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131 lines
5.5 KiB
C#
131 lines
5.5 KiB
C#
// Base Joint Grab Attach|GrabAttachMechanics|50020
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namespace VRTK.GrabAttachMechanics
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{
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using UnityEngine;
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/// <summary>
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/// The Base Joint Grab Attach script is an abstract class that all joint grab attach types inherit.
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/// </summary>
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/// <remarks>
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/// As this is an abstract class, it cannot be applied directly to a game object and performs no logic.
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/// </remarks>
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public abstract class VRTK_BaseJointGrabAttach : VRTK_BaseGrabAttach
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{
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[Header("Joint Options", order = 2)]
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[Tooltip("Determines whether the joint should be destroyed immediately on release or whether to wait till the end of the frame before being destroyed.")]
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public bool destroyImmediatelyOnThrow = true;
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protected Joint givenJoint;
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protected Joint controllerAttachJoint;
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/// <summary>
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/// The ValidGrab method determines if the grab attempt is valid.
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/// </summary>
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/// <param name="checkAttachPoint"></param>
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/// <returns>Returns true if there is no current grab happening, or the grab is initiated by another grabbing object.</returns>
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public override bool ValidGrab(Rigidbody checkAttachPoint)
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{
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return (controllerAttachJoint == null || controllerAttachJoint.connectedBody != checkAttachPoint);
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}
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/// <summary>
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/// The StartGrab method sets up the grab attach mechanic as soon as an object is grabbed. It is also responsible for creating the joint on the grabbed object.
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/// </summary>
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/// <param name="grabbingObject">The object that is doing the grabbing.</param>
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/// <param name="givenGrabbedObject">The object that is being grabbed.</param>
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/// <param name="givenControllerAttachPoint">The point on the grabbing object that the grabbed object should be attached to after grab occurs.</param>
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/// <returns>Is true if the grab is successful, false if the grab is unsuccessful.</returns>
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public override bool StartGrab(GameObject grabbingObject, GameObject givenGrabbedObject, Rigidbody givenControllerAttachPoint)
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{
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if (base.StartGrab(grabbingObject, givenGrabbedObject, givenControllerAttachPoint))
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{
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SnapObjectToGrabToController(givenGrabbedObject);
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return true;
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}
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return false;
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}
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/// <summary>
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/// The StopGrab method ends the grab of the current object and cleans up the state. It is also responsible for removing the joint from the grabbed object.
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/// </summary>
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/// <param name="applyGrabbingObjectVelocity">If true will apply the current velocity of the grabbing object to the grabbed object on release.</param>
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public override void StopGrab(bool applyGrabbingObjectVelocity)
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{
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ReleaseObject(applyGrabbingObjectVelocity);
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base.StopGrab(applyGrabbingObjectVelocity);
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}
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protected override void Initialise()
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{
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tracked = false;
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climbable = false;
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kinematic = false;
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controllerAttachJoint = null;
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}
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protected override Rigidbody ReleaseFromController(bool applyGrabbingObjectVelocity)
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{
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if (controllerAttachJoint)
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{
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var jointRigidbody = controllerAttachJoint.GetComponent<Rigidbody>();
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DestroyJoint(destroyImmediatelyOnThrow, applyGrabbingObjectVelocity);
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controllerAttachJoint = null;
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return jointRigidbody;
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}
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return null;
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}
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protected virtual void OnJointBreak(float force)
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{
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ForceReleaseGrab();
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}
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protected virtual void CreateJoint(GameObject obj)
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{
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if (precisionGrab)
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{
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givenJoint.anchor = obj.transform.InverseTransformPoint(controllerAttachPoint.position);
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}
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controllerAttachJoint = givenJoint;
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controllerAttachJoint.breakForce = (!grabbedObjectScript.IsDroppable() || grabbedObjectScript.validDrop == VRTK_InteractableObject.ValidDropTypes.DropValidSnapDropZone ? Mathf.Infinity : controllerAttachJoint.breakForce);
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controllerAttachJoint.connectedBody = controllerAttachPoint;
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}
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protected virtual void DestroyJoint(bool withDestroyImmediate, bool applyGrabbingObjectVelocity)
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{
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controllerAttachJoint.connectedBody = null;
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if (withDestroyImmediate && applyGrabbingObjectVelocity)
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{
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DestroyImmediate(controllerAttachJoint);
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}
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else
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{
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Destroy(controllerAttachJoint);
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}
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}
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protected virtual void SetSnappedObjectPosition(GameObject obj)
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{
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if (grabbedSnapHandle == null)
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{
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obj.transform.position = controllerAttachPoint.transform.position;
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}
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else
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{
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obj.transform.rotation = controllerAttachPoint.transform.rotation * Quaternion.Euler(grabbedSnapHandle.transform.localEulerAngles);
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obj.transform.position = controllerAttachPoint.transform.position - (grabbedSnapHandle.transform.position - obj.transform.position);
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}
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}
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protected virtual void SnapObjectToGrabToController(GameObject obj)
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{
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if (!precisionGrab)
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{
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SetSnappedObjectPosition(obj);
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}
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CreateJoint(obj);
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}
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}
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} |