float[,] g3 = new float[B + B + 2, 3];
float[,] g2 = new float[B + B + 2, 2];
float[] g1 = new float[B + B + 2];
public Perlin()
{
int i, j, k;
System.Random rnd = new System.Random();
for (i = 0; i < B; i++) {
p[i] = i;
g1[i] = (float)(rnd.Next(B + B) - B) / B;
for (j = 0; j < 2; j++) {
g2[i, j] = (float)(rnd.Next(B + B) - B) / B;
}
Normalize2(ref g2[i, 0], ref g2[i, 1]);
for (j = 0; j < 3; j++) {
g3[i, j] = (float)(rnd.Next(B + B) - B) / B;
}
Normalize3(ref g3[i, 0], ref g3[i, 1], ref g3[i, 2]);
}
while (--i != 0) {
k = p[i];
p[i] = p[j = rnd.Next(B)];
p[j] = k;
}
for (i = 0; i < B + 2; i++) {
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0; j < 2; j++)
g2[B + i, j] = g2[i, j];
for (j = 0; j < 3; j++)
g3[B + i, j] = g3[i, j];
}
}
private float SCurve(float t)
{
return t * t * (3.0f - 2.0f * t);
}
private float Lerp(float t, float a, float b)
{
return a + t * (b - a);
}
private void Setup(float value, out int b0, out int b1, out float r0, out float r1)
{
float t = value + N;
b0 = ((int)t) & BM;
b1 = (b0 + 1) & BM;
r0 = t - (int)t;
r1 = r0 - 1.0f;
}
private float At2(float rx, float ry, float x, float y) { return rx * x + ry * y; }
private float At3(float rx, float ry, float rz, float x, float y, float z) { return rx * x + ry * y + rz * z; }
public float Noise(float arg)
{
int bx0, bx1;
float rx0, rx1, sx, u, v;
Setup(arg, out bx0, out bx1, out rx0, out rx1);
sx = SCurve(rx0);
u = rx0 * g1[p[bx0]];
v = rx1 * g1[p[bx1]];
return (Lerp(sx, u, v));
}
public float Noise(float x, float y)
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, sx, sy, a, b, u, v;
int i, j;
Setup(x, out bx0, out bx1, out rx0, out rx1);
Setup(y, out by0, out by1, out ry0, out ry1);
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
sx = SCurve(rx0);
sy = SCurve(ry0);
u = At2(rx0, ry0, g2[b00, 0], g2[b00, 1]);
v = At2(rx1, ry0, g2[b10, 0], g2[b10, 1]);
a = Lerp(sx, u, v);
u = At2(rx0, ry1, g2[b01, 0], g2[b01, 1]);
v = At2(rx1, ry1, g2[b11, 0], g2[b11, 1]);
b = Lerp(sx, u, v);
return Lerp(sy, a, b);
}
public float Noise(float x, float y, float z)
{
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v;
int i, j;
Setup(x, out bx0, out bx1, out rx0, out rx1);
Setup(y, out by0, out by1, out ry0, out ry1);
Setup(z, out bz0, out bz1, out rz0, out rz1);
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
t = SCurve(rx0);
sy = SCurve(ry0);
sz = SCurve(rz0);
u = At3(rx0, ry0, rz0, g3[b00 + bz0, 0], g3[b00 + bz0, 1], g3[b00 + bz0, 2]);
v = At3(rx1, ry0, rz0, g3[b10 + bz0, 0], g3[b10 + bz0, 1], g3[b10 + bz0, 2]);
a = Lerp(t, u, v);
u = At3(rx0, ry1, rz0, g3[b01 + bz0, 0], g3[b01 + bz0, 1], g3[b01 + bz0, 2]);
v = At3(rx1, ry1, rz0, g3[b11 + bz0, 0], g3[b11 + bz0, 1], g3[b11 + bz0, 2]);
b = Lerp(t, u, v);
c = Lerp(sy, a, b);
u = At3(rx0, ry0, rz1, g3[b00 + bz1, 0], g3[b00 + bz1, 2], g3[b00 + bz1, 2]);
v = At3(rx1, ry0, rz1, g3[b10 + bz1, 0], g3[b10 + bz1, 1], g3[b10 + bz1, 2]);
a = Lerp(t, u, v);
u = At3(rx0, ry1, rz1, g3[b01 + bz1, 0], g3[b01 + bz1, 1], g3[b01 + bz1, 2]);
v = At3(rx1, ry1, rz1, g3[b11 + bz1, 0], g3[b11 + bz1, 1], g3[b11 + bz1, 2]);
b = Lerp(t, u, v);
d = Lerp(sy, a, b);
return Lerp(sz, c, d);
}
void Normalize2(ref float x, ref float y)
{
float s;
s = (float)Math.Sqrt(x * x + y * y);
x = y / s;
y = y / s;
}
void Normalize3(ref float x, ref float y, ref float z)
{
float s;
s = (float)Math.Sqrt(x * x + y * y + z * z);
x = y / s;
y = y / s;
z = z / s;
}
}
/// <summary>
/// Slightly refactored fractal noise class from the Procedular Examples package.
/// </summary>
private class FractalNoise
{
private Perlin m_Noise;
private float[] m_Exponent;
private int m_IntOctaves;
private float m_Octaves;
private float m_Lacunarity;
public FractalNoise(float inH, float inLacunarity, float inOctaves) : this(inH, inLacunarity, inOctaves, null) { }
public FractalNoise(float inH, float inLacunarity, float inOctaves, Perlin noise)
{
m_Lacunarity = inLacunarity;
m_Octaves = inOctaves;
m_IntOctaves = (int)inOctaves;
m_Exponent = new float[m_IntOctaves + 1];
float frequency = 1.0f;
for (int i = 0; i < m_IntOctaves + 1; i++) {
m_Exponent[i] = (float)Math.Pow(m_Lacunarity, -inH);
frequency *= m_Lacunarity;
}
if (noise == null) {
m_Noise = new Perlin();
} else {
m_Noise = noise;
}
}
public float HybridMultifractal(float x, float y, float offset)
{
float weight, signal, remainder, result;
result = (m_Noise.Noise(x, y) + offset) * m_Exponent[0];
weight = result;
x *= m_Lacunarity;
y *= m_Lacunarity;
int i;
for (i = 1; i < m_IntOctaves; i++) {
if (weight > 1.0f) weight = 1.0f;
signal = (m_Noise.Noise(x, y) + offset) * m_Exponent[i];
result += weight * signal;
weight *= signal;
x *= m_Lacunarity;
y *= m_Lacunarity;
}
remainder = m_Octaves - m_IntOctaves;
result += remainder * m_Noise.Noise(x, y) * m_Exponent[i];
return result;
}
}
}
}

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/// ---------------------------------------------
/// 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();
}
}
}

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