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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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public class BodyPart
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{
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[Header("Body Part Info")] [Space(10)] public ConfigurableJoint joint;
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public Rigidbody rb;
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[HideInInspector] public Vector3 startingPos;
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[HideInInspector] public Quaternion startingRot;
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[HideInInspector] public JointDriveController thisJdController;
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[Header("Current Joint Settings")]
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[Space(10)]
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public Vector3 currentEularJointRotation;
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[HideInInspector] public float currentStrength;
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public float currentXNormalizedRot;
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public float currentYNormalizedRot;
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public float currentZNormalizedRot;
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[Header("Other Debug Info")]
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[Space(10)]
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public Vector3 currentJointForce;
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public float currentJointForceSqrMag;
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public Vector3 currentJointTorque;
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public float currentJointTorqueSqrMag;
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public AnimationCurve jointForceCurve = new AnimationCurve();
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public AnimationCurve jointTorqueCurve = new AnimationCurve();
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/// <summary>
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/// Reset body part to initial configuration.
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/// </summary>
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public void Reset(BodyPart bp)
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{
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bp.rb.transform.position = bp.startingPos;
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bp.rb.transform.rotation = bp.startingRot;
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bp.rb.velocity = Vector3.zero;
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bp.rb.angularVelocity = Vector3.zero;
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}
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/// <summary>
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/// Apply torque according to defined goal `x, y, z` angle and force `strength`.
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/// </summary>
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public void SetJointTargetRotation(float x, float y, float z)
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{
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x = (x + 1f) * 0.5f;
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y = (y + 1f) * 0.5f;
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z = (z + 1f) * 0.5f;
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var xRot = Mathf.Lerp(joint.lowAngularXLimit.limit, joint.highAngularXLimit.limit, x);
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var yRot = Mathf.Lerp(-joint.angularYLimit.limit, joint.angularYLimit.limit, y);
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var zRot = Mathf.Lerp(-joint.angularZLimit.limit, joint.angularZLimit.limit, z);
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currentXNormalizedRot =
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Mathf.InverseLerp(joint.lowAngularXLimit.limit, joint.highAngularXLimit.limit, xRot);
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currentYNormalizedRot = Mathf.InverseLerp(-joint.angularYLimit.limit, joint.angularYLimit.limit, yRot);
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currentZNormalizedRot = Mathf.InverseLerp(-joint.angularZLimit.limit, joint.angularZLimit.limit, zRot);
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joint.targetRotation = Quaternion.Euler(xRot, yRot, zRot);
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//Debug.Log($"y{y}, limit{-joint.angularYLimit.limit}, target{joint.targetRotation}");
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currentEularJointRotation = new Vector3(xRot, yRot, zRot);
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}
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public void SetJointStrength(float strength)
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{
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var rawVal = (strength + 1f) * 0.5f * thisJdController.maxJointForceLimit;
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var jd = new JointDrive
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{
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positionSpring = thisJdController.maxJointSpring,
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positionDamper = thisJdController.jointDampen,
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maximumForce = rawVal
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};
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joint.slerpDrive = jd;
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currentStrength = jd.maximumForce;
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}
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}
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public class JointDriveController : MonoBehaviour
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{
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[Header("Joint Drive Settings")]
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[Space(10)]
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public float maxJointSpring;
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public float jointDampen;
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public float maxJointForceLimit;
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[HideInInspector] public Dictionary<Transform, BodyPart> bodyPartsDict = new Dictionary<Transform, BodyPart>();
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[HideInInspector] public List<BodyPart> bodyPartsList = new List<BodyPart>();
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const float k_MaxAngularVelocity = 50.0f;
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/// <summary>
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/// Create BodyPart object and add it to dictionary.
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/// </summary>
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public void SetupBodyPart(Transform t)
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{
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var bp = new BodyPart
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{
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rb = t.GetComponent<Rigidbody>(),
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joint = t.GetComponent<ConfigurableJoint>(),
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startingPos = t.position,
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startingRot = t.rotation
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};
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bp.rb.maxAngularVelocity = k_MaxAngularVelocity;
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if (bp.joint)
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{
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var jd = new JointDrive
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{
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positionSpring = maxJointSpring,
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positionDamper = jointDampen,
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maximumForce = maxJointForceLimit
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};
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bp.joint.slerpDrive = jd;
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}
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bp.thisJdController = this;
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bodyPartsDict.Add(t, bp);
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bodyPartsList.Add(bp);
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}
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public void GetCurrentJointForces()
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{
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foreach (var bodyPart in bodyPartsDict.Values)
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{
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if (bodyPart.joint)
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{
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bodyPart.currentJointForce = bodyPart.joint.currentForce;
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bodyPart.currentJointForceSqrMag = bodyPart.joint.currentForce.magnitude;
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bodyPart.currentJointTorque = bodyPart.joint.currentTorque;
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bodyPart.currentJointTorqueSqrMag = bodyPart.joint.currentTorque.magnitude;
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if (Application.isEditor)
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{
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if (bodyPart.jointForceCurve.length > 1000)
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{
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bodyPart.jointForceCurve = new AnimationCurve();
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}
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if (bodyPart.jointTorqueCurve.length > 1000)
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{
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bodyPart.jointTorqueCurve = new AnimationCurve();
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}
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bodyPart.jointForceCurve.AddKey(Time.time, bodyPart.currentJointForceSqrMag);
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bodyPart.jointTorqueCurve.AddKey(Time.time, bodyPart.currentJointTorqueSqrMag);
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}
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}
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}
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}
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}
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