Ejemplo n.º 1
0
        public static Vector3 ClampBend(Vector3 vector, Vector3 reference, float maxBendAngle)
        {
            float vLenSqr = vector.sqrMagnitude;

            if (vLenSqr < MathUtil.Epsilon)
            {
                return(vector);
            }

            float rLenSqr = reference.sqrMagnitude;

            if (rLenSqr < MathUtil.Epsilon)
            {
                return(vector);
            }

            Vector3 vUnit = vector / Mathf.Sqrt(vLenSqr);
            Vector3 rUnit = reference / Mathf.Sqrt(rLenSqr);

            Vector3 cross = Vector3.Cross(rUnit, vUnit);
            float   dot   = Vector3.Dot(rUnit, vUnit);
            Vector3 axis  =
                cross.sqrMagnitude > MathUtil.Epsilon
          ? cross.normalized
          : FindOrthogonal(rUnit);
            float angle = Mathf.Acos(Mathf.Clamp01(dot));

            if (angle <= maxBendAngle)
            {
                return(vector);
            }

            Quaternion clampedBendRot = QuaternionUtil.AxisAngle(axis, maxBendAngle);
            Vector3    result         = clampedBendRot * reference;

            result *= Mathf.Sqrt(vLenSqr) / Mathf.Sqrt(rLenSqr);

            return(result);
        }
Ejemplo n.º 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 (Motor != null)
            {
                float motorAngularSpeedDeg = Mathf.Lerp(MotorBaseAngularSpeed, MotorMaxAngularSpeed, tHorizontalSpeed);
                m_motorAngle       += motorAngularSpeedDeg * MathUtil.Deg2Rad * dt;
                Motor.localRotation = QuaternionUtil.AxisAngle(Vector3.up, m_motorAngle - m_yawAngle);
            }

            if (BubbleEmitter != null)
            {
                var emission = BubbleEmitter.emission;
                emission.rateOverTime = Mathf.Lerp(BubbleBaseEmissionRate, BubbleMaxEmissionRate, tSpeed);
            }

            if (Eyes != null)
            {
                m_blinkTimer -= dt;
                if (m_blinkTimer <= 0.0f)
                {
                    bool doubleBlink = !m_lastBlinkWasDouble && Random.Range(0.0f, 1.0f) > 0.75f;
                    m_blinkTimer =
                        doubleBlink
                ? 0.2f
                : BlinkInterval + Random.Range(1.0f, 2.0f);
                    m_lastBlinkWasDouble = doubleBlink;

                    m_eyeScaleSpring.Value.y       = 0.0f;
                    m_eyePositionLsSpring.Value.y -= 0.025f;
                }

                Eyes.localScale    = m_eyeScaleSpring.TrackDampingRatio(m_eyeInitScale, 30.0f, 0.8f, dt);
                Eyes.localPosition = m_eyePositionLsSpring.TrackDampingRatio(m_eyeInitPositionLs, 30.0f, 0.8f, dt);
            }
        }