using UnityEngine; using System.Collections; namespace RootMotion.Dynamics { /// /// Library of static helper methods for working with PhysX Rigidbodies. /// public static class PhysXTools { /// /// Predicts unconstrained Rigidbody (ignoring collisions and joints) position and rotation after specified PhysX steps. /// public static void Predict(Rigidbody r, int steps, out Vector3 position, out Quaternion rotation) { Predict(r, steps, out position, out rotation, Physics.gravity, r.drag, r.angularDrag); } /// /// Predicts unconstrained Rigidbody (ignoring collisions and joints) position and rotation after specified PhysX steps using custom gravity, drag and angularDrag settings. /// public static void Predict(Rigidbody r, int steps, out Vector3 position, out Quaternion rotation, Vector3 gravity, float drag, float angularDrag) { position = r.position; rotation = r.rotation; Vector3 velocity = r.velocity; Vector3 angularVelocity = r.angularVelocity; for (int i = 0; i < steps; i++) { Predict(ref position, ref rotation, ref velocity, ref angularVelocity, gravity, drag, angularDrag); } } /// /// Predicts a single PhysX step of an unconstrained Rigidbody (ignoring collisions and joints) position and rotation using custom gravity, drag and angularDrag settings. /// public static void Predict(ref Vector3 position, ref Quaternion rotation, ref Vector3 velocity, ref Vector3 angularVelocity, Vector3 gravity, float drag, float angularDrag) { velocity += gravity * Time.fixedDeltaTime; velocity -= velocity * drag * Time.fixedDeltaTime; angularVelocity -= angularVelocity * angularDrag * Time.fixedDeltaTime; Vector3 deltaPos = velocity * Time.fixedDeltaTime; Vector3 deltaRot = angularVelocity * Time.fixedDeltaTime * Mathf.Rad2Deg; position += deltaPos; rotation *= Quaternion.Euler(deltaRot); } /// /// Gets the center of mass of a puppet. /// public static Vector3 GetCenterOfMass(PuppetMaster puppet) { Vector3 CoM = Vector3.zero; float c = 0f; for (int i = 0; i < puppet.muscles.Length; i++) { if (puppet.muscles[i].joint.gameObject.activeInHierarchy) { CoM += puppet.muscles[i].rigidbody.worldCenterOfMass * puppet.muscles[i].rigidbody.mass; c += puppet.muscles[i].rigidbody.mass; } } return CoM / c; } /// /// Gets the center of mass of an array of Rigidbodies. /// public static Vector3 GetCenterOfMass(Rigidbody[] rigidbodies) { Vector3 CoM = Vector3.zero; float c = 0f; for (int i = 0; i < rigidbodies.Length; i++) { if (rigidbodies[i].gameObject.activeInHierarchy) { CoM += rigidbodies[i].worldCenterOfMass * rigidbodies[i].mass; c += rigidbodies[i].mass; } } return CoM / c; } /// /// Gets the velocity of the center of mass of an array of Rigidbodies. /// public static Vector3 GetCenterOfMassVelocity(Rigidbody[] rigidbodies) { Vector3 CoM = Vector3.zero; float c = 0f; for (int i = 0; i < rigidbodies.Length; i++) { if (rigidbodies[i].gameObject.activeInHierarchy) { CoM += rigidbodies[i].velocity * rigidbodies[i].mass; c += rigidbodies[i].mass; } } return CoM / c; } /// /// Divides an angular acceleration by an inertia tensor. /// public static void DivByInertia(ref Vector3 v, Quaternion rotation, Vector3 inertiaTensor) { v = rotation * Div(Quaternion.Inverse(rotation) * v, inertiaTensor); } /// /// Scales an angular acceleration by an inertia tensor /// public static void ScaleByInertia(ref Vector3 v, Quaternion rotation, Vector3 inertiaTensor) { v = rotation * Vector3.Scale(Quaternion.Inverse(rotation) * v, inertiaTensor); } /// /// Returns the angular acceleration from one vector to another. /// public static Vector3 GetFromToAcceleration(Vector3 fromV, Vector3 toV) { Quaternion fromTo = Quaternion.FromToRotation(fromV, toV); float requiredAccelerationDeg = 0f; Vector3 axis = Vector3.zero; fromTo.ToAngleAxis(out requiredAccelerationDeg, out axis); Vector3 requiredAcceleration = requiredAccelerationDeg * axis * Mathf.Deg2Rad; return requiredAcceleration / Time.fixedDeltaTime; } /// /// Returns the angular acceleration from "fromR" to "toR." /// Does not guarantee full accuracy with rotations around multiple axes). /// public static Vector3 GetAngularAcceleration(Quaternion fromR, Quaternion toR) { Vector3 axis = Vector3.Cross(fromR * Vector3.forward, toR * Vector3.forward); Vector3 axis2 = Vector3.Cross(fromR * Vector3.up, toR * Vector3.up); float angle = Quaternion.Angle(fromR, toR); Vector3 acc = Vector3.Normalize(axis + axis2) * angle * Mathf.Deg2Rad; return acc / Time.fixedDeltaTime; } /// /// Adds torque to the Ridigbody that accelerates it from it's current rotation to another using any force mode. /// public static void AddFromToTorque(Rigidbody r, Quaternion toR, ForceMode forceMode) { Vector3 requiredAcceleration = GetAngularAcceleration(r.rotation, toR); // Acceleration required for a single solver step requiredAcceleration -= r.angularVelocity; // Compensate for angular velocity switch (forceMode) { case ForceMode.Acceleration: r.AddTorque(requiredAcceleration / Time.fixedDeltaTime, forceMode); break; case ForceMode.Force: Vector3 force = requiredAcceleration / Time.fixedDeltaTime; ScaleByInertia(ref force, r.rotation, r.inertiaTensor); r.AddTorque(force, forceMode); break; case ForceMode.Impulse: Vector3 impulse = requiredAcceleration; ScaleByInertia(ref impulse, r.rotation, r.inertiaTensor); r.AddTorque(impulse, forceMode); break; case ForceMode.VelocityChange: r.AddTorque(requiredAcceleration, forceMode); break; } } /// /// Adds torque to the Ridigbody that accelerates it from one direction to another using any force mode. /// public static void AddFromToTorque(Rigidbody r, Vector3 fromV, Vector3 toV, ForceMode forceMode) { Vector3 requiredAcceleration = GetFromToAcceleration(fromV, toV); // Acceleration required for a single solver step requiredAcceleration -= r.angularVelocity; // Compensate for angular velocity switch(forceMode) { case ForceMode.Acceleration: r.AddTorque(requiredAcceleration / Time.fixedDeltaTime, forceMode); break; case ForceMode.Force: Vector3 force = requiredAcceleration / Time.fixedDeltaTime; ScaleByInertia(ref force, r.rotation, r.inertiaTensor); r.AddTorque(force, forceMode); break; case ForceMode.Impulse: Vector3 impulse = requiredAcceleration; ScaleByInertia(ref impulse, r.rotation, r.inertiaTensor); r.AddTorque(impulse, forceMode); break; case ForceMode.VelocityChange: r.AddTorque(requiredAcceleration, forceMode); break; } } /// /// Adds a force to a Rigidbody that gets it from one place to another within a single simulation step using any force mode. /// public static void AddFromToForce(Rigidbody r, Vector3 fromV, Vector3 toV, ForceMode forceMode) { Vector3 requiredAcceleration = GetLinearAcceleration(fromV, toV); requiredAcceleration -= r.velocity; switch(forceMode) { case ForceMode.Acceleration: r.AddForce(requiredAcceleration / Time.fixedDeltaTime, forceMode); break; case ForceMode.Force: Vector3 force = requiredAcceleration / Time.fixedDeltaTime; force *= r.mass; r.AddForce(force, forceMode); break; case ForceMode.Impulse: Vector3 impulse = requiredAcceleration; impulse *= r.mass; r.AddForce(impulse, forceMode); break; case ForceMode.VelocityChange: r.AddForce(requiredAcceleration, forceMode); break; } } /// /// Returns the linear acceleration from one point to another. /// public static Vector3 GetLinearAcceleration(Vector3 fromPoint, Vector3 toPoint) { return (toPoint - fromPoint) / Time.fixedDeltaTime; } /// /// The rotation expressed by the joint's axis and secondary axis /// public static Quaternion ToJointSpace(ConfigurableJoint joint) { Vector3 forward = Vector3.Cross (joint.axis, joint.secondaryAxis); Vector3 up = Vector3.Cross (forward, joint.axis); return Quaternion.LookRotation (forward, up); } /// /// Calculates the inertia tensor for a cuboid. /// public static Vector3 CalculateInertiaTensorCuboid(Vector3 size, float mass) { float x2 = size.x * size.x; float y2 = size.y * size.y; float z2 = size.z * size.z; float mlp = 1f/12f * mass; return new Vector3( mlp * (y2 + z2), mlp * (x2 + z2), mlp * (x2 + y2)); } /// /// Divide all the values in v by their respective values in v2. /// public static Vector3 Div(Vector3 v, Vector3 v2) { return new Vector3(v.x / v2.x, v.y / v2.y, v.z / v2.z); } } }