view Orchestland/Assets/LeapMotion/Widgets/Scripts/Scroll/ScrollBase.cs @ 3:0030a1b971fb default tip

merge
author Yuta ANSE <e135745@ie.u-ryukyu.ac.jp>
date Fri, 17 Jul 2015 23:23:43 +0900
parents f7675884f2a1
children
line wrap: on
line source

´╗┐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;
  }

}