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CartoonRPG/Assets/KINEMATION/MotionWarping/Runtime/Core/MotionWarping.cs
Caleb Sandford deQuincey 02c4b5ab66 Adding in new packages
2025-06-05 22:59:18 +01:00

479 lines
16 KiB
C#

// Designed by KINEMATION, 2024.
using KINEMATION.MotionWarping.Runtime.Core;
using Kinemation.MotionWarping.Runtime.Utility;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using Debug = UnityEngine.Debug;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
namespace Kinemation.MotionWarping.Runtime.Core
{
public class MotionWarping : MonoBehaviour
{
[Header("Warping")]
[SerializeField] private bool scalePlayRate = true;
[Header("Animator")]
[SerializeField, Tooltip("Will try to play the animation.")] private bool playAnimator;
[SerializeField, Range(0f, 1f)] private float blendTime;
[Header("Events")]
public UnityEvent onWarpStarted;
public UnityEvent onWarpEnded;
[SerializeField]
private Animator animator;
public WarpPhase[] warpPhases;
private Vector3 _endCurveValue;
private Vector3 _startCurveValue;
private int _phaseIndex;
private MotionWarpingAsset _asset;
private WarpPhase _warpPhase;
private float _nextPhaseTime;
private Vector3 _originPosition;
private Quaternion _originRotation;
private bool _bUpdateWarping;
private float _warpPlayback;
private float _rateScale = 1f;
private float _warpLength;
private Vector3 _accumRootMotion;
private Vector3 _rootMotion;
private bool _hasActivePhase;
private static readonly int WarpRate = Animator.StringToHash("WarpRate");
private MotionWarpingIk _motionWarpingIk;
private CharacterController _characterController;
private Rigidbody _rigidBody;
private void OnWarpStarted_Internal()
{
// Disable collision if needed.
if (_characterController != null)
{
_characterController.enabled = _asset.useCollision;
}
if (_rigidBody != null)
{
_rigidBody.isKinematic = _asset.useCollision;
}
}
private void OnWarpEnded_Internal()
{
// Restore collision if needed.
if (_characterController != null && !_asset.useCollision)
{
_characterController.enabled = true;
}
if (_rigidBody != null && !_asset.useCollision)
{
_rigidBody.isKinematic = true;
}
}
private void Start()
{
animator = GetComponentInChildren<Animator>();
_motionWarpingIk = GetComponent<MotionWarpingIk>();
_characterController = GetComponent<CharacterController>();
_rigidBody = GetComponent<Rigidbody>();
}
private void OnDestroy()
{
onWarpEnded = onWarpStarted = null;
}
private float InvLerp(float startValue, float targetValue, float curveValue)
{
if (Mathf.Approximately(startValue, targetValue)) return 0f;
float numerator = curveValue - startValue;
float denominator = targetValue - startValue;
return Mathf.Approximately(denominator, 0f) ? 0f : numerator / denominator;
}
private float SafeDivide(float a, float b)
{
if (Mathf.Approximately(b, 0f)) return 0f;
return a / b;
}
private float GetNormalizedPlayback()
{
return _warpPlayback / _warpLength;
}
private float GetPhaseProgress()
{
float alpha = InvLerp(_warpPhase.startTime, _warpPhase.endTime, _warpPlayback);
return Mathf.Clamp01(alpha);
}
private void EnterNewPhase()
{
_originPosition = transform.position;
_originRotation = transform.rotation;
_accumRootMotion = _rootMotion = Vector3.zero;
_warpPhase = warpPhases[_phaseIndex];
_nextPhaseTime = _phaseIndex == warpPhases.Length - 1 ? _warpLength : warpPhases[_phaseIndex + 1].startTime;
_hasActivePhase = true;
_startCurveValue = _asset.GetVectorValue(_warpPhase.startTime);
_endCurveValue = _asset.GetVectorValue(_warpPhase.endTime);
_phaseIndex++;
if (scalePlayRate && animator != null)
{
float curveVec = (_endCurveValue - _startCurveValue).magnitude;
float realVec = (_warpPhase.Target.GetPosition() - _originPosition).magnitude;
realVec = Mathf.Max(0.001f, realVec);
_rateScale = Mathf.Clamp(curveVec / realVec, _warpPhase.minRate, _warpPhase.maxRate);
_rateScale *= _asset.playRateBasis;
animator.SetFloat(WarpRate, _rateScale);
}
else
{
_rateScale = 1f;
}
if (_warpPhase.Target.transform != null)
{
_originPosition = _warpPhase.Target.transform.InverseTransformPoint(transform.position);
_originRotation = Quaternion.Inverse(_warpPhase.Target.transform.rotation) * transform.rotation;
}
}
private void ExitCurrentPhase()
{
_hasActivePhase = false;
if (_warpPhase.Target.transform == null)
{
_originPosition = transform.position;
_originRotation = transform.rotation;
}
else
{
_originPosition = _warpPhase.Target.transform.InverseTransformPoint(transform.position);
_originRotation = Quaternion.Inverse(_warpPhase.Target.transform.rotation) * transform.rotation;
}
_startCurveValue = _endCurveValue = _asset.GetVectorValue(_warpPlayback);
}
private Quaternion WarpRotation()
{
float alpha = _hasActivePhase ? GetPhaseProgress() : 0f;
return Quaternion.Slerp(transform.rotation, _warpPhase.Target.GetRotation(), alpha);
}
private Vector3 WarpTranslation()
{
// 1. Compute the original additive curve value
Vector3 prevRootMotion = _rootMotion;
_rootMotion = _asset.GetVectorValue(_warpPlayback) - _startCurveValue;
if (!_hasActivePhase)
{
// 2. If not in the segment - play the animation itself.
Vector3 modifiedRootMotion = _rootMotion;
modifiedRootMotion.x = _asset.useAnimation.x ? modifiedRootMotion.x : 0f;
modifiedRootMotion.y = _asset.useAnimation.y ? modifiedRootMotion.y : 0f;
modifiedRootMotion.z = _asset.useAnimation.z ? modifiedRootMotion.z : 0f;
return modifiedRootMotion;
}
// 3. Compute the target in the origin space
Vector3 localTarget = transform.InverseTransformPoint(_warpPhase.Target.GetPosition());
// 4. Compute the deltas.
Vector3 animationTarget = _endCurveValue - _startCurveValue;
animationTarget.x = _asset.useAnimation.x ? animationTarget.x : 0f;
animationTarget.y = _asset.useAnimation.y ? animationTarget.y : 0f;
animationTarget.z = _asset.useAnimation.z ? animationTarget.z : 0f;
Vector3 targetDelta = localTarget - animationTarget;
Vector3 rootMotionDelta = _rootMotion - prevRootMotion;
_accumRootMotion.x += Mathf.Abs(rootMotionDelta.x);
_accumRootMotion.y += Mathf.Abs(rootMotionDelta.y);
_accumRootMotion.z += Mathf.Abs(rootMotionDelta.z);
// 5. Finally warp the motion.
targetDelta.x *= _asset.useLinear.x
? GetPhaseProgress()
: Mathf.Clamp01(SafeDivide(_accumRootMotion.x, _warpPhase.totalRootMotion.x));
targetDelta.y *= _asset.useLinear.y
? GetPhaseProgress()
: Mathf.Clamp01(SafeDivide(_accumRootMotion.y, _warpPhase.totalRootMotion.y));
targetDelta.z *= _asset.useLinear.z
? GetPhaseProgress()
: Mathf.Clamp01(SafeDivide(_accumRootMotion.z, _warpPhase.totalRootMotion.z));
Vector3 rootAnimation = Vector3.zero;
rootAnimation.x = _asset.useAnimation.x ? _rootMotion.x : 0f;
rootAnimation.y = _asset.useAnimation.y ? _rootMotion.y : 0f;
rootAnimation.z = _asset.useAnimation.z ? _rootMotion.z : 0f;
return rootAnimation + targetDelta;
}
private void WarpAnimation()
{
Vector3 cachedPosition = transform.position;
if (_warpPhase.Target.transform == null)
{
transform.position = _originPosition;
transform.rotation = _originRotation;
}
else
{
transform.position = _warpPhase.Target.transform.TransformPoint(_originPosition);
transform.rotation = _warpPhase.Target.transform.rotation * _originRotation;
}
Vector3 warpedTranslation = WarpTranslation();
Quaternion warpedRotation = WarpRotation();
warpedTranslation = transform.TransformPoint(warpedTranslation);
if (_asset.useCollision)
{
if (_characterController != null)
{
Vector3 delta = warpedTranslation - cachedPosition;
delta.x = _asset.useWarping.x ? delta.x : 0;
delta.y = _asset.useWarping.y ? delta.y : 0;
delta.z = _asset.useWarping.z ? delta.z : 0;
_characterController.Move(delta);
}
else if (_rigidBody != null)
{
Vector3 delta = warpedTranslation - cachedPosition;
delta.x = _asset.useWarping.x ? delta.x : 0;
delta.y = _asset.useWarping.y ? delta.y : 0;
delta.z = _asset.useWarping.z ? delta.z : 0;
_rigidBody.MovePosition(delta);
}
}
else
{
transform.position = warpedTranslation;
}
transform.rotation = warpedRotation;
}
private void UpdateWarping()
{
if (_warpPlayback > _warpPhase.endTime && _hasActivePhase)
{
ExitCurrentPhase();
}
if (!_hasActivePhase && _warpPlayback > _nextPhaseTime)
{
EnterNewPhase();
}
WarpAnimation();
// Update playback
_warpPlayback += Time.deltaTime * _rateScale;
_warpPlayback = Mathf.Clamp(_warpPlayback, 0f, _warpLength);
if (Mathf.Approximately(GetNormalizedPlayback(), 1f))
{
Stop();
}
}
private void LateUpdate()
{
if (!_bUpdateWarping) return;
UpdateWarping();
if (_motionWarpingIk == null) return;
_motionWarpingIk.ApplyIK();
}
private void Play_Internal(MotionWarpingAsset motionWarpingAsset)
{
if (playAnimator && animator != null)
{
animator.CrossFade(motionWarpingAsset.animation.name, blendTime);
}
_startCurveValue = _endCurveValue = _accumRootMotion = _rootMotion = Vector3.zero;
_warpPhase.Target.transform = null;
_originPosition = transform.position;
_originRotation = transform.rotation;
_asset = motionWarpingAsset;
_phaseIndex = 0;
_nextPhaseTime = warpPhases[0].startTime;
_bUpdateWarping = true;
_hasActivePhase = false;
_rateScale = 1f;
_warpLength = motionWarpingAsset.GetLength();
onWarpStarted.Invoke();
OnWarpStarted_Internal();
}
public bool Interact(GameObject target)
{
if (target == null)
{
return false;
}
return Interact(target.GetComponent<IWarpPointProvider>());
}
public bool Interact(IWarpPointProvider target)
{
if (target == null)
{
return false;
}
var result = target.Interact(gameObject);
if (!result.IsValid())
{
return false;
}
Play(result.asset, result.points);
return true;
}
public void Play(MotionWarpingAsset motionWarpingAsset, WarpPoint[] warpPoints)
{
if (motionWarpingAsset == null)
{
Debug.LogError("MotionWarping: WarpPoint[] warpPoints is null!");
return;
}
if (warpPoints == null)
{
Debug.LogError("MotionWarping: Warp Points array is null!");
return;
}
warpPhases = motionWarpingAsset.warpPhases.ToArray();
if (warpPhases.Length != warpPoints.Length)
{
Debug.LogError("MotionWarping: Warp Phases and Warp Points array do not match!");
return;
}
for (int i = 0; i < warpPhases.Length; i++)
{
WarpPhase phase = warpPhases[i];
WarpPoint target = warpPoints[i];
if (target.transform == null)
{
phase.Target.position = WarpingUtility.ToWorld(target.position, target.rotation,
phase.tOffset);
phase.Target.rotation = target.rotation * Quaternion.Euler(phase.rOffset);
}
else
{
phase.Target.transform = target.transform;
phase.Target.position = target.position;
phase.Target.rotation = target.rotation;
phase.Target.localPosition = phase.tOffset;
phase.Target.localRotation = phase.rOffset;
}
warpPhases[i] = phase;
}
Play_Internal(motionWarpingAsset);
}
public void Stop()
{
_bUpdateWarping = false;
_warpPlayback = 0f;
onWarpEnded.Invoke();
OnWarpEnded_Internal();
}
public bool IsActive()
{
return _bUpdateWarping;
}
#if UNITY_EDITOR
private List<WarpDebugData> _warpDebugData = new List<WarpDebugData>();
public static void AddWarpDebugData(MotionWarping target, WarpDebugData warpDebugData)
{
if (target == null) return;
target._warpDebugData.Add(warpDebugData);
}
private void OnDrawGizmos()
{
for (int i = 0; i < _warpDebugData.Count; i++)
{
var debugData = _warpDebugData[i];
debugData.onDrawGizmos?.Invoke();
if(debugData.duration < 0f) continue;
// Progress the timer.
debugData.timer = Mathf.Clamp(debugData.timer + Time.deltaTime, 0f, debugData.duration);
_warpDebugData[i] = debugData;
if (Mathf.Approximately(debugData.timer, debugData.duration))
{
_warpDebugData.RemoveAt(i);
i--;
}
}
}
#endif
}
}