所有解算器要从中派生的抽象基类。参见 求解器概述 - MRTK2
using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace Microsoft.MixedReality.Toolkit.Utilities.Solvers
{
[RequireComponent(typeof(SolverHandler))]
public abstract class Solver : MonoBehaviour
{
//如果为true,将计算位置和方向,但不应用于其他组件。
private bool updateLinkedTransform = false;
//移动插值时间,值越大移动越缓慢
//参见:UpdateWorkingPositionToGoal()
private float moveLerpTime = 0.1f;
//旋转插值时间,值越大旋转越缓慢
//参见:UpdateWorkingRotationToGoal()
private float rotateLerpTime = 0.1f;
//缩放插值时间,值越大缩放越缓慢
//参见:UpdateWorkingScaleToGoal()
private float scaleLerpTime = 0;
//true:初始化时保持transform的localScale值不变。
//参见 Awake()
private bool maintainScaleOnInitialization = true;
//是否采用平滑插值。
//参见: UpdateWorkingPositionToGoal()、UpdateWorkingRotationToGoal()、UpdateWorkingScaleToGoal()
private bool smoothing = true;
//解算器生命周期,0:无限
//参见: SolverUpdateEntry()
private float lifetime = 0;
//参见: Awake()
protected SolverHandler SolverHandler;
/// <summary>
/// 最终坐标,由GameObject上所有解算器共同计算所得。
/// </summary>
protected Vector3 GoalPosition
{
get { return SolverHandler.GoalPosition; }
set { SolverHandler.GoalPosition = value; }
}
/// <summary>
/// 最终旋转,由GameObject上所有解算器共同计算所得。
/// </summary>
protected Quaternion GoalRotation
{
get { return SolverHandler.GoalRotation; }
set { SolverHandler.GoalRotation = value; }
}
/// <summary>
/// 最终缩放,由GameObject上所有解算器共同计算所得。
/// </summary>
protected Vector3 GoalScale
{
get { return SolverHandler.GoalScale; }
set { SolverHandler.GoalScale = value; }
}
/// <summary>
/// 当前坐标
/// </summary>
public Vector3 WorkingPosition
{
get
{
return updateLinkedTransform ? GoalPosition : transform.position;
}
protected set
{
if (updateLinkedTransform)
{
GoalPosition = value;
}
else
{
transform.position = value;
}
}
}
/// <summary>
/// 当前旋转
/// </summary>
public Quaternion WorkingRotation
{
get
{
return updateLinkedTransform ? GoalRotation : transform.rotation;
}
protected set
{
if (updateLinkedTransform)
{
GoalRotation = value;
}
else
{
transform.rotation = value;
}
}
}
/// <summary>
/// 当前缩放
/// </summary>
public Vector3 WorkingScale
{
get
{
return updateLinkedTransform ? GoalScale : transform.localScale;
}
protected set
{
if (updateLinkedTransform)
{
GoalScale = value;
}
else
{
transform.localScale = value;
}
}
}
#region MonoBehaviour Implementation
protected virtual void Awake()
{
if (SolverHandler == null)
{
SolverHandler = GetComponent<SolverHandler>();
}
if (updateLinkedTransform && SolverHandler == null)
{
Debug.LogError("No SolverHandler component found on " + name +
" when UpdateLinkedTransform was set to true! Disabling UpdateLinkedTransform.");
updateLinkedTransform = false;
}
GoalScale = maintainScaleOnInitialization ? transform.localScale : Vector3.one;
}
protected virtual void OnEnable()
{
if (SolverHandler != null)
{
SnapGoalTo(GoalPosition, GoalRotation, GoalScale);
}
currentLifetime = 0;
}
protected virtual void Start()
{
if (SolverHandler != null)
{
//注册解算器
SolverHandler.RegisterSolver(this);
}
}
protected virtual void OnDestroy()
{
if (SolverHandler != null)
{
//注销解算器
SolverHandler.UnregisterSolver(this);
}
}
#endregion MonoBehaviour Implementation
/// <summary>
/// 由子类实现,更新游戏内容变换。
/// </summary>
public abstract void SolverUpdate();
/// <summary>
/// 此方法在SolverHandler类的LateUpdate()中被每帧调用。
/// </summary>
public void SolverUpdateEntry()
{
currentLifetime += SolverHandler.DeltaTime;
//判断解算器的生命周期是否结束
if (lifetime > 0 && currentLifetime >= lifetime)
{
enabled = false;
return;
}
SolverUpdate();
UpdateWorkingToGoal();
}
/// <summary>
/// 更新解算器的变换值
/// </summary>
public virtual void SnapTo(Vector3 position, Quaternion rotation, Vector3 scale)
{
SnapGoalTo(position, rotation, scale);
WorkingPosition = position;
WorkingRotation = rotation;
WorkingScale = scale;
}
/// <summary>
/// 更新解算器的最终变换值
/// </summary>
public virtual void SnapGoalTo(Vector3 position, Quaternion rotation, Vector3 scale)
{
GoalPosition = position;
GoalRotation = rotation;
GoalScale = scale;
}
/// <summary>
/// 坐标偏移
/// </summary>
public virtual void AddOffset(Vector3 offset)
{
GoalPosition += offset;
}
/// <summary>
/// 更新Transform
/// </summary>
protected void UpdateTransformToGoal()
{
if (smoothing)
{
Vector3 pos = transform.position;
Quaternion rot = transform.rotation;
Vector3 scale = transform.localScale;
pos = SmoothTo(pos, GoalPosition, SolverHandler.DeltaTime, moveLerpTime);
rot = SmoothTo(rot, GoalRotation, SolverHandler.DeltaTime, rotateLerpTime);
scale = SmoothTo(scale, GoalScale, SolverHandler.DeltaTime, scaleLerpTime);
transform.position = pos;
transform.rotation = rot;
transform.localScale = scale;
}
else
{
transform.position = GoalPosition;
transform.rotation = GoalRotation;
transform.localScale = GoalScale;
}
}
public void UpdateWorkingToGoal()
{
UpdateWorkingPositionToGoal();
UpdateWorkingRotationToGoal();
UpdateWorkingScaleToGoal();
}
public void UpdateWorkingPositionToGoal()
{
WorkingPosition = smoothing ? SmoothTo(WorkingPosition, GoalPosition, SolverHandler.DeltaTime, moveLerpTime) : GoalPosition;
}
public void UpdateWorkingRotationToGoal()
{
WorkingRotation = smoothing ? SmoothTo(WorkingRotation, GoalRotation, SolverHandler.DeltaTime, rotateLerpTime) : GoalRotation;
}
public void UpdateWorkingScaleToGoal()
{
WorkingScale = smoothing ? SmoothTo(WorkingScale, GoalScale, SolverHandler.DeltaTime, scaleLerpTime) : GoalScale;
}
// 向量平滑插值
public static Vector3 SmoothTo(Vector3 source, Vector3 goal, float deltaTime, float lerpTime)
{
return Vector3.Lerp(source, goal, lerpTime.Equals(0.0f) ? 1f : deltaTime / lerpTime);
}
// 四元数平滑插值
public static Quaternion SmoothTo(Quaternion source, Quaternion goal, float deltaTime, float lerpTime)
{
return Quaternion.Slerp(source, goal, lerpTime.Equals(0.0f) ? 1f : deltaTime / lerpTime);
}
}
}