Example #1
0
    /*
     * //Method aborted
     * private bool isGrabGesture(){
     *      GameObject thumb_2 = this.transform.GetChild (0).GetChild (2).gameObject;
     *      GameObject indexfinger_2 = this.transform.GetChild (1).GetChild (2).gameObject;
     *      float dist_thumb_index = Vector3.Distance(thumb_2.transform.position, indexfinger_2.transform.position);
     *      if (dist_thumb_index < 0.065){
     *              return true;
     *      }
     *      return false;
     * }
     */

    /*  grabObject
     *	Input: GameObject obj
     *	Output: None
     *	Summary: 1. Reset and inactivate rigidbody of current obj. Otherwise obj could "magically" move in your hand :) 2. Set obj to move with hand
     */
    private void grabObject(GameObject obj)
    {
        obj.GetComponent <Collider> ().isTrigger = true;
        /*new feature: push*/
        if (push_enabled)
        {
            if (coroutine != null)
            {
                StopCoroutine(coroutine);
            }
            palm.GetComponent <Collider> ().isTrigger = true;
        }
        obj.GetComponent <Rigidbody> ().useGravity      = false;
        obj.GetComponent <Rigidbody> ().velocity        = Vector3.zero;
        obj.GetComponent <Rigidbody> ().angularVelocity = Vector3.zero;
        obj.GetComponent <Rigidbody> ().Sleep();

        // When grabbing, highlight it.
        GrabCollider grabCol = obj.GetComponentInChildren <GrabCollider>();

        if (grabCol != null)
        {
            grabCol.OnBeingGrabbed();
        }

        inverseGrabRotation = Quaternion.Inverse(grabHolder.transform.rotation);
        grabDeltaPosition   = obj.transform.position - grabHolder.transform.position;

        //this was used to make obj a child
        //obj.transform.SetParent(grabHolder.transform);

        //trying this right now:

        //initialize MA array
        objBuffer = new Vector3[smoothingBuffer];
        for (int i = 0; i < smoothingBuffer; i++)
        {
            objBuffer [i] = obj.transform.position;
        }

        this.updateObjTransform(obj);

        /* pulasation */
        /* before invoke, check 2 things. if it is enabled, if there are existing ones */
        /* FIX!!!*/

        //InvokeRepeating ("VPulse", 1.0f, 1.0f);

        is_grabbing = true;
    }