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|
@@ -0,0 +1,19 @@
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Hello. Thank you for buying this asset!
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QUICK START
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Asset contains two ready scripts that you can use for your project:
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- "TargetMatching" (Matching to another object's placement);
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- "Placement Matching" (Matching to a specific position and rotation).
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Open an example scene to see how it works.
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Also there is "RigidbodyMatchingBase" abstract class where main calculations are made.
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You can create a class inherited from "RigidbodyMatchingBase" and implement custom input logics.
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E.g. physical player movements, spaceship etc.
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About position and rotation drives.
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You need to try different values to spring and damper. Because matching stability depends on it.
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Stable values for rigidbody with 1kg mass:
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- Spring 1000;
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- Damper 50.
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I wish you success!
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlacementMatching : RigidbodyMatchingBase
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{
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[Header("Placement")]
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public Vector3 TargetPosition;
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public Vector3 TargetRotation;
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protected override void FixedUpdate()
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{
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SetTargetPlacement(TargetPosition, Quaternion.Euler(TargetRotation));
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base.FixedUpdate();
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}
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||||
}
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using UnityEngine;
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||||
[System.Serializable]
|
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public class EnableAxes
|
||||
{
|
||||
public bool X = true;
|
||||
public bool Y = true;
|
||||
public bool Z = true;
|
||||
|
||||
public bool One
|
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{
|
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get => X || Y || Z;
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||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
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public class ForceParams
|
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{
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public float Spring = 1000;
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public float Damper = 50;
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[Tooltip("The larger the value, the stronger the pressure on the other object")]
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public float ForceLimit = Mathf.Infinity;
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[Tooltip("Axes along which the force will act")]
|
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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;
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||||
|
||||
void Awake()
|
||||
{
|
||||
_transform = transform;
|
||||
_rigidbody = GetComponent<Rigidbody>();
|
||||
_rigidbody.maxAngularVelocity = Mathf.Infinity;
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||||
}
|
||||
|
||||
public void SetTargetPlacement(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
_targetPosition = position;
|
||||
_targetRotation = rotation;
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||||
}
|
||||
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;
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||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
@@ -0,0 +1,16 @@
|
||||
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();
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user