59 lines
2.5 KiB
C#
59 lines
2.5 KiB
C#
using UnityEngine;
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namespace RealityReboot.jelycho.Player {
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public class CameraSpring : MonoBehaviour {
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[Min(0.01f), SerializeField] float m_HalfLife = 0.075f;
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[SerializeField] float m_Frequency = 10.0f;
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[SerializeField] float m_ForwardAngularDisplacement = 1.0f;
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[SerializeField] float m_SidewaysAngularDisplacement = 1.0f;
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[SerializeField] float m_HeightAngularDisplacement = 2.0f;
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[SerializeField] float m_LinearDisplacement = 0.05f;
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Vector3 m_SpringPosition;
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Vector3 m_SpringVelocity;
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public void Initialize() {
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m_SpringPosition = transform.position;
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m_SpringVelocity = Vector3.zero;
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}
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public void UpdateSpring(float deltaTime, Vector3 up, Vector3 right, Vector3 forward) {
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Spring(ref m_SpringPosition,
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ref m_SpringVelocity,
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transform.position,
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m_HalfLife,
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m_Frequency,
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deltaTime);
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Vector3 localSpringPosition = m_SpringPosition - transform.position;
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float springHeight = Vector3.Dot(localSpringPosition, up);
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float springForward = Vector3.Dot(localSpringPosition, forward);
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float springSideways = Vector3.Dot(localSpringPosition, right);
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float pitch = -springHeight * m_HeightAngularDisplacement + -springForward * m_ForwardAngularDisplacement;
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transform.localEulerAngles = new Vector3(pitch,
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0.0f,
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springSideways * m_SidewaysAngularDisplacement);
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}
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// Source: https://allenchou.net/2015/04/game-math-precise-control-over-numeric-springing/
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static void Spring(ref Vector3 current,
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ref Vector3 velocity,
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Vector3 target,
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float halfLife,
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float frequency,
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float timeStep) {
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float dampingRatio = -Mathf.Log(0.5f) / (frequency * halfLife);
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float f = 1.0f + 2.0f * timeStep * dampingRatio * frequency;
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float oo = frequency * frequency;
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float hoo = timeStep * oo;
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float hhoo = timeStep * hoo;
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float detInv = 1.0f / (f + hhoo);
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Vector3 detX = f * current + timeStep * velocity + hhoo * target;
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Vector3 detV = velocity + hoo * (target - current);
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current = detX * detInv;
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velocity = detV * detInv;
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}
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}
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} |