mirror of
https://github.com/xiaopeng12138/MaiDXR.git
synced 2024-12-19 12:25:53 +01:00
423 lines
15 KiB
C#
423 lines
15 KiB
C#
|
/*
|
||
|
* 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.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Allows grabbing and throwing of objects with the OVRGrabbable component on them.
|
||
|
/// </summary>
|
||
|
[RequireComponent(typeof(Rigidbody))]
|
||
|
public class OVRGrabber : MonoBehaviour
|
||
|
{
|
||
|
// Grip trigger thresholds for picking up objects, with some hysteresis.
|
||
|
public float grabBegin = 0.55f;
|
||
|
public float grabEnd = 0.35f;
|
||
|
|
||
|
// Demonstrates parenting the held object to the hand's transform when grabbed.
|
||
|
// When false, the grabbed object is moved every FixedUpdate using MovePosition.
|
||
|
// Note that MovePosition is required for proper physics simulation. If you set this to true, you can
|
||
|
// easily observe broken physics simulation by, for example, moving the bottom cube of a stacked
|
||
|
// tower and noting a complete loss of friction.
|
||
|
[SerializeField]
|
||
|
protected bool m_parentHeldObject = false;
|
||
|
|
||
|
// If true, this script will move the hand to the transform specified by m_parentTransform, using MovePosition in
|
||
|
// Update. This allows correct physics behavior, at the cost of some latency. In this usage scenario, you
|
||
|
// should NOT parent the hand to the hand anchor.
|
||
|
// (If m_moveHandPosition is false, this script will NOT update the game object's position.
|
||
|
// The hand gameObject can simply be attached to the hand anchor, which updates position in LateUpdate,
|
||
|
// gaining us a few ms of reduced latency.)
|
||
|
[SerializeField]
|
||
|
protected bool m_moveHandPosition = false;
|
||
|
|
||
|
// Child/attached transforms of the grabber, indicating where to snap held objects to (if you snap them).
|
||
|
// Also used for ranking grab targets in case of multiple candidates.
|
||
|
[SerializeField]
|
||
|
protected Transform m_gripTransform = null;
|
||
|
// Child/attached Colliders to detect candidate grabbable objects.
|
||
|
[SerializeField]
|
||
|
protected Collider[] m_grabVolumes = null;
|
||
|
|
||
|
// Should be OVRInput.Controller.LTouch or OVRInput.Controller.RTouch.
|
||
|
[SerializeField]
|
||
|
protected OVRInput.Controller m_controller;
|
||
|
|
||
|
// You can set this explicitly in the inspector if you're using m_moveHandPosition.
|
||
|
// Otherwise, you should typically leave this null and simply parent the hand to the hand anchor
|
||
|
// in your scene, using Unity's inspector.
|
||
|
[SerializeField]
|
||
|
protected Transform m_parentTransform;
|
||
|
|
||
|
[SerializeField]
|
||
|
protected GameObject m_player;
|
||
|
|
||
|
protected bool m_grabVolumeEnabled = true;
|
||
|
protected Vector3 m_lastPos;
|
||
|
protected Quaternion m_lastRot;
|
||
|
protected Quaternion m_anchorOffsetRotation;
|
||
|
protected Vector3 m_anchorOffsetPosition;
|
||
|
protected float m_prevFlex;
|
||
|
protected OVRGrabbable m_grabbedObj = null;
|
||
|
protected Vector3 m_grabbedObjectPosOff;
|
||
|
protected Quaternion m_grabbedObjectRotOff;
|
||
|
protected Dictionary<OVRGrabbable, int> m_grabCandidates = new Dictionary<OVRGrabbable, int>();
|
||
|
protected bool m_operatingWithoutOVRCameraRig = true;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The currently grabbed object.
|
||
|
/// </summary>
|
||
|
public OVRGrabbable grabbedObject
|
||
|
{
|
||
|
get { return m_grabbedObj; }
|
||
|
}
|
||
|
|
||
|
public void ForceRelease(OVRGrabbable grabbable)
|
||
|
{
|
||
|
bool canRelease = (
|
||
|
(m_grabbedObj != null) &&
|
||
|
(m_grabbedObj == grabbable)
|
||
|
);
|
||
|
if (canRelease)
|
||
|
{
|
||
|
GrabEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected virtual void Awake()
|
||
|
{
|
||
|
m_anchorOffsetPosition = transform.localPosition;
|
||
|
m_anchorOffsetRotation = transform.localRotation;
|
||
|
|
||
|
if(!m_moveHandPosition)
|
||
|
{
|
||
|
// If we are being used with an OVRCameraRig, let it drive input updates, which may come from Update or FixedUpdate.
|
||
|
OVRCameraRig rig = transform.GetComponentInParent<OVRCameraRig>();
|
||
|
if (rig != null)
|
||
|
{
|
||
|
rig.UpdatedAnchors += (r) => {OnUpdatedAnchors();};
|
||
|
m_operatingWithoutOVRCameraRig = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected virtual void Start()
|
||
|
{
|
||
|
m_lastPos = transform.position;
|
||
|
m_lastRot = transform.rotation;
|
||
|
if(m_parentTransform == null)
|
||
|
{
|
||
|
m_parentTransform = gameObject.transform;
|
||
|
}
|
||
|
// We're going to setup the player collision to ignore the hand collision.
|
||
|
SetPlayerIgnoreCollision(gameObject, true);
|
||
|
}
|
||
|
|
||
|
// Using Update instead of FixedUpdate. Doing this in FixedUpdate causes visible judder even with
|
||
|
// somewhat high tick rates, because variable numbers of ticks per frame will give hand poses of
|
||
|
// varying recency. We want a single hand pose sampled at the same time each frame.
|
||
|
// Note that this can lead to its own side effects. For example, if m_parentHeldObject is false, the
|
||
|
// grabbed objects will be moved with MovePosition. If this is called in Update while the physics
|
||
|
// tick rate is dramatically different from the application frame rate, other objects touched by
|
||
|
// the held object will see an incorrect velocity (because the move will occur over the time of the
|
||
|
// physics tick, not the render tick), and will respond to the incorrect velocity with potentially
|
||
|
// visible artifacts.
|
||
|
virtual public void Update()
|
||
|
{
|
||
|
if (m_operatingWithoutOVRCameraRig)
|
||
|
{
|
||
|
OnUpdatedAnchors();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Hands follow the touch anchors by calling MovePosition each frame to reach the anchor.
|
||
|
// This is done instead of parenting to achieve workable physics. If you don't require physics on
|
||
|
// your hands or held objects, you may wish to switch to parenting.
|
||
|
void OnUpdatedAnchors()
|
||
|
{
|
||
|
Vector3 destPos = m_parentTransform.TransformPoint(m_anchorOffsetPosition);
|
||
|
Quaternion destRot = m_parentTransform.rotation * m_anchorOffsetRotation;
|
||
|
|
||
|
if (m_moveHandPosition)
|
||
|
{
|
||
|
GetComponent<Rigidbody>().MovePosition(destPos);
|
||
|
GetComponent<Rigidbody>().MoveRotation(destRot);
|
||
|
}
|
||
|
|
||
|
if (!m_parentHeldObject)
|
||
|
{
|
||
|
MoveGrabbedObject(destPos, destRot);
|
||
|
}
|
||
|
|
||
|
m_lastPos = transform.position;
|
||
|
m_lastRot = transform.rotation;
|
||
|
|
||
|
float prevFlex = m_prevFlex;
|
||
|
// Update values from inputs
|
||
|
m_prevFlex = OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger, m_controller);
|
||
|
|
||
|
CheckForGrabOrRelease(prevFlex);
|
||
|
}
|
||
|
|
||
|
void OnDestroy()
|
||
|
{
|
||
|
if (m_grabbedObj != null)
|
||
|
{
|
||
|
GrabEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void OnTriggerEnter(Collider otherCollider)
|
||
|
{
|
||
|
// Get the grab trigger
|
||
|
OVRGrabbable grabbable = otherCollider.GetComponent<OVRGrabbable>() ?? otherCollider.GetComponentInParent<OVRGrabbable>();
|
||
|
if (grabbable == null) return;
|
||
|
|
||
|
// Add the grabbable
|
||
|
int refCount = 0;
|
||
|
m_grabCandidates.TryGetValue(grabbable, out refCount);
|
||
|
m_grabCandidates[grabbable] = refCount + 1;
|
||
|
}
|
||
|
|
||
|
void OnTriggerExit(Collider otherCollider)
|
||
|
{
|
||
|
OVRGrabbable grabbable = otherCollider.GetComponent<OVRGrabbable>() ?? otherCollider.GetComponentInParent<OVRGrabbable>();
|
||
|
if (grabbable == null) return;
|
||
|
|
||
|
// Remove the grabbable
|
||
|
int refCount = 0;
|
||
|
bool found = m_grabCandidates.TryGetValue(grabbable, out refCount);
|
||
|
if (!found)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (refCount > 1)
|
||
|
{
|
||
|
m_grabCandidates[grabbable] = refCount - 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_grabCandidates.Remove(grabbable);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected void CheckForGrabOrRelease(float prevFlex)
|
||
|
{
|
||
|
if ((m_prevFlex >= grabBegin) && (prevFlex < grabBegin))
|
||
|
{
|
||
|
GrabBegin();
|
||
|
}
|
||
|
else if ((m_prevFlex <= grabEnd) && (prevFlex > grabEnd))
|
||
|
{
|
||
|
GrabEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected virtual void GrabBegin()
|
||
|
{
|
||
|
float closestMagSq = float.MaxValue;
|
||
|
OVRGrabbable closestGrabbable = null;
|
||
|
Collider closestGrabbableCollider = null;
|
||
|
|
||
|
// Iterate grab candidates and find the closest grabbable candidate
|
||
|
foreach (OVRGrabbable grabbable in m_grabCandidates.Keys)
|
||
|
{
|
||
|
bool canGrab = !(grabbable.isGrabbed && !grabbable.allowOffhandGrab);
|
||
|
if (!canGrab)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
for (int j = 0; j < grabbable.grabPoints.Length; ++j)
|
||
|
{
|
||
|
Collider grabbableCollider = grabbable.grabPoints[j];
|
||
|
// Store the closest grabbable
|
||
|
Vector3 closestPointOnBounds = grabbableCollider.ClosestPointOnBounds(m_gripTransform.position);
|
||
|
float grabbableMagSq = (m_gripTransform.position - closestPointOnBounds).sqrMagnitude;
|
||
|
if (grabbableMagSq < closestMagSq)
|
||
|
{
|
||
|
closestMagSq = grabbableMagSq;
|
||
|
closestGrabbable = grabbable;
|
||
|
closestGrabbableCollider = grabbableCollider;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Disable grab volumes to prevent overlaps
|
||
|
GrabVolumeEnable(false);
|
||
|
|
||
|
if (closestGrabbable != null)
|
||
|
{
|
||
|
if (closestGrabbable.isGrabbed)
|
||
|
{
|
||
|
closestGrabbable.grabbedBy.OffhandGrabbed(closestGrabbable);
|
||
|
}
|
||
|
|
||
|
m_grabbedObj = closestGrabbable;
|
||
|
m_grabbedObj.GrabBegin(this, closestGrabbableCollider);
|
||
|
|
||
|
m_lastPos = transform.position;
|
||
|
m_lastRot = transform.rotation;
|
||
|
|
||
|
// Set up offsets for grabbed object desired position relative to hand.
|
||
|
if(m_grabbedObj.snapPosition)
|
||
|
{
|
||
|
m_grabbedObjectPosOff = m_gripTransform.localPosition;
|
||
|
if(m_grabbedObj.snapOffset)
|
||
|
{
|
||
|
Vector3 snapOffset = m_grabbedObj.snapOffset.position;
|
||
|
if (m_controller == OVRInput.Controller.LTouch) snapOffset.x = -snapOffset.x;
|
||
|
m_grabbedObjectPosOff += snapOffset;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector3 relPos = m_grabbedObj.transform.position - transform.position;
|
||
|
relPos = Quaternion.Inverse(transform.rotation) * relPos;
|
||
|
m_grabbedObjectPosOff = relPos;
|
||
|
}
|
||
|
|
||
|
if (m_grabbedObj.snapOrientation)
|
||
|
{
|
||
|
m_grabbedObjectRotOff = m_gripTransform.localRotation;
|
||
|
if(m_grabbedObj.snapOffset)
|
||
|
{
|
||
|
m_grabbedObjectRotOff = m_grabbedObj.snapOffset.rotation * m_grabbedObjectRotOff;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Quaternion relOri = Quaternion.Inverse(transform.rotation) * m_grabbedObj.transform.rotation;
|
||
|
m_grabbedObjectRotOff = relOri;
|
||
|
}
|
||
|
|
||
|
// NOTE: force teleport on grab, to avoid high-speed travel to dest which hits a lot of other objects at high
|
||
|
// speed and sends them flying. The grabbed object may still teleport inside of other objects, but fixing that
|
||
|
// is beyond the scope of this demo.
|
||
|
MoveGrabbedObject(m_lastPos, m_lastRot, true);
|
||
|
|
||
|
// NOTE: This is to get around having to setup collision layers, but in your own project you might
|
||
|
// choose to remove this line in favor of your own collision layer setup.
|
||
|
SetPlayerIgnoreCollision(m_grabbedObj.gameObject, true);
|
||
|
|
||
|
if (m_parentHeldObject)
|
||
|
{
|
||
|
m_grabbedObj.transform.parent = transform;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected virtual void MoveGrabbedObject(Vector3 pos, Quaternion rot, bool forceTeleport = false)
|
||
|
{
|
||
|
if (m_grabbedObj == null)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Rigidbody grabbedRigidbody = m_grabbedObj.grabbedRigidbody;
|
||
|
Vector3 grabbablePosition = pos + rot * m_grabbedObjectPosOff;
|
||
|
Quaternion grabbableRotation = rot * m_grabbedObjectRotOff;
|
||
|
|
||
|
if (forceTeleport)
|
||
|
{
|
||
|
grabbedRigidbody.transform.position = grabbablePosition;
|
||
|
grabbedRigidbody.transform.rotation = grabbableRotation;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
grabbedRigidbody.MovePosition(grabbablePosition);
|
||
|
grabbedRigidbody.MoveRotation(grabbableRotation);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected void GrabEnd()
|
||
|
{
|
||
|
if (m_grabbedObj != null)
|
||
|
{
|
||
|
OVRPose localPose = new OVRPose { position = OVRInput.GetLocalControllerPosition(m_controller), orientation = OVRInput.GetLocalControllerRotation(m_controller) };
|
||
|
OVRPose offsetPose = new OVRPose { position = m_anchorOffsetPosition, orientation = m_anchorOffsetRotation };
|
||
|
localPose = localPose * offsetPose;
|
||
|
|
||
|
OVRPose trackingSpace = transform.ToOVRPose() * localPose.Inverse();
|
||
|
Vector3 linearVelocity = trackingSpace.orientation * OVRInput.GetLocalControllerVelocity(m_controller);
|
||
|
Vector3 angularVelocity = trackingSpace.orientation * OVRInput.GetLocalControllerAngularVelocity(m_controller);
|
||
|
|
||
|
GrabbableRelease(linearVelocity, angularVelocity);
|
||
|
}
|
||
|
|
||
|
// Re-enable grab volumes to allow overlap events
|
||
|
GrabVolumeEnable(true);
|
||
|
}
|
||
|
|
||
|
protected void GrabbableRelease(Vector3 linearVelocity, Vector3 angularVelocity)
|
||
|
{
|
||
|
m_grabbedObj.GrabEnd(linearVelocity, angularVelocity);
|
||
|
if(m_parentHeldObject) m_grabbedObj.transform.parent = null;
|
||
|
m_grabbedObj = null;
|
||
|
}
|
||
|
|
||
|
protected virtual void GrabVolumeEnable(bool enabled)
|
||
|
{
|
||
|
if (m_grabVolumeEnabled == enabled)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_grabVolumeEnabled = enabled;
|
||
|
for (int i = 0; i < m_grabVolumes.Length; ++i)
|
||
|
{
|
||
|
Collider grabVolume = m_grabVolumes[i];
|
||
|
grabVolume.enabled = m_grabVolumeEnabled;
|
||
|
}
|
||
|
|
||
|
if (!m_grabVolumeEnabled)
|
||
|
{
|
||
|
m_grabCandidates.Clear();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected virtual void OffhandGrabbed(OVRGrabbable grabbable)
|
||
|
{
|
||
|
if (m_grabbedObj == grabbable)
|
||
|
{
|
||
|
GrabbableRelease(Vector3.zero, Vector3.zero);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected void SetPlayerIgnoreCollision(GameObject grabbable, bool ignore)
|
||
|
{
|
||
|
if (m_player != null)
|
||
|
{
|
||
|
Collider[] playerColliders = m_player.GetComponentsInChildren<Collider>();
|
||
|
foreach (Collider pc in playerColliders)
|
||
|
{
|
||
|
Collider[] colliders = grabbable.GetComponentsInChildren<Collider>();
|
||
|
foreach (Collider c in colliders)
|
||
|
{
|
||
|
if(!c.isTrigger && !pc.isTrigger)
|
||
|
Physics.IgnoreCollision(c, pc, ignore);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|