2025-05-19 04:03:28 +02:00

161 lines
5.6 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using UnityEngine;
using UnityEngine.Serialization;
public class FlameController : MonoBehaviour
{
private const int BlendShapesSpeed = 6;
[SerializeField] private GameObject root;
[SerializeField] private GameObject mid;
[SerializeField] private GameObject tip;
[SerializeField] private Transform attractionTarget;
[SerializeField] private Light flameLight;
[SerializeField] private GameObject lookAtTarget;
[SerializeField] private int attractionForceMultiplier = 2;
[SerializeField] private float lightIntensityVariance = 0.2f;
private Vector3 targetOffset = new(0.013f, 0.5f, 0);
private int _blendShapeCount;
private Vector3 _distanceFromRoot;
private GameObject _midGoal;
private Rigidbody _midRigidbody;
private GameObject _rootGoal;
private Rigidbody _rootRigidbody;
private SkinnedMeshRenderer _skinnedMeshRenderer;
private float _startingLightIntensity;
private GameObject _tipGoal;
private Rigidbody _tipRigidbody;
private void Awake()
{
_distanceFromRoot = targetOffset;
}
private void Start()
{
CreateTargetObject();
_skinnedMeshRenderer = GetComponentInChildren<SkinnedMeshRenderer>();
_blendShapeCount = _skinnedMeshRenderer.sharedMesh.blendShapeCount;
_rootRigidbody = root.GetComponent<Rigidbody>();
_midRigidbody = mid.GetComponent<Rigidbody>();
_tipRigidbody = tip.GetComponent<Rigidbody>();
_startingLightIntensity = flameLight.intensity;
}
private void Update()
{
AnimateBlendShapes();
RotateFlame();
MoveFlame();
AnimateLightIntensity();
}
private void FixedUpdate()
{
AddAttractionForces();
}
private void AddAttractionForces()
{
var baseDistance = _rootGoal.transform.position - root.transform.position;
_rootRigidbody.AddForce(baseDistance * attractionForceMultiplier);
var midAttractDir = _midGoal.transform.position - mid.transform.position;
_midRigidbody.AddForce(midAttractDir * attractionForceMultiplier);
var tipAttractDir = _tipGoal.transform.position - tip.transform.position;
_tipRigidbody.AddForce(tipAttractDir * attractionForceMultiplier);
}
private void MoveFlame()
{
_rootGoal.transform.position = attractionTarget.transform.position + _distanceFromRoot;
}
private void AnimateLightIntensity()
{
flameLight.intensity = Remap(0, 100, _startingLightIntensity - lightIntensityVariance,
_startingLightIntensity + lightIntensityVariance, _skinnedMeshRenderer.GetBlendShapeWeight(0));
}
private void RotateFlame()
{
var flameForward =
Vector3.ProjectOnPlane(lookAtTarget.transform.position - root.transform.position, Vector3.up);
tip.transform.rotation =
Quaternion.LookRotation(tip.transform.position - mid.transform.position, flameForward);
mid.transform.rotation =
Quaternion.LookRotation(tip.transform.position - mid.transform.position, flameForward);
root.transform.GetChild(0).rotation =
Quaternion.LookRotation(mid.transform.position - root.transform.position, flameForward);
}
private void CreateTargetObject()
{
_rootGoal = new GameObject("baseGoal");
_midGoal = new GameObject("midGoal");
_tipGoal = new GameObject("topGoal");
_midGoal.transform.SetParent(_rootGoal.transform);
_tipGoal.transform.SetParent(_midGoal.transform);
_rootGoal.transform.position = root.transform.position;
_rootGoal.transform.rotation = root.transform.rotation;
_midGoal.transform.position = mid.transform.position;
_midGoal.transform.rotation = mid.transform.rotation;
_tipGoal.transform.position = tip.transform.position;
_tipGoal.transform.rotation = tip.transform.rotation;
}
private void AnimateBlendShapes()
{
for (var i = 0; i < _blendShapeCount; i++)
{
var noise = Mathf.PerlinNoise(Time.time * BlendShapesSpeed, i + 1);
_skinnedMeshRenderer.SetBlendShapeWeight(i, noise * 100);
}
var lowestBlendShape = Mathf.Infinity;
for (var i = 0; i < _blendShapeCount; i++)
{
if (_skinnedMeshRenderer.GetBlendShapeWeight(i) < lowestBlendShape)
{
lowestBlendShape = _skinnedMeshRenderer.GetBlendShapeWeight(i);
}
}
for (var i = 0; i < _blendShapeCount; i++)
{
var remappedWeight = Remap(lowestBlendShape, 100, 0, 100,
_skinnedMeshRenderer.GetBlendShapeWeight(i));
_skinnedMeshRenderer.SetBlendShapeWeight(i, remappedWeight);
}
}
private float Remap(float a, float b, float c, float d, float x)
{
return c + (x - a) * (d - c) / (b - a);
}
}