// Copyright (C) 2023 Nicholas Maltbie
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
// associated documentation files (the "Software"), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge, publish, distribute,
// sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
// BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using nickmaltbie.OpenKCC.Environment.MovingGround;
using UnityEngine;
namespace nickmaltbie.OpenKCC.Character.Config
{
///
/// Relative parent configuration for saving
/// the position of an object relative to a given parent object.
///
public class RelativeParentConfig
{
///
/// Relative position in local space.
///
public Vector3 RelativePos { get; internal set; }
///
/// Relative rotation in local space.
/// TODO: Adjust this configuration to work as expected.
///
public Quaternion RelativeRotation { get; internal set; }
///
/// Previous parent for saving relative transform position.
///
public Transform PreviousParent { get; internal set; }
///
/// Check if the player is standing on moving ground.
///
public bool OnMovingGround => PreviousParent != null;
///
/// Reset the relative parent transform.
///
public void Reset()
{
RelativePos = Vector3.zero;
RelativeRotation = Quaternion.identity;
PreviousParent = null;
}
///
/// Update the moving ground state for a given
/// relative parent for some given movement.
///
/// Position of object before moving.
/// Rotation of object before moving.
/// Current grounded state of the object.
/// Delta that the object has moved.
/// Delta time for update.
/// The distance the player should be moved based
/// on moving ground. Will only be more than Vector3.zero if the ground
/// is moving and should not attach.
public virtual Vector3 UpdateMovingGround(Vector3 position, Quaternion rotation, IKCCGrounded groundedState, Vector3 delta, float deltaTime)
{
if (groundedState.StandingOnGround && groundedState.Floor != null)
{
Transform parent = groundedState.Floor?.transform;
IMovingGround ground = parent.GetComponent();
if (ground == null || ground.ShouldAttach())
{
RelativeRotation = rotation * Quaternion.Inverse(parent.rotation);
if (parent != PreviousParent)
{
RelativePos = position + delta - parent.position;
RelativePos = Quaternion.Inverse(parent.rotation) * RelativePos;
}
else
{
RelativePos += Quaternion.Inverse(parent.rotation) * delta;
}
PreviousParent = parent;
}
else
{
PreviousParent = null;
return ground.GetVelocityAtPoint(groundedState.GroundHitPosition) * deltaTime;
}
}
else
{
Reset();
}
return Vector3.zero;
}
///
/// Move the transform's position
/// to be the same relative position to parent as the saved position.
///
/// Transform to move.
public virtual void FollowGround(Transform transform)
{
transform.position += DeltaPosition(transform.position);
}
///
/// Compute the delta in rotation required to move the
/// object with the moving ground for this update.
///
/// Rotation fo the object in world space.
///
public Quaternion DeltaRotation(Quaternion rotation)
{
if (OnMovingGround)
{
return PreviousParent.rotation * Quaternion.Inverse(RelativeRotation);
}
return Quaternion.identity;
}
///
/// Compute the delta in position required to move the character
/// with the moving ground for this update.
///
/// Position of the object in world space.
/// Delta in world space to move the player.
public Vector3 DeltaPosition(Vector3 position)
{
if (OnMovingGround)
{
return (PreviousParent.position + PreviousParent.rotation * RelativePos) - position;
}
return Vector3.zero;
}
}
}