Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Serialization;
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namespace Oculus.Interaction
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{
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public class PhysicsGrabbable : MonoBehaviour
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{
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[SerializeField]
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private Grabbable _grabbable;
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[SerializeField]
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private Rigidbody _rigidbody;
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[SerializeField]
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[Tooltip("If enabled, the object's mass will scale appropriately as the scale of the object changes.")]
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private bool _scaleMassWithSize = true;
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private bool _savedIsKinematicState = false;
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private bool _isBeingTransformed = false;
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private Vector3 _initialScale;
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private bool _hasPendingForce;
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private Vector3 _linearVelocity;
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private Vector3 _angularVelocity;
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protected bool _started = false;
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public event Action<Vector3, Vector3> WhenVelocitiesApplied = delegate { };
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private void Reset()
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{
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_grabbable = this.GetComponent<Grabbable>();
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_rigidbody = this.GetComponent<Rigidbody>();
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}
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(_grabbable, nameof(_grabbable));
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this.AssertField(_rigidbody, nameof(_rigidbody));
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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if (_started)
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{
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_grabbable.WhenPointerEventRaised += HandlePointerEventRaised;
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}
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}
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protected virtual void OnDisable()
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{
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if (_started)
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{
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_grabbable.WhenPointerEventRaised -= HandlePointerEventRaised;
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}
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}
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private void HandlePointerEventRaised(PointerEvent evt)
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{
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switch (evt.Type)
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{
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case PointerEventType.Select:
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if (_grabbable.SelectingPointsCount == 1 && !_isBeingTransformed)
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{
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DisablePhysics();
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}
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break;
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case PointerEventType.Unselect:
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if (_grabbable.SelectingPointsCount == 0)
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{
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ReenablePhysics();
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}
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break;
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}
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}
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private void DisablePhysics()
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{
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_isBeingTransformed = true;
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CachePhysicsState();
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_rigidbody.isKinematic = true;
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}
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private void ReenablePhysics()
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{
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_isBeingTransformed = false;
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// update the mass based on the scale change
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if (_scaleMassWithSize)
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{
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float initialScaledVolume = _initialScale.x * _initialScale.y * _initialScale.z;
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Vector3 currentScale = _rigidbody.transform.localScale;
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float currentScaledVolume = currentScale.x * currentScale.y * currentScale.z;
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float changeInMassFactor = currentScaledVolume / initialScaledVolume;
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_rigidbody.mass *= changeInMassFactor;
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}
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// revert the original kinematic state
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_rigidbody.isKinematic = _savedIsKinematicState;
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}
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public void ApplyVelocities(Vector3 linearVelocity, Vector3 angularVelocity)
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{
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_hasPendingForce = true;
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_linearVelocity = linearVelocity;
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_angularVelocity = angularVelocity;
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}
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private void FixedUpdate()
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{
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if (_hasPendingForce)
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{
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_hasPendingForce = false;
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_rigidbody.AddForce(_linearVelocity, ForceMode.VelocityChange);
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_rigidbody.AddTorque(_angularVelocity, ForceMode.VelocityChange);
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WhenVelocitiesApplied(_linearVelocity, _angularVelocity);
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}
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}
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private void CachePhysicsState()
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{
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_savedIsKinematicState = _rigidbody.isKinematic;
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_initialScale = _rigidbody.transform.localScale;
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}
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#region Inject
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public void InjectAllPhysicsGrabbable(Grabbable grabbable, Rigidbody rigidbody)
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{
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InjectGrabbable(grabbable);
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InjectRigidbody(rigidbody);
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}
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public void InjectGrabbable(Grabbable grabbable)
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{
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_grabbable = grabbable;
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}
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public void InjectRigidbody(Rigidbody rigidbody)
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{
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_rigidbody = rigidbody;
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}
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public void InjectOptionalScaleMassWithSize(bool scaleMassWithSize)
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{
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_scaleMassWithSize = scaleMassWithSize;
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}
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#endregion
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}
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}
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