campfire/Assets/SteamVR/InteractionSystem/Core/Scripts/Throwable.cs
2020-04-29 20:40:05 +03:00

290 lines
9.8 KiB
C#

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Basic throwable object
//
//=============================================================================
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
[RequireComponent( typeof( Interactable ) )]
[RequireComponent( typeof( Rigidbody ) )]
public class Throwable : MonoBehaviour
{
[EnumFlags]
[Tooltip( "The flags used to attach this object to the hand." )]
public Hand.AttachmentFlags attachmentFlags = Hand.AttachmentFlags.ParentToHand | Hand.AttachmentFlags.DetachFromOtherHand | Hand.AttachmentFlags.TurnOnKinematic;
[Tooltip("The local point which acts as a positional and rotational offset to use while held")]
public Transform attachmentOffset;
[Tooltip( "How fast must this object be moving to attach due to a trigger hold instead of a trigger press? (-1 to disable)" )]
public float catchingSpeedThreshold = -1;
public ReleaseStyle releaseVelocityStyle = ReleaseStyle.GetFromHand;
[Tooltip("The time offset used when releasing the object with the RawFromHand option")]
public float releaseVelocityTimeOffset = -0.011f;
public float scaleReleaseVelocity = 1.1f;
[Tooltip("The release velocity magnitude representing the end of the scale release velocity curve. (-1 to disable)")]
public float scaleReleaseVelocityThreshold = -1.0f;
[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.")]
public AnimationCurve scaleReleaseVelocityCurve = AnimationCurve.EaseInOut(0.0f, 0.1f, 1.0f, 1.0f);
[Tooltip( "When detaching the object, should it return to its original parent?" )]
public bool restoreOriginalParent = false;
protected VelocityEstimator velocityEstimator;
protected bool attached = false;
protected float attachTime;
protected Vector3 attachPosition;
protected Quaternion attachRotation;
protected Transform attachEaseInTransform;
public UnityEvent onPickUp;
public UnityEvent onDetachFromHand;
public HandEvent onHeldUpdate;
protected RigidbodyInterpolation hadInterpolation = RigidbodyInterpolation.None;
protected new Rigidbody rigidbody;
[HideInInspector]
public Interactable interactable;
//-------------------------------------------------
protected virtual void Awake()
{
velocityEstimator = GetComponent<VelocityEstimator>();
interactable = GetComponent<Interactable>();
rigidbody = GetComponent<Rigidbody>();
rigidbody.maxAngularVelocity = 50.0f;
if(attachmentOffset != null)
{
// remove?
//interactable.handFollowTransform = attachmentOffset;
}
}
//-------------------------------------------------
protected virtual void OnHandHoverBegin( Hand hand )
{
bool showHint = false;
// "Catch" the throwable by holding down the interaction button instead of pressing it.
// Only do this if the throwable is moving faster than the prescribed threshold speed,
// and if it isn't attached to another hand
if ( !attached && catchingSpeedThreshold != -1)
{
float catchingThreshold = catchingSpeedThreshold * SteamVR_Utils.GetLossyScale(Player.instance.trackingOriginTransform);
GrabTypes bestGrabType = hand.GetBestGrabbingType();
if ( bestGrabType != GrabTypes.None )
{
if (rigidbody.velocity.magnitude >= catchingThreshold)
{
hand.AttachObject( gameObject, bestGrabType, attachmentFlags );
showHint = false;
}
}
}
if ( showHint )
{
hand.ShowGrabHint();
}
}
//-------------------------------------------------
protected virtual void OnHandHoverEnd( Hand hand )
{
hand.HideGrabHint();
}
//-------------------------------------------------
protected virtual void HandHoverUpdate( Hand hand )
{
GrabTypes startingGrabType = hand.GetGrabStarting();
if (startingGrabType != GrabTypes.None)
{
hand.AttachObject( gameObject, startingGrabType, attachmentFlags, attachmentOffset );
hand.HideGrabHint();
}
}
//-------------------------------------------------
protected virtual void OnAttachedToHand( Hand hand )
{
//Debug.Log("<b>[SteamVR Interaction]</b> Pickup: " + hand.GetGrabStarting().ToString());
hadInterpolation = this.rigidbody.interpolation;
attached = true;
onPickUp.Invoke();
hand.HoverLock( null );
rigidbody.interpolation = RigidbodyInterpolation.None;
if (velocityEstimator != null)
velocityEstimator.BeginEstimatingVelocity();
attachTime = Time.time;
attachPosition = transform.position;
attachRotation = transform.rotation;
}
//-------------------------------------------------
protected virtual void OnDetachedFromHand(Hand hand)
{
attached = false;
onDetachFromHand.Invoke();
hand.HoverUnlock(null);
rigidbody.interpolation = hadInterpolation;
Vector3 velocity;
Vector3 angularVelocity;
GetReleaseVelocities(hand, out velocity, out angularVelocity);
rigidbody.velocity = velocity;
rigidbody.angularVelocity = angularVelocity;
}
public virtual void GetReleaseVelocities(Hand hand, out Vector3 velocity, out Vector3 angularVelocity)
{
if (hand.noSteamVRFallbackCamera && releaseVelocityStyle != ReleaseStyle.NoChange)
releaseVelocityStyle = ReleaseStyle.ShortEstimation; // only type that works with fallback hand is short estimation.
switch (releaseVelocityStyle)
{
case ReleaseStyle.ShortEstimation:
if (velocityEstimator != null)
{
velocityEstimator.FinishEstimatingVelocity();
velocity = velocityEstimator.GetVelocityEstimate();
angularVelocity = velocityEstimator.GetAngularVelocityEstimate();
}
else
{
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.");
velocity = rigidbody.velocity;
angularVelocity = rigidbody.angularVelocity;
}
break;
case ReleaseStyle.AdvancedEstimation:
hand.GetEstimatedPeakVelocities(out velocity, out angularVelocity);
break;
case ReleaseStyle.GetFromHand:
velocity = hand.GetTrackedObjectVelocity(releaseVelocityTimeOffset);
angularVelocity = hand.GetTrackedObjectAngularVelocity(releaseVelocityTimeOffset);
break;
default:
case ReleaseStyle.NoChange:
velocity = rigidbody.velocity;
angularVelocity = rigidbody.angularVelocity;
break;
}
if (releaseVelocityStyle != ReleaseStyle.NoChange)
{
float scaleFactor = 1.0f;
if (scaleReleaseVelocityThreshold > 0)
{
scaleFactor = Mathf.Clamp01(scaleReleaseVelocityCurve.Evaluate(velocity.magnitude / scaleReleaseVelocityThreshold));
}
velocity *= (scaleFactor * scaleReleaseVelocity);
}
}
//-------------------------------------------------
protected virtual void HandAttachedUpdate(Hand hand)
{
if (hand.IsGrabEnding(this.gameObject))
{
hand.DetachObject(gameObject, restoreOriginalParent);
// Uncomment to detach ourselves late in the frame.
// This is so that any vehicles the player is attached to
// have a chance to finish updating themselves.
// If we detach now, our position could be behind what it
// will be at the end of the frame, and the object may appear
// to teleport behind the hand when the player releases it.
//StartCoroutine( LateDetach( hand ) );
}
if (onHeldUpdate != null)
onHeldUpdate.Invoke(hand);
}
//-------------------------------------------------
protected virtual IEnumerator LateDetach( Hand hand )
{
yield return new WaitForEndOfFrame();
hand.DetachObject( gameObject, restoreOriginalParent );
}
//-------------------------------------------------
protected virtual void OnHandFocusAcquired( Hand hand )
{
gameObject.SetActive( true );
if (velocityEstimator != null)
velocityEstimator.BeginEstimatingVelocity();
}
//-------------------------------------------------
protected virtual void OnHandFocusLost( Hand hand )
{
gameObject.SetActive( false );
if (velocityEstimator != null)
velocityEstimator.FinishEstimatingVelocity();
}
}
public enum ReleaseStyle
{
NoChange,
GetFromHand,
ShortEstimation,
AdvancedEstimation,
}
}