holopy3/Assets/SteamVR/InteractionSystem/Core/Scripts/HandPhysics.cs

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2020-12-10 14:25:12 +00:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: handles the physics of hands colliding with the world
//
//=============================================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Valve.VR.InteractionSystem
{
public class HandPhysics : MonoBehaviour
{
[Tooltip("Hand collider prefab to instantiate")]
public HandCollider handColliderPrefab;
[HideInInspector]
public HandCollider handCollider;
[Tooltip("Layers to consider when checking if an area is clear")]
public LayerMask clearanceCheckMask;
[HideInInspector]
public Hand hand;
// distance at which hand will teleport back to controller
const float handResetDistance = 0.6f;
const float collisionReenableClearanceRadius = 0.1f;
private bool initialized = false;
private bool collisionsEnabled = true;
private void Start()
{
hand = GetComponent<Hand>();
//spawn hand collider and link it to us
handCollider = ((GameObject)Instantiate(handColliderPrefab.gameObject)).GetComponent<HandCollider>();
Vector3 localPosition = handCollider.transform.localPosition;
Quaternion localRotation = handCollider.transform.localRotation;
handCollider.transform.parent = Player.instance.transform;
handCollider.transform.localPosition = localPosition;
handCollider.transform.localRotation = localRotation;
handCollider.hand = this;
GetComponent<SteamVR_Behaviour_Pose>().onTransformUpdated.AddListener(UpdateHand);
}
// cached transformations
Matrix4x4 wristToRoot;
Matrix4x4 rootToArmature;
Matrix4x4 wristToArmature;
Vector3 targetPosition = Vector3.zero;
Quaternion targetRotation = Quaternion.identity;
//bones
const int wristBone = SteamVR_Skeleton_JointIndexes.wrist;
const int rootBone = SteamVR_Skeleton_JointIndexes.root;
private void FixedUpdate()
{
if (hand.skeleton == null) return;
initialized = true;
UpdateCenterPoint();
handCollider.MoveTo(targetPosition, targetRotation);
if ((handCollider.transform.position - targetPosition).sqrMagnitude > handResetDistance * handResetDistance)
handCollider.TeleportTo(targetPosition, targetRotation);
UpdateFingertips();
}
private void UpdateCenterPoint()
{
Vector3 offset = hand.skeleton.GetBonePosition(SteamVR_Skeleton_JointIndexes.middleProximal) - hand.skeleton.GetBonePosition(SteamVR_Skeleton_JointIndexes.root);
if (hand.HasSkeleton())
{
handCollider.SetCenterPoint(hand.skeleton.transform.position + offset);
}
}
Collider[] clearanceBuffer = new Collider[1];
private void UpdatePositions()
{
// disable collisions when holding something
if (hand.currentAttachedObject != null)
{
collisionsEnabled = false;
}
else
{
// wait for area to become clear before reenabling collisions
if (!collisionsEnabled)
{
clearanceBuffer[0] = null;
Physics.OverlapSphereNonAlloc(hand.objectAttachmentPoint.position, collisionReenableClearanceRadius, clearanceBuffer);
// if we don't find anything in the vicinity, reenable collisions!
if (clearanceBuffer[0] == null)
{
collisionsEnabled = true;
}
}
}
handCollider.SetCollisionDetectionEnabled(collisionsEnabled);
if (hand.skeleton == null) return;
initialized = true;
// get the desired pose of the wrist in world space. Can't get the wrist bone transform, as this is affected by the resulting physics.
wristToRoot = Matrix4x4.TRS(ProcessPos(wristBone, hand.skeleton.GetBone(wristBone).localPosition),
ProcessRot(wristBone, hand.skeleton.GetBone(wristBone).localRotation),
Vector3.one).inverse;
rootToArmature = Matrix4x4.TRS(ProcessPos(rootBone, hand.skeleton.GetBone(rootBone).localPosition),
ProcessRot(rootBone, hand.skeleton.GetBone(rootBone).localRotation),
Vector3.one).inverse;
wristToArmature = (wristToRoot * rootToArmature).inverse;
// step up through virtual transform hierarchy and into world space
targetPosition = transform.TransformPoint(wristToArmature.MultiplyPoint3x4(Vector3.zero));
targetRotation = transform.rotation * wristToArmature.GetRotation();
//bypass physics when game paused
if (Time.timeScale == 0)
{
handCollider.TeleportTo(targetPosition, targetRotation);
}
}
Transform wrist;
const int thumbBone = SteamVR_Skeleton_JointIndexes.thumbDistal;
const int indexBone = SteamVR_Skeleton_JointIndexes.indexDistal;
const int middleBone = SteamVR_Skeleton_JointIndexes.middleDistal;
const int ringBone = SteamVR_Skeleton_JointIndexes.ringDistal;
const int pinkyBone = SteamVR_Skeleton_JointIndexes.pinkyDistal;
void UpdateFingertips()
{
wrist = hand.skeleton.GetBone(SteamVR_Skeleton_JointIndexes.wrist);
// set finger tip positions in wrist space
for(int finger = 0; finger < 5; finger++)
{
int tip = SteamVR_Skeleton_JointIndexes.GetBoneForFingerTip(finger);
int bone = tip;
for(int i = 0; i < handCollider.fingerColliders[finger].Length; i++)
{
bone = tip - 1 - i; // start at distal and go down
if (handCollider.fingerColliders[finger][i] != null)
handCollider.fingerColliders[finger][i].localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(bone).position);
}
}
/*
if(handCollider.tip_thumb != null)
handCollider.tip_thumb.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(thumbBone).position);
if(handCollider.tip_index != null)
handCollider.tip_index.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(indexBone).position);
if(handCollider.tip_middle != null)
handCollider.tip_middle.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(middleBone).position);
if(handCollider.tip_ring != null)
handCollider.tip_ring.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(ringBone).position);
if (handCollider.tip_pinky != null)
handCollider.tip_pinky.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(pinkyBone).position);
*/
}
void UpdateHand(SteamVR_Behaviour_Pose pose, SteamVR_Input_Sources inputSource)
{
if (!initialized) return;
UpdateCenterPoint();
UpdatePositions();
Quaternion offsetRotation = handCollider.transform.rotation * wristToArmature.inverse.GetRotation();
hand.mainRenderModel.transform.rotation = offsetRotation;
Vector3 offsetPosition = handCollider.transform.TransformPoint(wristToArmature.inverse.MultiplyPoint3x4(Vector3.zero));
hand.mainRenderModel.transform.position = offsetPosition;
/*
Vector3 wristPointInArmatureSpace = transform.InverseTransformPoint(handCollider.transform.position);
Vector3 handTargetPosition =
hand.mainRenderModel.transform.position = handTargetPosition;
//Quaternion handTargetRotation = transform.rotation * (wristToArmature.inverse.rotation * (Quaternion.Inverse(transform.rotation) * handCollider.transform.rotation));
//hand.mainRenderModel.transform.rotation = handTargetRotation;
*/
}
Vector3 ProcessPos(int boneIndex, Vector3 pos)
{
if(hand.skeleton.mirroring != SteamVR_Behaviour_Skeleton.MirrorType.None)
{
return SteamVR_Behaviour_Skeleton.MirrorPosition(boneIndex, pos);
}
return pos;
}
Quaternion ProcessRot(int boneIndex, Quaternion rot)
{
if (hand.skeleton.mirroring != SteamVR_Behaviour_Skeleton.MirrorType.None)
{
return SteamVR_Behaviour_Skeleton.MirrorRotation(boneIndex, rot);
}
return rot;
}
}
}