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

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2020-12-10 14:25:12 +00:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Interactable that can be used to move in a circular motion
//
//=============================================================================
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
[RequireComponent( typeof( Interactable ) )]
public class CircularDrive : MonoBehaviour
{
public enum Axis_t
{
XAxis,
YAxis,
ZAxis
};
[Tooltip( "The axis around which the circular drive will rotate in local space" )]
public Axis_t axisOfRotation = Axis_t.XAxis;
[Tooltip( "Child GameObject which has the Collider component to initiate interaction, only needs to be set if there is more than one Collider child" )]
public Collider childCollider = null;
[Tooltip( "A LinearMapping component to drive, if not specified one will be dynamically added to this GameObject" )]
public LinearMapping linearMapping;
[Tooltip( "If true, the drive will stay manipulating as long as the button is held down, if false, it will stop if the controller moves out of the collider" )]
public bool hoverLock = false;
[HeaderAttribute( "Limited Rotation" )]
[Tooltip( "If true, the rotation will be limited to [minAngle, maxAngle], if false, the rotation is unlimited" )]
public bool limited = false;
public Vector2 frozenDistanceMinMaxThreshold = new Vector2( 0.1f, 0.2f );
public UnityEvent onFrozenDistanceThreshold;
[HeaderAttribute( "Limited Rotation Min" )]
[Tooltip( "If limited is true, the specifies the lower limit, otherwise value is unused" )]
public float minAngle = -45.0f;
[Tooltip( "If limited, set whether drive will freeze its angle when the min angle is reached" )]
public bool freezeOnMin = false;
[Tooltip( "If limited, event invoked when minAngle is reached" )]
public UnityEvent onMinAngle;
[HeaderAttribute( "Limited Rotation Max" )]
[Tooltip( "If limited is true, the specifies the upper limit, otherwise value is unused" )]
public float maxAngle = 45.0f;
[Tooltip( "If limited, set whether drive will freeze its angle when the max angle is reached" )]
public bool freezeOnMax = false;
[Tooltip( "If limited, event invoked when maxAngle is reached" )]
public UnityEvent onMaxAngle;
[Tooltip( "If limited is true, this forces the starting angle to be startAngle, clamped to [minAngle, maxAngle]" )]
public bool forceStart = false;
[Tooltip( "If limited is true and forceStart is true, the starting angle will be this, clamped to [minAngle, maxAngle]" )]
public float startAngle = 0.0f;
[Tooltip( "If true, the transform of the GameObject this component is on will be rotated accordingly" )]
public bool rotateGameObject = true;
[Tooltip( "If true, the path of the Hand (red) and the projected value (green) will be drawn" )]
public bool debugPath = false;
[Tooltip( "If debugPath is true, this is the maximum number of GameObjects to create to draw the path" )]
public int dbgPathLimit = 50;
[Tooltip( "If not null, the TextMesh will display the linear value and the angular value of this circular drive" )]
public TextMesh debugText = null;
[Tooltip( "The output angle value of the drive in degrees, unlimited will increase or decrease without bound, take the 360 modulus to find number of rotations" )]
public float outAngle;
private Quaternion start;
private Vector3 worldPlaneNormal = new Vector3( 1.0f, 0.0f, 0.0f );
private Vector3 localPlaneNormal = new Vector3( 1.0f, 0.0f, 0.0f );
private Vector3 lastHandProjected;
private Color red = new Color( 1.0f, 0.0f, 0.0f );
private Color green = new Color( 0.0f, 1.0f, 0.0f );
private GameObject[] dbgHandObjects;
private GameObject[] dbgProjObjects;
private GameObject dbgObjectsParent;
private int dbgObjectCount = 0;
private int dbgObjectIndex = 0;
private bool driving = false;
// If the drive is limited as is at min/max, angles greater than this are ignored
private float minMaxAngularThreshold = 1.0f;
private bool frozen = false;
private float frozenAngle = 0.0f;
private Vector3 frozenHandWorldPos = new Vector3( 0.0f, 0.0f, 0.0f );
private Vector2 frozenSqDistanceMinMaxThreshold = new Vector2( 0.0f, 0.0f );
private Hand handHoverLocked = null;
private Interactable interactable;
//-------------------------------------------------
private void Freeze( Hand hand )
{
frozen = true;
frozenAngle = outAngle;
frozenHandWorldPos = hand.hoverSphereTransform.position;
frozenSqDistanceMinMaxThreshold.x = frozenDistanceMinMaxThreshold.x * frozenDistanceMinMaxThreshold.x;
frozenSqDistanceMinMaxThreshold.y = frozenDistanceMinMaxThreshold.y * frozenDistanceMinMaxThreshold.y;
}
//-------------------------------------------------
private void UnFreeze()
{
frozen = false;
frozenHandWorldPos.Set( 0.0f, 0.0f, 0.0f );
}
private void Awake()
{
interactable = this.GetComponent<Interactable>();
}
//-------------------------------------------------
private void Start()
{
if ( childCollider == null )
{
childCollider = GetComponentInChildren<Collider>();
}
if ( linearMapping == null )
{
linearMapping = GetComponent<LinearMapping>();
}
if ( linearMapping == null )
{
linearMapping = gameObject.AddComponent<LinearMapping>();
}
worldPlaneNormal = new Vector3( 0.0f, 0.0f, 0.0f );
worldPlaneNormal[(int)axisOfRotation] = 1.0f;
localPlaneNormal = worldPlaneNormal;
if ( transform.parent )
{
worldPlaneNormal = transform.parent.localToWorldMatrix.MultiplyVector( worldPlaneNormal ).normalized;
}
if ( limited )
{
start = Quaternion.identity;
outAngle = transform.localEulerAngles[(int)axisOfRotation];
if ( forceStart )
{
outAngle = Mathf.Clamp( startAngle, minAngle, maxAngle );
}
}
else
{
start = Quaternion.AngleAxis( transform.localEulerAngles[(int)axisOfRotation], localPlaneNormal );
outAngle = 0.0f;
}
if ( debugText )
{
debugText.alignment = TextAlignment.Left;
debugText.anchor = TextAnchor.UpperLeft;
}
UpdateAll();
}
//-------------------------------------------------
void OnDisable()
{
if ( handHoverLocked )
{
handHoverLocked.HideGrabHint();
handHoverLocked.HoverUnlock(interactable);
handHoverLocked = null;
}
}
//-------------------------------------------------
private IEnumerator HapticPulses( Hand hand, float flMagnitude, int nCount )
{
if ( hand != null )
{
int nRangeMax = (int)Util.RemapNumberClamped( flMagnitude, 0.0f, 1.0f, 100.0f, 900.0f );
nCount = Mathf.Clamp( nCount, 1, 10 );
//float hapticDuration = nRangeMax * nCount;
//hand.TriggerHapticPulse(hapticDuration, nRangeMax, flMagnitude);
for ( ushort i = 0; i < nCount; ++i )
{
ushort duration = (ushort)Random.Range( 100, nRangeMax );
hand.TriggerHapticPulse( duration );
yield return new WaitForSeconds( .01f );
}
}
}
//-------------------------------------------------
private void OnHandHoverBegin( Hand hand )
{
hand.ShowGrabHint();
}
//-------------------------------------------------
private void OnHandHoverEnd( Hand hand )
{
hand.HideGrabHint();
if ( driving && hand )
{
//hand.TriggerHapticPulse() //todo: fix
StartCoroutine( HapticPulses( hand, 1.0f, 10 ) );
}
driving = false;
handHoverLocked = null;
}
private GrabTypes grabbedWithType;
//-------------------------------------------------
private void HandHoverUpdate( Hand hand )
{
GrabTypes startingGrabType = hand.GetGrabStarting();
bool isGrabEnding = hand.IsGrabbingWithType(grabbedWithType) == false;
if (grabbedWithType == GrabTypes.None && startingGrabType != GrabTypes.None)
{
grabbedWithType = startingGrabType;
// Trigger was just pressed
lastHandProjected = ComputeToTransformProjected( hand.hoverSphereTransform );
if ( hoverLock )
{
hand.HoverLock(interactable);
handHoverLocked = hand;
}
driving = true;
ComputeAngle( hand );
UpdateAll();
hand.HideGrabHint();
}
else if (grabbedWithType != GrabTypes.None && isGrabEnding)
{
// Trigger was just released
if ( hoverLock )
{
hand.HoverUnlock(interactable);
handHoverLocked = null;
}
driving = false;
grabbedWithType = GrabTypes.None;
}
if ( driving && isGrabEnding == false && hand.hoveringInteractable == this.interactable )
{
ComputeAngle( hand );
UpdateAll();
}
}
//-------------------------------------------------
private Vector3 ComputeToTransformProjected( Transform xForm )
{
Vector3 toTransform = ( xForm.position - transform.position ).normalized;
Vector3 toTransformProjected = new Vector3( 0.0f, 0.0f, 0.0f );
// Need a non-zero distance from the hand to the center of the CircularDrive
if ( toTransform.sqrMagnitude > 0.0f )
{
toTransformProjected = Vector3.ProjectOnPlane( toTransform, worldPlaneNormal ).normalized;
}
else
{
Debug.LogFormat("<b>[SteamVR Interaction]</b> The collider needs to be a minimum distance away from the CircularDrive GameObject {0}", gameObject.ToString() );
Debug.Assert( false, string.Format("<b>[SteamVR Interaction]</b> The collider needs to be a minimum distance away from the CircularDrive GameObject {0}", gameObject.ToString() ) );
}
if ( debugPath && dbgPathLimit > 0 )
{
DrawDebugPath( xForm, toTransformProjected );
}
return toTransformProjected;
}
//-------------------------------------------------
private void DrawDebugPath( Transform xForm, Vector3 toTransformProjected )
{
if ( dbgObjectCount == 0 )
{
dbgObjectsParent = new GameObject( "Circular Drive Debug" );
dbgHandObjects = new GameObject[dbgPathLimit];
dbgProjObjects = new GameObject[dbgPathLimit];
dbgObjectCount = dbgPathLimit;
dbgObjectIndex = 0;
}
//Actual path
GameObject gSphere = null;
if ( dbgHandObjects[dbgObjectIndex] )
{
gSphere = dbgHandObjects[dbgObjectIndex];
}
else
{
gSphere = GameObject.CreatePrimitive( PrimitiveType.Sphere );
gSphere.transform.SetParent( dbgObjectsParent.transform );
dbgHandObjects[dbgObjectIndex] = gSphere;
}
gSphere.name = string.Format( "actual_{0}", (int)( ( 1.0f - red.r ) * 10.0f ) );
gSphere.transform.position = xForm.position;
gSphere.transform.rotation = Quaternion.Euler( 0.0f, 0.0f, 0.0f );
gSphere.transform.localScale = new Vector3( 0.004f, 0.004f, 0.004f );
gSphere.gameObject.GetComponent<Renderer>().material.color = red;
if ( red.r > 0.1f )
{
red.r -= 0.1f;
}
else
{
red.r = 1.0f;
}
//Projected path
gSphere = null;
if ( dbgProjObjects[dbgObjectIndex] )
{
gSphere = dbgProjObjects[dbgObjectIndex];
}
else
{
gSphere = GameObject.CreatePrimitive( PrimitiveType.Sphere );
gSphere.transform.SetParent( dbgObjectsParent.transform );
dbgProjObjects[dbgObjectIndex] = gSphere;
}
gSphere.name = string.Format( "projed_{0}", (int)( ( 1.0f - green.g ) * 10.0f ) );
gSphere.transform.position = transform.position + toTransformProjected * 0.25f;
gSphere.transform.rotation = Quaternion.Euler( 0.0f, 0.0f, 0.0f );
gSphere.transform.localScale = new Vector3( 0.004f, 0.004f, 0.004f );
gSphere.gameObject.GetComponent<Renderer>().material.color = green;
if ( green.g > 0.1f )
{
green.g -= 0.1f;
}
else
{
green.g = 1.0f;
}
dbgObjectIndex = ( dbgObjectIndex + 1 ) % dbgObjectCount;
}
//-------------------------------------------------
// Updates the LinearMapping value from the angle
//-------------------------------------------------
private void UpdateLinearMapping()
{
if ( limited )
{
// Map it to a [0, 1] value
linearMapping.value = ( outAngle - minAngle ) / ( maxAngle - minAngle );
}
else
{
// Normalize to [0, 1] based on 360 degree windings
float flTmp = outAngle / 360.0f;
linearMapping.value = flTmp - Mathf.Floor( flTmp );
}
UpdateDebugText();
}
//-------------------------------------------------
// Updates the LinearMapping value from the angle
//-------------------------------------------------
private void UpdateGameObject()
{
if ( rotateGameObject )
{
transform.localRotation = start * Quaternion.AngleAxis( outAngle, localPlaneNormal );
}
}
//-------------------------------------------------
// Updates the Debug TextMesh with the linear mapping value and the angle
//-------------------------------------------------
private void UpdateDebugText()
{
if ( debugText )
{
debugText.text = string.Format( "Linear: {0}\nAngle: {1}\n", linearMapping.value, outAngle );
}
}
//-------------------------------------------------
// Updates the Debug TextMesh with the linear mapping value and the angle
//-------------------------------------------------
private void UpdateAll()
{
UpdateLinearMapping();
UpdateGameObject();
UpdateDebugText();
}
//-------------------------------------------------
// Computes the angle to rotate the game object based on the change in the transform
//-------------------------------------------------
private void ComputeAngle( Hand hand )
{
Vector3 toHandProjected = ComputeToTransformProjected( hand.hoverSphereTransform );
if ( !toHandProjected.Equals( lastHandProjected ) )
{
float absAngleDelta = Vector3.Angle( lastHandProjected, toHandProjected );
if ( absAngleDelta > 0.0f )
{
if ( frozen )
{
float frozenSqDist = ( hand.hoverSphereTransform.position - frozenHandWorldPos ).sqrMagnitude;
if ( frozenSqDist > frozenSqDistanceMinMaxThreshold.x )
{
outAngle = frozenAngle + Random.Range( -1.0f, 1.0f );
float magnitude = Util.RemapNumberClamped( frozenSqDist, frozenSqDistanceMinMaxThreshold.x, frozenSqDistanceMinMaxThreshold.y, 0.0f, 1.0f );
if ( magnitude > 0 )
{
StartCoroutine( HapticPulses( hand, magnitude, 10 ) );
}
else
{
StartCoroutine( HapticPulses( hand, 0.5f, 10 ) );
}
if ( frozenSqDist >= frozenSqDistanceMinMaxThreshold.y )
{
onFrozenDistanceThreshold.Invoke();
}
}
}
else
{
Vector3 cross = Vector3.Cross( lastHandProjected, toHandProjected ).normalized;
float dot = Vector3.Dot( worldPlaneNormal, cross );
float signedAngleDelta = absAngleDelta;
if ( dot < 0.0f )
{
signedAngleDelta = -signedAngleDelta;
}
if ( limited )
{
float angleTmp = Mathf.Clamp( outAngle + signedAngleDelta, minAngle, maxAngle );
if ( outAngle == minAngle )
{
if ( angleTmp > minAngle && absAngleDelta < minMaxAngularThreshold )
{
outAngle = angleTmp;
lastHandProjected = toHandProjected;
}
}
else if ( outAngle == maxAngle )
{
if ( angleTmp < maxAngle && absAngleDelta < minMaxAngularThreshold )
{
outAngle = angleTmp;
lastHandProjected = toHandProjected;
}
}
else if ( angleTmp == minAngle )
{
outAngle = angleTmp;
lastHandProjected = toHandProjected;
onMinAngle.Invoke();
if ( freezeOnMin )
{
Freeze( hand );
}
}
else if ( angleTmp == maxAngle )
{
outAngle = angleTmp;
lastHandProjected = toHandProjected;
onMaxAngle.Invoke();
if ( freezeOnMax )
{
Freeze( hand );
}
}
else
{
outAngle = angleTmp;
lastHandProjected = toHandProjected;
}
}
else
{
outAngle += signedAngleDelta;
lastHandProjected = toHandProjected;
}
}
}
}
}
}
}