// Control Direction Grab Action|SecondaryControllerGrabActions|60040
namespace VRTK.SecondaryControllerGrabActions
{
using UnityEngine;
using System.Collections;
///
/// The Control Direction Grab Action provides a mechanism to control the facing direction of the object when they are grabbed with a secondary controller.
///
///
/// For an object to correctly be rotated it must be created with the front of the object pointing down the z-axis (forward) and the upwards of the object pointing up the y-axis (up).
///
/// It's not possible to control the direction of an interactable object with a `Fixed_Joint` as the joint fixes the rotation of the object.
///
///
/// `VRTK/Examples/043_Controller_SecondaryControllerActions` demonstrates the ability to grab an object with one controller and control their direction with the second controller.
///
[AddComponentMenu("VRTK/Scripts/Interactions/Secondary Controller Grab Actions/VRTK_ControlDirectionGrabAction")]
public class VRTK_ControlDirectionGrabAction : VRTK_BaseGrabAction
{
[Tooltip("The distance the secondary controller must move away from the original grab position before the secondary controller auto ungrabs the object.")]
public float ungrabDistance = 1f;
[Tooltip("The speed in which the object will snap back to it's original rotation when the secondary controller stops grabbing it. `0` for instant snap, `infinity` for no snap back.")]
public float releaseSnapSpeed = 0.1f;
[Tooltip("Prevent the secondary controller rotating the grabbed object through it's z-axis.")]
public bool lockZRotation = true;
protected Vector3 initialPosition;
protected Quaternion initialRotation;
protected Quaternion releaseRotation;
protected Coroutine snappingOnRelease;
///
/// The Initalise method is used to set up the state of the secondary action when the object is initially grabbed by a secondary controller.
///
/// The Interactable Object script for the object currently being grabbed by the primary controller.
/// The Interact Grab script for the object that is associated with the primary controller.
/// The Interact Grab script for the object that is associated with the secondary controller.
/// The point on the object where the primary controller initially grabbed the object.
/// The point on the object where the secondary controller initially grabbed the object.
public override void Initialise(VRTK_InteractableObject currentGrabbdObject, VRTK_InteractGrab currentPrimaryGrabbingObject, VRTK_InteractGrab currentSecondaryGrabbingObject, Transform primaryGrabPoint, Transform secondaryGrabPoint)
{
base.Initialise(currentGrabbdObject, currentPrimaryGrabbingObject, currentSecondaryGrabbingObject, primaryGrabPoint, secondaryGrabPoint);
initialPosition = currentGrabbdObject.transform.localPosition;
initialRotation = currentGrabbdObject.transform.localRotation;
StopRealignOnRelease();
}
///
/// The ResetAction method is used to reset the secondary action when the object is no longer grabbed by a secondary controller.
///
public override void ResetAction()
{
releaseRotation = transform.localRotation;
if (!grabbedObject.grabAttachMechanicScript.precisionGrab)
{
if (releaseSnapSpeed < float.MaxValue && releaseSnapSpeed > 0)
{
snappingOnRelease = StartCoroutine(RealignOnRelease());
}
else if (releaseSnapSpeed == 0)
{
transform.localRotation = initialRotation;
}
}
base.ResetAction();
}
///
/// The OnDropAction method is executed when the current grabbed object is dropped and can be used up to clean up any secondary grab actions.
///
public override void OnDropAction()
{
base.OnDropAction();
StopRealignOnRelease();
}
///
/// The ProcessUpdate method runs in every Update on the Interactable Object whilst it is being grabbed by a secondary controller.
///
public override void ProcessUpdate()
{
base.ProcessUpdate();
CheckForceStopDistance(ungrabDistance);
}
///
/// The ProcessFixedUpdate method runs in every FixedUpdate on the Interactable Object whilst it is being grabbed by a secondary controller and influences the rotation of the object.
///
public override void ProcessFixedUpdate()
{
base.ProcessFixedUpdate();
if (initialised)
{
AimObject();
}
}
protected virtual void StopRealignOnRelease()
{
if (snappingOnRelease != null)
{
StopCoroutine(snappingOnRelease);
}
snappingOnRelease = null;
}
protected virtual IEnumerator RealignOnRelease()
{
var elapsedTime = 0f;
while (elapsedTime < releaseSnapSpeed)
{
transform.localRotation = Quaternion.Lerp(releaseRotation, initialRotation, (elapsedTime / releaseSnapSpeed));
elapsedTime += Time.deltaTime;
yield return null;
}
transform.localRotation = initialRotation;
transform.localPosition = initialPosition;
}
protected virtual void AimObject()
{
if (lockZRotation)
{
ZLockedAim();
}
else
{
transform.rotation = Quaternion.LookRotation(secondaryGrabbingObject.transform.position - primaryGrabbingObject.transform.position, secondaryGrabbingObject.transform.TransformDirection(Vector3.forward));
}
if (grabbedObject.grabAttachMechanicScript.precisionGrab)
{
transform.Translate(primaryGrabbingObject.controllerAttachPoint.transform.position - primaryInitialGrabPoint.position, Space.World);
}
}
protected virtual void ZLockedAim()
{
Vector3 forward = (secondaryGrabbingObject.transform.position - primaryGrabbingObject.transform.position).normalized;
// calculate rightLocked rotation
Quaternion rightLocked = Quaternion.LookRotation(forward, Vector3.Cross(-primaryGrabbingObject.transform.right, forward).normalized);
// delta from current rotation to the rightLocked rotation
Quaternion rightLockedDelta = Quaternion.Inverse(grabbedObject.transform.rotation) * rightLocked;
float rightLockedAngle;
Vector3 rightLockedAxis;
// forward direction and roll
rightLockedDelta.ToAngleAxis(out rightLockedAngle, out rightLockedAxis);
if (rightLockedAngle > 180f)
{
// remap ranges from 0-360 to -180 to 180
rightLockedAngle -= 360f;
}
// make any negative values into positive values;
rightLockedAngle = Mathf.Abs(rightLockedAngle);
// calculate upLocked rotation
Quaternion upLocked = Quaternion.LookRotation(forward, primaryGrabbingObject.transform.forward);
// delta from current rotation to the upLocked rotation
Quaternion upLockedDelta = Quaternion.Inverse(grabbedObject.transform.rotation) * upLocked;
float upLockedAngle;
Vector3 upLockedAxis;
// forward direction and roll
upLockedDelta.ToAngleAxis(out upLockedAngle, out upLockedAxis);
// remap ranges from 0-360 to -180 to 180
if (upLockedAngle > 180f)
{
upLockedAngle -= 360f;
}
// make any negative values into positive values;
upLockedAngle = Mathf.Abs(upLockedAngle);
// assign the one that involves less change to roll
grabbedObject.transform.rotation = (upLockedAngle < rightLockedAngle ? upLocked : rightLocked);
}
}
}