VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Movements/ObjectPullProvider.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

149 lines
4.3 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
namespace Oculus.Interaction
{
/// <summary>
/// Pulls the selected interactable towards the interactor.
/// </summary>
public class ObjectPullProvider : MonoBehaviour, IMovementProvider
{
[SerializeField]
[Min(0f)]
private float _speed = 1f;
public float Speed
{
get
{
return _speed;
}
set
{
_speed = value;
}
}
[SerializeField]
[Min(0f)]
private float _deadZone = 0.02f;
public float DeadZone
{
get
{
return _deadZone;
}
set
{
_deadZone = value;
}
}
public IMovement CreateMovement()
{
return new ObjectPull(_speed, _deadZone);
}
}
public class ObjectPull : IMovement
{
private float _speed = 1f;
private float _deadZone = 0f;
public Pose Pose => _current;
public bool Stopped => _reachedGrabber;
private Pose _current = Pose.identity;
private Pose _grabberStartPose;
private Pose _grabbableStartPose;
private Pose _target;
private Plane _pullingPlane;
private Vector3 _translationDelta = Vector3.zero;
private float _lastTime;
private float _originalDistance;
private bool _reachedGrabber = false;
public ObjectPull(float speed, float deadZone)
{
_speed = speed;
_deadZone = deadZone;
}
public void MoveTo(Pose target)
{
_target = _grabberStartPose = target;
_current = _grabbableStartPose;
_lastTime = Time.time;
_reachedGrabber = false;
Vector3 grabDir = (_grabbableStartPose.position - _grabberStartPose.position);
_originalDistance = grabDir.magnitude;
_pullingPlane = new Plane(grabDir.normalized, _grabberStartPose.position);
}
public void UpdateTarget(Pose target)
{
_target = target;
}
public void StopAndSetPose(Pose source)
{
_grabbableStartPose = source;
}
public void Tick()
{
if (_reachedGrabber)
{
_current = _target;
return;
}
float timeDelta = (Time.time - _lastTime);
_lastTime = Time.time;
float posDelta = _pullingPlane.GetDistanceToPoint(_target.position);
if (Mathf.Abs(posDelta) < _deadZone)
{
return;
}
Vector3 direction = (_current.position - _target.position).normalized;
_translationDelta = direction * posDelta * _speed * timeDelta;
float remainingDistance = Vector3.Distance(_current.position, _target.position);
if (remainingDistance < _translationDelta.magnitude)
{
_reachedGrabber = true;
_current = _target;
}
else
{
_current.position += _translationDelta;
float currentDistance = Vector3.Distance(_current.position, _target.position);
float progress = 1f - Mathf.Clamp01(currentDistance / _originalDistance);
_current.rotation = Quaternion.Slerp(_grabbableStartPose.rotation, _target.rotation, progress);
}
}
}
}