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