// 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 UnityEngine;
namespace nickmaltbie.OpenKCC.Environment.MovingGround
{
///
/// Component to track an object's displacement and rotation during an update.
/// Also have a scaling factor based on player's relative velocity.
/// This will fully attach for relative speeds below the minimum relative velocity and fully detach players for
/// velocities over the maximum velocity threshold.
///
public class RelativeVelocityRigidbodyTracking : RigidbodyMovingGround
{
///
/// Relative velocity under minimum velocity threshold will be fully attached.
///
[SerializeField]
[Tooltip("Relative velocity under minimum velocity threshold will be fully attached.")]
internal float minimumVelocityThreshold = 1.0f;
///
/// Relative velocities above minimum velocity threshold will be fully detached.
///
[SerializeField]
[Tooltip("Relative velocities above minimum velocity threshold will be fully detached.")]
internal float maximumVelocityThreshold = 3.0f;
///
public override float GetMovementWeight(Vector3 point, Vector3 playerVelocity)
{
float objSpeed = GetVelocityAtPoint(point).magnitude;
float playerSpeed = playerVelocity.magnitude;
float relativeVelocity = Mathf.Abs(objSpeed - playerSpeed);
if (relativeVelocity <= minimumVelocityThreshold)
{
return 1.0f;
}
else if (relativeVelocity < maximumVelocityThreshold)
{
return 1 - (relativeVelocity - minimumVelocityThreshold) /
(maximumVelocityThreshold - minimumVelocityThreshold);
}
return 0.0f;
}
}
}