53 lines
1.7 KiB
C#
53 lines
1.7 KiB
C#
using UnityEngine;
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namespace Streamingle.Utils.RoughConstraints
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{
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[ExecuteAlways]
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[AddComponentMenu("Streamingle Utilities/Constraints/Rough Look At Constraint")]
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public class RoughLookAtConstraint : RoughConstraintBase
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{
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[Header("Look At")]
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public Vector3 forwardAxis = Vector3.forward;
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public Vector3 worldUpVector = Vector3.up;
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public Vector3 targetPositionOffset;
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public Vector3 rotationOffset;
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protected override void ExecuteConstraint(float followT)
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{
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if (!TryGetWeightedPosition(out var targetPosition))
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{
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return;
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}
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targetPosition += targetPositionOffset;
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var direction = targetPosition - transform.position;
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if (direction.sqrMagnitude < 0.000001f)
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{
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return;
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}
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var targetRotation = LookRotationForAxis(direction, worldUpVector, forwardAxis, Vector3.up);
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targetRotation *= Quaternion.Euler(rotationOffset);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, followT * weight);
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}
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protected override void CaptureOffsetsFromCurrentPose()
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{
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if (!TryGetWeightedPosition(out var targetPosition))
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{
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return;
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}
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targetPosition += targetPositionOffset;
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var direction = targetPosition - transform.position;
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if (direction.sqrMagnitude < 0.000001f)
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{
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return;
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}
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var baseRotation = LookRotationForAxis(direction, worldUpVector, forwardAxis, Vector3.up);
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rotationOffset = (Quaternion.Inverse(baseRotation) * transform.rotation).eulerAngles;
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}
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}
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}
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