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333 lines
12 KiB
C#
333 lines
12 KiB
C#
using UnityEngine;
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namespace Autohand{
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[HelpURL("https://app.gitbook.com/s/5zKO0EvOjzUDeT2aiFk3/auto-hand/hand/finger-component")]
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public class Finger : MonoBehaviour{
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[Header("Tips")]
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[Tooltip("This transfrom will represent the tip/stopper of the finger")]
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public Transform tip;
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[Tooltip("This determines the radius of the spherecast check when bending fingers")]
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public float tipRadius = 0.01f;
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[Tooltip("This will offset the fingers bend (0 is no bend, 1 is full bend)")]
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[Range(0, 1f)]
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public float bendOffset;
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public float fingerSmoothSpeed = 1;
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[HideInInspector]
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public float secondaryOffset = 0;
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float currBendOffset = 0;
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float bend = 0;
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[SerializeField]
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[HideInInspector]
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Quaternion[] minGripRotPose;
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[SerializeField]
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[HideInInspector]
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Vector3[] minGripPosPose;
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[SerializeField]
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[HideInInspector]
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Quaternion[] maxGripRotPose;
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[SerializeField]
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[HideInInspector]
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Vector3[] maxGripPosPose;
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[SerializeField]
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[HideInInspector]
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Transform[] fingerJoints;
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public Transform[] FingerJoints { get { return fingerJoints; } }
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float lastHitBend;
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Collider[] results = new Collider[2];
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void Update() {
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SlowBend();
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}
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/// <summary>Forces the finger to a bend until it hits something on the given physics layer</summary>
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/// <param name="steps">The number of steps and physics checks it will make lerping from 0 to 1</param>
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public bool BendFingerUntilHit(int steps, int layermask) {
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ResetBend();
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lastHitBend = 0;
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for(float i = 0; i <= steps / 5f; i++) {
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results[0] = null;
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lastHitBend = i / (steps / 5f);
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for(int j = 0; j < fingerJoints.Length; j++) {
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fingerJoints[j].localPosition = Vector3.Lerp(minGripPosPose[j], maxGripPosPose[j], lastHitBend);
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fingerJoints[j].localRotation = Quaternion.Lerp(minGripRotPose[j], maxGripRotPose[j], lastHitBend);
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}
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Physics.OverlapSphereNonAlloc(tip.transform.position, tipRadius, results, layermask, QueryTriggerInteraction.Ignore);
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if(results[0] != null) {
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lastHitBend = Mathf.Clamp01(lastHitBend);
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if(i == 0)
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return true;
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break;
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}
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}
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lastHitBend -= (5f / steps);
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for(int i = 0; i <= steps / 10f; i++) {
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results[0] = null;
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lastHitBend += (1f / steps);
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for(int j = 0; j < fingerJoints.Length; j++) {
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fingerJoints[j].localPosition = Vector3.Lerp(minGripPosPose[j], maxGripPosPose[j], lastHitBend);
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fingerJoints[j].localRotation = Quaternion.Lerp(minGripRotPose[j], maxGripRotPose[j], lastHitBend);
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}
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Physics.OverlapSphereNonAlloc(tip.transform.position, tipRadius, results, layermask, QueryTriggerInteraction.Ignore);
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if(results[0] != null) {
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bend = lastHitBend;
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currBendOffset = lastHitBend;
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lastHitBend = Mathf.Clamp01(lastHitBend);
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return true;
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}
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if(lastHitBend >= 1) {
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lastHitBend = Mathf.Clamp01(lastHitBend);
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return true;
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}
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}
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return false;
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}
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/// <summary>Bends the finger unless its hitting something</summary>
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/// <param name="bend">0 is no bend / 1 is full bend</param>
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public bool UpdateFingerBend(float bend, int layermask) {
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var results = new Collider[]{ null };
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Physics.OverlapSphereNonAlloc(tip.transform.position, tipRadius, results, layermask, QueryTriggerInteraction.Ignore);
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if(this.bend > bend || results[0] == null){
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this.bend = bend;
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for(int i = 0; i < fingerJoints.Length; i++) {
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fingerJoints[i].localPosition = Vector3.Lerp(minGripPosPose[i], maxGripPosPose[i], currBendOffset+secondaryOffset);
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fingerJoints[i].localRotation = Quaternion.Lerp(minGripRotPose[i], maxGripRotPose[i], currBendOffset+secondaryOffset);
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}
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return true;
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}
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return false;
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}
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public void UpdateFinger() {
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for(int i = 0; i < fingerJoints.Length; i++) {
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fingerJoints[i].localPosition = Vector3.Lerp(minGripPosPose[i], maxGripPosPose[i], currBendOffset+secondaryOffset);
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fingerJoints[i].localRotation = Quaternion.Lerp(minGripRotPose[i], maxGripRotPose[i], currBendOffset+secondaryOffset);
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}
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}
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public void UpdateFinger(float bend) {
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this.bend = bend;
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for(int i = 0; i < fingerJoints.Length; i++) {
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fingerJoints[i].localPosition = Vector3.Lerp(minGripPosPose[i], maxGripPosPose[i], currBendOffset+secondaryOffset);
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fingerJoints[i].localRotation = Quaternion.Lerp(minGripRotPose[i], maxGripRotPose[i], currBendOffset+secondaryOffset);
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}
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}
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/// <summary>Forces the finger to a bend ignoring physics and offset</summary>
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/// <param name="bend">0 is no bend / 1 is full bend</param>
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public void SetFingerBend(float bend) {
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this.bend = bend;
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for(int i = 0; i < fingerJoints.Length; i++) {
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fingerJoints[i].localPosition = Vector3.Lerp(minGripPosPose[i], maxGripPosPose[i], bend);
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fingerJoints[i].localRotation = Quaternion.Lerp(minGripRotPose[i], maxGripRotPose[i], bend);
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}
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}
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/// <summary>Sets the current finger to a bend without interfering with the target</summary>
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/// <param name="bend">0 is no bend / 1 is full bend</param>
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public void SetCurrentFingerBend(float bend) {
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currBendOffset = bend;
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for(int i = 0; i < fingerJoints.Length; i++) {
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fingerJoints[i].localPosition = Vector3.Lerp(minGripPosPose[i], maxGripPosPose[i], bend);
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fingerJoints[i].localRotation = Quaternion.Lerp(minGripRotPose[i], maxGripRotPose[i], bend);
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}
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}
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//This function smooths the finger bend so you can change the grip over a frame and wont be a jump
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void SlowBend(){
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var offsetValue = bendOffset + bend;
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if(currBendOffset != offsetValue)
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currBendOffset = Mathf.MoveTowards(currBendOffset, offsetValue, Mathf.Pow(Mathf.Abs(currBendOffset - offsetValue)*2, 0.5f) * Time.deltaTime * fingerSmoothSpeed * 6 + fingerSmoothSpeed * Time.deltaTime);
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}
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[ContextMenu("ResetBend")]
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public void ResetBend() {
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for(int i = 0; i < fingerJoints.Length; i++) {
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fingerJoints[i].localPosition = minGripPosPose[i];
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fingerJoints[i].localRotation = minGripRotPose[i];
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}
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}
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[ContextMenu("Grip")]
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public void Grip() {
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for(int i = 0; i < fingerJoints.Length; i++) {
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fingerJoints[i].localPosition = maxGripPosPose[i];
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fingerJoints[i].localRotation = maxGripRotPose[i];
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}
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}
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/// <summary>Returns the bend the finger ended with from the last BendFingerUntilHit() call</summary>
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public float GetLastHitBend() {
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return lastHitBend;
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}
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[ContextMenu("Set Open Finger Pose")]
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public void SetMinPose(){
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int GetKidsCount(Transform obj, ref int count) {
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if(obj != tip){
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count++;
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for(int k = 0; k < obj.childCount; k++) {
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GetKidsCount(obj.GetChild(k), ref count);
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}
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}
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return count;
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}
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int points = 0;
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GetKidsCount(transform, ref points);
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minGripPosPose = new Vector3[points];
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minGripRotPose = new Quaternion[points];
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fingerJoints = new Transform[points];
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int i = 0;
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AssignChildrenPose(transform, ref i);
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void AssignChildrenPose(Transform obj, ref int index) {
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if(obj != tip){
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AssignPoint(index, obj.localPosition, obj.localRotation, obj);
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index++;
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for(int j = 0; j < obj.childCount; j++) {
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AssignChildrenPose(obj.GetChild(j), ref index);
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}
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}
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}
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void AssignPoint(int point, Vector3 pos, Quaternion rot, Transform joint) {
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minGripPosPose[point] = pos;
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minGripRotPose[point] = rot;
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fingerJoints[point] = joint;
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}
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}
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[ContextMenu("Set Closed Finger Pose")]
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public void SetMaxPose(){
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int GetKidsCount(Transform obj, ref int count) {
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if(obj != tip){
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count++;
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for(int k = 0; k < obj.childCount; k++) {
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GetKidsCount(obj.GetChild(k), ref count);
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}
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}
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return count;
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}
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int points = 0;
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GetKidsCount(transform, ref points);
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maxGripPosPose = new Vector3[points];
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maxGripRotPose = new Quaternion[points];
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fingerJoints = new Transform[points];
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int i = 0;
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AssignChildrenPose(transform, ref i);
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void AssignChildrenPose(Transform obj, ref int index){
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if(obj != tip){
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AssignPoint(index, obj.localPosition, obj.localRotation, obj);
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index++;
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for(int j = 0; j < obj.childCount; j++) {
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AssignChildrenPose(obj.GetChild(j), ref index);
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}
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}
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}
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void AssignPoint(int point, Vector3 pos, Quaternion rot, Transform joint) {
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maxGripPosPose[point] = pos;
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maxGripRotPose[point] = rot;
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fingerJoints[point] = joint;
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}
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}
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public void CopyPose(Finger finger)
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{
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maxGripPosPose = new Vector3[finger.maxGripPosPose.Length];
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finger.maxGripPosPose.CopyTo(maxGripPosPose, 0);
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maxGripRotPose = new Quaternion[finger.maxGripRotPose.Length];
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finger.maxGripRotPose.CopyTo(maxGripRotPose, 0);
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minGripPosPose = new Vector3[finger.minGripPosPose.Length];
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finger.minGripPosPose.CopyTo(minGripPosPose, 0);
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minGripRotPose = new Quaternion[finger.minGripRotPose.Length];
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finger.minGripRotPose.CopyTo(minGripRotPose, 0);
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fingerJoints = new Transform[finger.fingerJoints.Length];
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finger.fingerJoints.CopyTo(fingerJoints, 0);
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}
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public bool IsMinPoseSaved()
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{
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return minGripPosPose.Length != 0;
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}
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public bool IsMaxPoseSaved()
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{
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return maxGripPosPose.Length != 0;
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}
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public float GetCurrentBend() {
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return currBendOffset+secondaryOffset;
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}
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private void OnDrawGizmos() {
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if(tip == null)
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return;
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Gizmos.color = Color.cyan;
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Gizmos.DrawWireSphere(tip.transform.position, tipRadius);
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}
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.blue;
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DrawSphereBetweenChild(transform);
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void DrawSphereBetweenChild(Transform transform){
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for (int i = 0; i < transform.childCount; i++)
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{
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var childTransform = transform.GetChild(i);
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if (childTransform.TryGetComponent(out CapsuleCollider cap))
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{
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Gizmos.DrawWireSphere(Vector3.Lerp(transform.position, cap.bounds.center, 0.5f), tipRadius);
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}
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DrawSphereBetweenChild(childTransform);
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}
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}
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}
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}
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}
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