Created
October 24, 2014 07:14
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Extension methods for working with Configurable Joints for Unity
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using UnityEngine; | |
public static class ConfigurableJointExtensions | |
{ | |
/// <summary> | |
/// Sets a joint's targetRotation to match a given local rotation. | |
/// The joint transform's local rotation must be cached on Start and passed into this method. | |
/// </summary> | |
public static void SetTargetRotationLocal (this ConfigurableJoint joint, Quaternion targetLocalRotation, Quaternion startLocalRotation) | |
{ | |
if (joint.configuredInWorldSpace) { | |
Debug.LogError ("SetTargetRotationLocal should not be used with joints that are configured in world space. For world space joints, use SetTargetRotation.", joint); | |
} | |
SetTargetRotationInternal (joint, targetLocalRotation, startLocalRotation, Space.Self); | |
} | |
/// <summary> | |
/// Sets a joint's targetRotation to match a given world rotation. | |
/// The joint transform's world rotation must be cached on Start and passed into this method. | |
/// </summary> | |
public static void SetTargetRotation (this ConfigurableJoint joint, Quaternion targetWorldRotation, Quaternion startWorldRotation) | |
{ | |
if (!joint.configuredInWorldSpace) { | |
Debug.LogError ("SetTargetRotation must be used with joints that are configured in world space. For local space joints, use SetTargetRotationLocal.", joint); | |
} | |
SetTargetRotationInternal (joint, targetWorldRotation, startWorldRotation, Space.World); | |
} | |
static void SetTargetRotationInternal (ConfigurableJoint joint, Quaternion targetRotation, Quaternion startRotation, Space space) | |
{ | |
// Calculate the rotation expressed by the joint's axis and secondary axis | |
var right = joint.axis; | |
var forward = Vector3.Cross (joint.axis, joint.secondaryAxis).normalized; | |
var up = Vector3.Cross (forward, right).normalized; | |
Quaternion worldToJointSpace = Quaternion.LookRotation (forward, up); | |
// Transform into world space | |
Quaternion resultRotation = Quaternion.Inverse (worldToJointSpace); | |
// Counter-rotate and apply the new local rotation. | |
// Joint space is the inverse of world space, so we need to invert our value | |
if (space == Space.World) { | |
resultRotation *= startRotation * Quaternion.Inverse (targetRotation); | |
} else { | |
resultRotation *= Quaternion.Inverse (targetRotation) * startRotation; | |
} | |
// Transform back into joint space | |
resultRotation *= worldToJointSpace; | |
// Set target rotation to our newly calculated rotation | |
joint.targetRotation = resultRotation; | |
} | |
/// <summary> | |
/// Adjust ConfigurableJoint settings to closely match CharacterJoint behaviour | |
/// </summary> | |
public static void SetupAsCharacterJoint (this ConfigurableJoint joint) | |
{ | |
joint.xMotion = ConfigurableJointMotion.Locked; | |
joint.yMotion = ConfigurableJointMotion.Locked; | |
joint.zMotion = ConfigurableJointMotion.Locked; | |
joint.angularXMotion = ConfigurableJointMotion.Limited; | |
joint.angularYMotion = ConfigurableJointMotion.Limited; | |
joint.angularZMotion = ConfigurableJointMotion.Limited; | |
joint.breakForce = Mathf.Infinity; | |
joint.breakTorque = Mathf.Infinity; | |
joint.rotationDriveMode = RotationDriveMode.Slerp; | |
var slerpDrive = joint.slerpDrive; | |
slerpDrive.mode = JointDriveMode.Position; | |
slerpDrive.maximumForce = Mathf.Infinity; | |
joint.slerpDrive = slerpDrive; | |
} | |
} |
Thank you for this, I use it a lot. Absolute nightmare using target rotation usually.
Used this a long while ago to set up 6DOF Joints in Godot. It worked there as well. Cheers, mate!
Thank you!
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Thanks! It was very useful :D