Example #1
0
    public override void PhysicsUpdate(Vector3 toTarget, PhysicsTest physicsObject)
    {
        float sqrDistance = toTarget.sqrMagnitude;

        //if(sqrDistance < distanceToCheckSquared)
        //{
        //	float ratio = Mathf.Sqrt(sqrDistance / distanceToCheckSquared);

        //	usedStrength = strength * strengthBasedOnNearDistance.Evaluate(ratio);
        //}

        if (sqrDistance > arrivedDistanceSquared)
        {
            float usedStrength = strength;

            if (Mathf.Sign(Vector3.Dot(toTarget, physicsObject.Rigid.velocity)) > 0)
            {
                float stopDistance = physicsObject.Rigid.velocity.sqrMagnitude / (2 * strength);

                if (sqrDistance < stopDistance * stopDistance)
                {
                    usedStrength = -strength;
                }
            }

            toTarget /= Mathf.Sqrt(sqrDistance);

            physicsObject.ApplyForce(toTarget * usedStrength);
        }
    }
Example #2
0
    public override void PhysicsUpdate(Vector3 toTarget, PhysicsTest physicsObject)
    {
        Vector3 tgtVel = toTarget * toVel;

        if (toTarget.sqrMagnitude * toVel * toVel > maxVelSquared)
        {
            Debug.Log("Clamping");
            tgtVel = toTarget.normalized * Mathf.Sqrt(maxVelSquared);
        }

        Vector3 error = tgtVel - physicsObject.Rigid.velocity;

        Vector3 force = Vector3.ClampMagnitude(gain * error, maxForce);

        physicsObject.ApplyForce(force);
    }
Example #3
0
    public override void PhysicsUpdate(Vector3 toTarget, PhysicsTest physicsObject)
    {
        Vector3 tgtVel = toTarget * toVel;

        if (toTarget.sqrMagnitude * toVel * toVel > maxVelSquared)
        {
            tgtVel = toTarget.normalized * Mathf.Sqrt(maxVelSquared);
        }

        Vector3 error = tgtVel - physicsObject.Rigid.velocity;

        float maxForce = this.maxForce * strengthBasedOnVelocity.Evaluate(physicsObject.Rigid.velocity.magnitude) * distanceToStrength.Evaluate(toTarget.magnitude);

        maxForce = Mathf.Lerp(this.maxForce, maxForce, massToLerp.Evaluate(physicsObject.Rigid.mass));

        Vector3 force = Vector3.ClampMagnitude(gain * error, maxForce);

        force -= physicsObject.Rigid.velocity * physicsObject.Rigid.mass * dampeningFactor;

        physicsObject.ApplyForce(force);
    }