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WACVR/Assets/Script/Controller/HandFollowManager.cs

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