示例#1
0
        /// <summary>
        /// Attach a given grabbable to the hand, storing the offset to the hand so it can be kept while holding.
        /// </summary>
        /// <param name="closestGrabbable">The object to be grabbed.</param>
        /// <param name="closestGrabbableCollider">The collider of the grabbable, not used.</param>
        protected virtual void Grab(Grabbable closestGrabbable, Collider closestGrabbableCollider)
        {
            GrabbedObject = closestGrabbable;
            GrabbedObject.GrabBegin(this, closestGrabbableCollider);

            OnGrabStarted?.Invoke(GrabbedObject?.gameObject);

            _grabbedObjectOffset          = new Pose();
            _grabbedObjectOffset.position = Quaternion.Inverse(transform.rotation) * (GrabbedObject.transform.position - transform.position);
            _grabbedObjectOffset.rotation = Quaternion.Inverse(transform.rotation) * GrabbedObject.transform.rotation;
        }
示例#2
0
        /// <summary>
        /// Attach a given grabbable to the hand, storing the offset to the hand so it can be kept while holding.
        /// </summary>
        /// <param name="closestGrabbable">The object to be grabbed.</param>
        protected virtual void Grab(Grabbable closestGrabbable)
        {
            _timeSinceLastGrab = Time.timeSinceLevelLoad;
            GrabbedObject      = closestGrabbable;
            GrabbedObject?.GrabBegin(this);
            OnGrabStarted?.Invoke(GrabbedObject?.gameObject);

            Transform grabedTransform = closestGrabbable.transform;

            _grabbedObjectOffset          = new Pose();
            _grabbedObjectOffset.position = Quaternion.Inverse(this.transform.rotation) * (grabedTransform.position - this.transform.position);
            _grabbedObjectOffset.rotation = Quaternion.Inverse(this.transform.rotation) * grabedTransform.rotation;
        }