rabidus-test/Assets/Dreamteck/Splines/Components/Sample Modifiers/RotationModifier.cs

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2023-07-24 16:38:13 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Dreamteck.Splines
{
[System.Serializable]
public class RotationModifier : SplineSampleModifier
{
[System.Serializable]
public class RotationKey : Key
{
public bool useLookTarget = false;
public Transform target = null;
public Vector3 rotation = Vector3.zero;
public RotationKey(Vector3 rotation, double f, double t) : base(f, t)
{
this.rotation = rotation;
}
}
public RotationKey[] keys = new RotationKey[0];
public RotationModifier()
{
keys = new RotationKey[0];
}
public override List<Key> GetKeys()
{
return new List<Key>(keys);
}
public override void SetKeys(List<Key> input)
{
keys = new RotationKey[input.Count];
for (int i = 0; i < input.Count; i++)
{
keys[i] = (RotationKey)input[i];
}
base.SetKeys(input);
}
public void AddKey(Vector3 rotation, double f, double t)
{
ArrayUtility.Add(ref keys, new RotationKey(rotation, f, t));
}
public override void Apply(ref SplineSample result)
{
if (keys.Length == 0) return;
base.Apply(ref result);
Quaternion offset = Quaternion.identity, look = result.rotation;
for (int i = 0; i < keys.Length; i++)
{
if (keys[i].useLookTarget && keys[i].target != null)
{
Quaternion lookDir = Quaternion.LookRotation(keys[i].target.position - result.position);
look = Quaternion.Slerp(look, lookDir, keys[i].Evaluate(result.percent) * blend);
}
else
{
Quaternion euler = Quaternion.Euler(keys[i].rotation.x, keys[i].rotation.y, keys[i].rotation.z);
offset = Quaternion.Slerp(offset, offset * euler, keys[i].Evaluate(result.percent) * blend);
}
}
Quaternion rotation = look * offset;
Vector3 invertedNormal = Quaternion.Inverse(result.rotation) * result.up;
result.forward = rotation * Vector3.forward;
result.up = rotation * invertedNormal;
}
}
}