http://forum.notebookreview.com/threads/msi-gs60-ghost-tweak-information.761608/
using UnityEngine;
using System.Collections;
// Author: Eric Eastwood (ericeastwood.com)
//
// Description:
// Written for this gd.se question: http://gamedev.stackexchange.com/a/75748/16587
// Simulates/Emulates pendulum motion in code
// Works in any 3D direction and with any force/direciton of gravity
//
// Demonstration: https://i.imgur.com/vOQgFMe.gif
//
// Usage: https://i.imgur.com/BM52dbT.png
public class Pendulum : MonoBehaviour
{
public GameObject Pivot;
public GameObject Bob;
public float mass = 1f;
float ropeLength = 500f;
public float dampFactor = 1f;
Vector3 bobStartingPosition;
bool bobStartingPositionSet = false;
// You could define these in the `PendulumUpdate()` loop
// But we want them in the class scope so we can draw gizmos `OnDrawGizmos()`
public Vector3 vGravity;
private Vector3 gravityDirection;
private Vector3 tensionDirection;
private Vector3 tangentDirection;
private Vector3 pendulumSideDirection;
private float tensionForce = 0f;
private float gravityForce = 0f;
// Keep track of the current velocity
Vector3 currentVelocity = new Vector3();
// We use these to smooth between values in certain framerate situations in the `Update()` loop
Vector3 currentStatePosition;
Vector3 previousStatePosition;
// Use this for initialization
void Start()
{
// Set the starting position for later use in the context menu reset methods
this.bobStartingPosition = this.Bob.transform.position;
this.bobStartingPositionSet = true;
this.PendulumInit();
}
float t = 0f;
float dt = 0.01f;
float currentTime = 0f;
float accumulator = 0f;
void Update()
{
/* */
// Fixed deltaTime rendering at any speed with smoothing
// Technique: http://gafferongames.com/game-physics/fix-your-timestep/
float frameTime = Time.time - currentTime;
this.currentTime = Time.time;
this.accumulator += frameTime;
while (this.accumulator >= this.dt)
{
this.previousStatePosition = this.currentStatePosition;
this.currentStatePosition = this.PendulumUpdate(this.currentStatePosition, this.dt);
//integrate(state, this.t, this.dt);
accumulator -= this.dt;
this.t += this.dt;
}
float alpha = this.accumulator / this.dt;
Vector3 newPosition = this.currentStatePosition * alpha + this.previousStatePosition * (1f - alpha);
this.Bob.transform.position = newPosition; //this.currentStatePosition;
/* */
//this.Bob.transform.position = this.PendulumUpdate(this.Bob.transform.position, Time.deltaTime);
}
// Use this to reset forces and go back to the starting position
[ContextMenu("Reset Pendulum Position")]
void ResetPendulumPosition()
{
if (this.bobStartingPositionSet)
this.MoveBob(this.bobStartingPosition);
else
this.PendulumInit();
}
// Use this to reset any built up forces
[ContextMenu("Reset Pendulum Forces")]
void ResetPendulumForces()
{
this.currentVelocity = Vector3.zero;
// Set the transition state
this.currentStatePosition = this.Bob.transform.position;
}
void PendulumInit()
{
// Get the initial rope length from how far away the bob is now
this.ropeLength = Vector3.Distance(Pivot.transform.position, Bob.transform.position);
this.ResetPendulumForces();
}
void MoveBob(Vector3 resetBobPosition)
{
// Put the bob back in the place we first saw it at in `Start()`
this.Bob.transform.position = resetBobPosition;
// Set the transition state
this.currentStatePosition = resetBobPosition;
}
Vector3 PendulumUpdate(Vector3 currentStatePosition, float deltaTime)
{
// Add gravity free fall
this.gravityForce = this.mass * vGravity.magnitude;
this.gravityDirection = vGravity.normalized;
this.currentVelocity += this.gravityDirection * this.gravityForce * deltaTime;
Vector3 pivot_p = this.Pivot.transform.position;
Vector3 bob_p = this.currentStatePosition;
Vector3 auxiliaryMovementDelta = this.currentVelocity * deltaTime;
float distanceAfterGravity = Vector3.Distance(pivot_p, bob_p + auxiliaryMovementDelta);
// If at the end of the rope
if (distanceAfterGravity > this.ropeLength || Mathf.Approximately(distanceAfterGravity, this.ropeLength))
{
this.tensionDirection = (pivot_p - bob_p).normalized;
this.pendulumSideDirection = (Quaternion.Euler(0f, 90f, 0f) * this.tensionDirection);
this.pendulumSideDirection.Scale(new Vector3(1f, 0f, 1f));
this.pendulumSideDirection.Normalize();
this.tangentDirection = (-1f * Vector3.Cross(this.tensionDirection, this.pendulumSideDirection)).normalized;
float inclinationAngle = Vector3.Angle(bob_p - pivot_p, this.gravityDirection);
this.tensionForce = this.mass * Physics.gravity.magnitude * Mathf.Cos(Mathf.Deg2Rad * inclinationAngle);
float centripetalForce = ((this.mass * Mathf.Pow(this.currentVelocity.magnitude, 2)) / this.ropeLength);
this.tensionForce += centripetalForce;
this.currentVelocity += this.tensionDirection * this.tensionForce * deltaTime;
this.currentVelocity = (1f - dampFactor/1000f) * this.currentVelocity;
}
// Get the movement delta
Vector3 movementDelta = Vector3.zero;
movementDelta += this.currentVelocity * deltaTime;
//return currentStatePosition + movementDelta;
float distance = Vector3.Distance(pivot_p, currentStatePosition + movementDelta);
return this.GetPointOnLine(pivot_p, currentStatePosition + movementDelta, distance <= this.ropeLength ? distance : this.ropeLength);
}
Vector3 GetPointOnLine(Vector3 start, Vector3 end, float distanceFromStart)
{
return start + (distanceFromStart * Vector3.Normalize(end - start));
}
void OnDrawGizmos()
{
// purple
Gizmos.color = new Color(.5f, 0f, .5f);
Gizmos.DrawWireSphere(this.Pivot.transform.position, this.ropeLength);
Gizmos.DrawWireCube(this.bobStartingPosition, new Vector3(.5f, .5f, .5f));
// Blue: Auxilary
Gizmos.color = new Color(.3f, .3f, 1f); // blue
Vector3 auxVel = .3f * this.currentVelocity;
Gizmos.DrawRay(this.Bob.transform.position, auxVel);
Gizmos.DrawSphere(this.Bob.transform.position + auxVel, .2f);
// Yellow: Gravity
Gizmos.color = new Color(1f, 1f, .2f);
Vector3 gravity = .3f * this.gravityForce * this.gravityDirection;
Gizmos.DrawRay(this.Bob.transform.position, gravity);
Gizmos.DrawSphere(this.Bob.transform.position + gravity, .2f);
// Orange: Tension
Gizmos.color = new Color(1f, .5f, .2f); // Orange
Vector3 tension = .3f * this.tensionForce * this.tensionDirection;
Gizmos.DrawRay(this.Bob.transform.position, tension);
Gizmos.DrawSphere(this.Bob.transform.position + tension, .2f);
// Red: Resultant
Gizmos.color = new Color(1f, .3f, .3f); // red
Vector3 resultant = gravity + tension;
Gizmos.DrawRay(this.Bob.transform.position, resultant);
Gizmos.DrawSphere(this.Bob.transform.position + resultant, .2f);
/* * /
// Green: Pendulum side direction
Gizmos.color = new Color(.3f, 1f, .3f);
Gizmos.DrawRay(this.Bob.transform.position, 3f*this.pendulumSideDirection);
Gizmos.DrawSphere(this.Bob.transform.position + 3f*this.pendulumSideDirection, .2f);
/* */
/* * /
// Cyan: tangent direction
Gizmos.color = new Color(.2f, 1f, 1f); // cyan
Gizmos.DrawRay(this.Bob.transform.position, 3f*this.tangentDirection);
Gizmos.DrawSphere(this.Bob.transform.position + 3f*this.tangentDirection, .2f);
/* */
}
}
using UnityEngine;
using System.Collections;
using ProceduralToolkit;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Runtime.Serialization;
using VRTK;
using System;
[System.Serializable]
public class SerialVect3
{
public SerialVect3(Vector3 vIn)
{
_vx = vIn.x;
_vy = vIn.y;
_vz = vIn.z;
}
public float _vx;
public float _vy;
public float _vz;
}
public class Argos_Hex_Brush : MonoBehaviour
{
Mesh mesh;
[SerializeField]
Material _material;
public VRTK_ControllerEvents ctrl_events;
public AnimationCurve scaleCurve; //let's say you edit from inspector, but you can built at runtime if you prefer
MaterialPropertyBlock _block;
public GameObject newHex_Loc_Prefab;
private ArgosMeshDraft amDraft;
public ArgosMeshDraft AmDraft
{
get { return amDraft; }
}
public ArgosSphere_Indexing argosSphere;
private int lastHexIdx = -1;
public Color color;
public Text dbgTex;
private UI_Control ui_Control;
List<Vector3> CatmullRom_Point_List = new List<Vector3>();
[SerializeField]
public List<SerialVect3> Equi_Distant_Points = new List<SerialVect3>();
private Vector3 vLast_Point;
private Vector3 vCursPos;
private Vector3 vUp_Last;
void Start ()
{
MeshFilter mf = GetComponent<MeshFilter>();
if (mf.mesh == null)
mf.mesh = new Mesh();
mesh = mf.mesh;
amDraft = new ArgosMeshDraft();
_block = new MaterialPropertyBlock();
amDraft.initQuadPool_AnimationCurve(5000, scaleCurve);
ui_Control = GameObject.Find("UI_Control_Canvas").GetComponent < UI_Control>();
ctrl_events.TriggerPressed += new ControllerInteractionEventHandler(Triggr_StartCollectingPoints);
ctrl_events.TriggerReleased += new ControllerInteractionEventHandler(Triggr_StopCollectingPoints);
}
public void SetCursPos(Vector3 vPos)
{
vCursPos = vPos;
}
public void Triggr_StartCollectingPoints(object sender, ControllerInteractionEventArgs e)
{
vLast_Point = vCursPos;
CatmullRom_Point_List.Clear();
CatmullRom_Point_List.Add(vCursPos);
}
public void Triggr_StopCollectingPoints(object sender, ControllerInteractionEventArgs e)
{
}
float accumTime = 0f;
void Update ()
{
accumTime += Time.deltaTime;
amDraft.QuadListUpdate();
GetComponent<MeshFilter>().mesh = amDraft.ToMeshInternal();//
//Vector3 vH0 = a12horns.v12HORN_Norms[0];
Quaternion q;
//for (int i = 0; i < 12; i++)
//{
//q = Quaternion.FromToRotation(vH0, a12horns.v12HORN_Norms[i]);
q = Quaternion.identity;
//print(q.ToString());
Graphics.DrawMesh(GetComponent<MeshFilter>().mesh, Vector3.zero, q, _material, gameObject.layer, null, 0, _block);
//}
}
public int GetNumVertices()
{
return amDraft.vertices.Count;
}
public Vector3 GetVertex(int i)
{
return amDraft.vertices[i];
}
public void SetVertex(int i, Vector3 v)
{
amDraft.vertices[i] = v;
}
public void MeshDraft_ToMesh()
{
if (amDraft != null)
{
GetComponent<MeshFilter>().mesh = amDraft.ToMesh();
}
}
public void initAddMeshDraft(MeshDraft md)
{
MeshFilter mf = GetComponent<MeshFilter>();
if (mf.mesh == null)
mf.mesh = new Mesh();
mesh = mf.mesh;
amDraft = new ArgosMeshDraft();
if (amDraft != null)
{
amDraft.Add(md);
GetComponent<MeshFilter>().mesh = amDraft.ToMesh();
}
}
public void Paint(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, Color col, float duration, float fade_start)
{
if (amDraft != null)
{
amDraft.Quad_Paint(v0, v1, v2, v3, col, duration, fade_start);
}
}
public void PaintHex(Vector3 pos, Vector3 vOffset, float lineWidth)
{
float pointDist = lineWidth * 8f;
Vector3 vDiff = pos - vLast_Point;
if (vDiff.magnitude > pointDist)
{
CatmullAdd(pos + vOffset,lineWidth);
vLast_Point = pos;
}
int newIdx = argosSphere.getHexIdx(pos);
dbgTex.text = "CM DIST = " + pointDist.ToString("F3");
if(newIdx != lastHexIdx && newIdx != -1)
{
List<Vector3> vL = argosSphere.HexQuads[newIdx].mdH.vertices;
Paint(vL[0] + vOffset, vL[1] + vOffset, vL[3] + vOffset, vL[2] + vOffset, color, 0.1f, 0.7f);
lastHexIdx = newIdx;
}
}
public void CatmullAdd(Vector3 pos,float lineWidth)
{
Vector3 vUp;
Vector3 vc12;
Vector3 vcIn; //break by 8 for music
CatmullRom_Point_List.Add(pos);
Instantiate(newHex_Loc_Prefab, pos, Quaternion.identity);
if(CatmullRom_Point_List.Count > 3)
{
Vector3[] splinePoints = new Vector3[8];
int cmc = CatmullRom_Point_List.Count - 1;
for (int i = 0; i<8; i++)
{
splinePoints[i] = ReturnCatmullRom((float)i / 8f,
CatmullRom_Point_List[cmc - 3],
CatmullRom_Point_List[cmc - 2],
CatmullRom_Point_List[cmc - 1],
CatmullRom_Point_List[cmc]);
SerialVect3 sv3 = new SerialVect3(splinePoints[i]);
Equi_Distant_Points.Add(sv3);//add points to serialized equidistant Vector3s
}
if (CatmullRom_Point_List.Count == 4)
{
vc12 = CatmullRom_Point_List[cmc - 1] - CatmullRom_Point_List[cmc - 2];
vcIn = CatmullRom_Point_List[cmc - 2] - argosSphere.transform.position;
vc12.Normalize();
vcIn.Normalize();
vUp_Last = Vector3.Cross(vcIn, vc12);
vUp_Last.Normalize();
}
Vector3[] verts = new Vector3[4];
for (int j = 0; j<7;j++)
{
Vector3 v12 = splinePoints[j + 1] - splinePoints[j];
Vector3 vIn = splinePoints[j + 1] - argosSphere.transform.position;
vIn.Normalize();
v12.Normalize();
vUp = Vector3.Cross(vIn, v12);
vUp.Normalize();
verts[0] = splinePoints[j] - vUp_Last * lineWidth / 2f;
verts[1] = splinePoints[j] + vUp_Last * lineWidth / 2f;
verts[2] = splinePoints[j+1] + vUp * lineWidth / 2f;
verts[3] = splinePoints[j+1] - vUp * lineWidth / 2f;
Paint(verts[0], verts[1], verts[2], verts[3], color, 30f, 0.7f);
vUp_Last = vUp;
}
vc12 = CatmullRom_Point_List[cmc-1] - splinePoints[6];
vcIn = CatmullRom_Point_List[cmc - 1] - argosSphere.transform.position;
vc12.Normalize();
vcIn.Normalize();
vUp = Vector3.Cross(vcIn, vc12);
vUp.Normalize();
verts[0] = splinePoints[7] - vUp_Last * lineWidth / 2f;
verts[1] = splinePoints[7] + vUp_Last * lineWidth / 2f;
verts[2] = CatmullRom_Point_List[cmc - 1] + vUp * lineWidth / 2f;
verts[3] = CatmullRom_Point_List[cmc - 1] - vUp * lineWidth / 2f;
Paint(verts[0], verts[1], verts[2], verts[3], color, 30f, 0.7f);
vUp_Last = vUp;
}
}
//Returns a position between 4 Vector3 with Catmull-Rom Spline algorithm
//http://www.iquilezles.org/www/articles/minispline/minispline.htm
Vector3 ReturnCatmullRom(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
{
Vector3 a = 0.5f * (2f * p1);
Vector3 b = 0.5f * (p2 - p0);
Vector3 c = 0.5f * (2f * p0 - 5f * p1 + 4f * p2 - p3);
Vector3 d = 0.5f * (-p0 + 3f * p1 - 3f * p2 + p3);
Vector3 pos = a + (b * t) + (c * t * t) + (d * t * t * t);
return pos;
}
public void AddMeshDraft(MeshDraft md)
{
if (amDraft != null)
{
amDraft.Add(md);
GetComponent<MeshFilter>().mesh = amDraft.ToMesh();
}
}
public void AddMeshDraft_Only(MeshDraft md)
{
if (amDraft != null)
{
amDraft.Add(md);
}
}
public void AddQuad(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3)
{
if (amDraft != null)
{
amDraft.Add(MeshDraft.Quad(v0, v1, v2, v3));
GetComponent<MeshFilter>().mesh = amDraft.ToMesh();
}
}
public void AddQuad(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, Color col)
{
if (amDraft != null)
{
amDraft.Add(MeshDraft.Quad(v0, v1, v2, v3, col));
GetComponent<MeshFilter>().mesh = amDraft.ToMesh();
}
}
}

