Files
Ipseity-Demo/Assets/Scripts/OctoIkArmsImproved.cs
T

331 lines
11 KiB
C#

using UnityEngine;
public class OctoIkArmsImproved : MonoBehaviour
{
// Stores raycast hit information
private class RaycastInfos
{
public bool HasHit;
public float Distance;
public float MaxDistance;
public Vector3 Position;
public Vector3 Normal;
public Transform Transform;
}
[System.Serializable]
private class RaycastRig
{
public Transform Root;
public float Distance = 1f;
}
[System.Serializable]
private class ArmRig
{
public bool Enabled = true;
public OctoIkLimb Arm;
public Vector3 RotationOffset;
public RaycastRig[] Raycasts;
[HideInInspector] public Vector3 TargetOriginPos;
[HideInInspector] public Quaternion TargetOriginRot;
[HideInInspector] public Vector3 PoleOriginPos;
public void Init()
{
if (Arm)
{
if (Arm.Target)
{
TargetOriginPos = Arm.Target.localPosition;
TargetOriginRot = Arm.Target.localRotation;
}
if (Arm.Pole)
{
PoleOriginPos = Arm.Pole.localPosition;
}
}
}
}
[System.Serializable]
private class Settings
{
[Header("Raycast")]
public LayerMask LayerMask;
[Header("Stickiness")]
[Tooltip("Distance to start sticking (meters)")]
[Range(0.1f, 2f)]
public float StickStartDistance = 0.8f;
[Tooltip("Distance to fully release (meters)")]
[Range(0.5f, 3f)]
public float StickReleaseDistance = 1.2f;
[Header("Smoothing")]
[Tooltip("Stick speed (units/sec)")]
[Range(1f, 20f)]
public float StickSpeed = 10f;
[Tooltip("Release speed (units/sec)")]
[Range(1f, 20f)]
public float ReleaseSpeed = 6f;
[Tooltip("Rotation speed (deg/sec)")]
[Range(90f, 720f)]
public float RotationSpeed = 360f;
[Header("Arm Selection")]
[Tooltip("Can both arms stick at the same time?")]
public bool AllowBothArms = true;
[Tooltip("Max surface angle to accept sticking (degrees)")]
[Range(0f, 90f)]
public float MaxSurfaceAngle = 60f;
[Header("Temporal Smoothing")]
[Tooltip("Frames before releasing (prevents flickering)")]
[Range(0, 10)]
public int StabilityFrames = 3;
}
[SerializeField] private ArmRig _leftArm;
[SerializeField] private ArmRig _rightArm;
[SerializeField] private Settings _settings;
private ArmRig[] _arms;
private RaycastInfos[][] _raycasts = new RaycastInfos[2][];
private RaycastInfos[] _nearestHitRaycasts = new RaycastInfos[2];
private int[] _noHitFrameCount = new int[2];
private float[] _currentStickiness = new float[2];
void Awake()
{
_arms = new ArmRig[2] { _leftArm, _rightArm };
foreach (ArmRig armRig in _arms)
armRig.Init();
// Initialize raycast arrays for both arms
_raycasts = new RaycastInfos[_arms.Length][];
for (int i = 0; i < _arms.Length; i++)
{
_raycasts[i] = new RaycastInfos[_arms[i].Raycasts.Length];
for (int u = 0; u < _raycasts[i].Length; u++)
_raycasts[i][u] = new RaycastInfos() { MaxDistance = 1 };
}
_nearestHitRaycasts = new RaycastInfos[_arms.Length];
for (int i = 0; i < _nearestHitRaycasts.Length; i++)
_nearestHitRaycasts[i] = new RaycastInfos() { MaxDistance = 1 };
_noHitFrameCount = new int[_arms.Length];
_currentStickiness = new float[_arms.Length];
}
void OnDrawGizmos()
{
if (Application.isPlaying || !enabled) return;
foreach (ArmRig armRig in new ArmRig[2] { _leftArm, _rightArm })
{
if (armRig.Raycasts == null) continue;
for (int i = 0; i < armRig.Raycasts.Length; i++)
{
RaycastRig raycastRig = armRig.Raycasts[i];
if (raycastRig.Root == null) continue;
Debug.DrawRay(raycastRig.Root.position, raycastRig.Root.TransformDirection(Vector3.forward) * raycastRig.Distance, Color.cyan);
}
}
}
void Update()
{
PerformRaycasts();
FindNearestHits();
UpdateArmPositions();
}
// Cast all configured raycasts and store results
private void PerformRaycasts()
{
for (int i = 0; i < _arms.Length; i++)
{
ArmRig armRig = _arms[i];
if (!armRig.Enabled || armRig.Raycasts == null)
continue;
for (int u = 0; u < armRig.Raycasts.Length; u++)
{
RaycastRig raycastRig = armRig.Raycasts[u];
if (raycastRig.Root == null) continue;
RaycastInfos raycastInfos = _raycasts[i][u];
RaycastHit hit;
Vector3 origin = raycastRig.Root.position;
Vector3 direction = raycastRig.Root.TransformDirection(Vector3.forward);
if (Physics.Raycast(origin, direction, out hit, raycastRig.Distance, _settings.LayerMask))
{
Debug.DrawRay(origin, direction * hit.distance, Color.green);
raycastInfos.HasHit = true;
raycastInfos.Distance = hit.distance;
raycastInfos.MaxDistance = raycastRig.Distance;
raycastInfos.Position = hit.point;
raycastInfos.Normal = hit.normal;
raycastInfos.Transform = hit.transform;
}
else
{
Debug.DrawRay(origin, direction * raycastRig.Distance, Color.red);
raycastInfos.HasHit = false;
raycastInfos.Distance = raycastRig.Distance;
raycastInfos.MaxDistance = raycastRig.Distance;
raycastInfos.Position = Vector3.zero;
raycastInfos.Normal = Vector3.zero;
raycastInfos.Transform = null;
}
}
}
}
// Find the closest raycast hit for each arm
private void FindNearestHits()
{
for (int i = 0; i < _arms.Length; i++)
{
ArmRig armRig = _arms[i];
RaycastInfos nearest = _nearestHitRaycasts[i];
nearest.HasHit = false;
float closestDistance = float.MaxValue;
if (armRig.Raycasts == null) continue;
// Find the closest hit among all raycasts for this arm
for (int u = 0; u < armRig.Raycasts.Length; u++)
{
RaycastInfos raycastInfos = _raycasts[i][u];
if (raycastInfos.HasHit && raycastInfos.Distance < closestDistance)
{
closestDistance = raycastInfos.Distance;
nearest.HasHit = true;
nearest.Distance = raycastInfos.Distance;
nearest.MaxDistance = raycastInfos.MaxDistance;
nearest.Position = raycastInfos.Position;
nearest.Normal = raycastInfos.Normal;
nearest.Transform = raycastInfos.Transform;
}
}
// Track frames without hits for temporal smoothing
if (!nearest.HasHit)
{
_noHitFrameCount[i]++;
}
else
{
_noHitFrameCount[i] = 0;
}
}
}
// Update arm positions based on raycast hits
private void UpdateArmPositions()
{
for (int i = 0; i < _arms.Length; i++)
{
ArmRig armRig = _arms[i];
if (armRig.Arm == null || armRig.Arm.Target == null) continue;
RaycastInfos raycastInfos = _nearestHitRaycasts[i];
// Default to origin position/rotation
Vector3 targetPos = armRig.TargetOriginPos;
Quaternion targetRot = armRig.TargetOriginRot;
bool shouldStick = false;
// Check if we should stick to surface
if (raycastInfos.HasHit && _noHitFrameCount[i] < _settings.StabilityFrames)
{
if (IsValidSurface(raycastInfos, i))
{
// Calculate target position on surface
targetPos = armRig.Arm.Target.parent.InverseTransformPoint(raycastInfos.Position);
// Calculate target rotation aligned to surface
targetRot = Quaternion.LookRotation(
-armRig.Arm.Target.parent.InverseTransformDirection(raycastInfos.Normal),
transform.up
) * Quaternion.Euler(armRig.RotationOffset);
shouldStick = true;
}
}
// Smooth stickiness transition
float targetStickiness = shouldStick ? 1f : 0f;
float stickinessSpeed = shouldStick ? _settings.StickSpeed : _settings.ReleaseSpeed;
_currentStickiness[i] = Mathf.MoveTowards(_currentStickiness[i], targetStickiness, stickinessSpeed * Time.deltaTime);
// Apply distance-based stickiness factor (hysteresis)
float distanceFactor = 0f;
if (shouldStick && raycastInfos.HasHit)
{
distanceFactor = 1f - Mathf.InverseLerp(_settings.StickStartDistance, _settings.StickReleaseDistance, raycastInfos.Distance);
distanceFactor = Mathf.Clamp01(distanceFactor);
}
float finalStickiness = _currentStickiness[i] * distanceFactor;
// Calculate interpolation speeds
float posSpeed = Mathf.Lerp(_settings.ReleaseSpeed, _settings.StickSpeed, finalStickiness);
float rotSpeed = _settings.RotationSpeed * Mathf.Deg2Rad;
// Exponential smoothing for natural movement
float tPos = 1f - Mathf.Exp(-posSpeed * Time.deltaTime);
float tRot = 1f - Mathf.Exp(-rotSpeed * Time.deltaTime);
// Apply smooth interpolation
armRig.Arm.Target.localPosition = Vector3.Lerp(armRig.Arm.Target.localPosition, targetPos, tPos);
armRig.Arm.Target.localRotation = Quaternion.Slerp(armRig.Arm.Target.localRotation, targetRot, tRot);
}
}
// Check if the surface is valid for sticking
private bool IsValidSurface(RaycastInfos raycast, int armIndex)
{
if (raycast.Transform == null)
return false;
// Check surface angle (reject surfaces too angled)
float surfaceAngle = Vector3.Angle(-raycast.Normal, transform.forward);
if (surfaceAngle > _settings.MaxSurfaceAngle)
return false;
// If not allowing both arms, check if arm is on correct side
if (!_settings.AllowBothArms)
{
Vector3 hitLocalPos = transform.InverseTransformPoint(raycast.Position);
bool isLeftSide = hitLocalPos.x < 0;
bool isLeftArm = armIndex == 0;
if (isLeftSide != isLeftArm)
return false;
}
return true;
}
}