From 4de1744d006be5325a13865d827aaa38fa86c9d1 Mon Sep 17 00:00:00 2001 From: Fredrik Lillemoen Eiding <fueredoriku@gmail.com> Date: Fri, 20 Oct 2023 02:30:30 +0200 Subject: [PATCH] Add unfinished jiggle physics - Jiggle mesh almost works, still needs to jiggle from object space and not world space - Jiggle bone shakes, but is yet to be jiggle certified. --- Assets/JiggleMesh.cs | 31 + Assets/JiggleMesh.cs.meta | 11 + Assets/Materials/Gunparts/WobbleShotty.mat | 140 ++ .../Materials/Gunparts/WobbleShotty.mat.meta | 8 + Assets/Materials/Shotgun/Materials.meta | 8 + .../Materials/sHOTgUN_Barrels_BaseMap 1.mat | 133 ++ .../sHOTgUN_Barrels_BaseMap 1.mat.meta | 8 + .../Materials/sHOTgUN_Barrels_BaseMap.mat | 133 ++ .../sHOTgUN_Barrels_BaseMap.mat.meta | 8 + Assets/Scripts/Utils/JiggleBone.cs | 51 + Assets/Scripts/Utils/JiggleBone.cs.meta | 11 + Assets/Shaders/WobbleDisplacement.shadergraph | 1964 +++++++++++++++++ .../WobbleDisplacement.shadergraph.meta | 10 + 13 files changed, 2516 insertions(+) create mode 100644 Assets/JiggleMesh.cs create mode 100644 Assets/JiggleMesh.cs.meta create mode 100644 Assets/Materials/Gunparts/WobbleShotty.mat create mode 100644 Assets/Materials/Gunparts/WobbleShotty.mat.meta create mode 100644 Assets/Materials/Shotgun/Materials.meta create mode 100644 Assets/Materials/Shotgun/Materials/sHOTgUN_Barrels_BaseMap 1.mat create mode 100644 Assets/Materials/Shotgun/Materials/sHOTgUN_Barrels_BaseMap 1.mat.meta create mode 100644 Assets/Materials/Shotgun/Materials/sHOTgUN_Barrels_BaseMap.mat create mode 100644 Assets/Materials/Shotgun/Materials/sHOTgUN_Barrels_BaseMap.mat.meta create mode 100644 Assets/Scripts/Utils/JiggleBone.cs create mode 100644 Assets/Scripts/Utils/JiggleBone.cs.meta create mode 100644 Assets/Shaders/WobbleDisplacement.shadergraph create mode 100644 Assets/Shaders/WobbleDisplacement.shadergraph.meta diff --git a/Assets/JiggleMesh.cs b/Assets/JiggleMesh.cs new file mode 100644 index 000000000..c5a9ff114 --- /dev/null +++ b/Assets/JiggleMesh.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class JiggleMesh : MonoBehaviour +{ + [SerializeField] + private Material JiggleMat; + + [SerializeField] + private float elasticity = 4f; + + private Vector3 previousDiff; + + private Vector3 previousPosition; + + private void Start() + { + previousPosition = transform.position; + previousDiff = Vector3.zero; + } + private void LateUpdate() + { + Vector3 target = Vector3.Slerp(previousPosition, previousDiff - transform.position, Time.fixedDeltaTime * elasticity); + var distance = target - transform.position; + JiggleMat.SetVector("_Distance", target); + previousPosition = target; + previousDiff -= distance*0.99f; + previousDiff /= 2; + } +} diff --git a/Assets/JiggleMesh.cs.meta b/Assets/JiggleMesh.cs.meta new file mode 100644 index 000000000..acb6b446d --- /dev/null +++ b/Assets/JiggleMesh.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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previousRotation = transform.rotation; + } + + private IEnumerator InterpolateTransform(Vector3 position, Vector3 positionTarget, Quaternion rotation, Quaternion rotationTarget, float time) + { + var timePassed = 0f; + while (timePassed < time) + { + timePassed += Time.deltaTime; + float curveTime = wobbleInterpolationCurve.Evaluate(time / timePassed); + var positionSlerp = Vector3.Slerp(position, transform.position, curveTime); + var rotationSlerp = Quaternion.Slerp(rotation, transform.rotation, curveTime); + + transform.position = Vector3.MoveTowards(positionTarget, positionSlerp, maxPositionDelta); + transform.rotation = Quaternion.RotateTowards(rotationTarget, rotationSlerp, maxRotationDegrees); + + + previousPosition = transform.position; + previousRotation = transform.rotation; + yield return null; + } + } + + + private void LateUpdate() + { + var currentPosition = transform.position; + var currentRotation = transform.rotation; + 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