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

134 lines
5.6 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.TransformTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Transform")]
[Opsive.Shared.Utility.Description("Looks at a target GameObject or position with pitch and yaw angle constraints.")]
public class LookAtWithConstraints : TargetGameObjectAction
{
[Tooltip("The GameObject to look at. If null, uses Target Position.")]
[SerializeField] protected SharedVariable<GameObject> m_Target;
[Tooltip("The target position to look at. Only used if Target is null.")]
[SerializeField] protected SharedVariable<Vector3> m_TargetPosition;
[Tooltip("The minimum pitch angle (in degrees).")]
[SerializeField] protected SharedVariable<float> m_MinPitch = -90f;
[Tooltip("The maximum pitch angle (in degrees).")]
[SerializeField] protected SharedVariable<float> m_MaxPitch = 90f;
[Tooltip("The minimum yaw angle (in degrees).")]
[SerializeField] protected SharedVariable<float> m_MinYaw = float.MinValue;
[Tooltip("The maximum yaw angle (in degrees).")]
[SerializeField] protected SharedVariable<float> m_MaxYaw = float.MaxValue;
[Tooltip("The rotation speed (degrees per second).")]
[SerializeField] protected SharedVariable<float> m_RotationSpeed = 90f;
[Tooltip("The smooth damping time. Lower values = faster response.")]
[SerializeField] protected SharedVariable<float> m_SmoothTime = 0.1f;
[Tooltip("The up vector for look at rotation.")]
[SerializeField] protected SharedVariable<Vector3> m_UpVector = Vector3.up;
[Tooltip("The task will complete when the rotation is within this angle of the constrained target rotation.")]
[SerializeField] protected SharedVariable<float> m_ArrivedAngle = 1f;
private float m_CurrentPitch;
private float m_CurrentYaw;
private float m_PitchVelocity;
private float m_YawVelocity;
/// <summary>
/// Called when the state machine starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
var currentEuler = transform.eulerAngles;
m_CurrentPitch = currentEuler.x;
m_CurrentYaw = currentEuler.y;
// Normalize to -180 to 180 range.
if (m_CurrentPitch > 180f) m_CurrentPitch -= 360f;
if (m_CurrentYaw > 180f) m_CurrentYaw -= 360f;
m_PitchVelocity = 0f;
m_YawVelocity = 0f;
}
/// <summary>
/// Looks at the target with constraints.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
var targetPosition = GetTargetPosition();
var direction = (targetPosition - transform.position).normalized;
if (direction == Vector3.zero) {
return TaskStatus.Failure;
}
// Calculate desired pitch and yaw.
var forward = transform.forward;
var right = Vector3.Cross(m_UpVector.Value, forward).normalized;
var up = Vector3.Cross(forward, right).normalized;
var pitch = Mathf.Asin(Vector3.Dot(direction, up)) * Mathf.Rad2Deg;
var yaw = Mathf.Atan2(Vector3.Dot(direction, right), Vector3.Dot(direction, forward)) * Mathf.Rad2Deg;
var desiredPitch = Mathf.Clamp(pitch, m_MinPitch.Value, m_MaxPitch.Value);
var desiredYaw = yaw;
if (m_MinYaw.Value != float.MinValue || m_MaxYaw.Value != float.MaxValue) {
desiredYaw = Mathf.Clamp(yaw, m_MinYaw.Value, m_MaxYaw.Value);
}
// Smoothly interpolate pitch and yaw.
m_CurrentPitch = Mathf.SmoothDamp(m_CurrentPitch, desiredPitch, ref m_PitchVelocity, m_SmoothTime.Value, float.MaxValue, Time.deltaTime);
m_CurrentYaw = Mathf.SmoothDamp(m_CurrentYaw, desiredYaw, ref m_YawVelocity, m_SmoothTime.Value, float.MaxValue, Time.deltaTime);
// Apply rotation.
transform.rotation = Quaternion.Euler(m_CurrentPitch, m_CurrentYaw, 0f);
var targetRotation = Quaternion.Euler(desiredPitch, desiredYaw, 0f);
if (Quaternion.Angle(transform.rotation, targetRotation) <= m_ArrivedAngle.Value) {
transform.rotation = targetRotation;
return TaskStatus.Success;
}
return TaskStatus.Running;
}
/// <summary>
/// Returns the target position to look at.
/// </summary>
/// <returns>The target position.</returns>
private Vector3 GetTargetPosition()
{
if (m_Target.Value != null) {
return m_Target.Value.transform.position;
}
return m_TargetPosition.Value;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Target = null;
m_TargetPosition = null;
m_MinPitch = -90f;
m_MaxPitch = 90f;
m_MinYaw = float.MinValue;
m_MaxYaw = float.MaxValue;
m_RotationSpeed = 90f;
m_SmoothTime = 0.1f;
m_UpVector = Vector3.up;
m_ArrivedAngle = 1f;
}
}
}
#endif