51 lines
1.6 KiB
C#

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