Example #1
0
        /// <summary>
        /// Called when the object transitions from one <see cref="GrabState"/> to another.
        /// </summary>
        /// <param name="state">The state the object should transition to.</param>
        private void ChangeObjectState(GrabState state)
        {
            _currentGrabState = state;

            switch (state)
            {
            // Inform the object that it has been ungrabbed and set it to not be kinematic.
            case GrabState.Idle:
                IsObjectGrabbing = false;
                _grabbedObject.ObjectUngrabbed();
                _grabbedObjectRigidBody.isKinematic = false;
                break;

            // When the user starts grabbing the object, save the object and store its animation values.
            case GrabState.Grabbing:
                IsObjectGrabbing = true;
                _grabbedObject   = _focusedGameObject;
                _grabbedObject.ObjectGrabbing();
                _grabbedObjectRigidBody             = _focusedGameObject.GetComponent <Rigidbody>();
                _grabbedObjectRigidBody.isKinematic = true;
                _startObjectRotation     = _grabbedObject.transform.rotation;
                _startControllerRotation = ControllerManager.Instance.Rotation;
                _startPosition           = _grabbedObject.transform.position;
                _grabAnimationProgress   = 0f;
                break;

            // When the object becomes grabbed to the controller, call the grabbed method and set the object's position to the hand.
            case GrabState.Grabbed:
                ControllerManager.Instance.TriggerHapticPulse(2000);
                _grabbedObject.ObjectGrabbed();
                _grabbedObject.transform.position = ControllerManager.Instance.Position;
                break;
            }
        }
Example #2
0
 /// <summary>
 /// Store the values attached to focused object.
 /// </summary>
 /// <param name="focusedObject">The new focused object to store.</param>
 private void SetNewFocusedObject(GameObject focusedObject)
 {
     _focusedGameObject           = focusedObject.GetComponent <GazeGrabbableObject>();
     _objectGazeStickinessSeconds = _focusedGameObject.GazeStickinessSeconds;
     _animationCurve             = _focusedGameObject.AnimationCurve;
     _flyToControllerTimeSeconds = _focusedGameObject.FlyToControllerTimeSeconds;
     _focusedGameObjectTime      = Time.time;
 }
Example #3
0
        /// <summary>
        /// Updates the currently focused <see cref="GazeGrabbableObject"/> and keeps it focused for the time set by the object, <see cref="GazeGrabbableObject.GazeStickinessSeconds"/>.
        /// </summary>
        private void UpdateFocusedObject()
        {
            // Check whether Tobii XR has any focused objects.
            foreach (var focusedCandidate in TobiiXR.FocusedObjects)
            {
                var focusedObject = focusedCandidate.GameObject;
                // The candidate list is ordered so that the most likely object is first in the list.
                // So let's try to find the first focused object that also has the GazeGrabbableObject component and save it.
                if (focusedObject != null && focusedObject.GetComponent <GazeGrabbableObject>())
                {
                    SetNewFocusedObject(focusedObject);
                    break;
                }
            }

            // If enough time has passed since the object was last focused, mark it as not focused.
            if (Time.time > _focusedGameObjectTime + _objectGazeStickinessSeconds)
            {
                _focusedGameObjectTime       = float.NaN;
                _focusedGameObject           = null;
                _objectGazeStickinessSeconds = 0f;
            }
        }