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FollowMultiTargets.cs
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93 lines (83 loc) · 3.9 KB
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using System.Collections.Generic;
using UnityEngine;
/* Copyright (c) 2025 Petar Petrov (PeterSvP)
* https://pi-dev.com * https://store.steampowered.com/pub/pidev
*
* The MIT License (MIT)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* ============= Description =============
* Follows the average position and orientation of multiple target transforms.
* Supports optional axis snapping to align the resulting rotation with a reference transform.
* Useful for group tracking, midpoints, or collective indicators.
*
* ============= Usage =============
* Add transforms to 'targets' and assign a reference to 'objectRoot' for axis snapping.
* Adjust axisSnapStrength to control how strongly to align with the reference up direction.
*/
namespace PiDev.Utilities
{
public class FollowMultiTargets : MonoBehaviour
{
public List<Transform> targets;
public Vector3 SnapToAxis;
public Transform objectRoot;
public float axisSnapStrength; // 0 = follow the average orientation of targets, 1 = snapped to reference axis
void Update()
{
if (targets == null || targets.Count == 0)
return;
// Calculate the average position of all targets
Vector3 averagePosition = Vector3.zero;
foreach (Transform target in targets)
{
if (target != null)
{
averagePosition += target.position;
}
}
averagePosition /= targets.Count;
// Set the position of this object to follow the average position
transform.position = averagePosition;
// Calculate the average rotation of all targets
Quaternion averageRotation = Quaternion.identity;
int validTargetCount = 0;
foreach (Transform target in targets)
{
if (target != null)
{
averageRotation = Quaternion.Slerp(averageRotation, target.rotation, 1.0f / ++validTargetCount);
}
}
// Snap the rotation to the specified axis
if (axisSnapStrength > 0)
{
// Snap to the nearest reference axis while preserving rotation
Vector3 currentUp = averageRotation * Vector3.up; // Local "up" direction
SnapToAxis = objectRoot.transform.up;
Vector3 snappedUp = Vector3.Lerp(currentUp, SnapToAxis, axisSnapStrength).normalized;
// Reconstruct the rotation while snapping the "up" vector
averageRotation = Quaternion.LookRotation(averageRotation * Vector3.forward, snappedUp);
}
// Apply the calculated rotation to this object
transform.rotation = averageRotation;
}
}
}