BouncyBone.cs
public sealed class BouncyBone : TransformProxyComponent
{
JiggleBoneState state = new JiggleBoneState();
[Property]
public Vector3 Influence { get; set; } = new Vector3( 1, 1, 1 );
[Property, Range( 0, 50.0f )]
public float Stiffness { get; set; } = 1;
[Property, Range( 0, 50.0f )]
public float Damping { get; set; } = 1;
Transform LocalJigglePosition;
TransformSpring springer;
protected override void OnEnabled()
{
springer = new TransformSpring();
springer.Transform = Transform.World;
LocalJigglePosition = springer.Transform;
base.OnEnabled();
}
protected override void OnUpdate()
{
var oldPos = LocalJigglePosition;
using ( Transform.DisableProxy() )
{
var worldTx = Transform.World;
springer.Stiffness = Stiffness;
springer.Damping = Damping;
springer.UpdateSpring( Transform.World, Time.Delta );
var tx = GameObject.Parent.Transform.World.ToLocal( springer.Transform );
LocalJigglePosition = tx;
}
if ( oldPos != LocalJigglePosition )
{
MarkTransformChanged();
}
}
public override Transform GetLocalTransform()
{
return LocalJigglePosition;
}
}
public struct TransformSpring
{
public Transform Transform;
private Vector3 velocityPosition;
private Vector3 velocityScale;
private Rotation velocityRotation = Rotation.Identity;
public float Stiffness = 1.5f; // Spring stiffness, higher is stiffer
public float Damping = 1.0f; // Damping, higher is less oscillation
public TransformSpring()
{
Transform = global::Transform.Zero;
}
public void UpdateSpring( Transform target, float deltaTime )
{
Transform.Position = SpringLerp( Transform.Position, target.Position, ref velocityPosition, deltaTime );
Transform.Scale = SpringLerp( Transform.Scale, target.Scale, ref velocityScale, deltaTime );
Transform.Rotation = target.Rotation;
}
private Vector3 SpringLerp( Vector3 current, Vector3 target, ref Vector3 velocity, float deltaTime )
{
float omega = 2f * MathF.PI * Stiffness;
float damper = MathF.Exp( -Damping * deltaTime * omega );
Vector3 displacement = current - target;
Vector3 springForce = -omega * omega * displacement;
Vector3 dampingForce = -2f * omega * Damping * velocity;
Vector3 acceleration = springForce + dampingForce;
velocity = (velocity + acceleration * deltaTime) * damper;
return target + displacement + velocity * deltaTime;
}
}