new protected HandModel CreateHand(HandModel model)
    {
        HandModel hand_model = Instantiate(model, transform.position, transform.rotation)
                               as HandModel;

        hand_model.gameObject.SetActive(true);

        ParticleSystem[] particleSystems = hand_model.GetComponentsInChildren <ParticleSystem>();
        foreach (ParticleSystem system in particleSystems)
        {
            system.Stop();
        }

        Utils.IgnoreCollisions(hand_model.gameObject, gameObject);

        // add scripts...
        foreach (FingerModel finger in hand_model.fingers)
        {
            if (finger.GetType() == typeof(RigidFinger))
            {
                RigidFinger rigidFinger = finger as RigidFinger;
                foreach (Transform bone in rigidFinger.bones)
                {
                    if (bone == null)
                    {
                        continue;
                    }
                    GameObject bGameObject = bone.gameObject;
                    Rigidbody  bRigidBody  = bGameObject.gameObject.GetComponent <Rigidbody>() as Rigidbody;
                    bRigidBody.isKinematic            = false;
                    bRigidBody.useGravity             = false;
                    bRigidBody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
                }

                rigidFinger.bones[rigidFinger.bones.Length - 1].gameObject.tag = "FingerTip";
            }
        }



        Collider[] allCls = hand_model.GetComponentsInChildren <Collider>();
        foreach (Collider lcl in allCls)
        {
            foreach (Collider refCl in allCls)
            {
                if (!lcl.Equals(refCl))
                {
                    //Physics.IgnoreCollision(lcl, refCl, true);
                }
            }
        }

        return(hand_model);
    }
Ejemplo n.º 2
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  private void IgnoreHandCollisions(HandModel hand) {
    // Ignores hand collisions with immovable objects.
    Collider[] colliders = gameObject.GetComponentsInChildren<Collider>();
    Collider[] hand_colliders = hand.GetComponentsInChildren<Collider>();

    for (int i = 0; i < colliders.Length; ++i) {
      for (int h = 0; h < hand_colliders.Length; ++h) {
        if (colliders[i].rigidbody == null)
          Physics.IgnoreCollision(colliders[i], hand_colliders[h]);
      }
    }
  }
Ejemplo n.º 3
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    private void IgnoreHandCollisions(HandModel hand)
    {
        // Ignores hand collisions with immovable objects.
        Collider[] colliders      = gameObject.GetComponentsInChildren <Collider>();
        Collider[] hand_colliders = hand.GetComponentsInChildren <Collider>();

        for (int i = 0; i < colliders.Length; ++i)
        {
            for (int h = 0; h < hand_colliders.Length; ++h)
            {
                if (colliders[i].rigidbody == null)
                {
                    Physics.IgnoreCollision(colliders[i], hand_colliders[h]);
                }
            }
        }
    }
    new protected HandModel CreateHand(HandModel model)
    {
        HandModel hand_model = Instantiate(model, transform.position, transform.rotation)
                               as HandModel;

        hand_model.gameObject.SetActive(true);

        ParticleSystem[] particleSystems = hand_model.GetComponentsInChildren <ParticleSystem>();
        foreach (ParticleSystem system in particleSystems)
        {
            system.Stop();
        }

        Utils.IgnoreCollisions(hand_model.gameObject, gameObject);

        // add scripts...
        foreach (FingerModel finger in hand_model.fingers)
        {
            if (finger.GetType() == typeof(RigidFinger))
            {
                RigidFinger rigidFinger = finger as RigidFinger;
                foreach (Transform bone in rigidFinger.bones)
                {
                    if (bone == null)
                    {
                        continue;
                    }
                    GameObject bGameObject = bone.gameObject;
                    Rigidbody  bRigidBody  = bGameObject.gameObject.GetComponent <Rigidbody>() as Rigidbody;
                    bRigidBody.isKinematic            = false;
                    bRigidBody.useGravity             = false;
                    bRigidBody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
                }

                rigidFinger.bones[rigidFinger.bones.Length - 1].gameObject.tag = "FingerTip";
            }
        }

        // add grasp script
        if (hand_model.GetType() == typeof(RigidHand))
        {
            hand_model.gameObject.AddComponent <GraspController>();
            GraspController graspController = hand_model.gameObject.GetComponent <GraspController>();
            //graspController.GraspTriggerDistance = 1.0f * this.GraspDistanceScale;
            //graspController.ReleaseTriggerDistance = 2.5f * this.GraspDistanceScale;
            graspController.GraspObjectDistance = 3.5f * this.GraspDistanceScale * transform.localScale.x;
        }

        Collider[] allCls = hand_model.GetComponentsInChildren <Collider>();
        foreach (Collider lcl in allCls)
        {
            foreach (Collider refCl in allCls)
            {
                if (!lcl.Equals(refCl))
                {
                    Physics.IgnoreCollision(lcl, refCl, true);
                }
            }
        }

        if (this.enableFingerParticleSystems && hand_model.GetType() == typeof(SkeletalHand))
        {
            SkeletalHand skeletalHand = hand_model as SkeletalHand;
            foreach (FingerModel finger in skeletalHand.fingers)
            {
                if (finger.GetType() == typeof(SkeletalFinger))
                {
                    SkeletalFinger skeletalFinger = finger as SkeletalFinger;

                    if (skeletalFinger.fingerType == Finger.FingerType.TYPE_INDEX)
                    {
                        Transform bone = skeletalFinger.bones[skeletalFinger.bones.Length - 1];

                        /*GameObject indexProxy = GameObject.Instantiate(this.IndexStimulationProxyPrefab, Vector3.zero, Quaternion.identity) as GameObject;
                         * indexProxy.transform.parent = bone;
                         * indexProxy.transform.localPosition = Vector3.zero;*/
                    }
                    else if (skeletalFinger.fingerType == Finger.FingerType.TYPE_THUMB)
                    {
                        Transform bone = skeletalFinger.bones[skeletalFinger.bones.Length - 1];

                        /*GameObject thumbProxy = GameObject.Instantiate(this.ThumbStimulationProxyPrefab, Vector3.zero, Quaternion.identity) as GameObject;
                         * thumbProxy.transform.parent = bone;
                         * thumbProxy.transform.localPosition = Vector3.zero;*/
                    }
                }
            }
            //skeletalHand.gameObject.AddComponent<StimulationProxy>();
        }

        return(hand_model);
    }