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MaiDXR/Assets/Oculus/VR/Scripts/Util/OVRGrabbable.cs

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2022-08-20 21:35:57 +02:00
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus 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/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus 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);
}
}
}