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309 lines
10 KiB
C#

6 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Autohand {
[DefaultExecutionOrder(999)]
public class WeightlessFollower : MonoBehaviour {
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public Transform follow1 = null;
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public Transform follow2 = null;
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public Hand hand1 = null;
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public Hand hand2 = null;
public Dictionary<Hand, Transform> heldMoveTo = new Dictionary<Hand, Transform>();
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public float followPositionStrength = 30;
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public float followRotationStrength = 30;
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public float maxVelocity = 5;
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public Grabbable grab;
Transform _pivot = null;
public Transform pivot {
get {
if(!gameObject.activeInHierarchy)
return null;
if(_pivot == null) {
_pivot = new GameObject().transform;
_pivot.parent = transform.parent;
_pivot.name = "WEIGHTLESS PIVOT";
}
return _pivot;
}
}
internal Rigidbody body;
Transform moveTo = null;
float startMass = 0;
float startDrag;
float startAngleDrag;
float startHandMass;
float startHandDrag;
float startHandAngleDrag;
bool useGravity;
public void Start() {
if(body == null)
body = GetComponent<Rigidbody>();
}
public virtual void Set(Hand hand, Grabbable grab) {
if (body == null)
body = grab.body;
if(moveTo == null) {
moveTo = new GameObject().transform;
moveTo.name = gameObject.name + " FOLLOW POINT";
moveTo.parent = AutoHandExtensions.transformParent;
}
if(!heldMoveTo.ContainsKey(hand)) {
heldMoveTo.Add(hand, new GameObject().transform);
heldMoveTo[hand].name = "HELD FOLLOW POINT";
}
var tempTransform = AutoHandExtensions.transformRuler;
tempTransform.position = hand.transform.position;
tempTransform.rotation = hand.transform.rotation;
var tempTransformChild = AutoHandExtensions.transformRulerChild;
tempTransformChild.position = grab.rootTransform.position;
tempTransformChild.rotation = grab.rootTransform.rotation;
if(grab.maintainGrabOffset) {
tempTransform.position = hand.moveTo.position + hand.grabPositionOffset;
tempTransform.rotation = hand.moveTo.rotation * hand.grabRotationOffset;
}
else {
tempTransform.position = hand.moveTo.position;
tempTransform.rotation = hand.moveTo.rotation;
}
heldMoveTo[hand].parent = hand.moveTo;
heldMoveTo[hand].position = tempTransformChild.position;
heldMoveTo[hand].rotation = tempTransformChild.rotation;
if(follow1 == null) {
follow1 = heldMoveTo[hand];
hand1 = hand;
}
else if(follow2 == null) {
follow2 = heldMoveTo[hand];
hand2 = hand;
pivot.parent = body.transform;
pivot.position = Vector3.Lerp(hand1.handGrabPoint.position, hand2.handGrabPoint.position, 0.5f);
pivot.rotation = Quaternion.LookRotation((hand1.handGrabPoint.position - hand2.handGrabPoint.position).normalized,
Vector3.Lerp(hand1.handGrabPoint.up, hand2.handGrabPoint.up, 0.5f));
}
if (startMass == 0) {
startMass = body.mass;
startDrag = grab.preheldDrag;
startAngleDrag = grab.preheldAngularDrag;
useGravity = body.useGravity;
}
startHandMass = hand.body.mass;
startHandDrag = hand.startDrag;
startHandAngleDrag = hand.startAngularDrag;
body.mass = startHandMass;
body.drag = startHandDrag;
body.angularDrag = startHandAngleDrag;
body.useGravity = false;
followPositionStrength = hand.followPositionStrength;
followRotationStrength = hand.followRotationStrength;
maxVelocity = grab.maxHeldVelocity;
this.grab = grab;
hand.OnBeforeReleased += OnHandReleased;
}
void OnHandReleased(Hand hand, Grabbable grab){
if(heldMoveTo.ContainsKey(hand))
RemoveFollow(hand, heldMoveTo[hand]);
}
public virtual void FixedUpdate() {
if(follow1 == null)
return;
MoveTo();
TorqueTo();
if(grab.HeldCount() == 0)
Destroy(this);
}
protected void SetMoveTo() {
if(follow1 == null || moveTo == null)
return;
if(follow2 != null) {
moveTo.position = Vector3.Lerp(hand1.moveTo.position, hand2.moveTo.position, 0.5f);
moveTo.rotation = Quaternion.LookRotation((hand1.moveTo.position - hand2.moveTo.position).normalized,
Vector3.Lerp(hand1.moveTo.up, hand2.moveTo.up, 0.5f));
moveTo.position -= pivot.position - pivot.parent.transform.position;
moveTo.rotation *= Quaternion.Inverse(pivot.localRotation);
}
else {
moveTo.position = follow1.position;
moveTo.rotation = follow1.rotation;
}
}
/// <summary>Moves the hand to the controller position using physics movement</summary>
protected virtual void MoveTo() {
if(followPositionStrength <= 0 || moveTo == null)
return;
SetMoveTo();
var movePos = moveTo.position;
var distance = Vector3.Distance(movePos, transform.position);
distance = Mathf.Clamp(distance, 0, 0.5f);
SetVelocity(0.55f);
void SetVelocity(float minVelocityChange) {
var velocityClamp = grab.maxHeldVelocity;
Vector3 vel = (movePos - transform.position).normalized * followPositionStrength * distance;
vel.x = Mathf.Clamp(vel.x, -velocityClamp, velocityClamp);
vel.y = Mathf.Clamp(vel.y, -velocityClamp, velocityClamp);
vel.z = Mathf.Clamp(vel.z, -velocityClamp, velocityClamp);
var deltaOffset = Time.fixedDeltaTime / 0.011111f;
var inverseDeltaOffset = 0.011111f / Time.fixedDeltaTime;
body.drag = startDrag * inverseDeltaOffset;
var maxDelta = deltaOffset;
minVelocityChange *= deltaOffset;
body.velocity = new Vector3(
Mathf.MoveTowards(body.velocity.x, vel.x, minVelocityChange + Mathf.Abs(body.velocity.x) * maxDelta),
Mathf.MoveTowards(body.velocity.y, vel.y, minVelocityChange + Mathf.Abs(body.velocity.y) * maxDelta),
Mathf.MoveTowards(body.velocity.z, vel.z, minVelocityChange + Mathf.Abs(body.velocity.z) * maxDelta)
);
}
}
/// <summary>Rotates the hand to the controller rotation using physics movement</summary>
protected virtual void TorqueTo() {
var moveRot = moveTo.rotation;
var delta = (moveRot * Quaternion.Inverse(body.rotation));
delta.ToAngleAxis(out float angle, out Vector3 axis);
if(float.IsInfinity(axis.x))
return;
if(angle > 180f)
angle -= 360f;
var multiLinear = Mathf.Deg2Rad * angle * followRotationStrength;
Vector3 angular = multiLinear * axis.normalized;
angle = Mathf.Abs(angle);
var angleStrengthOffset = Mathf.Lerp(1f, 1.5f, angle/16f);
var deltaOffset = Time.fixedDeltaTime / 0.011111f;
var inverseDeltaOffset = 0.011111f / Time.fixedDeltaTime;
body.angularDrag = Mathf.Lerp((startAngleDrag * 1.2f), startAngleDrag, angle/4f) * inverseDeltaOffset;
var maxDelta = followRotationStrength * 50f * angleStrengthOffset;
body.angularVelocity = new Vector3(
Mathf.MoveTowards(body.angularVelocity.x, angular.x, maxDelta),
Mathf.MoveTowards(body.angularVelocity.y, angular.y, maxDelta),
Mathf.MoveTowards(body.angularVelocity.z, angular.z, maxDelta)
);
}
int CollisionCount() {
return grab.CollisionCount();
}
public void RemoveFollow(Hand hand, Transform follow) {
hand.OnReleased -= OnHandReleased;
if(this.follow1 == follow) {
this.follow1 = null;
hand1 = null;
}
if(follow2 == follow) {
follow2 = null;
hand2 = null;
}
if(this.follow1 == null && follow2 != null) {
this.follow1 = follow2;
this.hand1 = hand2;
hand2 = null;
follow2 = null;
}
if(this.follow1 == null && follow2 == null && !grab.beingGrabbed) {
if(body != null) {
body.mass = startMass;
body.drag = startDrag;
body.angularDrag = startAngleDrag;
body.useGravity = useGravity;
}
Destroy(this);
}
heldMoveTo.Remove(hand);
}
private void OnDestroy()
{
if(moveTo != null)
Destroy(moveTo.gameObject);
foreach(var transform in heldMoveTo)
Destroy(transform.Value.gameObject);
if (body != null)
{
body.mass = startMass;
body.drag = startDrag;
body.angularDrag = startAngleDrag;
body.useGravity = useGravity;
}
}
}
}