Esempio n. 1
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        public virtual void GetReleaseVelocities(Hand hand, out Vector3 velocity, out Vector3 angularVelocity)
        {
            switch (releaseVelocityStyle)
            {
            case ReleaseStyle.ShortEstimation:
                velocityEstimator.FinishEstimatingVelocity();
                velocity        = velocityEstimator.GetVelocityEstimate();
                angularVelocity = velocityEstimator.GetAngularVelocityEstimate();
                break;

            case ReleaseStyle.AdvancedEstimation:
                hand.GetEstimatedPeakVelocities(out velocity, out angularVelocity);
                break;

            case ReleaseStyle.GetFromHand:
                velocity        = hand.GetTrackedObjectVelocity(releaseVelocityTimeOffset);
                angularVelocity = hand.GetTrackedObjectAngularVelocity(releaseVelocityTimeOffset);
                break;

            default:
            case ReleaseStyle.NoChange:
                velocity        = rigidbody.velocity;
                angularVelocity = rigidbody.angularVelocity;
                break;
            }

            if (releaseVelocityStyle != ReleaseStyle.NoChange)
            {
                velocity *= scaleReleaseVelocity;
            }
        }
Esempio n. 2
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        public virtual void GetReleaseVelocities(Hand hand, out Vector3 velocity, out Vector3 angularVelocity)
        {
            if (hand.noSteamVRFallbackCamera && releaseVelocityStyle != ReleaseStyle.NoChange)
            {
                releaseVelocityStyle = ReleaseStyle.ShortEstimation; // only type that works with fallback hand is short estimation.
            }
            switch (releaseVelocityStyle)
            {
            case ReleaseStyle.ShortEstimation:
                velocityEstimator.FinishEstimatingVelocity();
                velocity        = velocityEstimator.GetVelocityEstimate();
                angularVelocity = velocityEstimator.GetAngularVelocityEstimate();
                break;

            case ReleaseStyle.AdvancedEstimation:
                hand.GetEstimatedPeakVelocities(out velocity, out angularVelocity);
                break;

            case ReleaseStyle.GetFromHand:
                velocity        = hand.GetTrackedObjectVelocity(releaseVelocityTimeOffset);
                angularVelocity = hand.GetTrackedObjectAngularVelocity(releaseVelocityTimeOffset);
                break;

            default:
            case ReleaseStyle.NoChange:
                velocity        = rigidbody.velocity;
                angularVelocity = rigidbody.angularVelocity;
                break;
            }

            if (releaseVelocityStyle != ReleaseStyle.NoChange)
            {
                velocity *= scaleReleaseVelocity;
            }
        }
Esempio n. 3
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 private void OnHandHoverBegin(Hand hand)
 {
     if (!broken)
     {
         if (hand.GetTrackedObjectVelocity().magnitude >= breakForce)
         {
             Break();
         }
     }
 }
Esempio n. 4
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        protected virtual void OnDetachedFromHand(Hand hand)
        {
            attachedHandleType = PageHandle.Type.None;
            if (rotateGameObject && rotateAfterDetach)
            {
                transform.localRotation = start * Quaternion.AngleAxis(outAngle, localPlaneNormal);
            }

            if (Book.pagePhysicsController != null)
            {
                Book.pagePhysicsController.PageDriveDetached(hand.GetTrackedObjectVelocity(), Book.pageMapping.value - lastMappingValue);
            }
        }
Esempio n. 5
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        public virtual void GetReleaseVelocities(Hand hand, out Vector3 velocity, out Vector3 angularVelocity)
        {
            if (hand.noSteamVRFallbackCamera && releaseVelocityStyle != ReleaseStyle.NoChange)
            {
                releaseVelocityStyle = ReleaseStyle.ShortEstimation; // only type that works with fallback hand is short estimation.
            }
            switch (releaseVelocityStyle)
            {
            case ReleaseStyle.ShortEstimation:
                if (velocityEstimator != null)
                {
                    velocityEstimator.FinishEstimatingVelocity();
                    velocity        = velocityEstimator.GetVelocityEstimate();
                    angularVelocity = velocityEstimator.GetAngularVelocityEstimate();
                }
                else
                {
                    Debug.LogWarning("[SteamVR Interaction System] Throwable: No Velocity Estimator component on object but release style set to short estimation. Please add one or change the release style.");

                    velocity        = rigidbody.velocity;
                    angularVelocity = rigidbody.angularVelocity;
                }
                break;

            case ReleaseStyle.AdvancedEstimation:
                hand.GetEstimatedPeakVelocities(out velocity, out angularVelocity);
                break;

            case ReleaseStyle.GetFromHand:
                velocity        = hand.GetTrackedObjectVelocity(releaseVelocityTimeOffset);
                angularVelocity = hand.GetTrackedObjectAngularVelocity(releaseVelocityTimeOffset);
                break;

            default:
            case ReleaseStyle.NoChange:
                velocity        = rigidbody.velocity;
                angularVelocity = rigidbody.angularVelocity;
                break;
            }

            if (releaseVelocityStyle != ReleaseStyle.NoChange)
            {
                float scaleFactor = 1.0f;
                if (scaleReleaseVelocityThreshold > 0)
                {
                    scaleFactor = Mathf.Clamp01(scaleReleaseVelocityCurve.Evaluate(velocity.magnitude / scaleReleaseVelocityThreshold));
                }

                velocity *= (scaleFactor * scaleReleaseVelocity);
            }
        }
Esempio n. 6
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        private void HandAttachedUpdate(Hand hand)
        {
            // send signal for monster to dodge
            if (hand.GetTrackedObjectVelocity().magnitude > 2)
            {
                RaycastHit hit;

                if (Physics.Raycast(transform.position, transform.forward * 1.3f, out hit, 1))
                {
                    hit.transform.gameObject.SendMessage("Dodge", SendMessageOptions.DontRequireReceiver);
                    StartCoroutine("HitRefresh");
                }
            }

            if (canBeHit)
            {
                for (int i = 0; i < monsterColls.Length; i++)
                {
                    if (coll.bounds.Intersects(monsterColls[i].bounds))
                    {
                        Boxing mBoxing = monster.GetComponent <Boxing>();
                        if (mBoxing)
                        {
                            mBoxing.GetHit(true);
                            StartCoroutine("HitRefresh");
                        }
                    }
                }
                //if (otherColl)
                //{
                //    if (coll.bounds.Intersects(otherColl.bounds))
                //    {
                //        Collider[] colls = otherColl.GetComponentsInChildren<Collider>();
                //        for (int i = 0; i < colls.Length; i++)
                //        {
                //            if (coll.bounds.Intersects(colls[i].bounds))
                //            {
                //                Boxing mBoxing = colls[i].GetComponentInParent<Boxing>();
                //                if (mBoxing)
                //                {
                //                    mBoxing.GetHit(true);
                //                    StartCoroutine("HitRefresh");
                //                }
                //            }
                //        }
                //    }
                //}
            }
        }
Esempio n. 7
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        private void HandAttachedUpdate(Hand hand)
        {
            //if ((rb.velocity + rb.angularVelocity).magnitude >= shakeThreshold)
            //{

            //}
            shakeVel = (hand.GetTrackedObjectVelocity() + hand.GetTrackedObjectAngularVelocity()).magnitude;
            if (shakeVel >= shakeThreshold)
            {
                if (screenStatus != ScreenStatus.MainMenu)
                {
                    screenStatus = ScreenStatus.MainMenu;
                }
                shakeVel = 0;
            }
        }
Esempio n. 8
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        private InteractableDebug CreateSimulation(Hand fromHand, float timeOffset, Color copyColor)
        {
            GameObject        copy      = GameObject.Instantiate(this.gameObject);
            InteractableDebug debugCopy = copy.GetComponent <InteractableDebug>();

            debugCopy.SetIsSimulation();
            debugCopy.ColorSelf(copyColor);
            copy.name = string.Format("{0} [offset: {1:0.000}]", copy.name, timeOffset);

            Vector3 velocity = fromHand.GetTrackedObjectVelocity(timeOffset);

            velocity *= throwable.scaleReleaseVelocity;

            debugCopy.rigidbody.velocity = velocity;

            return(debugCopy);
        }
 private void HandHoverUpdate(Hand hand)
 {
     if (hand.GetTrackedObjectVelocity().magnitude >= petVelocity && !canBeHit)
     {
         if (canBePet)
         {
             Debug.Log("petting monster");
             StartCoroutine("PettingRefresh");
         }
     }
     if (hand.GetStandardInteractionButtonDown())
     {
         StartCoroutine("AddButtonPress");
         if (buttonPresses > 2 && canBePet)
         {
             StartCoroutine("PettingRefresh");
             buttonPresses = 0;
         }
     }
 }
 private void OnHandHoverBegin(Hand hand)
 {
     if (canBeHit)
     {
         if (hand.GetStandardInteractionButton() &&
             hand.GetTrackedObjectVelocity().magnitude >= hitVelocity)
         {
             if (hand.currentAttachedObject == null)
             {
                 Debug.Log("monster got hit");
                 Boxing mBoxing = GetComponent <Boxing>();
                 if (mBoxing)
                 {
                     mBoxing.GetHit(false);
                     StartCoroutine("HitRefresh");
                 }
             }
         }
     }
 }
Esempio n. 11
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        public virtual void GetReleaseVelocities(Hand hand, out Vector3 velocity, out Vector3 angularVelocity)
        {
            switch (releaseVelocityStyle)
            {
            case ReleaseStyle.ShortEstimation:
                velocityEstimator.FinishEstimatingVelocity();
                velocity        = velocityEstimator.GetVelocityEstimate();
                angularVelocity = velocityEstimator.GetAngularVelocityEstimate();
                break;

            case ReleaseStyle.AdvancedEstimation:
                hand.GetEstimatedPeakVelocities(out velocity, out angularVelocity);
                break;

            case ReleaseStyle.GetFromHand:
                velocity        = hand.GetTrackedObjectVelocity(releaseVelocityTimeOffset);
                angularVelocity = hand.GetTrackedObjectAngularVelocity(releaseVelocityTimeOffset);
                break;

            default:
            case ReleaseStyle.NoChange:
                velocity        = rigidbody.velocity;
                angularVelocity = rigidbody.angularVelocity;
                break;
            }

            if (releaseVelocityStyle != ReleaseStyle.NoChange)
            {
                float scaleFactor = 1.0f;
                if (scaleReleaseVelocityThreshold > 0)
                {
                    scaleFactor = Mathf.Clamp01(scaleReleaseVelocityCurve.Evaluate(velocity.magnitude / scaleReleaseVelocityThreshold));
                }

                velocity *= scaleFactor * scaleReleaseVelocity;
            }
        }
Esempio n. 12
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        //-------------------------------------------------
        private bool PhysicsDetach(Hand hand)
        {
            int i = holdingHands.IndexOf(hand);

            if (i != -1)
            {
                Vector3 vel = Vector3.zero;
                if (holdingHands.Count <= 1)
                {
                    vel = hand.GetTrackedObjectVelocity();
                }

                // Detach this object from the hand
                holdingHands[i].DetachObject(this.gameObject, false);



                // Allow the hand to do other things
                holdingHands[i].HoverUnlock(null);

                // Delete any existing joints from the hand
                if (attachMode == AttachMode.FixedJoint)
                {
                    Destroy(holdingHands[i].GetComponent <FixedJoint>());
                }
                Util.FastRemove(holdingHands, i);
                Util.FastRemove(holdingBodies, i);
                Util.FastRemove(holdingPoints, i);

                GetComponent <Rigidbody>().isKinematic = false;
                GetComponent <Rigidbody>().AddForce(vel * VelocityMult);
                return(true);
            }

            return(false);
        }
Esempio n. 13
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 private void CreateMarker(Color markerColor, float destroyAfter = 10)
 {
     CreateMarker(markerColor, attachedToHand.GetTrackedObjectVelocity().normalized, destroyAfter);
 }