2022-11-05 01:32:17 +01:00
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using TMPro;
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2022-10-16 15:42:49 +02:00
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using UnityEngine;
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2022-11-05 01:32:17 +01:00
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using UnityEngine.UI;
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2022-10-16 15:42:49 +02:00
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public class HandFollowManager : MonoBehaviour
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{
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public GameObject Target;
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public Transform Center;
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2022-11-05 01:32:17 +01:00
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public CEnum.handStabilization Mode;
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public float VelocityThreshold = 0.1f;
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2022-11-05 23:53:06 +01:00
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private Rigidbody currentRigidbody;
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2022-10-16 15:42:49 +02:00
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private Rigidbody TargetRigidbody;
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private Vector3 previousPosition;
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2022-11-05 23:53:06 +01:00
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2022-10-16 15:42:49 +02:00
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private void Start()
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{
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TargetRigidbody = Target.GetComponent<Rigidbody>();
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2022-11-05 23:53:06 +01:00
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currentRigidbody = GetComponent<Rigidbody>();
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2022-11-05 01:32:17 +01:00
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2022-11-05 23:53:06 +01:00
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var modeWidget = ConfigManager.GetConfigPanelWidget("HandTrackingMode");
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2022-11-05 01:32:17 +01:00
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var threshWidget = ConfigManager.GetConfigPanelWidget("Threshold");
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var modeDropdown = modeWidget.GetComponent<TMP_Dropdown>();
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var threshSlider = threshWidget.GetComponent<Slider>();
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modeDropdown.onValueChanged.AddListener((int value) => {
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2022-11-07 22:31:18 +01:00
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VelocityThreshold = ConfigManager.config.Threshold;
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2022-11-05 01:32:17 +01:00
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Mode = (CEnum.handStabilization)value;
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2022-11-05 23:53:06 +01:00
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switch (Mode)
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{
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case CEnum.handStabilization.None:
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currentRigidbody.isKinematic = true;
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break;
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case CEnum.handStabilization.Physics:
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currentRigidbody.isKinematic = false;
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break;
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case CEnum.handStabilization.Velocity:
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currentRigidbody.isKinematic = true;
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break;
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}
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2022-11-05 01:32:17 +01:00
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});
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threshSlider.onValueChanged.AddListener((float value) => {
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VelocityThreshold = value;
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});
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modeDropdown.onValueChanged?.Invoke(modeDropdown.value);
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threshSlider.onValueChanged?.Invoke(threshSlider.value);
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2022-10-16 15:42:49 +02:00
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}
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private void VelocityTracking()
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{
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Vector3 velocity = (Target.transform.position - previousPosition) / Time.deltaTime;
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if (velocity.magnitude > VelocityThreshold)
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{
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transform.position = Target.transform.position;
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//PhysicsMove(Target.transform);
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}
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previousPosition = Target.transform.position;
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}
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2022-11-05 23:53:06 +01:00
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private void PhysicsMove(Transform targetTransform)
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{
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currentRigidbody.velocity = (targetTransform.position - transform.position) / Time.fixedDeltaTime;
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Quaternion rotationDelta = targetTransform.rotation * Quaternion.Inverse(transform.rotation);
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rotationDelta.ToAngleAxis(out float angle, out Vector3 axis);
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Vector3 rotationDeltaInDegrees = angle * axis;
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currentRigidbody.angularVelocity = rotationDeltaInDegrees * Mathf.Deg2Rad / Time.fixedDeltaTime;
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}
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private void Update()
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{
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gameObject.transform.localScale = Target.transform.localScale;
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}
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private void FixedUpdate()
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{
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switch (Mode)
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{
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case CEnum.handStabilization.None:
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transform.position = Target.transform.position;
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break;
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case CEnum.handStabilization.Physics:
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//transform.position = Target.transform.position;
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PhysicsMove(Target.transform);
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break;
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case CEnum.handStabilization.Velocity:
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VelocityTracking();
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break;
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}
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}
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}
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