Seminar_Cable_Joints_Unity/Assets/RollerProperties.cs

106 lines
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4.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework.Internal;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
[System.Serializable]
public class RollerProperties : MonoBehaviour {
//settings
[SerializeField] public bool start = false;
[SerializeField] public bool clockwise = false;
[SerializeField] public GameObject linkTo = null;
[SerializeField] public RotationType movement = RotationType.Fixed;
[FormerlySerializedAs("fixedAttachmentPoint")] [SerializeField] public bool useFixedAttachmentPoint = false;
[SerializeField] public Vector2 attachmentPoint = new Vector2(0, 0);
//references
protected internal GameObject text;
protected internal DistanceJoint2D distanceJoint2D = null;
//simulation properties
protected internal float currentDistance;
public (float?, float?) updateDistanceJoints() {
Vector2? left = null, right = null;
if (linkTo != null) {
if (useFixedAttachmentPoint && !linkTo.GetComponent<RollerProperties>().useFixedAttachmentPoint) {
//left = attachmentPoint;
right = CableJointsAlgorithm.TangentPointCircle(gameObject, linkTo);
}
else if (!useFixedAttachmentPoint && linkTo.GetComponent<RollerProperties>().useFixedAttachmentPoint) {
left = CableJointsAlgorithm.TangentPointCircle(linkTo,gameObject);
//right = linkTo.GetComponent<RollerProperties>().attachmentPoint;
}
else if (!useFixedAttachmentPoint && !linkTo.GetComponent<RollerProperties>().useFixedAttachmentPoint) {
(left, right) = CableJointsAlgorithm.TangentCircleCircle(gameObject, linkTo);
}
/*
else {
left = attachmentPoint;
right = linkTo.GetComponent<RollerProperties>().attachmentPoint;
}*/
}
//TODO: assumes circles are flat for sufficiently small timesteps
float? leftSurfaceDist = null, rightSurfaceDist = null;
if (left.HasValue) {
leftSurfaceDist = CableJointsAlgorithm.CirclePointDistance(gameObject.transform.TransformPoint(distanceJoint2D.anchor), gameObject.transform.TransformPoint(left.Value), gameObject);
// leftSurfaceDist = (gameObject.transform.TransformPoint(distanceJoint2D.anchor) - gameObject.transform.TransformPoint(left.Value)).magnitude;
distanceJoint2D.anchor = left.Value;
}
if (right.HasValue) {
rightSurfaceDist = CableJointsAlgorithm.CirclePointDistance(linkTo.transform.TransformPoint(distanceJoint2D.connectedAnchor) , linkTo.transform.TransformPoint(right.Value), linkTo);
// rightSurfaceDist = (linkTo.transform.TransformPoint(distanceJoint2D.connectedAnchor) - linkTo.transform.TransformPoint(right.Value)).magnitude;
distanceJoint2D.connectedAnchor = right.Value;
}
return (leftSurfaceDist, rightSurfaceDist);
}
/* VISUALS */
private void Update() {
if (text != null) {
text.transform.position = transform.position;
//text.transform.rotation = transform.rotation;
text.GetComponent<TextMeshPro>().text =
gameObject.name + "\n" +
(clockwise ? "cw" : "ccw") + " - " + movement + "\n" +
"D: " + (distanceJoint2D == null ? " - "
: distanceJoint2D.distance.ToString("0.00")) + "M: "+GetComponent<Rigidbody2D>().mass.ToString("0.00") + "\n"+
"OrigD: "+currentDistance;
}
}
// Update is called once per frame
void OnDrawGizmos() {
foreach (var distanceJoint in gameObject.GetComponents<DistanceJoint2D>()) {
Gizmos.color = new Color(1, .3f, 0);
var cableStart = transform.TransformPoint(distanceJoint.anchor);
var cableEnd = distanceJoint.connectedBody.transform.TransformPoint(distanceJoint.connectedAnchor);
Gizmos.DrawLine(cableStart, cableEnd);
Gizmos.color = Color.yellow;
Gizmos.DrawCube(cableStart, new Vector3(0.1f, 0.1f, 0.1f));
Gizmos.color = Color.red;
Gizmos.DrawCube(cableEnd, new Vector3(0.1f, 0.1f, 0.1f));
}
}
public enum RotationType {
Fixed,
Rotatable,
Powered,
Free
}
}