Example #1
0
 /// <summary> Connect this script to a SG_Material, and link any other possible components </summary>
 /// <param name="collider"></param>
 /// <param name="material"></param>
 protected void AttachScript(Collider collider, SG_Material material)
 {
     TouchedCollider       = collider;
     TouchedObject         = material.gameObject;
     TouchedMaterialScript = material;
     TouchedDeformScript   = TouchedObject.GetComponent <SG_MeshDeform>();
     ForceLevel            = 0; //still 0 since OP == EO
 }
Example #2
0
 /// <summary> Utility function to check if a collider has a specific SG_Material collider attached. </summary>
 /// <param name="col"></param>
 /// <param name="touchedMat"></param>
 /// <returns></returns>
 public static bool SameScript(Collider col, SG_Material touchedMat)
 {
     if (touchedMat != null && col != null)
     {
         if (GameObject.ReferenceEquals(col.gameObject, touchedMat.gameObject))
         {
             return(true); //this is the touched object.
         }
         // at this line, col does not have the same material, but perhaps its attachedRigidbody does.
         return(col.attachedRigidbody != null && GameObject.ReferenceEquals(col.attachedRigidbody.gameObject,
                                                                            touchedMat.gameObject));
     }
     return(false);
 }
Example #3
0
        //--------------------------------------------------------------------------------------------
        // Monobehaviour

        #region Monobehaviour

        // Use this for initialization
        protected virtual void Start()
        {
            this.wholeDeform   = this.wholeObject.GetComponent <SG_MeshDeform>();
            this.wholeMaterial = this.wholeObject.GetComponent <SG_Material>();
            this.wholeMaterial.MaterialBreaks += WholeMaterial_MaterialBreaks;
            this.wholeObject.SaveTransform();

            if (this.brokenObject)
            {
                this.brokenDeform   = this.brokenObject.GetComponent <SG_MeshDeform>();
                this.brokenMaterial = this.brokenObject.GetComponent <SG_Material>();
                this.brokenObject.SaveTransform();
            }

            this.UnBreak();
        }
Example #4
0
        /// <summary> Calculates the force on the finger based on material properties. </summary>
        /// <param name="displacement"></param>
        /// <param name="fingerIndex"></param>
        /// <returns></returns>
        public int CalculateForce(float displacement, int fingerIndex)
        {
            if (this.breakable)
            {
                if (!this.isBroken)
                {
                    //  SenseGlove_Debugger.Log("Disp:\t" + displacement + ",\t i:\t"+fingerIndex);
                    if (!this.mustBeGrabbed || (this.mustBeGrabbed && this.myInteractable.IsInteracting()))
                    {
                        // SenseGlove_Debugger.Log("mustBeGrabbed = " + this.mustBeGrabbed + ", isInteracting: " + this.myInteractable.IsInteracting());

                        if (fingerIndex >= 0 && fingerIndex < 5)
                        {
                            bool shouldBreak = displacement >= this.yieldDistance;
                            if (shouldBreak && !this.raisedBreak[fingerIndex])
                            {
                                this.brokenBy++;
                            }
                            else if (!shouldBreak && this.raisedBreak[fingerIndex])
                            {
                                this.brokenBy--;
                            }
                            this.raisedBreak[fingerIndex] = shouldBreak;

                            // SenseGlove_Debugger.Log(displacement + " --> raisedBreak[" + fingerIndex + "] = " + this.raisedBreak[fingerIndex]+" --> "+this.brokenBy);
                            if (this.brokenBy >= this.minimumFingers && (!this.requiresThumb || (this.requiresThumb && this.raisedBreak[0])))
                            {
                                this.OnMaterialBreak();
                            }
                        }
                    }
                }
                else
                {
                    return(0);
                }
            }
            //return (int)SGCore.Kinematics.Values.Clamp(SG_Material.CalculateResponseForce(displacement, this.maxForce, this.maxForceDist), 0, this.maxForce);
            return((int)SG_Material.CalculateResponseForce(displacement, this.maxForce, this.maxForceDist, ref this.forceRepsonse));
        }
Example #5
0
        /// <summary> Utility function to find a SG_Material script attached to a collider. Returns true if such a script exists. </summary>
        /// <param name="col"></param>
        /// <param name="materialScript"></param>
        /// <param name="favourSpecific"></param>
        /// <returns></returns>
        public static bool GetMaterialScript(Collider col, out SG_Material materialScript, bool favourSpecific = true)
        {
            SG_Material myMat = col.gameObject.GetComponent <SG_Material>();

            if (myMat != null && favourSpecific) //we favour the 'specific' material over a global material.
            {
                materialScript = myMat;
                return(true);
            }
            //myMat might exist, but we favour the connected one if possible.
            SG_Material connectedMat = col.attachedRigidbody != null?
                                       col.attachedRigidbody.gameObject.GetComponent <SG_Material>() : null;

            if (connectedMat == null)
            {
                materialScript = myMat;
            }                                                     //the connected body does not have a material, so regardless we'll try the specific one.
            else
            {
                materialScript = connectedMat;
            }
            return(materialScript != null);
        }