290 lines
9.8 KiB
C#
290 lines
9.8 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Basic throwable object
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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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[RequireComponent( typeof( Rigidbody ) )]
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public class Throwable : MonoBehaviour
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{
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[EnumFlags]
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[Tooltip( "The flags used to attach this object to the hand." )]
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public Hand.AttachmentFlags attachmentFlags = Hand.AttachmentFlags.ParentToHand | Hand.AttachmentFlags.DetachFromOtherHand | Hand.AttachmentFlags.TurnOnKinematic;
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[Tooltip("The local point which acts as a positional and rotational offset to use while held")]
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public Transform attachmentOffset;
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[Tooltip( "How fast must this object be moving to attach due to a trigger hold instead of a trigger press? (-1 to disable)" )]
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public float catchingSpeedThreshold = -1;
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public ReleaseStyle releaseVelocityStyle = ReleaseStyle.GetFromHand;
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[Tooltip("The time offset used when releasing the object with the RawFromHand option")]
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public float releaseVelocityTimeOffset = -0.011f;
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public float scaleReleaseVelocity = 1.1f;
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[Tooltip("The release velocity magnitude representing the end of the scale release velocity curve. (-1 to disable)")]
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public float scaleReleaseVelocityThreshold = -1.0f;
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[Tooltip("Use this curve to ease into the scaled release velocity based on the magnitude of the measured release velocity. This allows greater differentiation between a drop, toss, and throw.")]
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public AnimationCurve scaleReleaseVelocityCurve = AnimationCurve.EaseInOut(0.0f, 0.1f, 1.0f, 1.0f);
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[Tooltip( "When detaching the object, should it return to its original parent?" )]
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public bool restoreOriginalParent = false;
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protected VelocityEstimator velocityEstimator;
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protected bool attached = false;
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protected float attachTime;
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protected Vector3 attachPosition;
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protected Quaternion attachRotation;
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protected Transform attachEaseInTransform;
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public UnityEvent onPickUp;
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public UnityEvent onDetachFromHand;
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public HandEvent onHeldUpdate;
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protected RigidbodyInterpolation hadInterpolation = RigidbodyInterpolation.None;
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protected new Rigidbody rigidbody;
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[HideInInspector]
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public Interactable interactable;
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//-------------------------------------------------
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protected virtual void Awake()
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{
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velocityEstimator = GetComponent<VelocityEstimator>();
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interactable = GetComponent<Interactable>();
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rigidbody = GetComponent<Rigidbody>();
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rigidbody.maxAngularVelocity = 50.0f;
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if(attachmentOffset != null)
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{
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// remove?
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//interactable.handFollowTransform = attachmentOffset;
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}
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}
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//-------------------------------------------------
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protected virtual void OnHandHoverBegin( Hand hand )
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{
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bool showHint = false;
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// "Catch" the throwable by holding down the interaction button instead of pressing it.
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// Only do this if the throwable is moving faster than the prescribed threshold speed,
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// and if it isn't attached to another hand
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if ( !attached && catchingSpeedThreshold != -1)
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{
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float catchingThreshold = catchingSpeedThreshold * SteamVR_Utils.GetLossyScale(Player.instance.trackingOriginTransform);
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GrabTypes bestGrabType = hand.GetBestGrabbingType();
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if ( bestGrabType != GrabTypes.None )
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{
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if (rigidbody.velocity.magnitude >= catchingThreshold)
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{
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hand.AttachObject( gameObject, bestGrabType, attachmentFlags );
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showHint = false;
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}
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}
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}
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if ( showHint )
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{
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hand.ShowGrabHint();
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}
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}
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//-------------------------------------------------
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protected virtual void OnHandHoverEnd( Hand hand )
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{
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hand.HideGrabHint();
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}
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//-------------------------------------------------
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protected virtual void HandHoverUpdate( Hand hand )
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{
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GrabTypes startingGrabType = hand.GetGrabStarting();
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if (startingGrabType != GrabTypes.None)
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{
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hand.AttachObject( gameObject, startingGrabType, attachmentFlags, attachmentOffset );
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hand.HideGrabHint();
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}
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}
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//-------------------------------------------------
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protected virtual void OnAttachedToHand( Hand hand )
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{
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//Debug.Log("<b>[SteamVR Interaction]</b> Pickup: " + hand.GetGrabStarting().ToString());
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hadInterpolation = this.rigidbody.interpolation;
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attached = true;
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onPickUp.Invoke();
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hand.HoverLock( null );
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rigidbody.interpolation = RigidbodyInterpolation.None;
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if (velocityEstimator != null)
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velocityEstimator.BeginEstimatingVelocity();
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attachTime = Time.time;
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attachPosition = transform.position;
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attachRotation = transform.rotation;
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}
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//-------------------------------------------------
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protected virtual void OnDetachedFromHand(Hand hand)
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{
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attached = false;
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onDetachFromHand.Invoke();
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hand.HoverUnlock(null);
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rigidbody.interpolation = hadInterpolation;
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Vector3 velocity;
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Vector3 angularVelocity;
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GetReleaseVelocities(hand, out velocity, out angularVelocity);
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rigidbody.velocity = velocity;
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rigidbody.angularVelocity = angularVelocity;
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}
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public virtual void GetReleaseVelocities(Hand hand, out Vector3 velocity, out Vector3 angularVelocity)
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{
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if (hand.noSteamVRFallbackCamera && releaseVelocityStyle != ReleaseStyle.NoChange)
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releaseVelocityStyle = ReleaseStyle.ShortEstimation; // only type that works with fallback hand is short estimation.
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switch (releaseVelocityStyle)
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{
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case ReleaseStyle.ShortEstimation:
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if (velocityEstimator != null)
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{
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velocityEstimator.FinishEstimatingVelocity();
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velocity = velocityEstimator.GetVelocityEstimate();
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angularVelocity = velocityEstimator.GetAngularVelocityEstimate();
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}
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else
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{
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Debug.LogWarning("[SteamVR Interaction System] Throwable: No Velocity Estimator component on object but release style set to short estimation. Please add one or change the release style.");
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velocity = rigidbody.velocity;
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angularVelocity = rigidbody.angularVelocity;
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}
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break;
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case ReleaseStyle.AdvancedEstimation:
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hand.GetEstimatedPeakVelocities(out velocity, out angularVelocity);
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break;
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case ReleaseStyle.GetFromHand:
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velocity = hand.GetTrackedObjectVelocity(releaseVelocityTimeOffset);
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angularVelocity = hand.GetTrackedObjectAngularVelocity(releaseVelocityTimeOffset);
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break;
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default:
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case ReleaseStyle.NoChange:
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velocity = rigidbody.velocity;
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angularVelocity = rigidbody.angularVelocity;
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break;
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}
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if (releaseVelocityStyle != ReleaseStyle.NoChange)
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{
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float scaleFactor = 1.0f;
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if (scaleReleaseVelocityThreshold > 0)
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{
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scaleFactor = Mathf.Clamp01(scaleReleaseVelocityCurve.Evaluate(velocity.magnitude / scaleReleaseVelocityThreshold));
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}
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velocity *= (scaleFactor * scaleReleaseVelocity);
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}
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}
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//-------------------------------------------------
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protected virtual void HandAttachedUpdate(Hand hand)
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{
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if (hand.IsGrabEnding(this.gameObject))
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{
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hand.DetachObject(gameObject, restoreOriginalParent);
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// Uncomment to detach ourselves late in the frame.
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// This is so that any vehicles the player is attached to
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// have a chance to finish updating themselves.
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// If we detach now, our position could be behind what it
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// will be at the end of the frame, and the object may appear
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// to teleport behind the hand when the player releases it.
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//StartCoroutine( LateDetach( hand ) );
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}
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if (onHeldUpdate != null)
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onHeldUpdate.Invoke(hand);
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}
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//-------------------------------------------------
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protected virtual IEnumerator LateDetach( Hand hand )
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{
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yield return new WaitForEndOfFrame();
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hand.DetachObject( gameObject, restoreOriginalParent );
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}
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//-------------------------------------------------
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protected virtual void OnHandFocusAcquired( Hand hand )
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{
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gameObject.SetActive( true );
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if (velocityEstimator != null)
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velocityEstimator.BeginEstimatingVelocity();
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}
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//-------------------------------------------------
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protected virtual void OnHandFocusLost( Hand hand )
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{
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gameObject.SetActive( false );
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if (velocityEstimator != null)
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velocityEstimator.FinishEstimatingVelocity();
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}
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}
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public enum ReleaseStyle
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{
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NoChange,
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GetFromHand,
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ShortEstimation,
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AdvancedEstimation,
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}
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}
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