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VIVE-OpenXR-Unity/com.htc.upm.vive.openxr/Runtime/Toolkits/RealisticHandInteraction/Scripts/GrabCollider.cs
Sean Lu(呂祥榮) 7f2a459592 version 2.3.0
2024-05-15 14:09:18 +08:00

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// "Wave SDK
// © 2020 HTC Corporation. All Rights Reserved.
//
// Unless otherwise required by copyright law and practice,
// upon the execution of HTC SDK license agreement,
// HTC grants you access to and use of the Wave SDK(s).
// You shall fully comply with all of HTCs SDK license agreement terms and
// conditions signed by you and all SDK and API requirements,
// specifications, and documentation provided by HTC to You."
using UnityEngine;
namespace VIVE.OpenXR.Toolkits.RealisticHandInteraction
{
/// <summary>
/// This class is designed to generate appropriately sized colliders for each joint.
/// </summary>
public class GrabCollider : MonoBehaviour
{
public enum CollisionState
{
start = 0,
keep = 1,
end = 2,
}
private CapsuleCollider m_Collider = null;
public Collider Collider => m_Collider;
private bool m_IsCollision = false;
public bool IsCollision { get { return m_IsCollision; } set { m_IsCollision = value; } }
private const float k_ColliderRadius = 0.01f;
private const float k_ColliderHeight = 0.01f;
private JointType jointType = JointType.Count;
public delegate void CollisionHandler(JointType joint, Collision collision, CollisionState state);
private CollisionHandler m_CollisionHandler;
private void OnEnable()
{
m_Collider = transform.GetComponent<CapsuleCollider>();
if (m_Collider == null)
{
m_Collider = transform.gameObject.AddComponent<CapsuleCollider>();
}
m_Collider.radius = k_ColliderRadius;
m_Collider.height = k_ColliderHeight;
m_Collider.direction = 2;
Rigidbody rigidbody = transform.GetComponent<Rigidbody>();
if (rigidbody == null)
{
rigidbody = transform.gameObject.AddComponent<Rigidbody>();
}
rigidbody.useGravity = false;
rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
rigidbody.constraints = RigidbodyConstraints.FreezeAll;
}
/// <summary>
/// Set the joint id and adjust collider size..
/// </summary>
/// <param name="id">JointType of joint.</param>
public void SetJointId(int id)
{
jointType = (JointType)id;
if (m_Collider)
{
// Adjust the size and position of the collider based on jointId.
switch (jointType)
{
case JointType.Thumb_Joint0:
case JointType.Thumb_Joint1:
m_Collider.height = 0.03f;
break;
case JointType.Index_Joint0:
case JointType.Middle_Joint0:
case JointType.Ring_Joint0:
case JointType.Pinky_Joint0:
m_Collider.height = 0.08f;
m_Collider.center = new Vector3(0f, 0f, 0.02f);
break;
case JointType.Index_Joint1:
case JointType.Middle_Joint1:
case JointType.Ring_Joint1:
case JointType.Pinky_Joint1:
m_Collider.height = 0.05f;
m_Collider.center = new Vector3(0f, 0f, 0.02f);
break;
case JointType.Index_Tip:
case JointType.Middle_Tip:
case JointType.Ring_Tip:
case JointType.Pinky_Tip:
m_Collider.radius = 0.005f;
break;
}
}
}
public void AddListener(CollisionHandler handler)
{
m_CollisionHandler += handler;
}
public void RemoveListener(CollisionHandler handler)
{
m_CollisionHandler -= handler;
}
private void OnCollisionEnter(Collision collision)
{
if (!IsGrabCollider(collision.collider) && m_CollisionHandler != null)
{
m_CollisionHandler.Invoke(jointType, collision, CollisionState.start);
}
}
private void OnCollisionStay(Collision collision)
{
if (!IsGrabCollider(collision.collider) && m_CollisionHandler != null)
{
m_CollisionHandler.Invoke(jointType, collision, CollisionState.keep);
}
}
private void OnCollisionExit(Collision collision)
{
if (!IsGrabCollider(collision.collider) && m_CollisionHandler != null)
{
m_CollisionHandler.Invoke(jointType, collision, CollisionState.end);
}
}
private bool IsGrabCollider(Collider collider)
{
GrabCollider grabCollider = collider.gameObject.GetComponent<GrabCollider>();
return grabCollider != null;
}
}
}