206 lines
6.9 KiB
C#
206 lines
6.9 KiB
C#
using UnityEngine;
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using static UnityEngine.GraphicsBuffer;
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public class OctoIkArms : MonoBehaviour
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{
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private class RaycastInfos
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{
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public bool HasHit;
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public float Distance;
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public float MaxDistance;
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public Vector3 Position;
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public Vector3 Normal;
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public Transform Transform;
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}
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[System.Serializable]
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private class RaycastRig
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{
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public Transform Root;
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public float Distance = 1;
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}
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[System.Serializable]
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private class ArmRig
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{
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public bool Enabled;
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public OctoIkLimb Arm;
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public Vector3 RotationOffset;
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public RaycastRig[] Raycasts;
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[HideInInspector] public Vector3 TargetOriginPos;
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[HideInInspector] public Quaternion TargetOriginRot;
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[HideInInspector] public Vector3 PoleOriginPos;
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public void Init()
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{
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if (Arm)
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{
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if (Arm.Target)
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{
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TargetOriginPos = Arm.Target.localPosition;
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TargetOriginRot = Arm.Target.localRotation;
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}
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if (Arm.Pole)
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{
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PoleOriginPos = Arm.Pole.localPosition;
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}
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}
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}
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}
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[System.Serializable]
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private class Settings
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{
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public LayerMask LayerMask;
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}
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[SerializeField] private ArmRig _leftArm;
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[SerializeField] private ArmRig _rightArm;
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[SerializeField] private Settings _settings;
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private ArmRig[] _arms;
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private RaycastInfos[][] _raycasts = new RaycastInfos[2][];
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private RaycastInfos[] _nearHitRaycasts = new RaycastInfos[2];
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void Awake()
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{
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_arms = new ArmRig[2] { _leftArm, _rightArm };
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foreach (ArmRig armRig in _arms)
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armRig.Init();
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_raycasts = new RaycastInfos[_arms.Length][];
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for (int i = 0; i < _arms.Length; i++)
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{
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_raycasts[i] = new RaycastInfos[_arms[i].Raycasts.Length];
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for (int u = 0; u < _raycasts[i].Length; u++)
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_raycasts[i][u] = new RaycastInfos() { MaxDistance = 1 };
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}
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_nearHitRaycasts = new RaycastInfos[_arms.Length];
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for (int i = 0; i < _nearHitRaycasts.Length; i++)
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_nearHitRaycasts[i] = new RaycastInfos() { MaxDistance = 1 };
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}
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void OnDrawGizmos()//Selected()
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{
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if (Application.isPlaying || !enabled) return;
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foreach (ArmRig armRig in new ArmRig[2] { _leftArm, _rightArm })
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{
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for (int i = 0; i < armRig.Raycasts.Length; i++)
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{
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RaycastRig raycastRig = armRig.Raycasts[i];
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Debug.DrawRay(raycastRig.Root.position, raycastRig.Root.TransformDirection(Vector3.forward) * raycastRig.Distance, Color.red);
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}
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}
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}
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void Update()
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{
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// Get raycats infos
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for (int i = 0; i < _arms.Length; i++)
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{
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ArmRig armRig = _arms[i];
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if (!armRig.Enabled)
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continue;
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for (int u = 0; u < armRig.Raycasts.Length; u++)
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{
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RaycastRig raycastRig = armRig.Raycasts[u];
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RaycastInfos raycastInfos = _raycasts[i][u];
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RaycastHit hit;
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if (Physics.Raycast(raycastRig.Root.position, raycastRig.Root.TransformDirection(Vector3.forward), out hit, raycastRig.Distance, _settings.LayerMask))
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{
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Debug.DrawRay(raycastRig.Root.position, raycastRig.Root.TransformDirection(Vector3.forward) * hit.distance, Color.green);
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raycastInfos.HasHit = true;
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raycastInfos.Distance = hit.distance;
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raycastInfos.MaxDistance = raycastRig.Distance;
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raycastInfos.Position = hit.point;
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raycastInfos.Normal = hit.normal;
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raycastInfos.Transform = hit.transform;
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}
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else
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{
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Debug.DrawRay(raycastRig.Root.position, raycastRig.Root.TransformDirection(Vector3.forward) * raycastRig.Distance, Color.red);
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raycastInfos.HasHit = false;
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raycastInfos.Distance = 1;
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raycastInfos.MaxDistance = 1;
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raycastInfos.Position = Vector3.zero;
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raycastInfos.Normal = Vector3.zero;
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raycastInfos.Transform = null;
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}
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}
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}
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// Evaluate near hit
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for (int i = 0; i < _arms.Length; i++)
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{
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ArmRig armRig = _arms[i];
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_nearHitRaycasts[i].HasHit = false;
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for (int u = 0; u < armRig.Raycasts.Length; u++)
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{
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RaycastInfos raycastInfos = _raycasts[i][u];
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if (raycastInfos.HasHit)
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{
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_nearHitRaycasts[i].HasHit = raycastInfos.HasHit;
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_nearHitRaycasts[i].Distance = _raycasts[i][u].Distance;
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_nearHitRaycasts[i].MaxDistance = _raycasts[i][u].MaxDistance;
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_nearHitRaycasts[i].Position = _raycasts[i][u].Position;
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_nearHitRaycasts[i].Normal = _raycasts[i][u].Normal;
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_nearHitRaycasts[i].Transform = _raycasts[i][u].Transform;
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break;
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}
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}
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}
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// Move hands
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for (int i = 0; i < _arms.Length; i++)
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{
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ArmRig armRig = _arms[i];
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RaycastInfos raycastInfos = _nearHitRaycasts[i];
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Vector3 targetPos = armRig.TargetOriginPos;
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Quaternion targetRot = armRig.TargetOriginRot;
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float sticknessPos = 0;
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float sticknessRot = 0;
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if (raycastInfos.HasHit)
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{
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float doorForward = transform.InverseTransformDirection(raycastInfos.Transform.forward).z;
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bool isGoodArm = i == 0 ? (doorForward < 0) : (doorForward > 0);
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if (isGoodArm)
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{
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targetPos = armRig.Arm.Target.parent.InverseTransformPoint(raycastInfos.Position);
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targetRot = Quaternion.LookRotation(-armRig.Arm.Target.parent.InverseTransformDirection(raycastInfos.Normal), transform.up) * Quaternion.Euler(armRig.RotationOffset);
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float t = 1 - Mathf.Clamp01(raycastInfos.Distance / raycastInfos.MaxDistance);
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sticknessPos = Mathf.SmoothStep(0, .7f, t);
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sticknessRot = Mathf.SmoothStep(.5f, .9f, t);
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}
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}
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float tPos = Mathf.SmoothStep(Time.deltaTime * 3, 1, sticknessPos);
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float tRot = Mathf.SmoothStep(Time.deltaTime * 5, 1, sticknessRot);
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armRig.Arm.Target.localPosition = Vector3.Lerp(armRig.Arm.Target.localPosition, targetPos, tPos);
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armRig.Arm.Target.localRotation = Quaternion.Lerp(armRig.Arm.Target.localRotation, targetRot, tRot);
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}
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}
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}
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