Files
2025-05-29 22:31:40 +03:00

482 lines
18 KiB
C#

using System;
using System.Collections;
using UnityEngine;
namespace FIMSpace.FTools
{
public abstract class FMuscle_Motor
{
public float OutValue { get; protected set; }
protected float proceduralValue = 0f;
protected float dampingAcceleration;
protected float dynamicAcceleration;
protected float accelerationSign;
public bool IsWorking()
{
return dynamicAcceleration != 0f;
}
/// <summary> Value should be high (500f to 10000f) </summary>
public void Push(float value) { dynamicAcceleration += value; }
public void Initialize(float initValue)
{
OutValue = initValue;
proceduralValue = initValue;
dampingAcceleration = 0f;
dynamicAcceleration = 0f;
accelerationSign = 0f;
}
protected abstract float GetDiff(float current, float desired);
public void Update(float delta, float current, float desired, float acceleration, float accelerationLimit, float damping, float brakePower)
{
float towards = GetDiff(current, desired);
accelerationSign = Mathf.Sign(towards);
// Linear fitting
dampingAcceleration = towards;
dampingAcceleration = Mathf.Clamp(dampingAcceleration, -damping, damping) * damping;
float incr = dampingAcceleration * delta;
if (towards > 0f) { if (incr > towards) incr = towards; } else { if (incr < towards) incr = towards; }
proceduralValue += incr;
// Conditions for acceleration
float mul = 1f;
if (Mathf.Sign(dynamicAcceleration) != accelerationSign)
{
mul = 1f + Mathf.Abs(towards) / ((1f - brakePower) * 10f + 8f);
}
// Difference towards target
float difference = towards;
if (difference < 0f) difference = -difference;
// Braking when near
float brakeFactor = 5f + (1f - brakePower) * 85f;
if (difference < brakeFactor) mul *= Mathf.Min(1f, difference / brakeFactor);
if (mul < 0f) mul = -mul;
// Acceleration fitting
if (delta > 0.04f) delta = 0.04f;
dynamicAcceleration += acceleration * accelerationSign * delta * mul; // Increase acceleration
dynamicAcceleration = Mathf.Clamp(dynamicAcceleration, -accelerationLimit, accelerationLimit); // Limit acceleration
if (dynamicAcceleration < 0.000005f && dynamicAcceleration > -0.000005f) dynamicAcceleration = 0f;
proceduralValue += dynamicAcceleration * delta;
OutValue = proceduralValue;
}
public void OverrideValue(float newValue)
{
proceduralValue = newValue;
}
public void OffsetValue(float off)
{
proceduralValue += off;
}
}
public class FMuscle_Float : FMuscle_Motor
{
protected override float GetDiff(float current, float desired)
{
return desired - current;
}
}
public class FMuscle_Angle : FMuscle_Motor
{
protected override float GetDiff(float current, float desired)
{
return Mathf.DeltaAngle(current, desired);
}
}
[System.Serializable]
public class FMuscle_Vector3
{
[HideInInspector] public Vector3 DesiredPosition;
public Vector3 ProceduralPosition { get; private set; }
public bool Initialized { get; private set; }
private FMuscle_Float x;
private FMuscle_Float y;
private FMuscle_Float z;
public void Initialize(Vector3 initPosition)
{
x = new FMuscle_Float();
y = new FMuscle_Float();
z = new FMuscle_Float();
x.Initialize(initPosition.x);
y.Initialize(initPosition.y);
z.Initialize(initPosition.z);
ProceduralPosition = initPosition;
Initialized = true;
}
public bool IsWorking()
{
return x.IsWorking() || y.IsWorking() || z.IsWorking();
}
public void Push(Vector3 value)
{
x.Push(value.x);
y.Push(value.y);
z.Push(value.z);
}
public void Reset(Vector3 value)
{
x.Initialize(value.x);
y.Initialize(value.y);
z.Initialize(value.z);
}
public void Push(float v)
{
x.Push(v);
y.Push(v);
z.Push(v);
}
public void MotionInfluence(Vector3 offset)
{
x.OffsetValue(offset.x);
y.OffsetValue(offset.y);
z.OffsetValue(offset.z);
ProceduralPosition += offset;
}
public void Update(float delta, Vector3 desired, float acceleration, float accelerationLimit, float damping, float brakePower)
{
x.Update(delta, ProceduralPosition.x, desired.x, acceleration, accelerationLimit, damping, brakePower);
y.Update(delta, ProceduralPosition.y, desired.y, acceleration, accelerationLimit, damping, brakePower);
z.Update(delta, ProceduralPosition.z, desired.z, acceleration, accelerationLimit, damping, brakePower);
ProceduralPosition = new Vector3(x.OutValue, y.OutValue, z.OutValue);
}
[FPD_Suffix(0f, 10000)] public float Acceleration = 10000f;
[FPD_Suffix(0f, 10000)] public float AccelerationLimit = 5000f;
[FPD_Suffix(0f, 50f)] public float Damping = 10f;
[FPD_Suffix(0f, 1f)] public float BrakePower = 0.2f;
public Vector3 Update(float delta, Vector3 desired)
{
x.Update(delta, ProceduralPosition.x, desired.x, Acceleration, AccelerationLimit, Damping, BrakePower);
y.Update(delta, ProceduralPosition.y, desired.y, Acceleration, AccelerationLimit, Damping, BrakePower);
z.Update(delta, ProceduralPosition.z, desired.z, Acceleration, AccelerationLimit, Damping, BrakePower);
ProceduralPosition = new Vector3(x.OutValue, y.OutValue, z.OutValue);
return ProceduralPosition;
}
/// <summary>
/// Adding push force to vector
/// </summary>
public IEnumerator PushImpulseCoroutine(Vector3 power, float duration, bool fadeOutPower = false, float delay = 0f)
{
if (delay > 0f) yield return new WaitForSeconds(delay);
float elapsed = 0f;
Push(0.0001f);
while (elapsed / duration < 1f)
{
if (!fadeOutPower) Push(power * Time.deltaTime * 60f); else Push(power * (1f - elapsed / duration) * Time.deltaTime * 60f);
elapsed += Time.deltaTime;
yield return null;
}
yield break;
}
public static void Lerp(ref FMuscle_Vector3 source, FMuscle_Vector3 a, FMuscle_Vector3 b, float t)
{
if (a == null || b == null || source == null) return;
source.Acceleration = Mathf.LerpUnclamped(a.Acceleration, b.Acceleration, t);
source.AccelerationLimit = Mathf.LerpUnclamped(a.AccelerationLimit, b.AccelerationLimit, t);
source.BrakePower = Mathf.LerpUnclamped(a.BrakePower, b.BrakePower, t);
source.Damping = Mathf.LerpUnclamped(a.Damping, b.Damping, t);
}
public void OverrideProceduralPosition(Vector3 newPos)
{
ProceduralPosition = newPos;
DesiredPosition = newPos;
x.OverrideValue(newPos.x);
y.OverrideValue(newPos.y);
z.OverrideValue(newPos.z);
}
}
[System.Serializable]
public class FMuscle_Quaternion
{
[HideInInspector] public Quaternion DesiredRotation;
public Quaternion ProceduralRotation { get; private set; }
public bool IsCorrect { get { return x != null; } }
private FMuscle_Float x;
private FMuscle_Float y;
private FMuscle_Float z;
private FMuscle_Float w;
public void Initialize(Quaternion initRotation)
{
x = new FMuscle_Float();
y = new FMuscle_Float();
z = new FMuscle_Float();
w = new FMuscle_Float();
x.Initialize(initRotation.x);
y.Initialize(initRotation.y);
z.Initialize(initRotation.z);
w.Initialize(initRotation.w);
ProceduralRotation = initRotation;
}
public bool IsWorking()
{
return x.IsWorking() || y.IsWorking() || z.IsWorking() || w.IsWorking();
}
public void Push(Quaternion value)
{
x.Push(value.x);
y.Push(value.y);
z.Push(value.z);
w.Push(value.w);
}
public void Push(float v)
{
x.Push(v);
y.Push(v);
z.Push(v);
w.Push(v);
}
public void Push(Quaternion value, float multiply)
{
x.Push(value.x * multiply);
y.Push(value.y * multiply);
z.Push(value.z * multiply);
w.Push(value.w * multiply);
}
public void Update(float delta, Quaternion desired, float acceleration, float accelerationLimit, float damping, float brakePower)
{
x.Update(delta, ProceduralRotation.x, desired.x, acceleration, accelerationLimit, damping, brakePower);
y.Update(delta, ProceduralRotation.y, desired.y, acceleration, accelerationLimit, damping, brakePower);
z.Update(delta, ProceduralRotation.z, desired.z, acceleration, accelerationLimit, damping, brakePower);
w.Update(delta, ProceduralRotation.w, desired.w, acceleration, accelerationLimit, damping, brakePower);
ProceduralRotation = new Quaternion(x.OutValue, y.OutValue, z.OutValue, w.OutValue);
}
[FPD_Suffix(0f, 10000)] public float Acceleration = 5000f;
[FPD_Suffix(0f, 10000)] public float AccelerationLimit = 1000f;
[FPD_Suffix(0f, 50f)] public float Damping = 10f;
[FPD_Suffix(0f, 1f)] public float BrakePower = 0.2f;
public void Update(float delta, Quaternion desired)
{
x.Update(delta, ProceduralRotation.x, desired.x, Acceleration, AccelerationLimit, Damping, BrakePower);
y.Update(delta, ProceduralRotation.y, desired.y, Acceleration, AccelerationLimit, Damping, BrakePower);
z.Update(delta, ProceduralRotation.z, desired.z, Acceleration, AccelerationLimit, Damping, BrakePower);
w.Update(delta, ProceduralRotation.w, desired.w, Acceleration, AccelerationLimit, Damping, BrakePower);
ProceduralRotation = new Quaternion(x.OutValue, y.OutValue, z.OutValue, w.OutValue);
}
public void UpdateEnsured(float delta, Quaternion desired)
{
Update(delta, EnsureQuaternionContinuity(ProceduralRotation, desired));
}
public static Quaternion EnsureQuaternionContinuity(Quaternion latestRot, Quaternion targetRot)
{
Quaternion flipped = new Quaternion(-targetRot.x, -targetRot.y, -targetRot.z, -targetRot.w);
Quaternion midQ = new Quaternion ( Mathf.LerpUnclamped(latestRot.x, targetRot.x, 0.5f), Mathf.LerpUnclamped(latestRot.y, targetRot.y, 0.5f), Mathf.LerpUnclamped(latestRot.z, targetRot.z, 0.5f), Mathf.LerpUnclamped(latestRot.w, targetRot.w, 0.5f) );
Quaternion midQFlipped = new Quaternion(Mathf.LerpUnclamped(latestRot.x, flipped.x, 0.5f),Mathf.LerpUnclamped(latestRot.y, flipped.y, 0.5f),Mathf.LerpUnclamped(latestRot.z, flipped.z, 0.5f),Mathf.LerpUnclamped(latestRot.w, flipped.w, 0.5f));
float angle = Quaternion.Angle(latestRot, midQ);
float angleTreshold = Quaternion.Angle(latestRot, midQFlipped);
return angleTreshold < angle ? flipped : targetRot;
}
/// <summary>
/// Adding push force to quaternion
/// </summary>
public IEnumerator PushImpulseCoroutine(Quaternion power, float duration, bool fadeOutPower = false, float delay = 0f)
{
if (delay > 0f) yield return new WaitForSeconds(delay);
float elapsed = 0f;
Push(0.001f);
while (elapsed / duration < 1f)
{
if (!fadeOutPower) Push(power, Time.deltaTime * 60f); else Push(power, (1f - elapsed / duration) * Time.deltaTime * 60f);
elapsed += Time.deltaTime;
yield return null;
}
yield break;
}
public static void Lerp(ref FMuscle_Quaternion source, FMuscle_Quaternion a, FMuscle_Quaternion b, float t)
{
if (a == null || b == null || source == null) return;
source.Acceleration = Mathf.LerpUnclamped(a.Acceleration, b.Acceleration, t);
source.AccelerationLimit = Mathf.LerpUnclamped(a.AccelerationLimit, b.AccelerationLimit, t);
source.BrakePower = Mathf.LerpUnclamped(a.BrakePower, b.BrakePower, t);
source.Damping = Mathf.LerpUnclamped(a.Damping, b.Damping, t);
}
public void OverrideProceduralRotation(Quaternion rotation)
{
ProceduralRotation = rotation;
DesiredRotation = rotation;
x.OverrideValue(rotation.x);
y.OverrideValue(rotation.y);
z.OverrideValue(rotation.z);
w.OverrideValue(rotation.w);
}
}
[System.Serializable]
public class FMuscle_Eulers
{
[HideInInspector] public Vector3 DesiredEulerAngles;
public Vector3 ProceduralEulerAngles { get; private set; }
public Quaternion ProceduralRotation { get { return Quaternion.Euler(ProceduralEulerAngles); } }
private FMuscle_Angle x;
private FMuscle_Angle y;
private FMuscle_Angle z;
public void Initialize(Vector3 initEulerAngles)
{
x = new FMuscle_Angle();
y = new FMuscle_Angle();
z = new FMuscle_Angle();
x.Initialize(initEulerAngles.x);
y.Initialize(initEulerAngles.y);
z.Initialize(initEulerAngles.z);
ProceduralEulerAngles = initEulerAngles;
}
public void Initialize(Quaternion initRotation)
{
Initialize(initRotation.eulerAngles);
}
public bool IsWorking()
{
return x.IsWorking() || y.IsWorking() || z.IsWorking();
}
public void Push(Vector3 value)
{
x.Push(value.x);
y.Push(value.y);
z.Push(value.z);
}
public void Push(float v)
{
x.Push(v);
y.Push(v);
z.Push(v);
}
public void Push(Vector3 value, float multiply)
{
x.Push(value.x * multiply);
y.Push(value.y * multiply);
z.Push(value.z * multiply);
}
public void Update(float delta, Vector3 desired, float acceleration, float accelerationLimit, float damping, float brakePower)
{
x.Update(delta, ProceduralEulerAngles.x, desired.x, acceleration, accelerationLimit, damping, brakePower);
y.Update(delta, ProceduralEulerAngles.y, desired.y, acceleration, accelerationLimit, damping, brakePower);
z.Update(delta, ProceduralEulerAngles.z, desired.z, acceleration, accelerationLimit, damping, brakePower);
ProceduralEulerAngles = new Vector3(x.OutValue, y.OutValue, z.OutValue);
}
[FPD_Suffix(0f, 10000)] public float Acceleration = 5000f;
[FPD_Suffix(0f, 10000)] public float AccelerationLimit = 1000f;
[FPD_Suffix(0f, 50f)] public float Damping = 10f;
[FPD_Suffix(0f, 1f)] public float BrakePower = 0.2f;
public Vector3 Update(float delta, Vector3 desired)
{
x.Update(delta, ProceduralEulerAngles.x, desired.x, Acceleration, AccelerationLimit, Damping, BrakePower);
y.Update(delta, ProceduralEulerAngles.y, desired.y, Acceleration, AccelerationLimit, Damping, BrakePower);
z.Update(delta, ProceduralEulerAngles.z, desired.z, Acceleration, AccelerationLimit, Damping, BrakePower);
ProceduralEulerAngles = new Vector3(x.OutValue, y.OutValue, z.OutValue);
return ProceduralEulerAngles;
}
public void Update(float delta, Quaternion desired)
{
Update(delta, desired.eulerAngles);
}
/// <summary>
/// Adding push force to quaternion
/// </summary>
public IEnumerator PushImpulseCoroutine(Vector3 power, float duration, bool fadeOutPower = false, float delay = 0f)
{
if (delay > 0f) yield return new WaitForSeconds(delay);
float elapsed = 0f;
Push(0.001f);
while (elapsed / duration < 1f)
{
if (!fadeOutPower) Push(power, Time.deltaTime * 60f); else Push(power, (1f - elapsed / duration) * Time.deltaTime * 60f);
elapsed += Time.deltaTime;
yield return null;
}
yield break;
}
public static void Lerp(ref FMuscle_Eulers source, FMuscle_Eulers a, FMuscle_Eulers b, float t)
{
if (a == null || b == null || source == null) return;
source.Acceleration = Mathf.LerpUnclamped(a.Acceleration, b.Acceleration, t);
source.AccelerationLimit = Mathf.LerpUnclamped(a.AccelerationLimit, b.AccelerationLimit, t);
source.BrakePower = Mathf.LerpUnclamped(a.BrakePower, b.BrakePower, t);
source.Damping = Mathf.LerpUnclamped(a.Damping, b.Damping, t);
}
}
}