Exemple #1
0
        public void Set(object targ, object valueObj)
        {
            var value = ConvertUtil.ToQuaternion(valueObj);

            if (targ is Rigidbody)
            {
                var rb = targ as Rigidbody;
                rb.MoveRotation(QuaternionUtil.FromToRotation(rb.rotation, value));
            }
            else
            {
                var trans = GameObjectUtil.GetTransformFromSource(targ);
                if (trans == null)
                {
                    return;
                }

                var rb = trans.GetComponent <Rigidbody>();
                if (rb != null && !rb.isKinematic)
                {
                    rb.MoveRotation(QuaternionUtil.FromToRotation(rb.rotation, value));
                    return;
                }

                //just update the rotation
                trans.rotation = value;
            }
        }
        private System.Collections.IEnumerator DoUpdateRoutine()
        {
            while (true)
            {
                if (_linkTarget != null)
                {
                    Constraint c;
                    var        trans = this.transform;

                    //constrain position
                    c = (_constraint & Constraint.Position);
                    if (c == Constraint.Position)
                    {
                        if (_doPositionDamping)
                        {
                            switch (_positionDampingStyle)
                            {
                            case JointDampingStyle.Ease:
                                trans.position = Vector3.Lerp(trans.position, _linkTarget.position, Time.deltaTime * _positionDampingStrength);
                                break;

                            case JointDampingStyle.Linear:
                                trans.position = Vector3.MoveTowards(trans.position, _linkTarget.position, Time.deltaTime * _positionDampingStrength);
                                break;

                            case JointDampingStyle.Elastic:
                            {
                                var tpos = _linkTarget.position;
                                var pos  = trans.position;
                                if (_positionDampingStrength < 0.0001f)
                                {
                                    trans.position = tpos;
                                    break;
                                }

                                float t = 1f - Mathf.Clamp01(1f / _positionDampingStrength) * 0.99f;
                                tpos          += (tpos - pos);
                                trans.position = Vector3.LerpUnclamped(pos, tpos, t);
                            }
                            break;
                            }
                        }
                        else
                        {
                            trans.position = _linkTarget.position;
                        }
                    }
                    else if (c != 0)
                    {
                        Vector3 pos  = trans.position;
                        Vector3 tpos = _linkTarget.position;

                        if ((_constraint & Constraint.XPosition) != 0)
                        {
                            if (_doPositionDamping)
                            {
                                pos.x = DampFloat(pos.x, tpos.x, Time.deltaTime, _positionDampingStrength, _positionDampingStyle);
                            }
                            else
                            {
                                pos.x = tpos.x;
                            }
                        }
                        if ((_constraint & Constraint.YPosition) != 0)
                        {
                            if (_doPositionDamping)
                            {
                                pos.y = DampFloat(pos.y, tpos.y, Time.deltaTime, _positionDampingStrength, _positionDampingStyle);
                            }
                            else
                            {
                                pos.y = tpos.y;
                            }
                        }
                        if ((_constraint & Constraint.ZPosition) != 0)
                        {
                            if (_doPositionDamping)
                            {
                                pos.z = DampFloat(pos.z, tpos.z, Time.deltaTime, _positionDampingStrength, _positionDampingStyle);
                            }
                            else
                            {
                                pos.z = tpos.z;
                            }
                        }

                        trans.position = pos;
                    }

                    //constrain rotation
                    c = (_constraint & Constraint.Rotation);
                    if (c == Constraint.Rotation)
                    {
                        if (_doRotationDamping)
                        {
                            switch (_positionDampingStyle)
                            {
                            case JointDampingStyle.Ease:
                                trans.rotation = Quaternion.Slerp(trans.rotation, _linkTarget.rotation, Time.deltaTime * _positionDampingStrength);
                                break;

                            case JointDampingStyle.Linear:
                                trans.rotation = Quaternion.RotateTowards(trans.rotation, _linkTarget.rotation, Time.deltaTime * _positionDampingStrength);
                                break;

                            case JointDampingStyle.Elastic:
                            {
                                var tpos = _linkTarget.rotation;
                                var pos  = trans.rotation;
                                if (_positionDampingStrength < 0.0001f)
                                {
                                    trans.rotation = tpos;
                                    break;
                                }

                                float t = 1f - Mathf.Clamp01(1f / _positionDampingStrength) * 0.99f;
                                tpos          *= QuaternionUtil.FromToRotation(pos, tpos);
                                trans.rotation = Quaternion.SlerpUnclamped(pos, tpos, t);
                            }
                            break;
                            }
                        }
                        else
                        {
                            trans.rotation = _linkTarget.rotation;
                        }
                    }
                    else if (c != 0)
                    {
                        var rot     = trans.eulerAngles;
                        var targRot = _linkTarget.eulerAngles;
                        if ((_constraint & Constraint.XRotation) != 0)
                        {
                            if (_doRotationDamping)
                            {
                                rot.x = DampFloat(rot.x, targRot.x, Time.deltaTime, _rotationDampingStrength, _rotationDampingStyle);
                            }
                            else
                            {
                                rot.x = targRot.x;
                            }
                        }
                        if ((_constraint & Constraint.YRotation) != 0)
                        {
                            if (_doRotationDamping)
                            {
                                rot.y = DampFloat(rot.y, targRot.y, Time.deltaTime, _rotationDampingStrength, _rotationDampingStyle);
                            }
                            else
                            {
                                rot.y = targRot.y;
                            }
                        }
                        if ((_constraint & Constraint.ZRotation) != 0)
                        {
                            if (_doRotationDamping)
                            {
                                rot.z = DampFloat(rot.z, targRot.z, Time.deltaTime, _rotationDampingStrength, _rotationDampingStyle);
                            }
                            else
                            {
                                rot.z = targRot.z;
                            }
                        }
                        trans.eulerAngles = rot;
                    }
                }

                switch (_updateMode)
                {
                case UpdateSequence.None:
                case UpdateSequence.Update:
                    yield return(null);

                    break;

                case UpdateSequence.FixedUpdate:
                    yield return(RadicalCoroutine.WaitForFixedUpdate);

                    break;

                case UpdateSequence.LateUpdate:
                    yield return(WaitForLateUpdate.Create());

                    break;
                }
            }
        }