Skip to content

Instantly share code, notes, and snippets.

@bzgeb
Created March 13, 2013 16:27
Show Gist options
  • Save bzgeb/5153794 to your computer and use it in GitHub Desktop.
Save bzgeb/5153794 to your computer and use it in GitHub Desktop.
PhysicsCharacterMotor
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
public class PhysicsCharacterMotor : CharacterMotor {
public float maxRotationSpeed = 270;
public bool useCentricGravity = false;
public LayerMask groundLayers;
public Vector3 gravityCenter = Vector3.zero;
void Awake () {
rigidbody.freezeRotation = true;
rigidbody.useGravity = false;
}
private void AdjustToGravity() {
int origLayer = gameObject.layer;
gameObject.layer = 2;
Vector3 currentUp = transform.up;
//Vector3 gravityUp = (transform.position-gravityCenter).normalized;
float damping = Mathf.Clamp01(Time.deltaTime*5);
RaycastHit hit;
Vector3 desiredUp = Vector3.zero;
for (int i=0; i < 8; i++) {
Vector3 rayStart =
transform.position
+ transform.up
+ Quaternion.AngleAxis(360 * i / 8.0f, transform.up)
* (transform.right * 0.5f)
+ desiredVelocity * 0.2f;
if ( Physics.Raycast(rayStart, transform.up*-2, out hit, 3.0f, groundLayers.value) ) {
desiredUp += hit.normal;
}
}
desiredUp = (currentUp+desiredUp).normalized;
Vector3 newUp = (currentUp+desiredUp*damping).normalized;
float angle = Vector3.Angle(currentUp,newUp);
if (angle > 0.01) {
Vector3 axis = Vector3.Cross(currentUp,newUp).normalized;
Quaternion rot = Quaternion.AngleAxis(angle,axis);
transform.rotation = rot * transform.rotation;
}
gameObject.layer = origLayer;
}
// private void UpdateFacingDirection() {
// // Calculate which way character should be facing
// float facingWeight = desiredFacingDirection.magnitude;
// Vector3 combinedFacingDirection = (
// transform.rotation * desiredMovementDirection * (1-facingWeight)
// + desiredFacingDirection * facingWeight
// );
// combinedFacingDirection = Util.ProjectOntoPlane(combinedFacingDirection, transform.up);
// combinedFacingDirection = alignCorrection * combinedFacingDirection;
//
// if (combinedFacingDirection.sqrMagnitude > 0.1f) {
// Vector3 newForward = Util.ConstantSlerp(
// transform.forward,
// combinedFacingDirection,
// maxRotationSpeed*Time.deltaTime
// );
// newForward = Util.ProjectOntoPlane(newForward, transform.up);
// //Debug.DrawLine(transform.position, transform.position+newForward, Color.yellow);
// Quaternion q = new Quaternion();
// q.SetLookRotation(newForward, transform.up);
// transform.rotation = q;
// }
// }
private void UpdateVelocity() {
Vector3 velocity = rigidbody.velocity;
if (grounded) velocity = Util.ProjectOntoPlane(velocity, transform.up);
// Calculate how fast we should be moving
if (grounded) {
// Apply a force that attempts to reach our target velocity
Vector3 velocityChange = (desiredVelocity - velocity);
if (velocityChange.magnitude > maxVelocityChange) {
velocityChange = velocityChange.normalized * maxVelocityChange;
}
rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
}
// // Apply downwards gravity
rigidbody.AddForce(transform.up * -gravity * rigidbody.mass);
grounded = false;
}
void OnCollisionStay () {
grounded = true;
}
void FixedUpdate () {
if (useCentricGravity) AdjustToGravity();
// UpdateFacingDirection();
UpdateVelocity();
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment