Beispiel #1
0
        // master sterp function
        public static Quaternion Sterp
        (
            Quaternion a,
            Quaternion b,
            Vector3 twistAxis,
            float tSwing,
            float tTwist,
            out Quaternion swing,
            out Quaternion twist,
            SterpMode mode
        )
        {
            Quaternion q = b * Quaternion.Inverse(a);
            Quaternion swingFull;
            Quaternion twistFull;

            QuaternionUtil.DecomposeSwingTwist(q, twistAxis, out swingFull, out twistFull);

            switch (mode)
            {
            default:
            case SterpMode.Nlerp:
                swing = Quaternion.Lerp(Quaternion.identity, swingFull, tSwing);
                twist = Quaternion.Lerp(Quaternion.identity, twistFull, tTwist);
                break;

            case SterpMode.Slerp:
                swing = Quaternion.Slerp(Quaternion.identity, swingFull, tSwing);
                twist = Quaternion.Slerp(Quaternion.identity, twistFull, tTwist);
                break;
            }

            return(twist * swing);
        }
Beispiel #2
0
        void FixedUpdate()
        {
            float dt = Time.fixedDeltaTime;

            Vector3 linearInputVec = Vector3.zero;

            if (Input.GetKey(KeyCode.W))
            {
                linearInputVec += Vector3.forward;
            }
            if (Input.GetKey(KeyCode.S))
            {
                linearInputVec += Vector3.back;
            }
            if (Input.GetKey(KeyCode.A))
            {
                linearInputVec += Vector3.left;
            }
            if (Input.GetKey(KeyCode.D))
            {
                linearInputVec += Vector3.right;
            }
            if (Input.GetKey(KeyCode.R))
            {
                linearInputVec += Vector3.up;
            }
            if (Input.GetKey(KeyCode.F))
            {
                linearInputVec += Vector3.down;
            }

            bool linearThrustOn = linearInputVec.sqrMagnitude > MathUtil.Epsilon;

            if (linearThrustOn)
            {
                linearInputVec    = linearInputVec.normalized * LinearThrust;
                m_linearVelocity += linearInputVec * dt;
                m_linearVelocity  = VectorUtil.ClampLength(m_linearVelocity, 0.0f, MaxLinearSpeed);
            }
            else
            {
                m_linearVelocity = VectorUtil.ClampLength(m_linearVelocity, 0.0f, Mathf.Max(0.0f, m_linearVelocity.magnitude - LinearDrag * dt));
            }

            float speed  = m_linearVelocity.magnitude;
            float tSpeed = speed * MathUtil.InvSafe(MaxLinearSpeed);

            Quaternion tiltRot          = Quaternion.identity;
            float      tHorizontal      = 1.0f;
            float      tHorizontalSpeed = 0.0f;

            if (speed > MathUtil.Epsilon)
            {
                Vector3 flatVel = m_linearVelocity;
                flatVel.y   = 0.0f;
                tHorizontal =
                    m_linearVelocity.magnitude > 0.01f
            ? 1.0f - Mathf.Clamp01(Mathf.Abs(m_linearVelocity.y) / m_linearVelocity.magnitude)
            : 0.0f;
                tHorizontalSpeed = Mathf.Min(1.0f, speed / Mathf.Max(MathUtil.Epsilon, MaxLinearSpeed)) * tHorizontal;
                Vector3 tiltAxis  = Vector3.Cross(Vector3.up, flatVel).normalized;
                float   tiltAngle = Tilt * MathUtil.Deg2Rad * tHorizontalSpeed;
                tiltRot = QuaternionUtil.AxisAngle(tiltAxis, tiltAngle);
            }

            float angularInput = 0.0f;

            if (Input.GetKey(KeyCode.Q))
            {
                angularInput -= 1.0f;
            }
            if (Input.GetKey(KeyCode.E))
            {
                angularInput += 1.0f;
            }

            bool largerMaxAngularSpeed = Input.GetKey(KeyCode.LeftControl);

            bool angularThurstOn = Mathf.Abs(angularInput) > MathUtil.Epsilon;

            if (angularThurstOn)
            {
                float maxAngularSpeed = MaxAngularSpeed * (largerMaxAngularSpeed ? 2.5f : 1.0f);
                angularInput      *= AngularThrust * MathUtil.Deg2Rad;
                m_angularVelocity += angularInput * dt;
                m_angularVelocity  = Mathf.Clamp(m_angularVelocity, -maxAngularSpeed * MathUtil.Deg2Rad, maxAngularSpeed * MathUtil.Deg2Rad);
            }
            else
            {
                m_angularVelocity -= Mathf.Sign(m_angularVelocity) * Mathf.Min(Mathf.Abs(m_angularVelocity), AngularDrag * MathUtil.Deg2Rad * dt);
            }
            m_yawAngle += m_angularVelocity * dt;
            Quaternion yawRot = QuaternionUtil.AxisAngle(Vector3.up, m_yawAngle);

            m_hoverCenter += m_linearVelocity * dt;
            m_hoverPhase  += Time.deltaTime;

            Vector3 hoverVec =
                0.05f * Mathf.Sin(1.37f * m_hoverPhase) * Vector3.right
                + 0.05f * Mathf.Sin(1.93f * m_hoverPhase + 1.234f) * Vector3.forward
                + 0.04f * Mathf.Sin(0.97f * m_hoverPhase + 4.321f) * Vector3.up;

            hoverVec *= Hover;

            Quaternion hoverQuat = Quaternion.FromToRotation(Vector3.up, hoverVec + Vector3.up);

            transform.position = m_hoverCenter + hoverVec;
            transform.rotation = tiltRot * yawRot * hoverQuat;

            if (SmokeEmitter != null)
            {
                Vector3 posXz = transform.position;
                SmokeEmitter.position = new Vector3(posXz.x, SmokeEmitter.position.y, posXz.z);
            }
        }