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975 lines
38 KiB
C#
975 lines
38 KiB
C#
6 months ago
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using NaughtyAttributes;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Serialization;
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using UnityEngine.UIElements;
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namespace Autohand {
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/// <summary>
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///
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/// </summary>
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public enum HandMovementType {
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/// <summary>Movement method for Auto Hand V2 and below</summary>
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Legacy,
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/// <summary>Uses physics forces</summary>
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Forces
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}
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public enum HandType {
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both,
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right,
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left,
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none
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}
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public enum GrabType {
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/// <summary>On grab, hand will move to the grabbable, create grab connection, then return to follow position</summary>
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HandToGrabbable,
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/// <summary>On grab, grabbable will move to the hand, then create grab connection</summary>
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GrabbableToHand,
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/// <summary>On grab, grabbable instantly travel to the hand</summary>
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InstantGrab
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}
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[Serializable]
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public struct VelocityTimePair {
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public float time;
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public Vector3 velocity;
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}
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public delegate void HandGrabEvent(Hand hand, Grabbable grabbable);
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public delegate void HandGameObjectEvent(Hand hand, GameObject other);
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[Serializable] public class UnityHandGrabEvent : UnityEvent<Hand, Grabbable> { }
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[Serializable] public class UnityHandEvent : UnityEvent<Hand> { }
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[RequireComponent(typeof(Rigidbody)), DefaultExecutionOrder(10)]
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/// <summary>This is the base of the Auto Hand hand class, used for organizational purposes</summary>
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public class HandBase : MonoBehaviour {
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[AutoHeader("AUTO HAND")]
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public bool ignoreMe;
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public Finger[] fingers;
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[Tooltip("An empty GameObject that should be placed on the surface of the center of the palm")]
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public Transform palmTransform;
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[FormerlySerializedAs("isLeft")]
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[Tooltip("Whether this is the left (on) or right (off) hand")]
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public bool left = false;
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[Space]
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[Tooltip("Maximum distance for pickup"), Min(0.01f)]
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public float reachDistance = 0.3f;
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[AutoToggleHeader("Enable Movement", 0, 0, tooltip = "Whether or not to enable the hand's Rigidbody Physics movement")]
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public bool enableMovement = true;
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[EnableIf("enableMovement"), Tooltip("Follow target, the hand will always try to match this transforms position with rigidbody movements")]
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public Transform follow;
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[EnableIf("enableMovement"), Tooltip("Returns hand to the target after this distance [helps just in case it gets stuck]"), Min(0)]
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public float maxFollowDistance = 0.5f;
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[EnableIf("enableMovement"), Tooltip("Amplifier for applied velocity on released object"), Min(0)]
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public float throwPower = 1f;
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[Tooltip("Speed at which the gentle grab returns the grabbable"), Min(0)]
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[FormerlySerializedAs("smoothReturnSpeed")]
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public float gentleGrabSpeed = 1;
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[HideInInspector]
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public bool advancedFollowSettings = true;
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[AutoToggleHeader("Enable Auto Posing", 0, 0, tooltip = "Auto Posing will override Unity Animations -- This will disable all the Auto Hand IK, including animations from: finger sway, pose areas, finger bender scripts (runtime Auto Posing will still work)")]
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[Tooltip("Turn this on when you want to animate the hand or use other IK Drivers")]
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public bool enableIK = true;
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[EnableIf("enableIK"), Tooltip("How much the fingers sway from the velocity")]
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public float swayStrength = 0.7f;
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[EnableIf("enableIK"), Tooltip("This will offset each fingers bend (0 is no bend, 1 is full bend)")]
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public float gripOffset = 0.1f;
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//HIDDEN ADVANCED SETTINGS
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[NonSerialized, Tooltip("The maximum allowed velocity of the hand"), Min(0)]
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public float maxVelocity = 12f;
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[NonSerialized, Tooltip("Follow target speed (Can cause jittering if turned too high - recommend increasing drag with speed)"), Min(0)]
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public float followPositionStrength = 60;
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[HideInInspector, NonSerialized]
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public float startDrag = 12;
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[HideInInspector, NonSerialized, Tooltip("Follow target rotation speed (Can cause jittering if turned too high - recommend increasing angular drag with speed)"), Min(0)]
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public float followRotationStrength = 150;
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[HideInInspector, NonSerialized]
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public float startAngularDrag = 60;
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[HideInInspector, NonSerialized, Tooltip("After this many seconds velocity data within a 'throw window' will be tossed out. (This allows you to get only use acceeleration data from the last 'x' seconds of the throw.)")]
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public float throwVelocityExpireTime = 0.125f;
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[HideInInspector, NonSerialized, Tooltip("After this many seconds velocity data within a 'throw window' will be tossed out. (This allows you to get only use acceeleration data from the last 'x' seconds of the throw.)")]
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public float throwAngularVelocityExpireTime = 0.25f;
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[HideInInspector, NonSerialized, Tooltip("Increase for closer finger tip results / Decrease for less physics checks - The number of steps the fingers take when bending to grab something")]
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public int fingerBendSteps = 40;
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[HideInInspector]
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public bool usingPoseAreas = true;
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[HideInInspector]
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public QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.Ignore;
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Grabbable HoldingObj = null;
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public Grabbable holdingObj {
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get { return HoldingObj; }
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internal set { HoldingObj = value; }
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}
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Grabbable _lookingAtObj = null;
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public Grabbable lookingAtObj {
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get { return _lookingAtObj; }
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protected set { _lookingAtObj = value; }
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}
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Transform _moveTo = null;
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public Transform moveTo {
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get {
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if(!gameObject.activeInHierarchy)
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return null;
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if(_moveTo == null) {
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_moveTo = new GameObject().transform;
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_moveTo.parent = transform.parent;
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_moveTo.name = "HAND FOLLOW POINT";
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}
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return _moveTo;
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}
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}
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Rigidbody _body;
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public Rigidbody body {
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get{
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if(_body == null)
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_body = GetComponent<Rigidbody>();
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return _body;
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}
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internal set { _body = body; }
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}
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Vector3 _grabPositionOffset = Vector3.zero;
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public Vector3 grabPositionOffset {
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get { return _grabPositionOffset; }
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internal set { _grabPositionOffset = value; }
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}
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Quaternion _grabRotationOffset = Quaternion.identity;
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public Quaternion grabRotationOffset {
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get { return _grabRotationOffset; }
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internal set { _grabRotationOffset = value; }
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}
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public bool disableIK {
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get { return !enableIK; }
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set { enableIK = !value; }
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}
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private CollisionTracker _collisionTracker;
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public CollisionTracker collisionTracker {
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get {
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if(_collisionTracker == null)
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_collisionTracker = gameObject.AddComponent<CollisionTracker>();
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return _collisionTracker;
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}
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protected set {
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if(_collisionTracker != null)
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Destroy(_collisionTracker);
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_collisionTracker = value;
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}
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}
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protected GrabbablePose _currentHeldPose;
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public GrabbablePose currentHeldPose {
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get {
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return _currentHeldPose;
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}
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protected set {
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if(value == null && _currentHeldPose != null)
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_currentHeldPose.CancelHandPose(this as Hand);
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_currentHeldPose = value;
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}
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}
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[HideInInspector, NonSerialized]
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public ConfigurableJoint heldJoint;
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public bool grabbing { get; protected set; }
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public bool squeezing { get; protected set; }
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public HandPoseArea handPoseArea { get; protected set; }
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public Vector3 lastAngularVelocity { get; protected set; }
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public Vector3 lastVelocity { get; protected set; }
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protected float gripAxis;
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protected float squeezeAxis;
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protected Coroutine handAnimateRoutine;
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protected HandPoseData preHandPoseAreaPose;
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internal List<Collider> handColliders = new List<Collider>();
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Transform _handGrabPoint;
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internal Transform handGrabPoint {
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get {
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if(_handGrabPoint == null && gameObject.scene.isLoaded) {
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_handGrabPoint = new GameObject().transform;
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_handGrabPoint.name = "grabPoint";
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}
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return _handGrabPoint;
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}
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}
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Transform _localGrabbablePoint;
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internal Transform localGrabbablePoint {
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get {
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if(!gameObject.activeInHierarchy)
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_localGrabbablePoint = null;
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else if(gameObject.activeInHierarchy && _localGrabbablePoint == null) {
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_localGrabbablePoint = new GameObject().transform;
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_localGrabbablePoint.name = "grabPosition";
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_localGrabbablePoint.parent = transform;
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}
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return _localGrabbablePoint;
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}
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}
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BoxCollider _handEncapsulationCollider;
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internal BoxCollider handEncapsulationBox {
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get {
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if(!gameObject.activeInHierarchy)
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_handEncapsulationCollider = null;
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else if(gameObject.activeInHierarchy && _handEncapsulationCollider == null) {
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_handEncapsulationCollider = new GameObject().AddComponent<BoxCollider>();
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_handEncapsulationCollider.name = "handEncapsulationBox";
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_handEncapsulationCollider.transform.parent = transform;
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_handEncapsulationCollider.transform.localPosition = Vector3.zero;
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_handEncapsulationCollider.transform.localRotation = Quaternion.identity;
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_handEncapsulationCollider.transform.localScale = Vector3.one;
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_handEncapsulationCollider.isTrigger = true;
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_handEncapsulationCollider.enabled = false;
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}
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return _handEncapsulationCollider;
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}
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}
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internal int handLayers;
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internal int handIgnoreCollisionLayers;
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protected Collider palmCollider;
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protected RaycastHit highlightHit;
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protected RaycastHit grabbingHit;
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protected HandVelocityTracker velocityTracker;
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protected Transform palmChild;
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protected Vector3 lastFrameFollowPos;
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protected Quaternion lastFrameFollowRot;
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protected bool ignoreMoveFrame;
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protected Vector3 followVel;
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protected Vector3 followAngularVel;
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internal bool allowUpdateMovement = true;
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protected Vector3[] updatePositionTracked = new Vector3[3];
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protected List<RaycastHit> closestHits = new List<RaycastHit>();
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protected List<Grabbable> closestGrabs = new List<Grabbable>();
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protected int tryMaxDistanceCount;
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protected Vector3 lastFollowPosition;
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protected Vector3 lastFollowRotation;
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protected int noCollisionFrames = 0;
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protected int collisionFrames = 0;
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protected bool prerendered = false;
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protected Vector3 preRenderPos;
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protected Quaternion preRenderRot;
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protected float currGrip = 1f;
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protected bool usingDynamicTimestep;
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protected virtual void Awake() {
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body = GetComponent<Rigidbody>();
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body.interpolation = RigidbodyInterpolation.None;
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body.useGravity = false;
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body.solverIterations = 100;
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body.solverVelocityIterations = 100;
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if(palmCollider == null) {
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palmCollider = palmTransform.gameObject.AddComponent<BoxCollider>();
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(palmCollider as BoxCollider).size = new Vector3(0.2f, 0.15f, 0.05f);
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(palmCollider as BoxCollider).center = new Vector3(0f, 0f, -0.025f);
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palmCollider.enabled = false;
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}
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if(palmChild == null) {
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palmChild = new GameObject().transform;
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palmChild.parent = palmTransform;
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}
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var cams = AutoHandExtensions.CanFindObjectsOfType<Camera>(true);
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foreach(var cam in cams) {
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if(cam.targetDisplay == 0) {
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bool found = false;
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var handStabilizers = cam.gameObject.GetComponents<HandStabilizer>();
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foreach(var handStabilizer in handStabilizers) {
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if(handStabilizer.hand == this)
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found = true;
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}
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if(!found)
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cam.gameObject.AddComponent<HandStabilizer>().hand = this;
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}
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}
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if(velocityTracker == null)
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velocityTracker = new HandVelocityTracker(this);
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usingDynamicTimestep = AutoHandSettings.UsingDynamicTimestep();
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if(usingDynamicTimestep) {
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if(AutoHandExtensions.CanFindObjectOfType<DynamicTimestepSetter>() == null) {
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new GameObject() { name = "DynamicFixedTimeSetter" }.AddComponent<DynamicTimestepSetter>();
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Debug.Log("AUTO HAND: Creating Dynamic Timestepper");
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}
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}
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//Update the hand encapsulation sphere
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var bounds = new Bounds(Vector3.zero, Vector3.zero);
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foreach(var finger in fingers) {
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var fingerJoints = finger.FingerJoints;
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for(int i = 0; i < fingerJoints.Length; i++)
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bounds.Encapsulate(transform.InverseTransformPoint(fingerJoints[i].position));
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bounds.Encapsulate(transform.InverseTransformPoint(finger.tip.position + (finger.tip.position - transform.position)*finger.tipRadius));
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}
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bounds.Encapsulate(transform.InverseTransformPoint(palmTransform.position + palmTransform.forward*0.01f));
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bounds.Encapsulate(transform.InverseTransformPoint(palmTransform.position - palmTransform.forward*0.01f));
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handEncapsulationBox.center = bounds.center;
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handEncapsulationBox.size = bounds.size;
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handEncapsulationBox.gameObject.layer = LayerMask.NameToLayer("Hand");
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}
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protected virtual void OnEnable() {
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SetHandCollidersRecursive(transform);
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}
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protected virtual void OnDisable() {
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handColliders.Clear();
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}
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protected virtual void OnDestroy() {
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if(handGrabPoint != null)
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Destroy(handGrabPoint.gameObject);
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if(localGrabbablePoint != null)
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Destroy(localGrabbablePoint.gameObject);
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if(moveTo != null)
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Destroy(moveTo.gameObject);
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}
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protected virtual void FixedUpdate(){
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if(follow != null) {
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followVel = follow.position - lastFollowPosition;
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followAngularVel = follow.rotation.eulerAngles - lastFollowRotation;
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lastFollowPosition = follow.position;
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lastFollowRotation = follow.rotation.eulerAngles;
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}
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if (!IsGrabbing() && enableMovement && follow != null && !body.isKinematic) {
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MoveTo(Time.fixedDeltaTime);
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TorqueTo(Time.fixedDeltaTime);
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}
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velocityTracker.UpdateThrowing();
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if(ignoreMoveFrame){
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body.velocity = Vector3.zero;
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body.angularVelocity = Vector3.zero;
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}
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ignoreMoveFrame = false;
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if(CollisionCount() > 0) {
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noCollisionFrames = 0;
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collisionFrames++;
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}
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else {
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noCollisionFrames++;
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collisionFrames = 0;
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}
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||
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if(holdingObj != null)
|
||
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holdingObj.HeldFixedUpdate();
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||
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||
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for(int i = 1; i < updatePositionTracked.Length; i++)
|
||
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updatePositionTracked[i] = updatePositionTracked[i - 1];
|
||
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updatePositionTracked[0] = transform.localPosition;
|
||
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||
|
|
||
|
//Update the finger sway
|
||
|
if(!IsGrabbing())
|
||
|
UpdateFingers(Time.fixedDeltaTime);
|
||
|
}
|
||
|
|
||
|
protected virtual void Update(){
|
||
|
SetMoveTo();
|
||
|
}
|
||
|
|
||
|
//This is used to force the hand to always look like its where it should be even when physics is being weird
|
||
|
public virtual void OnPreRender(){
|
||
|
preRenderPos = transform.position;
|
||
|
preRenderRot = transform.rotation;
|
||
|
|
||
|
//Hides fixed joint jitterings
|
||
|
if(!prerendered && holdingObj != null && holdingObj.customGrabJoint == null && !IsGrabbing()) {
|
||
|
transform.position = handGrabPoint.position;
|
||
|
transform.rotation = handGrabPoint.rotation;
|
||
|
prerendered = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//This puts everything where it should be for the physics update
|
||
|
public virtual void OnPostRender(){
|
||
|
//Returns position after hiding for camera
|
||
|
if(prerendered && holdingObj != null && holdingObj.customGrabJoint == null && !IsGrabbing()) {
|
||
|
transform.position = preRenderPos;
|
||
|
transform.rotation = preRenderRot;
|
||
|
}
|
||
|
prerendered = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/// <summary>Creates Joints between hand and grabbable, does not call grab events</summary>
|
||
|
protected virtual void CreateJoint(Grabbable grab) {
|
||
|
CreateJoint(grab, grab.jointBreakForce, float.PositiveInfinity);
|
||
|
}
|
||
|
|
||
|
/// <summary>Creates Joints between hand and grabbable, does not call grab events</summary>
|
||
|
protected virtual void CreateJoint(Grabbable grab, float breakForce, float breakTorque){
|
||
|
if(grab.customGrabJoint == null){
|
||
|
var jointCopy = (Resources.Load<ConfigurableJoint>("DefaultJoint"));
|
||
|
var newJoint = gameObject.AddComponent<ConfigurableJoint>().GetCopyOf(jointCopy);
|
||
|
newJoint.anchor = Vector3.zero;
|
||
|
newJoint.breakForce = breakForce;
|
||
|
if(grab.HeldCount() == 1)
|
||
|
newJoint.breakForce += 500;
|
||
|
newJoint.breakTorque = breakTorque;
|
||
|
newJoint.connectedBody = grab.body;
|
||
|
newJoint.enablePreprocessing = jointCopy.enablePreprocessing;
|
||
|
newJoint.autoConfigureConnectedAnchor = false;
|
||
|
newJoint.connectedAnchor = grab.body.transform.InverseTransformPoint(handGrabPoint.position);
|
||
|
newJoint.angularXMotion = jointCopy.angularXMotion;
|
||
|
newJoint.angularYMotion = jointCopy.angularYMotion;
|
||
|
newJoint.angularZMotion = jointCopy.angularZMotion;
|
||
|
|
||
|
heldJoint = newJoint;
|
||
|
}
|
||
|
else {
|
||
|
var newJoint = grab.body.gameObject.AddComponent<ConfigurableJoint>().GetCopyOf(grab.customGrabJoint);
|
||
|
newJoint.anchor = Vector3.zero;
|
||
|
if(grab.HeldCount() == 1)
|
||
|
newJoint.breakForce += 500;
|
||
|
newJoint.breakForce = breakForce;
|
||
|
newJoint.breakTorque = breakTorque;
|
||
|
newJoint.connectedBody = body;
|
||
|
newJoint.enablePreprocessing = grab.customGrabJoint.enablePreprocessing;
|
||
|
newJoint.autoConfigureConnectedAnchor = false;
|
||
|
newJoint.connectedAnchor = grab.body.transform.InverseTransformPoint(handGrabPoint.position);
|
||
|
newJoint.angularXMotion = grab.customGrabJoint.angularXMotion;
|
||
|
newJoint.angularYMotion = grab.customGrabJoint.angularYMotion;
|
||
|
newJoint.angularZMotion = grab.customGrabJoint.angularZMotion;
|
||
|
heldJoint = newJoint;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float lastMoveToDistance = float.MaxValue;
|
||
|
//====================== MOVEMENT =======================
|
||
|
//========================================================
|
||
|
//========================================================
|
||
|
|
||
|
/// <summary>Moves the hand to the controller rotation using physics movement</summary>
|
||
|
protected virtual void MoveTo(float deltaTime) {
|
||
|
SetMoveTo();
|
||
|
|
||
|
if(followPositionStrength <= 0)
|
||
|
return;
|
||
|
|
||
|
var movePos = moveTo.position;
|
||
|
var distance = Vector3.Distance(movePos, transform.position);
|
||
|
|
||
|
if(lastMoveToDistance != distance) {
|
||
|
lastMoveToDistance = distance;
|
||
|
//Returns if out of distance, if you aren't holding anything
|
||
|
if(distance > maxFollowDistance) {
|
||
|
if(holdingObj != null) {
|
||
|
if(holdingObj.parentOnGrab && tryMaxDistanceCount < 1) {
|
||
|
SetHandLocation(movePos, transform.rotation);
|
||
|
tryMaxDistanceCount += 2;
|
||
|
}
|
||
|
else if(!holdingObj.parentOnGrab || tryMaxDistanceCount >= 1) {
|
||
|
holdingObj.ForceHandRelease(this as Hand);
|
||
|
SetHandLocation(movePos, transform.rotation);
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
SetHandLocation(movePos, transform.rotation);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(tryMaxDistanceCount > 0)
|
||
|
tryMaxDistanceCount--;
|
||
|
|
||
|
distance = Mathf.Clamp(distance, 0, 0.5f);
|
||
|
|
||
|
SetVelocity(0.5f);
|
||
|
|
||
|
|
||
|
void SetVelocity(float minVelocityChange) {
|
||
|
|
||
|
var velocityClamp = holdingObj != null ? holdingObj.maxHeldVelocity : maxVelocity;
|
||
|
|
||
|
Vector3 vel = (movePos - transform.position).normalized * followPositionStrength * distance;
|
||
|
|
||
|
vel.x = Mathf.Clamp(vel.x, -velocityClamp, velocityClamp);
|
||
|
vel.y = Mathf.Clamp(vel.y, -velocityClamp, velocityClamp);
|
||
|
vel.z = Mathf.Clamp(vel.z, -velocityClamp, velocityClamp);
|
||
|
|
||
|
var deltaOffset = Time.fixedDeltaTime / 0.011111f;
|
||
|
var inverseDeltaOffset = 0.011111f / Time.fixedDeltaTime;
|
||
|
var currentVelocity = body.velocity;
|
||
|
body.drag = startDrag * inverseDeltaOffset;
|
||
|
var maxDelta = deltaOffset;
|
||
|
minVelocityChange *= deltaOffset;
|
||
|
|
||
|
var towardsVel = new Vector3(
|
||
|
Mathf.MoveTowards(currentVelocity.x, vel.x, minVelocityChange + Mathf.Abs(currentVelocity.x) * maxDelta),
|
||
|
Mathf.MoveTowards(currentVelocity.y, vel.y, minVelocityChange + Mathf.Abs(currentVelocity.y) * maxDelta),
|
||
|
Mathf.MoveTowards(currentVelocity.z, vel.z, minVelocityChange + Mathf.Abs(currentVelocity.z) * maxDelta)
|
||
|
);
|
||
|
|
||
|
body.velocity = towardsVel;
|
||
|
lastVelocity = body.velocity;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Rotates the hand to the controller rotation using physics movement</summary>
|
||
|
protected virtual void TorqueTo(float deltaTime) {
|
||
|
var delta = (moveTo.rotation * Quaternion.Inverse(body.rotation));
|
||
|
delta.ToAngleAxis(out float angle, out Vector3 axis);
|
||
|
if (float.IsInfinity(axis.x))
|
||
|
return;
|
||
|
|
||
|
if(angle > 180f)
|
||
|
angle -= 360f;
|
||
|
|
||
|
var multiLinear = Mathf.Deg2Rad * angle * followRotationStrength;
|
||
|
Vector3 angular = multiLinear * axis.normalized;
|
||
|
angle = Mathf.Abs(angle);
|
||
|
|
||
|
var angleStrengthOffset = Mathf.Lerp(1f, 1.5f, angle/16f);
|
||
|
var inverseDeltaOffset = 0.011111f / Time.fixedDeltaTime;
|
||
|
var maxDelta = followRotationStrength * 50f * angleStrengthOffset;
|
||
|
var currentAngleVelocity = body.angularVelocity;
|
||
|
|
||
|
body.angularDrag = Mathf.Lerp((startAngularDrag * 1.2f), startAngularDrag, angle/4f) * inverseDeltaOffset;
|
||
|
|
||
|
body.angularVelocity = new Vector3(
|
||
|
Mathf.MoveTowards(currentAngleVelocity.x, angular.x, maxDelta),
|
||
|
Mathf.MoveTowards(currentAngleVelocity.y, angular.y, maxDelta),
|
||
|
Mathf.MoveTowards(currentAngleVelocity.z, angular.z, maxDelta)
|
||
|
);
|
||
|
|
||
|
lastAngularVelocity = body.angularVelocity;
|
||
|
}
|
||
|
|
||
|
///<summary>Moves the hand and whatever it might be holding (if teleport allowed) to given pos/rot</summary>
|
||
|
public virtual void SetHandLocation(Vector3 pos, Quaternion rot) {
|
||
|
|
||
|
if(holdingObj && holdingObj.parentOnGrab) {
|
||
|
if (!IsGrabbing()) {
|
||
|
ignoreMoveFrame = true;
|
||
|
|
||
|
if(holdingObj.HeldCount() > 1) {
|
||
|
pos += transform.position - moveTo.position;
|
||
|
rot *= (Quaternion.Inverse(moveTo.rotation)* transform.rotation);
|
||
|
}
|
||
|
|
||
|
var handRuler = AutoHandExtensions.transformRuler;
|
||
|
handRuler.position = transform.position;
|
||
|
handRuler.rotation = transform.rotation;
|
||
|
|
||
|
var grabRuler = AutoHandExtensions.transformRulerChild;
|
||
|
grabRuler.position = holdingObj.body.transform.position;
|
||
|
grabRuler.rotation = holdingObj.body.transform.rotation;
|
||
|
|
||
|
handRuler.position = pos;
|
||
|
handRuler.rotation = rot;
|
||
|
|
||
|
var deltaHandRot = rot * Quaternion.Inverse(transform.rotation);
|
||
|
var deltaGrabPos = grabRuler.position - holdingObj.body.transform.position;
|
||
|
var deltaGrabRot = Quaternion.Inverse(grabRuler.rotation) * holdingObj.body.transform.rotation;
|
||
|
|
||
|
transform.position = handRuler.position;
|
||
|
transform.rotation = handRuler.rotation;
|
||
|
body.position = handRuler.position;
|
||
|
body.rotation = handRuler.rotation;
|
||
|
|
||
|
holdingObj.body.transform.position = grabRuler.position;
|
||
|
holdingObj.body.transform.rotation = grabRuler.rotation;
|
||
|
holdingObj.body.position = grabRuler.position;
|
||
|
holdingObj.body.rotation = grabRuler.rotation;
|
||
|
|
||
|
body.velocity = deltaHandRot * body.velocity;
|
||
|
body.angularVelocity = deltaHandRot * body.angularVelocity;
|
||
|
|
||
|
grabPositionOffset = deltaGrabRot * grabPositionOffset;
|
||
|
|
||
|
foreach(var jointed in holdingObj.jointedBodies)
|
||
|
if(!(jointed.CanGetComponent(out Grabbable grab) && grab.HeldCount() > 0)) {
|
||
|
jointed.position += deltaGrabPos;
|
||
|
jointed.transform.RotateAround(holdingObj.body.transform, deltaGrabRot);
|
||
|
}
|
||
|
|
||
|
velocityTracker.ClearThrow();
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
ignoreMoveFrame = true;
|
||
|
transform.position = pos;
|
||
|
transform.rotation = rot;
|
||
|
body.position = pos;
|
||
|
body.rotation = rot;
|
||
|
body.velocity = Vector3.zero;
|
||
|
body.angularVelocity = Vector3.zero;
|
||
|
}
|
||
|
|
||
|
SetMoveTo();
|
||
|
}
|
||
|
|
||
|
///<summary>Moves the hand and keeps the local rotation</summary>
|
||
|
public virtual void SetHandLocation(Vector3 pos) {
|
||
|
SetMoveTo();
|
||
|
SetHandLocation(pos, transform.rotation);
|
||
|
}
|
||
|
|
||
|
/// <summary>Resets the hand location to the follow</summary>
|
||
|
public void ResetHandLocation() {
|
||
|
SetHandLocation(moveTo.position, moveTo.rotation);
|
||
|
}
|
||
|
|
||
|
/// <summary>Updates the target used to calculate velocity / movements towards follow</summary>
|
||
|
public void SetMoveTo(bool ignoreHeld = false) {
|
||
|
if(follow == null)
|
||
|
return;
|
||
|
|
||
|
|
||
|
|
||
|
//Sets [Move To] Object
|
||
|
moveTo.position = follow.position + grabPositionOffset;
|
||
|
moveTo.rotation = follow.rotation * grabRotationOffset;
|
||
|
|
||
|
//Adjust the [Move To] based on offsets
|
||
|
if(holdingObj != null) {
|
||
|
if(left) {
|
||
|
var leftRot = -holdingObj.heldRotationOffset;
|
||
|
leftRot.x *= -1;
|
||
|
moveTo.localRotation *= Quaternion.Euler(leftRot);
|
||
|
var moveLeft = holdingObj.heldPositionOffset;
|
||
|
moveLeft.x *= -1;
|
||
|
moveTo.position += transform.rotation * moveLeft;
|
||
|
}
|
||
|
else {
|
||
|
moveTo.position += transform.rotation * holdingObj.heldPositionOffset;
|
||
|
moveTo.localRotation *= Quaternion.Euler(holdingObj.heldRotationOffset);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//This is a forumla to help stabilize an object when held by multiple hands
|
||
|
//It's more art than science, but it works well enough
|
||
|
if(holdingObj != null && holdingObj.HeldCount() > 0 && !ignoreHeld) {
|
||
|
var deltaOffset = 0.011111f/Time.fixedDeltaTime;
|
||
|
var heldBy = holdingObj.rootGrabbable.GetHeldBy(true, true);
|
||
|
for(int i = 0; i < heldBy.Count; i++) {
|
||
|
//If the grabbable is held by another hand, we want to move towards that hand when its being pulled away to reduce jitter
|
||
|
if(heldBy[i] != this && holdingObj.rootGrabbable.moveTos.ContainsKey(heldBy[i])) {
|
||
|
var otherHandOffset = holdingObj.rootGrabbable.moveTos[heldBy[i]];
|
||
|
var targetDistance = Mathf.Lerp(1f + 0.5f * deltaOffset, 1f + 0.05f * deltaOffset, otherHandOffset.magnitude*4);
|
||
|
var massOffset = heldBy[i].body.mass/body.mass;
|
||
|
moveTo.position += (otherHandOffset / targetDistance) * massOffset;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Whether or not this hand can grab the grabbbale based on hand and grabbable settings</summary>
|
||
|
public bool CanGrab(Grabbable grab) {
|
||
|
var cantHandSwap = (grab.IsHeld() && grab.singleHandOnly && !grab.allowHeldSwapping);
|
||
|
return (grab.CanGrab(this) && !IsGrabbing() && !cantHandSwap);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
public float GetTriggerAxis() {
|
||
|
return gripAxis;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Collider[] handHighlightNonAlloc = new Collider[128];
|
||
|
/// <summary>Finds the closest raycast from a cone of rays -> Returns average direction of all hits</summary>
|
||
|
protected virtual Vector3 HandClosestHit(out RaycastHit closestHit, out IGrabbableEvents grabbable, float dist, int layerMask, Grabbable target = null) {
|
||
|
Grabbable grab;
|
||
|
Vector3 palmForward = palmTransform.forward;
|
||
|
Vector3 palmPosition = palmTransform.position;
|
||
|
GameObject rayHitObject;
|
||
|
Grabbable lastRayHitGrabbable = null;
|
||
|
Ray ray = new Ray();
|
||
|
RaycastHit hit;
|
||
|
Collider col;
|
||
|
|
||
|
closestGrabs.Clear();
|
||
|
closestHits.Clear();
|
||
|
var checkSphereRadius = reachDistance * 1.35f;
|
||
|
int overlapCount = Physics.OverlapSphereNonAlloc(palmPosition + palmForward * (checkSphereRadius * 0.9f), checkSphereRadius, handHighlightNonAlloc, layerMask, QueryTriggerInteraction.Collide);
|
||
|
|
||
|
|
||
|
for(int i = 0; i < overlapCount; i++) {
|
||
|
col = handHighlightNonAlloc[i];
|
||
|
|
||
|
if(!(col is MeshCollider) || (col as MeshCollider).convex == true) {
|
||
|
Vector3 closestPoint = col.ClosestPoint(palmTransform.transform.position);
|
||
|
ray.direction = closestPoint - palmTransform.position;
|
||
|
}
|
||
|
else
|
||
|
ray.direction = palmTransform.forward;
|
||
|
|
||
|
ray.origin = palmTransform.transform.position;
|
||
|
ray.origin = Vector3.MoveTowards(ray.origin, col.bounds.center, 0.001f);
|
||
|
|
||
|
var queryTriggerInteraction = QueryTriggerInteraction.Ignore;
|
||
|
if(col.isTrigger)
|
||
|
queryTriggerInteraction = QueryTriggerInteraction.Collide;
|
||
|
|
||
|
if(ray.direction != Vector3.zero && Vector3.Angle(ray.direction, palmTransform.forward) < 100 && Physics.Raycast(ray, out hit, checkSphereRadius*2, layerMask, queryTriggerInteraction)) {
|
||
|
|
||
|
rayHitObject = hit.collider.gameObject;
|
||
|
if(closestGrabs.Count > 0)
|
||
|
lastRayHitGrabbable = closestGrabs[closestGrabs.Count - 1];
|
||
|
|
||
|
if(closestGrabs.Count > 0 && rayHitObject == lastRayHitGrabbable.gameObject) {
|
||
|
if(target == null) {
|
||
|
closestGrabs.Add(lastRayHitGrabbable);
|
||
|
closestHits.Add(hit);
|
||
|
}
|
||
|
}
|
||
|
else if(rayHitObject.HasGrabbable(out grab) && CanGrab(grab)) {
|
||
|
if(target == null || target == grab) {
|
||
|
closestGrabs.Add(grab);
|
||
|
closestHits.Add(hit);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int closestHitCount = closestHits.Count;
|
||
|
|
||
|
if(closestHitCount > 0) {
|
||
|
closestHit = closestHits[0];
|
||
|
grabbable = closestGrabs[0];
|
||
|
Vector3 dir = Vector3.zero;
|
||
|
if(grabbable is Grabbable) {
|
||
|
for(int i = 0; i < closestHitCount; i++) {
|
||
|
if(closestHits[i].distance / closestGrabs[i].grabPriorityWeight < closestHit.distance / (grabbable as Grabbable).grabPriorityWeight) {
|
||
|
closestHit = closestHits[i];
|
||
|
grabbable = closestGrabs[i];
|
||
|
}
|
||
|
|
||
|
dir += closestHits[i].point - palmTransform.position;
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
for(int i = 0; i < closestHitCount; i++) {
|
||
|
if(closestHits[i].distance / closestGrabs[i].grabPriorityWeight < closestHit.distance ) {
|
||
|
closestHit = closestHits[i];
|
||
|
grabbable = closestGrabs[i];
|
||
|
}
|
||
|
|
||
|
dir += closestHits[i].point - palmTransform.position;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(holdingObj == null && !IsGrabbing()) {
|
||
|
if(handGrabPoint.parent != closestHit.transform)
|
||
|
handGrabPoint.parent = closestHit.collider.transform;
|
||
|
handGrabPoint.position = closestHit.point;
|
||
|
handGrabPoint.up = closestHit.normal;
|
||
|
}
|
||
|
|
||
|
return dir / closestHitCount;
|
||
|
}
|
||
|
|
||
|
closestHit = new RaycastHit();
|
||
|
grabbable = null;
|
||
|
return Vector3.zero;
|
||
|
}
|
||
|
|
||
|
private void OnDrawGizmosSelected() {
|
||
|
var radius = reachDistance;
|
||
|
Gizmos.DrawWireSphere(palmTransform.position + palmTransform.forward * radius, radius);
|
||
|
}
|
||
|
|
||
|
|
||
|
public bool IsPosing() {
|
||
|
return handPoseArea != null || (holdingObj != null && holdingObj.HasCustomPose()) || handAnimateRoutine != null;
|
||
|
}
|
||
|
|
||
|
float fingerSwayVel;
|
||
|
/// <summary>Determines how the hand should look/move based on its flags</summary>
|
||
|
public virtual void UpdateFingers(float deltaTime) {
|
||
|
var averageVel = Vector3.zero;
|
||
|
for (int i = 1; i < updatePositionTracked.Length; i++)
|
||
|
averageVel += updatePositionTracked[i] - updatePositionTracked[i - 1];
|
||
|
averageVel /= updatePositionTracked.Length;
|
||
|
if(transform.parent != null)
|
||
|
averageVel = (Quaternion.Inverse(palmTransform.rotation)*transform.parent.rotation)*averageVel;
|
||
|
|
||
|
|
||
|
//Responsable for movement finger sway
|
||
|
if (!grabbing && !disableIK && !IsPosing() && !holdingObj)
|
||
|
{
|
||
|
|
||
|
|
||
|
float vel = (averageVel*60).z;
|
||
|
|
||
|
if (CollisionCount() > 0) vel = 0;
|
||
|
fingerSwayVel = Mathf.MoveTowards(fingerSwayVel, vel, deltaTime * (Mathf.Abs((fingerSwayVel-vel) * 30f)));
|
||
|
|
||
|
|
||
|
|
||
|
float grip = gripOffset + swayStrength * fingerSwayVel;
|
||
|
currGrip = grip;
|
||
|
|
||
|
foreach (var finger in fingers)
|
||
|
{
|
||
|
finger.UpdateFinger(grip);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
public int CollisionCount() {
|
||
|
if(holdingObj != null)
|
||
|
return collisionTracker.collisionObjects.Count + holdingObj.CollisionCount();
|
||
|
return collisionTracker.collisionObjects.Count;
|
||
|
}
|
||
|
|
||
|
|
||
|
public void HandIgnoreCollider(Collider collider, bool ignore) {
|
||
|
for(int i = 0; i < handColliders.Count; i++)
|
||
|
Physics.IgnoreCollision(handColliders[i], collider, ignore);
|
||
|
}
|
||
|
|
||
|
|
||
|
public void SetLayerRecursive(Transform obj, int newLayer) {
|
||
|
obj.gameObject.layer = newLayer;
|
||
|
for(int i = 0; i < obj.childCount; i++) {
|
||
|
SetLayerRecursive(obj.GetChild(i), newLayer);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
protected void SetHandCollidersRecursive(Transform obj) {
|
||
|
handColliders.Clear();
|
||
|
AddHandCol(obj);
|
||
|
|
||
|
void AddHandCol(Transform obj1) {
|
||
|
foreach(var col in obj1.GetComponents<Collider>())
|
||
|
handColliders.Add(col);
|
||
|
|
||
|
for(int i = 0; i < obj1.childCount; i++) {
|
||
|
AddHandCol(obj1.GetChild(i));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/// <summary>Returns the current throw velocity</summary>
|
||
|
public Vector3 ThrowVelocity() { return velocityTracker.ThrowVelocity(); }
|
||
|
|
||
|
/// <summary>Returns the current throw angular velocity</summary>
|
||
|
public Vector3 ThrowAngularVelocity() { return velocityTracker.ThrowAngularVelocity(); }
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/// <summary>Returns true during the time between when a grab starts and a hold begins</summary>
|
||
|
public bool IsGrabbing() {
|
||
|
return grabbing;
|
||
|
}
|
||
|
|
||
|
|
||
|
public bool IsHolding() {
|
||
|
return holdingObj != null;
|
||
|
}
|
||
|
|
||
|
|
||
|
public static int GetHandsLayerMask() {
|
||
|
return LayerMask.GetMask(Hand.rightHandLayerName, Hand.leftHandLayerName);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
}
|