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

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2020-12-10 14:25:12 +00:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Drives a linear mapping based on position between 2 positions
//
//=============================================================================
using UnityEngine;
using System.Collections;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
[RequireComponent( typeof( Interactable ) )]
public class LinearDrive : MonoBehaviour
{
public Transform startPosition;
public Transform endPosition;
public LinearMapping linearMapping;
public bool repositionGameObject = true;
public bool maintainMomemntum = true;
public float momemtumDampenRate = 5.0f;
protected Hand.AttachmentFlags attachmentFlags = Hand.AttachmentFlags.DetachFromOtherHand;
protected float initialMappingOffset;
protected int numMappingChangeSamples = 5;
protected float[] mappingChangeSamples;
protected float prevMapping = 0.0f;
protected float mappingChangeRate;
protected int sampleCount = 0;
protected Interactable interactable;
protected virtual void Awake()
{
mappingChangeSamples = new float[numMappingChangeSamples];
interactable = GetComponent<Interactable>();
}
protected virtual void Start()
{
if ( linearMapping == null )
{
linearMapping = GetComponent<LinearMapping>();
}
if ( linearMapping == null )
{
linearMapping = gameObject.AddComponent<LinearMapping>();
}
initialMappingOffset = linearMapping.value;
if ( repositionGameObject )
{
UpdateLinearMapping( transform );
}
}
protected virtual void HandHoverUpdate( Hand hand )
{
GrabTypes startingGrabType = hand.GetGrabStarting();
if (interactable.attachedToHand == null && startingGrabType != GrabTypes.None)
{
initialMappingOffset = linearMapping.value - CalculateLinearMapping( hand.transform );
sampleCount = 0;
mappingChangeRate = 0.0f;
hand.AttachObject(gameObject, startingGrabType, attachmentFlags);
}
}
protected virtual void HandAttachedUpdate(Hand hand)
{
UpdateLinearMapping(hand.transform);
if (hand.IsGrabEnding(this.gameObject))
{
hand.DetachObject(gameObject);
}
}
protected virtual void OnDetachedFromHand(Hand hand)
{
CalculateMappingChangeRate();
}
protected void CalculateMappingChangeRate()
{
//Compute the mapping change rate
mappingChangeRate = 0.0f;
int mappingSamplesCount = Mathf.Min( sampleCount, mappingChangeSamples.Length );
if ( mappingSamplesCount != 0 )
{
for ( int i = 0; i < mappingSamplesCount; ++i )
{
mappingChangeRate += mappingChangeSamples[i];
}
mappingChangeRate /= mappingSamplesCount;
}
}
protected void UpdateLinearMapping( Transform updateTransform )
{
prevMapping = linearMapping.value;
linearMapping.value = Mathf.Clamp01( initialMappingOffset + CalculateLinearMapping( updateTransform ) );
mappingChangeSamples[sampleCount % mappingChangeSamples.Length] = ( 1.0f / Time.deltaTime ) * ( linearMapping.value - prevMapping );
sampleCount++;
if ( repositionGameObject )
{
transform.position = Vector3.Lerp( startPosition.position, endPosition.position, linearMapping.value );
}
}
protected float CalculateLinearMapping( Transform updateTransform )
{
Vector3 direction = endPosition.position - startPosition.position;
float length = direction.magnitude;
direction.Normalize();
Vector3 displacement = updateTransform.position - startPosition.position;
return Vector3.Dot( displacement, direction ) / length;
}
protected virtual void Update()
{
if ( maintainMomemntum && mappingChangeRate != 0.0f )
{
//Dampen the mapping change rate and apply it to the mapping
mappingChangeRate = Mathf.Lerp( mappingChangeRate, 0.0f, momemtumDampenRate * Time.deltaTime );
linearMapping.value = Mathf.Clamp01( linearMapping.value + ( mappingChangeRate * Time.deltaTime ) );
if ( repositionGameObject )
{
transform.position = Vector3.Lerp( startPosition.position, endPosition.position, linearMapping.value );
}
}
}
}
}