189 lines
5.9 KiB
C#
189 lines
5.9 KiB
C#
/*=========================================================================
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Library: iMSTK-Unity
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Copyright (c) Kitware, Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0.txt
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Unless required by applicable law or agreed to in writing, software
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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 UnityEngine;
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namespace ImstkUnity
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{
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/// <summary>
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/// GraspingController takes care of some of the higher level aspects of
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/// grasping and tool operation, it can manipulate two jaws and open and close
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/// them, it can take input from a variety of sources as well
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/// </summary>
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[RequireComponent(typeof(GraspingManager))]
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public class GraspingController : MonoBehaviour
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{
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// Assumes that the jaws are currently closed, will open
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// to the max opening angle
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// Rotation is currently just fixed to the Z Axis
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public TrackingDevice device;
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// TODO disable collision on grasp
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/// Drive via Buttons
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public int openButton = 0;
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public int closeButton = 1;
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// Drive via Keys
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public string openKey = "]";
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public string closeKey = "[";
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public bool useSnap = false;
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public float transitionTime = 3.0f;
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private float openValue = 0.0f;
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/// Drive by analog Value
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public bool driveWithAnalog = false;
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public int analogChannel = 0;
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public float analogClosed = 0;
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public float analogOpen = 1024;
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public GameObject upperJaw;
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public GameObject lowerJaw;
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[Tooltip("The largest angle between the two jaws")]
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public float maxOpenAngle;
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GraspingManager _manager;
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public GraspingManager manager { get { return _manager; } }
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private float _lowerCloseAngle = 0.0f;
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private float _upperCloseAngle = 0.0f;
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void Start()
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{
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if (lowerJaw != null)
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{
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_lowerCloseAngle = lowerJaw.transform.localRotation.eulerAngles.z;
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}
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if (upperJaw != null)
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{
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_upperCloseAngle = upperJaw.transform.localRotation.eulerAngles.z;
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}
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if (!device.isActiveAndEnabled)
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{
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device = null;
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}
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// need to check startup order to see if we can initialize the imstk values at this point
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// we'd want to do the type check and casting here rather than every frame
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_manager = GetComponent<GraspingManager>();
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}
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// Update is called once per frame
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void Update()
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{
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float newValue = openValue;
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if (device == null) return;
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if (driveWithAnalog)
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{
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float input = device.GetAnalog(analogChannel);
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#pragma warning disable 1718 // Warning for comparing the same variable
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if (input == input)
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{
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if (analogClosed < analogOpen)
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{
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newValue = (input - analogClosed) / (analogOpen - analogClosed);
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}
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else
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{
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newValue = (analogClosed - input) / (analogClosed - analogOpen);
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}
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}
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#if UNITY_EDITOR
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else
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{
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Debug.LogWarning("Can't read analog from channel: " + analogChannel);
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}
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#endif
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#pragma warning restore 1718
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//Debug.Log(Time.realtimeSinceStartup-start + " " + input.ToString());
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}
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else
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{
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if (useSnap)
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{
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if (device.IsButtonDown(openButton) || Input.GetKey(openKey)) newValue = 0.0f;
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if (device.IsButtonDown(closeButton) || Input.GetKey(closeKey)) newValue = 1.0f;
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}
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else
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{
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// Map buttons to axis, this should probably be in the input _manager
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if (device.IsButtonDown(openButton) || Input.GetKey(openKey)) newValue = openValue + Time.deltaTime / transitionTime;
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if (device.IsButtonDown(closeButton) || Input.GetKey(closeKey)) newValue = openValue - Time.deltaTime / transitionTime;
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}
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}
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var oldClosed = isClosed();
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setOpenValue(Mathf.Clamp01(newValue));
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if (isClosed() && !oldClosed)
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{
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Debug.Log("Start Grasp");
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_manager.StartGrasp();
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}
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if (!isClosed() && oldClosed)
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{
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_manager.EndGrasp();
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}
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}
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bool isClosed()
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{
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return openValue < 0.1;
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}
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void setOpenValue(float value)
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{
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float half = (maxOpenAngle * value) / 2.0f;
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if (upperJaw != null)
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{
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var rot = upperJaw.transform.localRotation;
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var angles = upperJaw.transform.localRotation.eulerAngles;
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angles.z = _upperCloseAngle + half;
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rot.eulerAngles = angles;
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upperJaw.transform.localRotation = rot;
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}
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if (lowerJaw != null)
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{
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var rot = lowerJaw.transform.localRotation;
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var angles = lowerJaw.transform.localRotation.eulerAngles;
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angles.z = _lowerCloseAngle - half;
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rot.eulerAngles = angles;
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lowerJaw.transform.localRotation = rot;
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}
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openValue = value;
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}
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}
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}
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