mirror of
https://github.com/nothke/quality-control.git
synced 2024-11-15 06:53:41 +00:00
233 lines
7.1 KiB
C#
233 lines
7.1 KiB
C#
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using System;
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using System.Collections;
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using UnityEngine;
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namespace Nothke.Interaction.Items
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{
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/// <summary>
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/// Use this if mass of rigidbody changes while the rigidbody is being held
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/// </summary>
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public interface IDragRigidbodyReleaseMassSettable
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{
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float ReleaseMass { get; }
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}
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public class DragRigidbody : MonoBehaviour
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{
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public static DragRigidbody e;
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private void Awake() { e = this; }
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public float k_Spring = 50.0f;
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public float k_Damper = 5.0f;
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public float k_Drag = 0f;
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public float k_AngularDrag = 0.0f;
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public float k_Distance = 0.0001f;
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public bool k_AttachToCenterOfMass = false;
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public float distanceLimit = 2;
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public float clampVelocity = 2;
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public float clampExitVelocity = 2;
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public float fakeMass = 0;
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float originalMass;
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Rigidbody body;
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private ConfigurableJoint joint;
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RigidbodyInterpolation originalInterpolation;
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public bool Holding => joint && joint.connectedBody;
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public event Action OnSlipped;
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public bool Hitting { private set; get; }
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float hitDistance;
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private void Start()
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{
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CreateJoint();
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}
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void CreateJoint()
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{
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var go = new GameObject("Rigidbody dragger");
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body = go.AddComponent<Rigidbody>();
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//body.rotation = Quaternion.LookRotation(transform.forward, transform.up);
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joint = go.AddComponent<ConfigurableJoint>();
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body.isKinematic = true;
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}
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public float GetJointDistance()
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{
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if (joint && joint.connectedBody)
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return Vector3.Distance(
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body.position,
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joint.connectedBody.transform.TransformPoint(joint.connectedAnchor));
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else
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return 0;
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}
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Quaternion addedRotation = Quaternion.identity;
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[NonSerialized] public bool rotate;
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[NonSerialized] public float rotateXInput;
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[NonSerialized] public float rotateYInput;
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bool overrideTarget = false;
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Vector3 overrideTargetPoint;
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public void OverrideTarget(Vector3 target)
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{
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overrideTarget = true;
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overrideTargetPoint = target;
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}
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public void EndOverridingTarget()
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{
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overrideTarget = false;
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}
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public Vector3 GetFrontTargetPoint()
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{
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return new Ray(transform.position, transform.forward).GetPoint(hitDistance);
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}
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void FixedUpdate()
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{
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if (joint && joint.connectedBody)
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{
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//var ray = new Ray(transform.position, transform.forward);
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Vector3 targetPoint = overrideTarget ? overrideTargetPoint :
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GetFrontTargetPoint();
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//ray.GetPoint(hitDistance);
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joint.transform.position = targetPoint;
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//joint.connectedBody.velocity = Vector3.ClampMagnitude(joint.connectedBody.velocity, clampVelocity);
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//joint.targetRotation = transform.rotation;
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//joint.targetRotation = UnityEngine.Random.rotation;
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var bodyRot = body.rotation;
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if (rotate)
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{
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float mx = rotateXInput * 10;
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float my = rotateYInput * 10;
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addedRotation =
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Quaternion.AngleAxis(mx, Vector3.up) *
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Quaternion.AngleAxis(my, Vector3.right) * addedRotation;
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//addedRotation *= Quaternion.Euler(mx * 10, 0, my * 10);
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//body.rotation = rot * addedRotation;
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//body.MoveRotation(rot * Quaternion.Euler(4, 0, 0));
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//joint.targetRotation = rot * Quaternion.Euler(4, 0, 0);
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}
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//Quaternion faceTo = Quaternion.Inverse(transform.rotation) * Quaternion.Euler(0, 90, 0);
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//addedRotation = Quaternion.Slerp(addedRotation, faceTo, Time.deltaTime * 10);
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body.rotation = transform.rotation * addedRotation;
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if (GetJointDistance() > distanceLimit)
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{
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Slip();
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}
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return;
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}
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}
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public void Slip()
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{
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End();
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if (OnSlipped != null)
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OnSlipped();
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}
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/*
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private void Update()
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{
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if (Input.GetMouseButtonUp(0) && joint && joint.connectedBody)
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End();
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}*/
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public void Attach(RaycastHit hit, bool fixedRotation = true)
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{
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Attach(hit.rigidbody, hit.point, hit.distance, fixedRotation);
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}
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public void Attach(Rigidbody rigidbody, Vector3 point, float distance, bool fixedRotation)
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{
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if (!joint) CreateJoint();
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if (fakeMass > 0)
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{
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originalMass = rigidbody.mass;
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rigidbody.mass = fakeMass;
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}
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originalInterpolation = rigidbody.interpolation;
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rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
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joint.transform.position = point;
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joint.anchor = Vector3.zero;
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joint.transform.rotation = transform.rotation;
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//joint.targetRotation = Quaternion.identity;
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//joint.targetRotation = Quaternion.Inverse(transform.rotation);// Quaternion.LookRotation(transform.forward, transform.up);
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joint.angularXMotion = joint.angularYMotion = joint.angularZMotion
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= fixedRotation ? ConfigurableJointMotion.Locked : ConfigurableJointMotion.Free;
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JointDrive drive = new JointDrive();
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drive.positionSpring = k_Spring;
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drive.positionDamper = k_Damper;
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drive.maximumForce = Mathf.Infinity;
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joint.xDrive = drive;
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joint.yDrive = drive;
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joint.zDrive = drive;
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//joint.spring = k_Spring;
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//joint.damper = k_Damper;
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//joint.maxDistance = k_Distance;
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joint.connectedBody = rigidbody;
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hitDistance = distance;
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}
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public void End()
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{
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if (!joint.connectedBody)
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return;
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if (fakeMass > 0)
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{
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var massSettable = joint.connectedBody.GetComponent<IDragRigidbodyReleaseMassSettable>();
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if (massSettable != null)
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{
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joint.connectedBody.mass = massSettable.ReleaseMass;
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}
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else
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{
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joint.connectedBody.mass = originalMass;
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}
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}
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joint.connectedBody.interpolation = originalInterpolation;
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if (clampExitVelocity > 0)
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joint.connectedBody.velocity =
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Vector3.ClampMagnitude(joint.connectedBody.velocity, clampExitVelocity);
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addedRotation = Quaternion.identity;
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joint.connectedBody = null;
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overrideTarget = false;
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}
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}
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}
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