This commit is contained in:
CortexCore
2023-10-20 19:31:12 +08:00
parent 5cd094ed9a
commit a160813262
1878 changed files with 630581 additions and 4485 deletions

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Hello. Thank you for buying this asset!
QUICK START
Asset contains two ready scripts that you can use for your project:
- "TargetMatching" (Matching to another object's placement);
- "Placement Matching" (Matching to a specific position and rotation).
Open an example scene to see how it works.
Also there is "RigidbodyMatchingBase" abstract class where main calculations are made.
You can create a class inherited from "RigidbodyMatchingBase" and implement custom input logics.
E.g. physical player movements, spaceship etc.
About position and rotation drives.
You need to try different values to spring and damper. Because matching stability depends on it.
Stable values for rigidbody with 1kg mass:
- Spring 1000;
- Damper 50.
I wish you success!

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlacementMatching : RigidbodyMatchingBase
{
[Header("Placement")]
public Vector3 TargetPosition;
public Vector3 TargetRotation;
protected override void FixedUpdate()
{
SetTargetPlacement(TargetPosition, Quaternion.Euler(TargetRotation));
base.FixedUpdate();
}
}

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using UnityEngine;
[System.Serializable]
public class EnableAxes
{
public bool X = true;
public bool Y = true;
public bool Z = true;
public bool One
{
get => X || Y || Z;
}
}
[System.Serializable]
public class ForceParams
{
public float Spring = 1000;
public float Damper = 50;
[Tooltip("The larger the value, the stronger the pressure on the other object")]
public float ForceLimit = Mathf.Infinity;
[Tooltip("Axes along which the force will act")]
public EnableAxes EnableAxes;
}
[RequireComponent(typeof(Rigidbody))]
public abstract class RigidbodyMatchingBase : MonoBehaviour
{
[Tooltip("Use ForceMode.Acceleration instead ForceMode.Force")]
public bool IgnoreMass;
public ForceParams PositionDrive;
public ForceParams RotationDrive;
private Vector3 _targetPosition;
private Quaternion _targetRotation;
protected Transform _transform;
protected Rigidbody _rigidbody;
void Awake()
{
_transform = transform;
_rigidbody = GetComponent<Rigidbody>();
_rigidbody.maxAngularVelocity = Mathf.Infinity;
}
public void SetTargetPlacement(Vector3 position, Quaternion rotation)
{
_targetPosition = position;
_targetRotation = rotation;
}
public void SetTargetPosition(Vector3 position)
{
_targetPosition = position;
}
public void SetTargetRotation(Quaternion rotation)
{
_targetRotation = rotation;
}
public void SetTargetPlacement(Transform target)
{
_targetPosition = target.position;
_targetRotation = target.rotation;
}
protected virtual void FixedUpdate()
{
UpdatePosition();
UpdateRotation();
}
private Vector3 DisableAxes(Vector3 vector, EnableAxes axes)
{
Vector3 newVector = vector;
if (!axes.X) newVector.x = 0;
if (!axes.Y) newVector.y = 0;
if (!axes.Z) newVector.z = 0;
return newVector;
}
protected virtual void UpdatePosition()
{
ForceMode forceMode = IgnoreMass ? ForceMode.Acceleration : ForceMode.Force;
if (PositionDrive.EnableAxes.One)
{
Vector3 force = CalculateForce(_targetPosition);
force = Vector3.ClampMagnitude(force, PositionDrive.ForceLimit);
force = DisableAxes(force, PositionDrive.EnableAxes);
_rigidbody.AddForce(force, forceMode);
}
}
protected virtual void UpdateRotation()
{
ForceMode forceMode = IgnoreMass ? ForceMode.Acceleration : ForceMode.Force;
if (RotationDrive.EnableAxes.One)
{
Vector3 torque = CalculateTorque(_targetRotation);
torque = Vector3.ClampMagnitude(torque, RotationDrive.ForceLimit);
torque = DisableAxes(torque, RotationDrive.EnableAxes);
_rigidbody.AddTorque(torque, forceMode);
}
}
private Vector3 CalculateForce(Vector3 targetPosition)
{
Vector3 vector = targetPosition - _rigidbody.position;
Vector3 springForce = vector * PositionDrive.Spring;
Vector3 damperForce = _rigidbody.velocity * PositionDrive.Damper;
Vector3 force = springForce - damperForce;
return force;
}
private Vector3 CalculateTorque(Quaternion targetRotation)
{
Quaternion deltaRot = targetRotation * Quaternion.Inverse(_rigidbody.rotation);
deltaRot.ToAngleAxis(out float angle, out Vector3 axis);
Vector3 angleDelta = axis * angle * Mathf.Deg2Rad;
Vector3 springForce = angleDelta * RotationDrive.Spring;
Vector3 damperForce = _rigidbody.angularVelocity * RotationDrive.Damper;
Vector3 torqueLocal = _transform.InverseTransformDirection(springForce - damperForce);
torqueLocal = _rigidbody.inertiaTensorRotation * torqueLocal;
torqueLocal.Scale(_rigidbody.inertiaTensor);
torqueLocal = Quaternion.Inverse(_rigidbody.inertiaTensorRotation) * torqueLocal;
Vector3 torque = _transform.TransformDirection(torqueLocal);
return torque;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TargetMatching : RigidbodyMatchingBase
{
[Header("Target")]
public Transform Target;
protected override void FixedUpdate()
{
SetTargetPlacement(Target);
base.FixedUpdate();
}
}