Beispiel #1
0
        public void Initiate(BehaviourBase behaviour, Settings settings, Rigidbody Ibody, Rigidbody[] rigidbodies, ConfigurableJoint joint, Transform[] copPoints, PressureSensor pressureSensor)
        {
            this.behaviour      = behaviour;
            this.settings       = settings;
            this.Ibody          = Ibody;
            this.rigidbodies    = rigidbodies;
            this.joint          = joint;
            this.copPoints      = copPoints;
            this.pressureSensor = pressureSensor;

            toJointSpace = PhysXTools.ToJointSpace(joint);

            behaviour.OnPreFixedUpdate += Solve;
        }
Beispiel #2
0
        void Solve(float deltaTime)
        {
            if (copPoints.Length == 0)
            {
                cop = joint.transform.TransformPoint(joint.anchor);
            }
            else
            {
                cop = Vector3.zero;
                foreach (Transform copPoint in copPoints)
                {
                    cop += copPoint.position;
                }
                cop /= copPoints.Length;
            }

            cop += settings.copOffset;

            com = PhysXTools.GetCenterOfMass(rigidbodies);

            comV = PhysXTools.GetCenterOfMassVelocity(rigidbodies);

            dir    = com - cop;
            dirVel = (com + comV * settings.velocityF) - cop;

            Vector3 requiredAcceleration = PhysXTools.GetFromToAcceleration(dirVel, -Physics.gravity);

            requiredAcceleration -= Ibody.angularVelocity;

            Vector3 torque = requiredAcceleration / deltaTime;

            PhysXTools.ScaleByInertia(ref torque, Ibody.rotation, Ibody.inertiaTensor * settings.IMlp);

            torque = Vector3.ClampMagnitude(torque, settings.maxTorqueMag);

            bool pressured = pressureSensor == null || !pressureSensor.enabled || pressureSensor.inContact;

            if (pressured)
            {
                Ibody.AddTorque(torque * settings.torqueMlp, ForceMode.Force);
                joint.targetAngularVelocity = Quaternion.Inverse(toJointSpace) * Quaternion.Inverse(joint.transform.rotation) * torque;
            }
            else
            {
                joint.targetAngularVelocity = Vector3.zero;
            }
        }
Beispiel #3
0
        private void Pin(float pinWeightMaster, float pinPow, float pinDistanceFalloff, bool angularPinning)
        {
            positionOffset = targetAnimatedCenterOfMass - rigidbody.worldCenterOfMass;
            if (float.IsNaN(positionOffset.x))
            {
                positionOffset = Vector3.zero;
            }

            float w = pinWeightMaster * pinWeightMlp;

            if (w <= 0f)
            {
                return;
            }
            w = Mathf.Pow(w, pinPow);

            if (Time.deltaTime > 0f)
            {
                positionOffset /= Time.deltaTime;
            }
            Vector3 force = -rigidbody.velocity + targetVelocity + positionOffset;

            force *= w;
            if (pinDistanceFalloff > 0f)
            {
                force /= 1f + positionOffset.sqrMagnitude * pinDistanceFalloff;
            }

            rigidbody.AddForce(force, ForceMode.VelocityChange);

            // Angular pinning
            if (angularPinning)
            {
                Vector3 torque = PhysXTools.GetAngularAcceleration(rigidbody.rotation, targetAnimatedWorldRotation);

                torque -= rigidbody.angularVelocity;
                torque *= w;
                rigidbody.AddTorque(torque, ForceMode.VelocityChange);
            }
        }
        private void FixedUpdate()
        {
            Vector3 targetVelocity        = Vector3.zero;
            Vector3 targetAngularVelocity = Vector3.zero;

            // Calculate target velocity and angular velocity
            if (useTargetVelocity)
            {
                targetVelocity = (target.position - lastTargetPos) / Time.deltaTime;

                targetAngularVelocity = PhysXTools.GetAngularVelocity(lastTargetRot, target.rotation, Time.deltaTime);
            }

            lastTargetPos = target.position;
            lastTargetRot = target.rotation;

            // Force
            Vector3 force = PhysXTools.GetLinearAcceleration(r.position, target.position);

            force += targetVelocity;
            force -= r.velocity;
            if (r.useGravity)
            {
                force -= Physics.gravity * Time.deltaTime;
            }
            force *= forceWeight;
            r.AddForce(force, ForceMode.VelocityChange);

            // Torque
            Vector3 torque = PhysXTools.GetAngularAcceleration(r.rotation, target.rotation);

            torque += targetAngularVelocity;
            torque -= r.angularVelocity;
            torque *= torqueWeight;
            r.AddTorque(torque, ForceMode.VelocityChange);
        }