Last active
January 25, 2019 06:11
-
-
Save assumptionsoup/d7c756bcb63befb4d05cb130eee97d97 to your computer and use it in GitHub Desktop.
SpringyCamera
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class SpringAndMassEuler { | |
float Stiffness; | |
float Friction; | |
Vector3 MassOffset; | |
Vector3 MassVelocity; | |
public SpringAndMassEuler() { | |
Stiffness = 7.164850514373732f; | |
Friction = 1.842068074395237f; | |
MassOffset = new Vector3(); | |
MassVelocity = new Vector3(); | |
} | |
public Vector3 Update(float dt, Vector3 offset) { | |
MassOffset += offset * dt; | |
MassVelocity -= dt * (Stiffness * MassOffset + Friction * MassVelocity); | |
MassOffset += dt * MassVelocity; | |
return MassOffset; | |
} | |
}; | |
public class PDController { | |
private float kp; | |
private float kd; | |
private float _frequency = 3.0f; | |
private float _damping = 1.0f; | |
public Vector3 previous; | |
public Vector3 current; | |
private void updateConsts() | |
{ | |
float wn = 2.0f * Mathf.PI * frequency; | |
this.kp = wn * wn; | |
this.kd = 2.0f * wn * damping; | |
Debug.Log($"kp {this.kp}"); | |
Debug.Log($"kd {this.kd}"); | |
} | |
public float frequency{ | |
get => _frequency; | |
set | |
{ | |
_frequency = value; | |
updateConsts(); | |
} | |
} | |
public float damping{ | |
get => _damping; | |
set | |
{ | |
_damping = value; | |
updateConsts(); | |
} | |
} | |
public PDController() { | |
previous = new Vector3(); | |
updateConsts(); | |
} | |
/** | |
* 4th order Runge Kutta step | |
* @param {Array} s0 current state vector | |
* @param {Number} dt timestep | |
* @param {Function} kinematics kinematics function | |
* @return {Array} next state vector | |
*/ | |
private Vector2 rungeKutta4Step(Vector2 state, float target, float dt) | |
{ | |
// dt = Mathf.Min(dt, 0.05f); | |
Vector2 k0 = dynamics(state, target); | |
Vector2 k1 = dynamics(state + (dt / 2.0f) * k0, target); | |
Vector2 k2 = dynamics(state + (dt / 2.0f) * k1, target); | |
Vector2 k3 = dynamics(state + (dt * k2), target); | |
//s0 + dt/6*(k0 + 2*k1 + 2*k2 + k3) | |
return state + ((dt / 6.0f) * (k0 + 2.0f * k1 + 2.0f * k2 + k3)); | |
} | |
private Vector2 dynamics(Vector2 state, float target) | |
{ | |
// scale movement to dt... just a guess on how to do this right | |
// direction = direction.normalized * (direction.magnitude * dt); | |
float x = state.x; | |
float dx = state.y; | |
float ddx = (this.kp * (target - x)) - (this.kd * dx); | |
return new Vector2(dx, ddx); | |
} | |
public void update(Vector3 target, float deltaTime) | |
{ | |
// deltaTime = Mathf.Min(deltaTime * 0.25f, 0.01f); | |
Vector2 xs = rungeKutta4Step(new Vector2(current.x, previous.x), target.x, deltaTime); | |
float x = xs.x; | |
float dx = xs.y; | |
Vector2 ys = rungeKutta4Step(new Vector2(current.y, previous.y), target.y, deltaTime); | |
float y = ys.x; | |
float dy = ys.y; | |
Vector2 zs = rungeKutta4Step(new Vector2(current.z, previous.z), target.z, deltaTime); | |
float z = zs.x; | |
float dz = zs.y; | |
previous = new Vector3(dx, dy, dz); | |
current = new Vector3(x, y, z); | |
// Debug.Log($"current {current} previous {previous} target: {target} deltaTime {deltaTime}"); | |
} | |
}; | |
[RequireComponent (typeof (ConstantForce))] | |
public class PlayerController : MonoBehaviour | |
{ | |
ConstantForce constantforce; | |
Rigidbody rigidBody; | |
public GameObject mainCameraPivot; | |
public GameObject mainCamera; | |
public GameObject testControl; | |
SpringAndMassEuler spring; | |
public PDController pdController; | |
Vector3 targetDirection; | |
float targetDistance; | |
float targetHeight; | |
void Awake() | |
{ | |
this.constantforce = GetComponent<ConstantForce> (); | |
this.rigidBody = GetComponent<Rigidbody>(); | |
spring = new SpringAndMassEuler(); | |
pdController = new PDController(); | |
// this.camera = GameObject.FindWithTag("MainCamera"); | |
} | |
// Start is called before the first frame update | |
void Start() | |
{ | |
Vector3 targetPosition = Vector3.ProjectOnPlane( | |
this.mainCamera.transform.position - this.mainCameraPivot.transform.position, | |
new Vector3(0, 1, 0)); | |
this.targetHeight = (this.mainCamera.transform.position - this.mainCameraPivot.transform.position).y; | |
this.pdController.current = targetPosition; | |
this.targetDistance = targetPosition.magnitude; | |
this.targetDirection = targetPosition.normalized; | |
} | |
// Update is called once per frame | |
void FixedUpdate() | |
{ | |
var x = Input.GetAxis("Horizontal") * Time.fixedDeltaTime * 2000.0f; | |
var z = Input.GetAxis("Vertical") * Time.fixedDeltaTime * 2000.0f; | |
this.constantforce.torque = new Vector3(z, 0, -x); | |
this.constantforce.force = new Vector3(x * 0.2f, 0, z * 0.2f); | |
if (this.rigidBody.velocity.magnitude > 0.001f) | |
{ | |
var planarVel = Vector3.ProjectOnPlane(-this.rigidBody.velocity, new Vector3(0, 1, 0)); | |
this.targetDirection = Vector3.RotateTowards( | |
this.targetDirection, | |
planarVel.normalized, | |
3.14f * Time.fixedDeltaTime * Mathf.Min(this.rigidBody.velocity.magnitude * 0.1f, 1f), | |
0.0f); | |
} | |
this.mainCameraPivot.transform.position = this.transform.position; | |
var target = this.transform.position + this.targetDirection * this.targetDistance + new Vector3(0, this.targetHeight, 0); | |
// Vector3 target = this.transform.position; | |
pdController.update( | |
target, | |
Time.fixedDeltaTime); | |
// this.testControl.transform.position = pdController.current;// + cameraHeight; | |
this.mainCamera.transform.position = pdController.current;// + cameraHeight; | |
this.mainCamera.transform.LookAt(this.transform); | |
// Debug.DrawRay(transform.position, this.targetDirection, Color.green, 0, false); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment