Exemplo n.º 1
0
        public void OnInputDown(InputEventData eventData)
        {
            if (currentInputSource == null)
            {
                IMixedRealityPointer pointer = eventData.InputSource.Pointers[0];
                Ray ray;
                if (pointer.TryGetPointingRay(out ray))
                {
                    handleMoveType = HandleMoveType.Ray;
                    float    distance;
                    Collider grabbedCollider = GetGrabbedCollider(ray, out distance);

                    if (grabbedCollider != null)
                    {
                        currentInputSource  = eventData.InputSource;
                        currentPointer      = pointer;
                        grabbedHandle       = grabbedCollider.gameObject;
                        currentHandleType   = GetHandleType(grabbedHandle);
                        currentRotationAxis = GetRotationAxis(grabbedHandle);
                        currentPointer.TryGetPointingRay(out initialGrabRay);
                        initialGrabMag         = distance;
                        initialGrabbedPosition = grabbedHandle.transform.position;
                        initialGrabbedCentroid = targetObject.transform.position;
                        initialScale           = targetObject.transform.localScale;
                        pointer.TryGetPointerPosition(out initialGrabPoint);
                        ShowOneHandle(grabbedHandle);
                        initialGazePoint = Vector3.zero;
                    }
                }
            }
        }
Exemplo n.º 2
0
        void IMixedRealityInputHandler <MixedRealityPose> .OnInputChanged(InputEventData <MixedRealityPose> eventData)
        {
            if (eventData.MixedRealityInputAction != dragPositionAction || !isDraggingEnabled || !isDragging || eventData.SourceId != currentInputSource?.SourceId)
            {
                return;
            }

            Transform cameraTransform = CameraCache.Main.transform;
            Vector3   pivotPosition   = Vector3.zero;

            if (isDraggingWithSourcePose)
            {
                Vector3 inputPosition = eventData.InputData.Position;
                pivotPosition = HandPivotPosition;
                Vector3 newHandDirection = Vector3.Normalize(inputPosition - pivotPosition);

                if (handRefDistance < 0)
                {
                    handRefDistance = Vector3.Magnitude(inputPosition - pivotPosition);

                    Vector3 handDirection = cameraTransform.InverseTransformDirection(Vector3.Normalize(inputPosition - pivotPosition));

                    // Store the initial offset between the hand and the object, so that we can consider it when dragging
                    gazeAngularOffset = Quaternion.FromToRotation(handDirection, objectReferenceDirection);
                }

                // in camera space
                newHandDirection = cameraTransform.InverseTransformDirection(newHandDirection);
                Vector3 targetDirection = Vector3.Normalize(gazeAngularOffset * newHandDirection);
                // back to world space
                targetDirection = cameraTransform.TransformDirection(targetDirection);

                float currentHandDistance = Vector3.Magnitude(inputPosition - pivotPosition);
                float distanceRatio       = currentHandDistance / handRefDistance;
                float distanceOffset      = distanceRatio > 0 ? (distanceRatio - 1f) * distanceScale : 0;
                float targetDistance      = objectReferenceDistance + distanceOffset;

                draggingPosition = pivotPosition + (targetDirection * targetDistance);
            }
            else
            {
                pivotPosition = cameraTransform.position;

                Vector3 pointerPosition;
                currentPointer.TryGetPointerPosition(out pointerPosition);

                Ray pointingRay;
                currentPointer.TryGetPointingRay(out pointingRay);

                Vector3 currentPosition          = pointerPosition;
                Vector3 currentPositionHeadSpace = cameraTransform.InverseTransformPoint(currentPosition);
                Vector3 positionDeltaHeadSpace   = currentPositionHeadSpace - previousPointerPositionHeadSpace;

                float pushDistance = Vector3.Dot(positionDeltaHeadSpace,
                                                 cameraTransform.InverseTransformDirection(pointingRay.direction.normalized));
                if (Mathf.Abs(Vector3.Dot(positionDeltaHeadSpace.normalized, Vector3.forward)) > zPushTolerance)
                {
                    stickLength = DistanceRamp(stickLength, pushDistance);
                }

                draggingPosition = pointingRay.GetPoint(stickLength);

                previousPointerPositionHeadSpace = currentPositionHeadSpace;
            }

            switch (rotationMode)
            {
            case RotationModeEnum.OrientTowardUser:
            case RotationModeEnum.OrientTowardUserAndKeepUpright:
                draggingRotation = Quaternion.LookRotation(hostTransform.position - pivotPosition);
                break;

            case RotationModeEnum.LockObjectRotation:
                draggingRotation = hostTransform.rotation;
                break;

            default:
                // in world space
                Vector3 objForward = cameraTransform.TransformDirection(objectReferenceForward);
                // in world space
                Vector3 objUp = cameraTransform.TransformDirection(objectReferenceUp);
                draggingRotation = Quaternion.LookRotation(objForward, objUp);
                break;
            }

            Vector3 newPosition = Vector3.Lerp(hostTransform.position, draggingPosition + cameraTransform.TransformDirection(objectReferenceGrabPoint), positionLerpSpeed);

            // Apply Final Position
            if (hostRigidbody == null)
            {
                hostTransform.position = newPosition;
            }
            else
            {
                hostRigidbody.MovePosition(newPosition);
            }

            // Apply Final Rotation
            Quaternion newRotation = Quaternion.Lerp(hostTransform.rotation, draggingRotation, rotationLerpSpeed);

            if (hostRigidbody == null)
            {
                hostTransform.rotation = newRotation;
            }
            else
            {
                hostRigidbody.MoveRotation(newRotation);
            }

            if (rotationMode == RotationModeEnum.OrientTowardUserAndKeepUpright)
            {
                Quaternion upRotation = Quaternion.FromToRotation(hostTransform.up, Vector3.up);
                hostTransform.rotation = upRotation * hostTransform.rotation;
            }
        }