Files
jelito/Assets/jelycho/Code/Player/CameraSpring.cs

59 lines
2.5 KiB
C#

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