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- /************************************************************************************
- Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
- Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use
- the Utilities SDK except in compliance with the License, which is provided at the time of installation
- or download, or which otherwise accompanies this software in either electronic or hard copy form.
- You may obtain a copy of the License at
- https://developer.oculus.com/licenses/utilities-1.31
- Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
- under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
- ANY KIND, either express or implied. See the License for the specific language governing
- permissions and limitations under the License.
- ************************************************************************************/
- using System;
- using UnityEngine;
- /// <summary>
- /// An object that can be grabbed and thrown by OVRGrabber.
- /// </summary>
- public class OVRGrabbable : MonoBehaviour
- {
- [SerializeField]
- protected bool m_allowOffhandGrab = true;
- [SerializeField]
- protected bool m_snapPosition = false;
- [SerializeField]
- protected bool m_snapOrientation = false;
- [SerializeField]
- protected Transform m_snapOffset;
- [SerializeField]
- protected Collider[] m_grabPoints = null;
- protected bool m_grabbedKinematic = false;
- protected Collider m_grabbedCollider = null;
- protected OVRGrabber m_grabbedBy = null;
- /// <summary>
- /// If true, the object can currently be grabbed.
- /// </summary>
- public bool allowOffhandGrab
- {
- get { return m_allowOffhandGrab; }
- }
- /// <summary>
- /// If true, the object is currently grabbed.
- /// </summary>
- public bool isGrabbed
- {
- get { return m_grabbedBy != null; }
- }
- /// <summary>
- /// If true, the object's position will snap to match snapOffset when grabbed.
- /// </summary>
- public bool snapPosition
- {
- get { return m_snapPosition; }
- }
- /// <summary>
- /// If true, the object's orientation will snap to match snapOffset when grabbed.
- /// </summary>
- public bool snapOrientation
- {
- get { return m_snapOrientation; }
- }
- /// <summary>
- /// An offset relative to the OVRGrabber where this object can snap when grabbed.
- /// </summary>
- public Transform snapOffset
- {
- get { return m_snapOffset; }
- }
- /// <summary>
- /// Returns the OVRGrabber currently grabbing this object.
- /// </summary>
- public OVRGrabber grabbedBy
- {
- get { return m_grabbedBy; }
- }
- /// <summary>
- /// The transform at which this object was grabbed.
- /// </summary>
- public Transform grabbedTransform
- {
- get { return m_grabbedCollider.transform; }
- }
- /// <summary>
- /// The Rigidbody of the collider that was used to grab this object.
- /// </summary>
- public Rigidbody grabbedRigidbody
- {
- get { return m_grabbedCollider.attachedRigidbody; }
- }
- /// <summary>
- /// The contact point(s) where the object was grabbed.
- /// </summary>
- public Collider[] grabPoints
- {
- get { return m_grabPoints; }
- }
- /// <summary>
- /// Notifies the object that it has been grabbed.
- /// </summary>
- virtual public void GrabBegin(OVRGrabber hand, Collider grabPoint)
- {
- m_grabbedBy = hand;
- m_grabbedCollider = grabPoint;
- gameObject.GetComponent<Rigidbody>().isKinematic = true;
- }
- /// <summary>
- /// Notifies the object that it has been released.
- /// </summary>
- virtual public void GrabEnd(Vector3 linearVelocity, Vector3 angularVelocity)
- {
- Rigidbody rb = gameObject.GetComponent<Rigidbody>();
- rb.isKinematic = m_grabbedKinematic;
- rb.velocity = linearVelocity;
- rb.angularVelocity = angularVelocity;
- m_grabbedBy = null;
- m_grabbedCollider = null;
- }
- void Awake()
- {
- if (m_grabPoints.Length == 0)
- {
- // Get the collider from the grabbable
- Collider collider = this.GetComponent<Collider>();
- if (collider == null)
- {
- throw new ArgumentException("Grabbables cannot have zero grab points and no collider -- please add a grab point or collider.");
- }
- // Create a default grab point
- m_grabPoints = new Collider[1] { collider };
- }
- }
- protected virtual void Start()
- {
- m_grabbedKinematic = GetComponent<Rigidbody>().isKinematic;
- }
- void OnDestroy()
- {
- if (m_grabbedBy != null)
- {
- // Notify the hand to release destroyed grabbables
- m_grabbedBy.ForceRelease(this);
- }
- }
- }
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