Example #1
0
            public void Execute(BoingBones bones, float dt)
            {
                float maxCollisionResolutionPushLen = bones.MaxCollisionResolutionSpeed * dt;

                for (int iChain = 0; iChain < bones.BoneData.Length; ++iChain)
                {
                    var chain = bones.BoneChains[iChain];
                    var aBone = bones.BoneData[iChain];

                    if (aBone == null)
                    {
                        continue;
                    }

                    Vector3 gravityDt = chain.Gravity * dt;

                    // execute boing work
                    for (int iBone = 0; iBone < aBone.Length; ++iBone) // skip root
                    {
                        var bone = aBone[iBone];

                        // no gravity on root
                        if (iBone > 0)
                        {
                            bone.Instance.PositionSpring.Velocity += gravityDt;
                        }

                        if (chain.ParamsOverride == null)
                        {
                            bone.Instance.Execute(ref bones.Params, dt);
                        }
                        else
                        {
                            bone.Instance.Execute(ref chain.ParamsOverride.Params, dt);
                        }
                    }

                    var rootBone = aBone[0];
                    rootBone.ScaleWs = rootBone.BlendedScaleLs = rootBone.CachedScaleLs;

                    rootBone.UpdateBounds();
                    chain.Bounds = rootBone.Bounds;

                    Vector3 rootAnimPos = rootBone.Transform.position;

                    // apply length stiffness & volume preservation
                    for (int iBone = 1; iBone < aBone.Length; ++iBone) // skip root
                    {
                        var bone       = aBone[iBone];
                        var parentBone = aBone[bone.ParentIndex];

                        float tLengthStiffness = 1.0f - Mathf.Pow(1.0f - bone.LengthStiffness, 30.0f * dt); // a factor of 30.0f is what makes 0.5 length stiffness looks like 50% stiffness

                        Vector3 toParentVec           = parentBone.Instance.PositionSpring.Value - bone.Instance.PositionSpring.Value;
                        Vector3 toParentDir           = VectorUtil.NormalizeSafe(toParentVec, Vector3.zero);
                        float   fullyStiffToParentLen = (parentBone.Transform.position - bone.Transform.position).magnitude;
                        float   toParentLen           = toParentVec.magnitude;
                        float   fullyStiffLenDelta    = toParentLen - fullyStiffToParentLen;
                        float   toParentAdjustLen     = tLengthStiffness * fullyStiffLenDelta;

                        // length stiffness
                        {
                            bone.Instance.PositionSpring.Value += toParentAdjustLen * toParentDir;
                            Vector3 velocityInParentAdjustDir = Vector3.Project(bone.Instance.PositionSpring.Velocity, toParentDir);
                            bone.Instance.PositionSpring.Velocity -= tLengthStiffness * velocityInParentAdjustDir;
                        }

                        // bend angle cap
                        if (bone.BendAngleCap < MathUtil.Pi - MathUtil.Epsilon)
                        {
                            Vector3 animPos  = bone.Transform.position;
                            Vector3 posDelta = bone.Instance.PositionSpring.Value - rootAnimPos;
                            posDelta = VectorUtil.ClampBend(posDelta, animPos - rootAnimPos, bone.BendAngleCap);
                            bone.Instance.PositionSpring.Value = rootAnimPos + posDelta;
                        }

                        // volume preservation
                        if (bone.SquashAndStretch > 0.0f)
                        {
                            float toParentLenRatio        = toParentLen * MathUtil.InvSafe(fullyStiffToParentLen);
                            float volumePreservationScale = Mathf.Sqrt(1.0f / toParentLenRatio);
                            volumePreservationScale = Mathf.Clamp(volumePreservationScale, 1.0f / Mathf.Max(1.0f, chain.MaxStretch), Mathf.Max(1.0f, chain.MaxSquash));
                            Vector3 volumePreservationScaleVec = VectorUtil.ComponentWiseDivSafe(volumePreservationScale * Vector3.one, parentBone.ScaleWs);

                            bone.BlendedScaleLs =
                                Vector3.Lerp
                                (
                                    Vector3.Lerp
                                    (
                                        bone.CachedScaleLs,
                                        volumePreservationScaleVec,
                                        bone.SquashAndStretch
                                    ),
                                    bone.CachedScaleLs,
                                    bone.AnimationBlend
                                );
                        }
                        else
                        {
                            bone.BlendedScaleLs = bone.CachedScaleLs;
                        }

                        bone.ScaleWs = VectorUtil.ComponentWiseMult(parentBone.ScaleWs, bone.BlendedScaleLs);

                        bone.UpdateBounds();
                        chain.Bounds.Encapsulate(bone.Bounds);
                    }
                    chain.Bounds.Expand(0.2f * Vector3.one);

                    // Boing Kit colliders
                    if (chain.EnableBoingKitCollision)
                    {
                        foreach (var collider in bones.BoingColliders)
                        {
                            if (collider == null)
                            {
                                continue;
                            }

                            if (!chain.Bounds.Intersects(collider.Bounds))
                            {
                                continue;
                            }

                            foreach (var bone in aBone)
                            {
                                if (!bone.Bounds.Intersects(collider.Bounds))
                                {
                                    continue;
                                }

                                Vector3 push;
                                bool    collided = collider.Collide(bone.Instance.PositionSpring.Value, bones.MinScale * bone.CollisionRadius, out push);
                                if (!collided)
                                {
                                    continue;
                                }

                                bone.Instance.PositionSpring.Value    += VectorUtil.ClampLength(push, 0.0f, maxCollisionResolutionPushLen);
                                bone.Instance.PositionSpring.Velocity -= Vector3.Project(bone.Instance.PositionSpring.Velocity, push);
                            }
                        }
                    }

                    // Unity colliders
                    var sharedSphereCollider = BoingManager.SharedSphereCollider;
                    if (chain.EnableUnityCollision && sharedSphereCollider != null)
                    {
                        sharedSphereCollider.enabled = true;

                        foreach (var collider in bones.UnityColliders)
                        {
                            if (collider == null)
                            {
                                continue;
                            }

                            if (!chain.Bounds.Intersects(collider.bounds))
                            {
                                continue;
                            }

                            foreach (var bone in aBone)
                            {
                                if (!bone.Bounds.Intersects(collider.bounds))
                                {
                                    continue;
                                }

                                sharedSphereCollider.center = bone.Instance.PositionSpring.Value;
                                sharedSphereCollider.radius = bone.CollisionRadius;

                                Vector3 pushDir;
                                float   pushDist;
                                bool    collided =
                                    Physics.ComputePenetration
                                    (
                                        sharedSphereCollider, Vector3.zero, Quaternion.identity,
                                        collider, collider.transform.position, collider.transform.rotation,
                                        out pushDir, out pushDist
                                    );
                                if (!collided)
                                {
                                    continue;
                                }

                                bone.Instance.PositionSpring.Value    += VectorUtil.ClampLength(pushDir * pushDist, 0.0f, maxCollisionResolutionPushLen);
                                bone.Instance.PositionSpring.Velocity -= Vector3.Project(bone.Instance.PositionSpring.Velocity, pushDir);
                            }
                        }

                        sharedSphereCollider.enabled = false;
                    }

                    // self collision
                    if (chain.EnableInterChainCollision)
                    {
                        foreach (var bone in aBone)
                        {
                            for (int iOtherChain = iChain + 1; iOtherChain < bones.BoneData.Length; ++iOtherChain)
                            {
                                var otherChain = bones.BoneChains[iOtherChain];
                                var aOtherBone = bones.BoneData[iOtherChain];

                                if (aOtherBone == null)
                                {
                                    continue;
                                }

                                if (!otherChain.EnableInterChainCollision)
                                {
                                    continue;
                                }

                                if (!chain.Bounds.Intersects(otherChain.Bounds))
                                {
                                    continue;
                                }

                                foreach (var otherBone in aOtherBone)
                                {
                                    Vector3 push;
                                    bool    collided =
                                        Collision.SphereSphere
                                        (
                                            bone.Instance.PositionSpring.Value,
                                            bones.MinScale * bone.CollisionRadius,
                                            otherBone.Instance.PositionSpring.Value,
                                            bones.MinScale * otherBone.CollisionRadius,
                                            out push
                                        );
                                    if (!collided)
                                    {
                                        continue;
                                    }

                                    push = VectorUtil.ClampLength(push, 0.0f, maxCollisionResolutionPushLen);

                                    float pushRatio = otherBone.CollisionRadius * MathUtil.InvSafe(bone.CollisionRadius + otherBone.CollisionRadius);
                                    bone.Instance.PositionSpring.Value      += pushRatio * push;
                                    otherBone.Instance.PositionSpring.Value -= (1.0f - pushRatio) * push;

                                    bone.Instance.PositionSpring.Velocity      -= Vector3.Project(bone.Instance.PositionSpring.Velocity, push);
                                    otherBone.Instance.PositionSpring.Velocity -= Vector3.Project(otherBone.Instance.PositionSpring.Velocity, push);
                                }
                            }
                        }
                    }
                } // end: foreach bone chain
            }
Example #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);
            }
        }