549 lines
16 KiB
C#
549 lines
16 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Interactable that can be used to move in a circular motion
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//
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//=============================================================================
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using UnityEngine;
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using UnityEngine.Events;
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using System.Collections;
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namespace Valve.VR.InteractionSystem
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{
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//-------------------------------------------------------------------------
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[RequireComponent( typeof( Interactable ) )]
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public class CircularDrive : MonoBehaviour
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{
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public enum Axis_t
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{
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XAxis,
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YAxis,
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ZAxis
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};
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[Tooltip( "The axis around which the circular drive will rotate in local space" )]
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public Axis_t axisOfRotation = Axis_t.XAxis;
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[Tooltip( "Child GameObject which has the Collider component to initiate interaction, only needs to be set if there is more than one Collider child" )]
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public Collider childCollider = null;
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[Tooltip( "A LinearMapping component to drive, if not specified one will be dynamically added to this GameObject" )]
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public LinearMapping linearMapping;
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[Tooltip( "If true, the drive will stay manipulating as long as the button is held down, if false, it will stop if the controller moves out of the collider" )]
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public bool hoverLock = false;
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[HeaderAttribute( "Limited Rotation" )]
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[Tooltip( "If true, the rotation will be limited to [minAngle, maxAngle], if false, the rotation is unlimited" )]
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public bool limited = false;
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public Vector2 frozenDistanceMinMaxThreshold = new Vector2( 0.1f, 0.2f );
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public UnityEvent onFrozenDistanceThreshold;
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[HeaderAttribute( "Limited Rotation Min" )]
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[Tooltip( "If limited is true, the specifies the lower limit, otherwise value is unused" )]
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public float minAngle = -45.0f;
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[Tooltip( "If limited, set whether drive will freeze its angle when the min angle is reached" )]
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public bool freezeOnMin = false;
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[Tooltip( "If limited, event invoked when minAngle is reached" )]
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public UnityEvent onMinAngle;
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[HeaderAttribute( "Limited Rotation Max" )]
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[Tooltip( "If limited is true, the specifies the upper limit, otherwise value is unused" )]
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public float maxAngle = 45.0f;
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[Tooltip( "If limited, set whether drive will freeze its angle when the max angle is reached" )]
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public bool freezeOnMax = false;
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[Tooltip( "If limited, event invoked when maxAngle is reached" )]
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public UnityEvent onMaxAngle;
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[Tooltip( "If limited is true, this forces the starting angle to be startAngle, clamped to [minAngle, maxAngle]" )]
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public bool forceStart = false;
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[Tooltip( "If limited is true and forceStart is true, the starting angle will be this, clamped to [minAngle, maxAngle]" )]
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public float startAngle = 0.0f;
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[Tooltip( "If true, the transform of the GameObject this component is on will be rotated accordingly" )]
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public bool rotateGameObject = true;
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[Tooltip( "If true, the path of the Hand (red) and the projected value (green) will be drawn" )]
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public bool debugPath = false;
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[Tooltip( "If debugPath is true, this is the maximum number of GameObjects to create to draw the path" )]
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public int dbgPathLimit = 50;
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[Tooltip( "If not null, the TextMesh will display the linear value and the angular value of this circular drive" )]
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public TextMesh debugText = null;
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[Tooltip( "The output angle value of the drive in degrees, unlimited will increase or decrease without bound, take the 360 modulus to find number of rotations" )]
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public float outAngle;
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private Quaternion start;
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private Vector3 worldPlaneNormal = new Vector3( 1.0f, 0.0f, 0.0f );
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private Vector3 localPlaneNormal = new Vector3( 1.0f, 0.0f, 0.0f );
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private Vector3 lastHandProjected;
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private Color red = new Color( 1.0f, 0.0f, 0.0f );
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private Color green = new Color( 0.0f, 1.0f, 0.0f );
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private GameObject[] dbgHandObjects;
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private GameObject[] dbgProjObjects;
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private GameObject dbgObjectsParent;
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private int dbgObjectCount = 0;
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private int dbgObjectIndex = 0;
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private bool driving = false;
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// If the drive is limited as is at min/max, angles greater than this are ignored
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private float minMaxAngularThreshold = 1.0f;
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private bool frozen = false;
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private float frozenAngle = 0.0f;
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private Vector3 frozenHandWorldPos = new Vector3( 0.0f, 0.0f, 0.0f );
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private Vector2 frozenSqDistanceMinMaxThreshold = new Vector2( 0.0f, 0.0f );
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private Hand handHoverLocked = null;
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private Interactable interactable;
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//-------------------------------------------------
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private void Freeze( Hand hand )
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{
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frozen = true;
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frozenAngle = outAngle;
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frozenHandWorldPos = hand.hoverSphereTransform.position;
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frozenSqDistanceMinMaxThreshold.x = frozenDistanceMinMaxThreshold.x * frozenDistanceMinMaxThreshold.x;
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frozenSqDistanceMinMaxThreshold.y = frozenDistanceMinMaxThreshold.y * frozenDistanceMinMaxThreshold.y;
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}
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//-------------------------------------------------
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private void UnFreeze()
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{
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frozen = false;
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frozenHandWorldPos.Set( 0.0f, 0.0f, 0.0f );
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}
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private void Awake()
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{
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interactable = this.GetComponent<Interactable>();
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}
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//-------------------------------------------------
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private void Start()
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{
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if ( childCollider == null )
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{
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childCollider = GetComponentInChildren<Collider>();
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}
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if ( linearMapping == null )
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{
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linearMapping = GetComponent<LinearMapping>();
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}
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if ( linearMapping == null )
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{
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linearMapping = gameObject.AddComponent<LinearMapping>();
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}
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worldPlaneNormal = new Vector3( 0.0f, 0.0f, 0.0f );
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worldPlaneNormal[(int)axisOfRotation] = 1.0f;
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localPlaneNormal = worldPlaneNormal;
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if ( transform.parent )
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{
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worldPlaneNormal = transform.parent.localToWorldMatrix.MultiplyVector( worldPlaneNormal ).normalized;
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}
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if ( limited )
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{
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start = Quaternion.identity;
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outAngle = transform.localEulerAngles[(int)axisOfRotation];
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if ( forceStart )
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{
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outAngle = Mathf.Clamp( startAngle, minAngle, maxAngle );
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}
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}
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else
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{
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start = Quaternion.AngleAxis( transform.localEulerAngles[(int)axisOfRotation], localPlaneNormal );
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outAngle = 0.0f;
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}
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if ( debugText )
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{
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debugText.alignment = TextAlignment.Left;
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debugText.anchor = TextAnchor.UpperLeft;
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}
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UpdateAll();
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}
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//-------------------------------------------------
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void OnDisable()
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{
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if ( handHoverLocked )
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{
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handHoverLocked.HideGrabHint();
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handHoverLocked.HoverUnlock(interactable);
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handHoverLocked = null;
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}
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}
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//-------------------------------------------------
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private IEnumerator HapticPulses( Hand hand, float flMagnitude, int nCount )
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{
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if ( hand != null )
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{
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int nRangeMax = (int)Util.RemapNumberClamped( flMagnitude, 0.0f, 1.0f, 100.0f, 900.0f );
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nCount = Mathf.Clamp( nCount, 1, 10 );
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//float hapticDuration = nRangeMax * nCount;
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//hand.TriggerHapticPulse(hapticDuration, nRangeMax, flMagnitude);
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for ( ushort i = 0; i < nCount; ++i )
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{
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ushort duration = (ushort)Random.Range( 100, nRangeMax );
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hand.TriggerHapticPulse( duration );
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yield return new WaitForSeconds( .01f );
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}
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}
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}
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//-------------------------------------------------
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private void OnHandHoverBegin( Hand hand )
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{
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hand.ShowGrabHint();
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}
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//-------------------------------------------------
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private void OnHandHoverEnd( Hand hand )
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{
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hand.HideGrabHint();
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if ( driving && hand )
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{
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//hand.TriggerHapticPulse() //todo: fix
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StartCoroutine( HapticPulses( hand, 1.0f, 10 ) );
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}
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driving = false;
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handHoverLocked = null;
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}
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private GrabTypes grabbedWithType;
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//-------------------------------------------------
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private void HandHoverUpdate( Hand hand )
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{
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GrabTypes startingGrabType = hand.GetGrabStarting();
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bool isGrabEnding = hand.IsGrabbingWithType(grabbedWithType) == false;
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if (grabbedWithType == GrabTypes.None && startingGrabType != GrabTypes.None)
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{
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grabbedWithType = startingGrabType;
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// Trigger was just pressed
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lastHandProjected = ComputeToTransformProjected( hand.hoverSphereTransform );
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if ( hoverLock )
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{
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hand.HoverLock(interactable);
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handHoverLocked = hand;
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}
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driving = true;
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ComputeAngle( hand );
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UpdateAll();
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hand.HideGrabHint();
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}
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else if (grabbedWithType != GrabTypes.None && isGrabEnding)
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{
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// Trigger was just released
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if ( hoverLock )
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{
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hand.HoverUnlock(interactable);
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handHoverLocked = null;
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}
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driving = false;
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grabbedWithType = GrabTypes.None;
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}
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if ( driving && isGrabEnding == false && hand.hoveringInteractable == this.interactable )
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{
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ComputeAngle( hand );
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UpdateAll();
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}
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}
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//-------------------------------------------------
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private Vector3 ComputeToTransformProjected( Transform xForm )
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{
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Vector3 toTransform = ( xForm.position - transform.position ).normalized;
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Vector3 toTransformProjected = new Vector3( 0.0f, 0.0f, 0.0f );
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// Need a non-zero distance from the hand to the center of the CircularDrive
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if ( toTransform.sqrMagnitude > 0.0f )
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{
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toTransformProjected = Vector3.ProjectOnPlane( toTransform, worldPlaneNormal ).normalized;
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}
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else
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{
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Debug.LogFormat("<b>[SteamVR Interaction]</b> The collider needs to be a minimum distance away from the CircularDrive GameObject {0}", gameObject.ToString() );
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Debug.Assert( false, string.Format("<b>[SteamVR Interaction]</b> The collider needs to be a minimum distance away from the CircularDrive GameObject {0}", gameObject.ToString() ) );
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}
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if ( debugPath && dbgPathLimit > 0 )
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{
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DrawDebugPath( xForm, toTransformProjected );
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}
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return toTransformProjected;
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}
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//-------------------------------------------------
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private void DrawDebugPath( Transform xForm, Vector3 toTransformProjected )
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{
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if ( dbgObjectCount == 0 )
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{
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dbgObjectsParent = new GameObject( "Circular Drive Debug" );
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dbgHandObjects = new GameObject[dbgPathLimit];
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dbgProjObjects = new GameObject[dbgPathLimit];
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dbgObjectCount = dbgPathLimit;
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dbgObjectIndex = 0;
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}
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//Actual path
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GameObject gSphere = null;
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if ( dbgHandObjects[dbgObjectIndex] )
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{
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gSphere = dbgHandObjects[dbgObjectIndex];
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}
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else
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{
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gSphere = GameObject.CreatePrimitive( PrimitiveType.Sphere );
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gSphere.transform.SetParent( dbgObjectsParent.transform );
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dbgHandObjects[dbgObjectIndex] = gSphere;
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}
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gSphere.name = string.Format( "actual_{0}", (int)( ( 1.0f - red.r ) * 10.0f ) );
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gSphere.transform.position = xForm.position;
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gSphere.transform.rotation = Quaternion.Euler( 0.0f, 0.0f, 0.0f );
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gSphere.transform.localScale = new Vector3( 0.004f, 0.004f, 0.004f );
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gSphere.gameObject.GetComponent<Renderer>().material.color = red;
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if ( red.r > 0.1f )
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{
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red.r -= 0.1f;
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}
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else
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{
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red.r = 1.0f;
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}
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//Projected path
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gSphere = null;
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if ( dbgProjObjects[dbgObjectIndex] )
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{
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gSphere = dbgProjObjects[dbgObjectIndex];
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}
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else
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{
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gSphere = GameObject.CreatePrimitive( PrimitiveType.Sphere );
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gSphere.transform.SetParent( dbgObjectsParent.transform );
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dbgProjObjects[dbgObjectIndex] = gSphere;
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}
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gSphere.name = string.Format( "projed_{0}", (int)( ( 1.0f - green.g ) * 10.0f ) );
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gSphere.transform.position = transform.position + toTransformProjected * 0.25f;
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gSphere.transform.rotation = Quaternion.Euler( 0.0f, 0.0f, 0.0f );
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gSphere.transform.localScale = new Vector3( 0.004f, 0.004f, 0.004f );
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gSphere.gameObject.GetComponent<Renderer>().material.color = green;
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if ( green.g > 0.1f )
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{
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green.g -= 0.1f;
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}
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else
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{
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green.g = 1.0f;
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}
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dbgObjectIndex = ( dbgObjectIndex + 1 ) % dbgObjectCount;
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}
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//-------------------------------------------------
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// Updates the LinearMapping value from the angle
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//-------------------------------------------------
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private void UpdateLinearMapping()
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{
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if ( limited )
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{
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// Map it to a [0, 1] value
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linearMapping.value = ( outAngle - minAngle ) / ( maxAngle - minAngle );
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}
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else
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{
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// Normalize to [0, 1] based on 360 degree windings
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float flTmp = outAngle / 360.0f;
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linearMapping.value = flTmp - Mathf.Floor( flTmp );
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}
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UpdateDebugText();
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}
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//-------------------------------------------------
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// Updates the LinearMapping value from the angle
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//-------------------------------------------------
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private void UpdateGameObject()
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{
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if ( rotateGameObject )
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{
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transform.localRotation = start * Quaternion.AngleAxis( outAngle, localPlaneNormal );
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}
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}
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//-------------------------------------------------
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// Updates the Debug TextMesh with the linear mapping value and the angle
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//-------------------------------------------------
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private void UpdateDebugText()
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{
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if ( debugText )
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{
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debugText.text = string.Format( "Linear: {0}\nAngle: {1}\n", linearMapping.value, outAngle );
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}
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}
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//-------------------------------------------------
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// Updates the Debug TextMesh with the linear mapping value and the angle
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//-------------------------------------------------
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private void UpdateAll()
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{
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UpdateLinearMapping();
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UpdateGameObject();
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UpdateDebugText();
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}
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//-------------------------------------------------
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// Computes the angle to rotate the game object based on the change in the transform
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//-------------------------------------------------
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private void ComputeAngle( Hand hand )
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{
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Vector3 toHandProjected = ComputeToTransformProjected( hand.hoverSphereTransform );
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if ( !toHandProjected.Equals( lastHandProjected ) )
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{
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float absAngleDelta = Vector3.Angle( lastHandProjected, toHandProjected );
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if ( absAngleDelta > 0.0f )
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{
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if ( frozen )
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{
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float frozenSqDist = ( hand.hoverSphereTransform.position - frozenHandWorldPos ).sqrMagnitude;
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if ( frozenSqDist > frozenSqDistanceMinMaxThreshold.x )
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{
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outAngle = frozenAngle + Random.Range( -1.0f, 1.0f );
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float magnitude = Util.RemapNumberClamped( frozenSqDist, frozenSqDistanceMinMaxThreshold.x, frozenSqDistanceMinMaxThreshold.y, 0.0f, 1.0f );
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if ( magnitude > 0 )
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{
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StartCoroutine( HapticPulses( hand, magnitude, 10 ) );
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}
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else
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{
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StartCoroutine( HapticPulses( hand, 0.5f, 10 ) );
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}
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if ( frozenSqDist >= frozenSqDistanceMinMaxThreshold.y )
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{
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onFrozenDistanceThreshold.Invoke();
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}
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}
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}
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else
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{
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Vector3 cross = Vector3.Cross( lastHandProjected, toHandProjected ).normalized;
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float dot = Vector3.Dot( worldPlaneNormal, cross );
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float signedAngleDelta = absAngleDelta;
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if ( dot < 0.0f )
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{
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signedAngleDelta = -signedAngleDelta;
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}
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if ( limited )
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{
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float angleTmp = Mathf.Clamp( outAngle + signedAngleDelta, minAngle, maxAngle );
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if ( outAngle == minAngle )
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{
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if ( angleTmp > minAngle && absAngleDelta < minMaxAngularThreshold )
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{
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outAngle = angleTmp;
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lastHandProjected = toHandProjected;
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}
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}
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else if ( outAngle == maxAngle )
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{
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if ( angleTmp < maxAngle && absAngleDelta < minMaxAngularThreshold )
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{
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outAngle = angleTmp;
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lastHandProjected = toHandProjected;
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}
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}
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else if ( angleTmp == minAngle )
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{
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outAngle = angleTmp;
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lastHandProjected = toHandProjected;
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onMinAngle.Invoke();
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if ( freezeOnMin )
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{
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Freeze( hand );
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}
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}
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else if ( angleTmp == maxAngle )
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{
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outAngle = angleTmp;
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lastHandProjected = toHandProjected;
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onMaxAngle.Invoke();
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if ( freezeOnMax )
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{
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Freeze( hand );
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}
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}
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else
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{
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outAngle = angleTmp;
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lastHandProjected = toHandProjected;
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}
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}
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else
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{
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outAngle += signedAngleDelta;
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lastHandProjected = toHandProjected;
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}
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}
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}
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}
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}
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}
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}
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