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

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2020-12-10 14:25:12 +00:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: This object will get hover events and can be attached to the hands
//
//=============================================================================
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using System.Collections.Generic;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class InteractableDebug : MonoBehaviour
{
[System.NonSerialized]
public Hand attachedToHand;
public float simulateReleasesForXSecondsAroundRelease = 0;
public float simulateReleasesEveryXSeconds = 0.005f;
public bool setPositionsForSimulations = false;
private Renderer[] selfRenderers;
private Collider[] colliders;
private Color lastColor;
private Throwable throwable;
private bool isThrowable { get { return throwable != null; } }
private const bool onlyColorOnChange = true;
public new Rigidbody rigidbody;
private void Awake()
{
selfRenderers = this.GetComponentsInChildren<Renderer>();
throwable = this.GetComponent<Throwable>();
rigidbody = this.GetComponent<Rigidbody>();
colliders = this.GetComponentsInChildren<Collider>();
}
private void OnAttachedToHand( Hand hand )
{
attachedToHand = hand;
CreateMarker(Color.green);
}
protected virtual void HandAttachedUpdate(Hand hand)
{
Color grabbedColor;
switch (hand.currentAttachedObjectInfo.Value.grabbedWithType)
{
case GrabTypes.Grip:
grabbedColor = Color.blue;
break;
case GrabTypes.Pinch:
grabbedColor = Color.green;
break;
case GrabTypes.Trigger:
grabbedColor = Color.yellow;
break;
case GrabTypes.Scripted:
grabbedColor = Color.red;
break;
case GrabTypes.None:
default:
grabbedColor = Color.white;
break;
}
if ((onlyColorOnChange && grabbedColor != lastColor) || onlyColorOnChange == false)
ColorSelf(grabbedColor);
lastColor = grabbedColor;
}
private void OnDetachedFromHand( Hand hand )
{
if (isThrowable)
{
Vector3 velocity;
Vector3 angularVelocity;
throwable.GetReleaseVelocities(hand, out velocity, out angularVelocity);
CreateMarker(Color.cyan, velocity.normalized);
}
CreateMarker(Color.red);
attachedToHand = null;
if (isSimulation == false && simulateReleasesForXSecondsAroundRelease != 0)
{
float startTime = -simulateReleasesForXSecondsAroundRelease;
float endTime = simulateReleasesForXSecondsAroundRelease;
List<InteractableDebug> list = new List<InteractableDebug>();
list.Add(this);
for (float offset = startTime; offset <= endTime; offset += simulateReleasesEveryXSeconds)
{
float lerp = Mathf.InverseLerp(startTime, endTime, offset);
InteractableDebug copy = CreateSimulation(hand, offset, Color.Lerp(Color.red, Color.green, lerp));
list.Add(copy);
}
for (int index = 0; index < list.Count; index++)
{
for (int otherIndex = 0; otherIndex < list.Count; otherIndex++)
{
list[index].IgnoreObject(list[otherIndex]);
}
}
}
}
public Collider[] GetColliders()
{
return colliders;
}
public void IgnoreObject(InteractableDebug otherInteractable)
{
Collider[] otherColliders = otherInteractable.GetColliders();
for (int myIndex = 0; myIndex < colliders.Length; myIndex++)
{
for (int otherIndex = 0; otherIndex < otherColliders.Length; otherIndex++)
{
Physics.IgnoreCollision(colliders[myIndex], otherColliders[otherIndex]);
}
}
}
private bool isSimulation = false;
public void SetIsSimulation()
{
isSimulation = true;
}
private InteractableDebug CreateSimulation(Hand fromHand, float timeOffset, Color copyColor)
{
GameObject copy = GameObject.Instantiate(this.gameObject);
InteractableDebug debugCopy = copy.GetComponent<InteractableDebug>();
debugCopy.SetIsSimulation();
debugCopy.ColorSelf(copyColor);
copy.name = string.Format("{0} [offset: {1:0.000}]", copy.name, timeOffset);
Vector3 velocity = fromHand.GetTrackedObjectVelocity(timeOffset);
velocity *= throwable.scaleReleaseVelocity;
debugCopy.rigidbody.velocity = velocity;
return debugCopy;
}
private void CreateMarker(Color markerColor, float destroyAfter = 10)
{
CreateMarker(markerColor, attachedToHand.GetTrackedObjectVelocity().normalized, destroyAfter);
}
private void CreateMarker(Color markerColor, Vector3 forward, float destroyAfter = 10)
{
GameObject baseMarker = GameObject.CreatePrimitive(PrimitiveType.Cube);
DestroyImmediate(baseMarker.GetComponent<Collider>());
baseMarker.transform.localScale = new Vector3(0.02f, 0.02f, 0.02f);
GameObject line = GameObject.Instantiate(baseMarker);
line.transform.localScale = new Vector3(0.01f, 0.01f, 0.25f);
line.transform.parent = baseMarker.transform;
line.transform.localPosition = new Vector3(0, 0, line.transform.localScale.z / 2f);
baseMarker.transform.position = attachedToHand.transform.position;
baseMarker.transform.forward = forward;
ColorThing(markerColor, baseMarker.GetComponentsInChildren<Renderer>());
if (destroyAfter > 0)
Destroy(baseMarker, destroyAfter);
}
private void ColorSelf(Color newColor)
{
ColorThing(newColor, selfRenderers);
}
private void ColorThing(Color newColor, Renderer[] renderers)
{
for (int rendererIndex = 0; rendererIndex < renderers.Length; rendererIndex++)
{
renderers[rendererIndex].material.color = newColor;
}
}
}
}