Esempio n. 1
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 /// <summary> Set ignoreCollision between this layer and another set of rigidbodies. </summary>
 /// <param name="otherLayer"></param>
 /// <param name="ignoreCollision"></param>
 public void SetIgnoreCollision(SG_HandRigidBodies otherLayer, bool ignoreCollision)
 {
     if (otherLayer != null)
     {
         GameObject wrist = otherLayer.wristObj != null ? otherLayer.wristObj.gameObject : null;
         SetIgnoreCollision(wrist, ignoreCollision);
         for (int f = 0; f < otherLayer.fingerObjs.Length; f++)
         {
             SetIgnoreCollision(otherLayer.fingerObjs[f].gameObject, ignoreCollision);
         }
     }
 }
Esempio n. 2
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        /// <summary> Link relevant scripts to this trackedHand, if they have not been assinged yet. </summary>
        protected void CheckForScripts()
        {
            //if (this.hardware == null) { this.hardware = this.gameObject.GetComponent<SG_HapticGlove>(); }
            if (this.handModel == null)
            {
                this.handModel = this.GetComponentInChildren <SG_HandModelInfo>();
            }

            if (this.grabScript == null)
            {
                this.grabScript = this.GetComponentInChildren <SG_GrabScript>();
            }
            if (this.feedbackScript == null)
            {
                this.feedbackScript = this.GetComponentInChildren <SG_HandFeedback>();
            }
            if (this.handAnimation == null)
            {
                this.handAnimation = this.GetComponentInChildren <SG_HandAnimator>();
            }
            if (this.gestureLayer == null)
            {
                this.gestureLayer = this.GetComponentInChildren <SG_GestureLayer>();
            }
            if (this.statusIndicator == null)
            {
                this.statusIndicator = this.GetComponentInChildren <SG_HandStateIndicator>();
            }

            //Since both RB and PhysicsTrackingLayers have the same component, assing whichever one we haven't done yet.
            if (this.rigidBodyLayer == null || this.physicsTrackingLayer == null)
            {
                SG_HandRigidBodies[] components = this.GetComponentsInChildren <SG_HandRigidBodies>();
                for (int i = 0; i < components.Length; i++)
                {
                    if (this.rigidBodyLayer == null && //we don't yet have a RigidBody Layer
                        (this.physicsTrackingLayer == null || !GameObject.ReferenceEquals(this.physicsTrackingLayer.gameObject, components[i].gameObject)))
                    {
                        rigidBodyLayer = components[i];
                    }
                    if (this.physicsTrackingLayer == null && //we don't yet have a RigidBody Layer
                        (this.rigidBodyLayer == null || !GameObject.ReferenceEquals(this.rigidBodyLayer.gameObject, components[i].gameObject)))
                    {
                        physicsTrackingLayer = components[i];
                    }
                }
            }
        }
Esempio n. 3
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 /// <summary> Set ignoreCollision between this layer and another set of rigidbodies. </summary>
 /// <param name="otherLayer"></param>
 /// <param name="ignoreCollision"></param>
 public void SetIgnoreCollision(SG_HandRigidBodies otherLayer, bool ignoreCollision)
 {
     if (otherLayer != null)
     {
         if (this.wristFeedbackScript != null)
         {
             otherLayer.SetIgnoreCollision(this.wristFeedbackScript.gameObject, ignoreCollision);
         }
         for (int f = 0; f < fingerFeedbackScripts.Length; f++)
         {
             if (fingerFeedbackScripts[f] != null)
             {
                 otherLayer.SetIgnoreCollision(fingerFeedbackScripts[f].gameObject, ignoreCollision);
             }
         }
     }
 }
Esempio n. 4
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 /// <summary> Ignore collision between this layer and another. </summary>
 /// <param name="rigidBodies"></param>
 /// <param name="ignoreCollisions"></param>
 public override void SetIgnoreCollision(SG_HandRigidBodies rigidBodies, bool ignoreCollisions)
 {
     if (rigidBodies != null)
     {
         if (palmTouch != null)
         {
             rigidBodies.SetIgnoreCollision(this.palmTouch.gameObject, ignoreCollisions);
         }
         if (thumbTouch != null)
         {
             rigidBodies.SetIgnoreCollision(this.thumbTouch.gameObject, ignoreCollisions);
         }
         if (indexTouch != null)
         {
             rigidBodies.SetIgnoreCollision(this.indexTouch.gameObject, ignoreCollisions);
         }
         if (middleTouch != null)
         {
             rigidBodies.SetIgnoreCollision(this.middleTouch.gameObject, ignoreCollisions);
         }
     }
 }
Esempio n. 5
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 /// <summary>  </summary>
 /// <param name="rigidBodies"></param>
 /// <param name="ignoreCollisions"></param>
 public virtual void SetIgnoreCollision(SG_HandRigidBodies rigidBodies, bool ignoreCollisions)
 {
     //does nothing to a default GrabLayer. Only to extensions hereof.
 }