// 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.TestUtilsUnity; using UnityEngine; namespace nickmaltbie.OpenKCC.Environment.MovingGround { /// /// Component to track an object's displacement and rotation during an update /// public class MovementTracking : MonoBehaviour, IMovingGround { /// /// Unity service for getting fixed delta time. /// internal IUnityService unityService = UnityService.Instance; /// /// Should momentum be transferred to players when they /// leave this object. /// [SerializeField] internal bool avoidTransferMomentum; /// /// How much of the objects velocity should a player retain when leaving the surface of the object via jump or /// fall. /// [SerializeField] [Range(0, 1)] internal float transferMomentumWeight = 1.0f; [SerializeField] internal bool shouldAttach = true; /// public bool AvoidTransferMomentum() => avoidTransferMomentum; /// public bool ShouldAttach() => shouldAttach; /// /// Previously measured position of an object (previous frame) /// public Vector3 PreviousPosition { get; private set; } /// /// Previously measured attitude of an object (previous frame) /// public Quaternion PreviousAttitude { get; private set; } /// /// Finds the change in attitude (expressed as a quaternion) between /// the current and previous update. QFinal * Inv(QInitial) /// public Quaternion ChangeAttitude { get; private set; } /// /// Displacement between current and previous update /// public Vector3 Displacement { get; private set; } public void FixedUpdate() { ChangeAttitude = transform.rotation * Quaternion.Inverse(PreviousAttitude); Displacement = transform.position - PreviousPosition; // Update state PreviousPosition = transform.position; PreviousAttitude = transform.rotation; } /// public virtual Vector3 GetVelocityAtPoint(Vector3 point) { return GetDisplacementAtPoint(point) / unityService.fixedDeltaTime; } /// public virtual Vector3 GetDisplacementAtPoint(Vector3 point) { // Get relative position to previous start Vector3 relativePosition = point - PreviousPosition; // Rotate point around center by change in attitude Vector3 rotatedFinalPosition = ChangeAttitude * relativePosition; // Get the delta due to rotation Vector3 deltaRotation = rotatedFinalPosition - relativePosition; // Shift point by total displacement return deltaRotation + Displacement; } /// public virtual float GetMovementWeight(Vector3 point, Vector3 playerVelocity) { return 1.0f; } /// public virtual float GetTransferMomentumWeight(Vector3 point, Vector3 playerVelocity) { return transferMomentumWeight; } } }