#if UNITY_PHYSICS
using UnityEngine;
namespace Flexalon
{
///
/// If you add a Rigid Body or Rigid Body 2D component a gameObject which is managed by Flexalon, then
/// the physics system will fight with Flexalon over the object's position and rotation.
/// Adding a Rigid Body animator will resolve this by applying forces to the the rigid body component
/// instead of changing the transform directly.
///
[AddComponentMenu("Flexalon/Flexalon Rigid Body Animator"), HelpURL("https://www.flexalon.com/docs/animators")]
public class FlexalonRigidBodyAnimator : MonoBehaviour, TransformUpdater
{
private FlexalonNode _node;
private Rigidbody _rigidBody;
private Rigidbody2D _rigidBody2D;
[SerializeField]
private float _positionForce = 5.0f;
/// How much force should be applied each frame to move the object to the layout position.
public float PositionForce
{
get => _positionForce;
set { _positionForce = value; }
}
[SerializeField]
private float _rotationForce = 5.0f;
/// How much force should be applied each frame to rotation the object to the layout rotation.
public float RotationForce
{
get => _rotationForce;
set { _rotationForce = value; }
}
[SerializeField]
private float _scaleInterpolationSpeed = 5.0f;
/// Amount the object's scale should be interpolated towards the layout size at each frame.
/// This value is multiplied by Time.deltaTime.
public float ScaleInterpolationSpeed
{
get => _scaleInterpolationSpeed;
set { _scaleInterpolationSpeed = value; }
}
private Vector3 _targetPosition;
private Quaternion _targetRotation;
private Vector3 _fromScale;
private RectTransform _rectTransform;
void OnEnable()
{
_node = Flexalon.GetOrCreateNode(gameObject);
_node.SetTransformUpdater(this);
_rigidBody = GetComponent();
_rigidBody2D = GetComponent();
_targetPosition = transform.localPosition;
_targetRotation = transform.localRotation;
_rectTransform = (transform is RectTransform) ? (RectTransform)transform : null;
}
void OnDisable()
{
_node.SetTransformUpdater(null);
_node = null;
}
///
public void PreUpdate(FlexalonNode node)
{
_fromScale = transform.lossyScale;
}
///
public bool UpdatePosition(FlexalonNode node, Vector3 position)
{
if (_rigidBody || _rigidBody2D)
{
_targetPosition = position;
return false;
}
else
{
transform.localPosition = position;
return true;
}
}
///
public bool UpdateRotation(FlexalonNode node, Quaternion rotation)
{
if (_rigidBody || _rigidBody2D)
{
_targetRotation = rotation;
return false;
}
else
{
transform.localRotation = rotation;
return true;
}
}
///
public bool UpdateScale(FlexalonNode node, Vector3 scale)
{
var worldScale = transform.parent == null ? scale : Math.Mul(scale, transform.parent.lossyScale);
if (Vector3.Distance(_fromScale, worldScale) < 0.001f)
{
transform.localScale = scale;
return true;
}
else
{
var newWorldScale = Vector3.Lerp(_fromScale, worldScale, _scaleInterpolationSpeed * Time.smoothDeltaTime);
transform.localScale = transform.parent == null ? newWorldScale : Math.Div(newWorldScale, transform.parent.lossyScale);
return false;
}
}
///
public bool UpdateRectSize(FlexalonNode node, Vector2 size)
{
bool done = Vector2.Distance(_rectTransform.sizeDelta, size) < 0.001f;
var newSize = done ? size : Vector2.Lerp(_rectTransform.sizeDelta, size, _scaleInterpolationSpeed * Time.smoothDeltaTime);
_rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, newSize.x);
_rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, newSize.y);
return done;
}
void FixedUpdate()
{
if (!_rigidBody && !_rigidBody2D)
{
return;
}
bool hasLayout = _node.Parent != null || (_node.Constraint != null && _node.Constraint.Target != null);
if (!hasLayout)
{
return;
}
var worldPos = transform.parent ? transform.parent.localToWorldMatrix.MultiplyPoint(_targetPosition) : _targetPosition;
var force = (worldPos - transform.position) * _positionForce;
var rot = Quaternion.Slerp(transform.localRotation, _targetRotation, _rotationForce * Time.deltaTime);
var rotWorldSpace = (transform.parent?.rotation ?? Quaternion.identity) * rot;
if (_rigidBody)
{
_rigidBody.AddForce(force, ForceMode.Force);
_rigidBody.MoveRotation(rotWorldSpace);
}
if (_rigidBody2D)
{
_rigidBody2D?.AddForce(force, ForceMode2D.Force);
_rigidBody2D.MoveRotation(rotWorldSpace);
}
}
}
}
#endif