示例#1
0
        public virtual void OnCollisionExit(Collision collision)
        {
            Rigidbody objRigidbody = collision.rigidbody;

            if (objRigidbody != null)
            {
                HandInteraction.OnTouchEnd(handTarget, objRigidbody.gameObject);
            }
            else
            {
                HandInteraction.OnTouchEnd(handTarget, collision.gameObject);
            }
        }
示例#2
0
        public virtual void OnTriggerExit(Collider collider)
        {
            Rigidbody objRigidbody = collider.attachedRigidbody;

            if (objRigidbody != null)
            {
                HandInteraction.OnTouchEnd(handTarget, objRigidbody.gameObject);
            }
            else
            {
                HandInteraction.OnTouchEnd(handTarget, collider.gameObject);
            }

            handTarget.touchedObject = null;
        }
示例#3
0
        public override void ManualFixedUpdate(HandTarget _handTarget)
        {
            handTarget = _handTarget;

            if (hasCollided && !colliding)
            {
                HandInteraction.OnTouchEnd(handTarget, handTarget.touchedObject);
                handTarget.touchedObject = null;
            }

            if (handTarget.touchedObject == null)   // Object may be destroyed
            {
                hasCollided = false;
            }

            if (handRigidbody == null)
            {
                Initialize();
            }

            // Check for stuck hands. Only when hand is kinematic you can pull the hand loose
            // it will then turn into a kinematic hand, which results in snapping the hand back
            // onto the forearm.
            if (handTarget.forearm.bone.transform != null && !handRigidbody.isKinematic)
            {
                float distance = Vector3.Distance(handTarget.hand.bone.transform.position, handTarget.forearm.bone.transform.position) - handTarget.forearm.bone.length;
                if (distance > 0.05F)
                {
                    //SetKinematic(handRigidbody, true);
                    handTarget.colliders = SetKinematic(handRigidbody);
                }
            }

            UpdateRigidbody();

            colliding = false;
        }