2021년 4학년 1학기 기업연계프로젝트2
컴퓨터소프트웨어공학과 <원광투어팀>
팀장 : 송유진
팀원 : 김나영, 이경희, 한유진
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: handles the physics of hands colliding with the world
//
//=============================================================================
using System.Collections;using System.Collections.Generic;using UnityEngine;
namespace Valve.VR.InteractionSystem{ public class HandPhysics : MonoBehaviour { [Tooltip("Hand collider prefab to instantiate")] public HandCollider handColliderPrefab; [HideInInspector] public HandCollider handCollider;
[Tooltip("Layers to consider when checking if an area is clear")] public LayerMask clearanceCheckMask;
[HideInInspector] public Hand hand;
// distance at which hand will teleport back to controller
const float handResetDistance = 0.6f;
const float collisionReenableClearanceRadius = 0.1f;
private bool initialized = false;
private bool collisionsEnabled = true;
private void Start() { hand = GetComponent<Hand>(); //spawn hand collider and link it to us
handCollider = ((GameObject)Instantiate(handColliderPrefab.gameObject)).GetComponent<HandCollider>(); Vector3 localPosition = handCollider.transform.localPosition; Quaternion localRotation = handCollider.transform.localRotation;
handCollider.transform.parent = Player.instance.transform; handCollider.transform.localPosition = localPosition; handCollider.transform.localRotation = localRotation; handCollider.hand = this;
GetComponent<SteamVR_Behaviour_Pose>().onTransformUpdated.AddListener(UpdateHand); }
// cached transformations
Matrix4x4 wristToRoot; Matrix4x4 rootToArmature; Matrix4x4 wristToArmature;
Vector3 targetPosition = Vector3.zero; Quaternion targetRotation = Quaternion.identity;
//bones
const int wristBone = SteamVR_Skeleton_JointIndexes.wrist; const int rootBone = SteamVR_Skeleton_JointIndexes.root;
private void FixedUpdate() { if (hand.skeleton == null) return; initialized = true;
UpdateCenterPoint();
handCollider.MoveTo(targetPosition, targetRotation);
if ((handCollider.transform.position - targetPosition).sqrMagnitude > handResetDistance * handResetDistance) handCollider.TeleportTo(targetPosition, targetRotation);
UpdateFingertips(); }
private void UpdateCenterPoint() { Vector3 offset = hand.skeleton.GetBonePosition(SteamVR_Skeleton_JointIndexes.middleProximal) - hand.skeleton.GetBonePosition(SteamVR_Skeleton_JointIndexes.root); if (hand.HasSkeleton()) { handCollider.SetCenterPoint(hand.skeleton.transform.position + offset); } }
Collider[] clearanceBuffer = new Collider[1];
private void UpdatePositions() { // disable collisions when holding something
if (hand.currentAttachedObject != null) { collisionsEnabled = false; } else { // wait for area to become clear before reenabling collisions
if (!collisionsEnabled) { clearanceBuffer[0] = null; Physics.OverlapSphereNonAlloc(hand.objectAttachmentPoint.position, collisionReenableClearanceRadius, clearanceBuffer); // if we don't find anything in the vicinity, reenable collisions!
if (clearanceBuffer[0] == null) { collisionsEnabled = true; } } }
handCollider.SetCollisionDetectionEnabled(collisionsEnabled);
if (hand.skeleton == null) return; initialized = true;
// get the desired pose of the wrist in world space. Can't get the wrist bone transform, as this is affected by the resulting physics.
wristToRoot = Matrix4x4.TRS(ProcessPos(wristBone, hand.skeleton.GetBone(wristBone).localPosition), ProcessRot(wristBone, hand.skeleton.GetBone(wristBone).localRotation), Vector3.one).inverse;
rootToArmature = Matrix4x4.TRS(ProcessPos(rootBone, hand.skeleton.GetBone(rootBone).localPosition), ProcessRot(rootBone, hand.skeleton.GetBone(rootBone).localRotation), Vector3.one).inverse;
wristToArmature = (wristToRoot * rootToArmature).inverse;
// step up through virtual transform hierarchy and into world space
targetPosition = transform.TransformPoint(wristToArmature.MultiplyPoint3x4(Vector3.zero));
targetRotation = transform.rotation * wristToArmature.GetRotation();
//bypass physics when game paused
if (Time.timeScale == 0) { handCollider.TeleportTo(targetPosition, targetRotation); } }
Transform wrist;
const int thumbBone = SteamVR_Skeleton_JointIndexes.thumbDistal; const int indexBone = SteamVR_Skeleton_JointIndexes.indexDistal; const int middleBone = SteamVR_Skeleton_JointIndexes.middleDistal; const int ringBone = SteamVR_Skeleton_JointIndexes.ringDistal; const int pinkyBone = SteamVR_Skeleton_JointIndexes.pinkyDistal;
void UpdateFingertips() { wrist = hand.skeleton.GetBone(SteamVR_Skeleton_JointIndexes.wrist);
// set finger tip positions in wrist space
for(int finger = 0; finger < 5; finger++) { int tip = SteamVR_Skeleton_JointIndexes.GetBoneForFingerTip(finger); int bone = tip; for(int i = 0; i < handCollider.fingerColliders[finger].Length; i++) { bone = tip - 1 - i; // start at distal and go down
if (handCollider.fingerColliders[finger][i] != null) handCollider.fingerColliders[finger][i].localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(bone).position); } } /* if(handCollider.tip_thumb != null) handCollider.tip_thumb.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(thumbBone).position);
if(handCollider.tip_index != null) handCollider.tip_index.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(indexBone).position);
if(handCollider.tip_middle != null) handCollider.tip_middle.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(middleBone).position);
if(handCollider.tip_ring != null) handCollider.tip_ring.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(ringBone).position);
if (handCollider.tip_pinky != null) handCollider.tip_pinky.localPosition = wrist.InverseTransformPoint(hand.skeleton.GetBone(pinkyBone).position); */ }
void UpdateHand(SteamVR_Behaviour_Pose pose, SteamVR_Input_Sources inputSource) { if (!initialized) return;
UpdateCenterPoint();
UpdatePositions();
Quaternion offsetRotation = handCollider.transform.rotation * wristToArmature.inverse.GetRotation();
hand.mainRenderModel.transform.rotation = offsetRotation;
Vector3 offsetPosition = handCollider.transform.TransformPoint(wristToArmature.inverse.MultiplyPoint3x4(Vector3.zero));
hand.mainRenderModel.transform.position = offsetPosition;
/* Vector3 wristPointInArmatureSpace = transform.InverseTransformPoint(handCollider.transform.position);
Vector3 handTargetPosition =
hand.mainRenderModel.transform.position = handTargetPosition;
//Quaternion handTargetRotation = transform.rotation * (wristToArmature.inverse.rotation * (Quaternion.Inverse(transform.rotation) * handCollider.transform.rotation));
//hand.mainRenderModel.transform.rotation = handTargetRotation;
*/ }
Vector3 ProcessPos(int boneIndex, Vector3 pos) { if(hand.skeleton.mirroring != SteamVR_Behaviour_Skeleton.MirrorType.None) { return SteamVR_Behaviour_Skeleton.MirrorPosition(boneIndex, pos); }
return pos; }
Quaternion ProcessRot(int boneIndex, Quaternion rot) { if (hand.skeleton.mirroring != SteamVR_Behaviour_Skeleton.MirrorType.None) { return SteamVR_Behaviour_Skeleton.MirrorRotation(boneIndex, rot); }
return rot; }
}}
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