284 lines
9.8 KiB
C#
284 lines
9.8 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Valve.VR.InteractionSystem
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{
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public class HandCollider : MonoBehaviour
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{
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private new Rigidbody rigidbody;
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[HideInInspector]
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public HandPhysics hand;
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public LayerMask collisionMask;
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Collider[] colliders;
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public FingerColliders fingerColliders;
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[System.Serializable]
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public class FingerColliders
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{
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[Tooltip("Starting at tip and going down. Max 2.")]
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public Transform[] thumbColliders = new Transform[1];
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[Tooltip("Starting at tip and going down. Max 3.")]
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public Transform[] indexColliders = new Transform[2];
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[Tooltip("Starting at tip and going down. Max 3.")]
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public Transform[] middleColliders = new Transform[2];
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[Tooltip("Starting at tip and going down. Max 3.")]
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public Transform[] ringColliders = new Transform[2];
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[Tooltip("Starting at tip and going down. Max 3.")]
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public Transform[] pinkyColliders = new Transform[2];
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public Transform[] this[int finger]
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{
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get
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{
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switch (finger)
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{
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case 0:
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return thumbColliders;
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case 1:
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return indexColliders;
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case 2:
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return middleColliders;
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case 3:
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return ringColliders;
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case 4:
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return pinkyColliders;
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default:
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return null;
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}
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}
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set
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{
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switch (finger)
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{
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case 0:
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thumbColliders = value; break;
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case 1:
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indexColliders = value; break;
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case 2:
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middleColliders = value; break;
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case 3:
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ringColliders = value; break;
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case 4:
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pinkyColliders = value; break;
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}
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}
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}
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}
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private static PhysicMaterial physicMaterial_lowfriction;
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private static PhysicMaterial physicMaterial_highfriction;
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private void Awake()
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{
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rigidbody = GetComponent<Rigidbody>();
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rigidbody.maxAngularVelocity = 50;
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}
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private void Start()
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{
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colliders = GetComponentsInChildren<Collider>();
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if (physicMaterial_lowfriction == null)
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{
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physicMaterial_lowfriction = new PhysicMaterial("hand_lowFriction");
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physicMaterial_lowfriction.dynamicFriction = 0;
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physicMaterial_lowfriction.staticFriction = 0;
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physicMaterial_lowfriction.bounciness = 0;
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physicMaterial_lowfriction.bounceCombine = PhysicMaterialCombine.Minimum;
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physicMaterial_lowfriction.frictionCombine = PhysicMaterialCombine.Minimum;
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}
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if (physicMaterial_highfriction == null)
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{
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physicMaterial_highfriction = new PhysicMaterial("hand_highFriction");
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physicMaterial_highfriction.dynamicFriction = 1f;
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physicMaterial_highfriction.staticFriction = 1f;
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physicMaterial_highfriction.bounciness = 0;
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physicMaterial_highfriction.bounceCombine = PhysicMaterialCombine.Minimum;
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physicMaterial_highfriction.frictionCombine = PhysicMaterialCombine.Average;
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}
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SetPhysicMaterial(physicMaterial_lowfriction);
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scale = SteamVR_Utils.GetLossyScale(hand.transform);
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}
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void SetPhysicMaterial(PhysicMaterial mat)
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{
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if (colliders == null) colliders = GetComponentsInChildren<Collider>();
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for (int i = 0; i < colliders.Length; i++)
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{
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colliders[i].sharedMaterial = mat;
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}
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}
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float scale;
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public void SetCollisionDetectionEnabled(bool value)
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{
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rigidbody.detectCollisions = value;
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}
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public void MoveTo(Vector3 position, Quaternion rotation)
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{
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targetPosition = position;
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targetRotation = rotation;
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//rigidbody.MovePosition(position);
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//rigidbody.MoveRotation(rotation);
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ExecuteFixedUpdate();
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}
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public void TeleportTo(Vector3 position, Quaternion rotation)
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{
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targetPosition = position;
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targetRotation = rotation;
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MoveTo(position, rotation);
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rigidbody.position = position;
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if (rotation.x != 0 || rotation.y != 0 || rotation.z != 0 || rotation.w != 0)
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rigidbody.rotation = rotation;
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//also update transform in case physics is disabled
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transform.position = position;
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transform.rotation = rotation;
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}
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public void Reset()
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{
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TeleportTo(targetPosition, targetRotation);
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}
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public void SetCenterPoint(Vector3 newCenter)
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{
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center = newCenter;
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}
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private Vector3 center;
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private Vector3 targetPosition = Vector3.zero;
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private Quaternion targetRotation = Quaternion.identity;
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protected const float MaxVelocityChange = 10f;
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protected const float VelocityMagic = 6000f;
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protected const float AngularVelocityMagic = 50f;
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protected const float MaxAngularVelocityChange = 20f;
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public bool collidersInRadius;
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protected void ExecuteFixedUpdate()
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{
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collidersInRadius = Physics.CheckSphere(center, 0.2f, collisionMask);
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if (collidersInRadius == false)
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{
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//keep updating velocity, just in case. Otherwise you get jitter
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rigidbody.velocity = Vector3.zero;
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rigidbody.angularVelocity = Vector3.zero;
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/*
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rigidbody.velocity = (targetPosition - rigidbody.position) / Time.fixedDeltaTime;
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float angle; Vector3 axis;
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(targetRotation * Quaternion.Inverse(rigidbody.rotation)).ToAngleAxis(out angle, out axis);
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rigidbody.angularVelocity = axis.normalized * angle / Time.fixedDeltaTime;
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*/
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rigidbody.MovePosition(targetPosition);
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rigidbody.MoveRotation(targetRotation);
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}
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else
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{
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Vector3 velocityTarget, angularTarget;
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bool success = GetTargetVelocities(out velocityTarget, out angularTarget);
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if (success)
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{
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float maxAngularVelocityChange = MaxAngularVelocityChange * scale;
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float maxVelocityChange = MaxVelocityChange * scale;
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rigidbody.velocity = Vector3.MoveTowards(rigidbody.velocity, velocityTarget, maxVelocityChange);
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rigidbody.angularVelocity = Vector3.MoveTowards(rigidbody.angularVelocity, angularTarget, maxAngularVelocityChange);
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}
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}
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}
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protected bool GetTargetVelocities(out Vector3 velocityTarget, out Vector3 angularTarget)
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{
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bool realNumbers = false;
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float velocityMagic = VelocityMagic;
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float angularVelocityMagic = AngularVelocityMagic;
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Vector3 positionDelta = (targetPosition - rigidbody.position);
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velocityTarget = (positionDelta * velocityMagic * Time.deltaTime);
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if (float.IsNaN(velocityTarget.x) == false && float.IsInfinity(velocityTarget.x) == false)
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{
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realNumbers = true;
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}
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else
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velocityTarget = Vector3.zero;
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Quaternion rotationDelta = targetRotation * Quaternion.Inverse(rigidbody.rotation);
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float angle;
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Vector3 axis;
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rotationDelta.ToAngleAxis(out angle, out axis);
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if (angle > 180)
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angle -= 360;
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if (angle != 0 && float.IsNaN(axis.x) == false && float.IsInfinity(axis.x) == false)
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{
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angularTarget = angle * axis * angularVelocityMagic * Time.deltaTime;
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realNumbers &= true;
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}
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else
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angularTarget = Vector3.zero;
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return realNumbers;
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}
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const float minCollisionEnergy = 0.1f;
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const float maxCollisionEnergy = 1.0f;
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const float minCollisionHapticsTime = 0.2f;
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private float lastCollisionHapticsTime;
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private void OnCollisionEnter(Collision collision)
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{
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bool touchingDynamic = false;
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if (collision.rigidbody != null)
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{
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if (collision.rigidbody.isKinematic == false) touchingDynamic = true;
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}
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// low friction if touching static object, high friction if touching dynamic
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SetPhysicMaterial(touchingDynamic ? physicMaterial_highfriction : physicMaterial_lowfriction);
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float energy = collision.relativeVelocity.magnitude;
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if(energy > minCollisionEnergy && Time.time - lastCollisionHapticsTime > minCollisionHapticsTime)
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{
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lastCollisionHapticsTime = Time.time;
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float intensity = Util.RemapNumber(energy, minCollisionEnergy, maxCollisionEnergy, 0.3f, 1.0f);
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float length = Util.RemapNumber(energy, minCollisionEnergy, maxCollisionEnergy, 0.0f, 0.06f);
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hand.hand.TriggerHapticPulse(length, 100, intensity);
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}
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}
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}
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}
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