diff Orchestland/Assets/LeapMotion/Widgets/Scripts/Scroll/ScrollBase.cs @ 1:f7675884f2a1

Add Orchestland project
author Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
date Fri, 17 Jul 2015 23:09:20 +0900
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Orchestland/Assets/LeapMotion/Widgets/Scripts/Scroll/ScrollBase.cs	Fri Jul 17 23:09:20 2015 +0900
@@ -0,0 +1,119 @@
+´╗┐using UnityEngine;
+using System.Collections;
+using LMWidgets;
+
+public class ScrollBase : LeapPhysicsBase {
+  public float InteractionScale = 1.0f;
+
+  // How strong is the snapping spring.
+  public float SnapSpringForce = 100.0f;
+  
+  // How much drag should be applied ( as a percentage of velocity/second )
+  public float Drag = 5.0f;
+
+  // The transform of the root game object of the content to be scrolled.
+  public Transform ContentTransform;
+
+  // Used to define and top and bottom of the scroll content
+  public Transform ContentTopBound;
+  public Transform ContentBottomBound;
+
+  // Used to define the top and bottom of the scroll container
+  public Transform ContainerTopBound;
+  public Transform ContainerBottomBound;
+
+  // The current velocity of the content.
+  protected float m_velocity = 0.0f;
+
+  // The dampening force for the edge spring.
+  protected float m_dampingForce = 0.0f;
+  
+  // The location of the scrollable content 
+  // when interaction began.
+  protected Vector3 m_contentPivot; 
+
+
+	protected virtual void Start () {
+    // Set critical dampening force to avoid oscillation.
+    m_dampingForce = Mathf.Sqrt(4.0f * SnapSpringForce); 
+	}
+
+  protected override void ResetPivots() {
+    base.ResetPivots();
+    m_contentPivot = ContentTransform.localPosition;
+  }
+
+  protected override void ApplyPhysics() {
+    applyOverrunSpringForces();
+    applyDrag();
+    applyVelocity();
+  }
+
+  protected void applyDrag() {
+    m_velocity -= m_velocity * Mathf.Max(0, Drag * Time.deltaTime);
+  }
+
+  protected void applyVelocity() {
+    Vector3 currentPosition = ContentTransform.localPosition;
+    currentPosition.y += m_velocity * Time.deltaTime;
+    ContentTransform.localPosition = currentPosition;
+  }
+
+  /// <summary>
+  /// Applies a spring force to velocity to return content to scroller bounds.
+  /// </summary>
+  protected void applyOverrunSpringForces() {
+    float overrunDistance = calculateOverrunMagnitude() * InteractionScale;
+
+    if (overrunDistance != 0.0f) {
+      float springForce = calculate1DSpringForce(overrunDistance);
+      m_velocity += springForce * Time.deltaTime;
+    }
+  }
+
+  // offsetVector is the vector by which the object is offset from the goal
+  protected float calculate1DSpringForce(float offsetVector) {
+    float springForce = offsetVector * SnapSpringForce;
+    float dampingForce = m_dampingForce * (m_velocity);
+    return springForce - dampingForce;
+  }
+
+  // calc the amount and direction (if any) the content has overrun the scroll container.
+  protected float calculateOverrunMagnitude() {
+    float overrunDistance = 0.0f;
+
+    // Put all positions in object space.
+    Vector3 localContentTop = transform.InverseTransformPoint(ContentTopBound.position);
+    Vector3 localContentBottom = transform.InverseTransformPoint(ContentBottomBound.position);
+    Vector3 localContainerTop = transform.InverseTransformPoint(ContainerTopBound.position);
+    Vector3 localContainerBottom = transform.InverseTransformPoint(ContainerBottomBound.position);
+
+    if (localContentTop.y < localContainerTop.y) {
+      overrunDistance = localContainerTop.y - localContentTop.y;
+    }
+    else if (localContentBottom.y > localContainerBottom.y) {
+      overrunDistance = localContainerBottom.y - localContentBottom.y;
+    }
+    
+    return overrunDistance;
+  }
+
+  protected override void ApplyInteractions() {
+    
+    Vector3 targetInteractorPositionChange = transform.parent.InverseTransformPoint(m_target.transform.position) - m_targetPivot;
+    targetInteractorPositionChange *= InteractionScale; 
+    targetInteractorPositionChange.x = 0.0f;
+    targetInteractorPositionChange.z = 0.0f;
+    Vector3 contentCurrentPosition = ContentTransform.localPosition;
+    Vector3 newContentPosition = m_contentPivot + targetInteractorPositionChange;
+    Vector3 velocity = (newContentPosition - contentCurrentPosition) / Time.deltaTime;
+    m_velocity = velocity.y;
+
+    ContentTransform.localPosition = newContentPosition;
+  }
+
+  protected override void ApplyConstraints() {
+    return;
+  }
+
+}