Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Rigidbody/SetAngularVelocity.cs
2026-05-10 11:47:55 -04:00

84 lines
3.1 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.RigidbodyTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Rigidbody")]
[Opsive.Shared.Utility.Description("Sets angular velocity with constraint checking.")]
public class SetAngularVelocity : TargetGameObjectAction
{
[Tooltip("The target angular velocity.")]
[SerializeField] protected SharedVariable<Vector3> m_TargetAngularVelocity;
[Tooltip("The interpolation speed (0 = instant).")]
[SerializeField] protected SharedVariable<float> m_InterpolationSpeed = 0.0f;
[Tooltip("Whether to respect rotation constraints.")]
[SerializeField] protected SharedVariable<bool> m_RespectRotationConstraints = true;
private UnityEngine.Rigidbody m_ResolvedRigidbody;
/// <summary>
/// Called when the state machine is initialized.
/// </summary>
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedRigidbody = m_ResolvedGameObject.GetComponent<UnityEngine.Rigidbody>();
}
/// <summary>
/// Updates the angular velocity.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody == null) {
return TaskStatus.Success;
}
var targetAngularVelocity = m_TargetAngularVelocity.Value;
if (m_RespectRotationConstraints.Value) {
var constraints = m_ResolvedRigidbody.constraints;
if ((constraints & RigidbodyConstraints.FreezeRotationX) != 0) {
targetAngularVelocity.x = 0.0f;
}
if ((constraints & RigidbodyConstraints.FreezeRotationY) != 0) {
targetAngularVelocity.y = 0.0f;
}
if ((constraints & RigidbodyConstraints.FreezeRotationZ) != 0) {
targetAngularVelocity.z = 0.0f;
}
}
if (m_InterpolationSpeed.Value > 0.0f) {
m_ResolvedRigidbody.angularVelocity = Vector3.Lerp(m_ResolvedRigidbody.angularVelocity, targetAngularVelocity, m_InterpolationSpeed.Value * Time.deltaTime);
} else {
m_ResolvedRigidbody.angularVelocity = targetAngularVelocity;
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_TargetAngularVelocity = null;
m_InterpolationSpeed = 0.0f;
m_RespectRotationConstraints = true;
}
}
}
#endif