示例#1
0
        void OnTriggerExit(Collider col)
        {
            SG_BasicFeedback touch = col.GetComponent <SG_BasicFeedback>();

            if (touch && touch.feedbackScript && touch.feedbackScript.TrackedHand)
            {
                //SG_Debugger.Log("Collider Exits");
                int scriptIndex = this.HandModelIndex(touch.feedbackScript.TrackedHand);
                if (scriptIndex < 0)
                {
                    //SG_Debugger.Log("Something went wrong with " + this.gameObject.name);
                    //it is likely the palm collider.
                }
                else
                {   //belongs to an existing SenseGlove.
                    if (ValidScript(touch))
                    {
                        this.detectedHands[scriptIndex].RemoveCollider(touch);
                        if (this.detectedHands[scriptIndex].TotalColliders <= 0)
                        {
                            //raise release event.
                            //SG_Debugger.Log("Escape!");
                            if (detectedHands[scriptIndex].EventFired && !(this.singleGlove && this.detectedHands.Count > 1)) //only fire if the last glove has been removed.
                            {
                                this.FireRemoveEvent(this.detectedHands[scriptIndex].TrackedHand);
                            }
                            this.RemoveEntry(scriptIndex);
                        }
                    }
                }
            }
        }
示例#2
0
 /// <summary> Register that a collider of this hand has been removed from the zone. </summary>
 /// <param name="touch"></param>
 public void RemoveCollider(SG_BasicFeedback touch)
 {
     if (touch.handLocation == SG_HandSection.Unknown)
     {
         OtherColliders -= 1;
     }
     else if (touch.handLocation == SG_HandSection.Wrist)
     {
         WristColliders -= 1;
     }
     else
     {
         int index = (int)touch.handLocation;
         FingerColliders[index] -= 1;
     }
     TotalColliders -= 1;
 }
示例#3
0
 /// <summary> Called by SG_Feedback when it touches an interactable. Informs this Interactable that it is no longer being touched </summary>
 /// <param name="touchScript"></param>
 public void UnTouchedBy(SG_BasicFeedback touchScript)
 {
     if (touchScript != null && touchScript.linkedGlove != null)
     {
         int GI = GetTouchIndex(touchScript.linkedGlove);
         if (GI > -1)
         {
             this.touchedColliders[GI] = this.touchedColliders[GI] - 1; //++ does not work reliably...
             if (this.touchedColliders[GI] < 1)                         //less than one remaining
             {
                 this.touchedScripts.RemoveAt(GI);
                 this.touchedColliders.RemoveAt(GI);
                 if (this.touchedScripts.Count < 1) //reduced the amount of touchedScripts to 0
                 {
                     this.OnUnTouched();
                 }
             }
         }
     }
 }
示例#4
0
        /// <summary> Called by SG_Feedback when it touches an interactable. Informs this Interactable that it is being touched. </summary>
        /// <param name="touchScript"></param>
        public void TouchedBy(SG_BasicFeedback touchScript)
        {
            if (touchScript != null && touchScript.linkedGlove != null)
            {
                int GI = GetTouchIndex(touchScript.linkedGlove);
                if (GI > -1)
                {
                    this.touchedColliders[GI] = this.touchedColliders[GI] + 1; //++ does not work reliably...
                }
                else
                {
                    this.touchedScripts.Add(touchScript.linkedGlove);
                    this.touchedColliders.Add(1);

                    if (this.touchedColliders.Count == 1) // Only for the first new script.
                    {
                        this.OnTouched();
                    }
                }
            }
        }
示例#5
0
        //--------------------------------------------------------------------------------------------------------------------------
        // Collision Detection

        #region Collision

        void OnTriggerEnter(Collider col)
        {
            SG_BasicFeedback touch = col.GetComponent <SG_BasicFeedback>();

            if (touch && touch.feedbackScript && touch.feedbackScript.TrackedHand) //needs to have a grabscript attached.
            {
                int scriptIndex = this.HandModelIndex(touch.feedbackScript.TrackedHand);

                //#1 - Check if it belongs to a new or existing detected glove.
                if (scriptIndex < 0)
                {
                    if (ValidScript(touch))
                    {
                        //SG_Debugger.Log("New Grabscript entered.");
                        this.AddEntry(touch.feedbackScript.TrackedHand);
                        scriptIndex = this.detectedHands.Count - 1;
                        this.detectedHands[scriptIndex].AddCollider(touch);
                    }
                }
                else
                {
                    if (ValidScript(touch))
                    {
                        //SG_Debugger.Log("Another collider for grabscript " + scriptIndex);
                        this.detectedHands[scriptIndex].AddCollider(touch);
                    }
                }

                //if no time constraint is set, raise the event immediately!
                if (this.activationTime <= 0 && scriptIndex > -1 && scriptIndex < detectedHands.Count && this.detectedHands[scriptIndex].TotalColliders == this.activationThreshold)
                {
                    //SG_Debugger.Log("ActivationThreshold Reached!");
                    if (!(detectedHands[scriptIndex].EventFired) && !(this.singleGlove && this.detectedHands.Count > 1))
                    {
                        this.detectedHands[scriptIndex].EventFired = true;
                        this.FireDetectEvent(this.detectedHands[scriptIndex].TrackedHand);
                    }
                }
            }
        }
示例#6
0
 /// <summary> Returns true if this is a valid script. </summary>
 /// <param name="touch"></param>
 /// <returns></returns>
 private bool ValidScript(SG_BasicFeedback touch)
 {
     return(this.detectionMethod == DetectionType.AnyFinger ||
            (this.detectionMethod == DetectionType.SpecificFingers && this.ValidScript(touch.handLocation)));
 }