Files
2026-04-07 03:14:32 +03:00

130 lines
4.9 KiB
C#

// Copyright (C) 2014-2024 Gleechi Technology AB. All rights reserved.
using UnityEngine;
namespace VirtualGrasp.Onboarding
{
/**
* AssembleArticulationBody shows as a tutorial on how to use VG to
* assemble and dissemble objects through Unity's ArticulationBody.
*/
[LIBVIRTUALGRASP_UNITY_SCRIPT]
[HelpURL("https://docs.virtualgrasp.com/unity_vgonboarding_task4." + VG_Version.__VG_VERSION__ + ".html")]
public class AssembleArticulationBody : MonoBehaviour
{
public Transform m_newParent = null;
public Transform m_desiredPose = null;
public float m_assembleDistance = 0.05f;
public float m_disassembleDistance = 0.5f;
public ArticulationJointType m_jointType = ArticulationJointType.FixedJoint;
public bool m_matchAnchors = true;
public Vector3 m_anchorPosition = Vector3.zero;
public Vector3 m_anchorRotation = Vector3.zero;
public Vector3 m_parentAnchorPosition = Vector3.zero;
public Vector3 m_parentAnchorRotation = Vector3.zero;
public AudioSource m_turnWheelEffect;
private ArticulationBody m_this_ab;
private ArticulationBody m_parent_ab;
private float timeAtDisassemble = 0.0F;
private float assembleDelay = 1.0F;
private float m_state = 0;
void Start()
{
gameObject.TryGetComponent<ArticulationBody>(out m_this_ab);
if (m_newParent != null)
{
if (!m_newParent.TryGetComponent<ArticulationBody>(out m_parent_ab))
{
Debug.LogWarning("New parent " + m_newParent.name + " should have Articulation Body component, will add one in script");
m_parent_ab = m_newParent.gameObject.AddComponent<ArticulationBody>();
}
}
else
Debug.LogError("Need to specify assembling New Parent!");
// Uncomment for sound effect
if (m_turnWheelEffect != null)
InvokeRepeating("turnWheelEffect", 0.0F, .5F);
}
void LateUpdate()
{
assembleArticulationBody();
dissembleArticluationBody();
}
void assembleArticulationBody()
{
if (m_this_ab == null || m_parent_ab == null)
{
Debug.LogError("Object do no have articulation body, so can't do articulation body based assembling!");
return;
}
if ((Time.realtimeSinceStartup - timeAtDisassemble) > assembleDelay
&& (m_desiredPose.position - transform.position).magnitude < m_assembleDistance
&& transform.parent != m_newParent)
{
m_desiredPose.gameObject.SetActive(false);
// Project object rotation axis to align to desired rotation axis.
transform.SetPositionAndRotation(m_desiredPose.position, Quaternion.LookRotation(m_desiredPose.forward, transform.up));
transform.SetParent(m_newParent);
m_this_ab.jointType = m_jointType;
#if UNITY_2021_2_OR_NEWER
m_this_ab.matchAnchors = m_matchAnchors;
#elif UNITY_2021_1
m_this_ab.computeParentAnchor = m_matchAnchors;
#endif
m_this_ab.anchorPosition = m_anchorPosition;
m_this_ab.anchorRotation = Quaternion.Euler(m_anchorRotation);
m_this_ab.parentAnchorPosition = m_parentAnchorPosition;
m_this_ab.parentAnchorRotation = Quaternion.Euler(m_parentAnchorRotation);
}
}
void turnWheelEffect()
{
if (transform.parent == m_newParent)
{
float newState = m_this_ab.jointPosition[0];
if (Mathf.Abs(newState - m_state) > .3 && !m_turnWheelEffect.isPlaying)
{
if (!m_turnWheelEffect.isPlaying)
m_turnWheelEffect.Play();
}
else if (Mathf.Abs(newState - m_state) < .3 && m_turnWheelEffect.isPlaying)
{
m_turnWheelEffect.Stop();
}
m_state = newState;
}
}
void dissembleArticluationBody()
{
foreach (VG_HandStatus hand in VG_Controller.GetHands())
{
if (hand.m_selectedObject == transform && hand.IsHolding() && transform.parent == m_newParent)
{
VG_Controller.GetSensorPose(hand.m_avatarID, hand.m_side, out Vector3 sensor_pos, out Quaternion sensor_rot);
if ((sensor_pos - hand.m_hand.position).magnitude > m_disassembleDistance)
{
m_desiredPose.gameObject.SetActive(true);
transform.SetParent(m_newParent.parent);
timeAtDisassemble = Time.realtimeSinceStartup;
}
}
}
}
}
}