t1 / TFDContents / Assets / KinectDemos / InteractionDemo / Scripts / GrabDropScript.cs @ 3
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using UnityEngine; |
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using System.Collections; |
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public class GrabDropScript : MonoBehaviour, InteractionListenerInterface |
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{
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[Tooltip("List of the objects that may be dragged and dropped.")]
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public GameObject[] draggableObjects; |
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[Tooltip("Material used to outline the currently selected object.")]
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public Material selectedObjectMaterial; |
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[Tooltip("Drag speed of the selected object.")]
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public float dragSpeed = 3.0f; |
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[Tooltip("Minimum Z-position of the dragged object, when moving forward and back.")]
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public float minZ = 0f; |
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[Tooltip("Maximum Z-position of the dragged object, when moving forward and back.")]
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public float maxZ = 5f; |
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// public options (used by the Options GUI) |
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[Tooltip("Whether the objects obey gravity when released or not. Used by the Options GUI-window.")]
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public bool useGravity = true; |
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[Tooltip("Whether the objects should be put in their original positions. Used by the Options GUI-window.")]
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public bool resetObjects = false; |
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[Tooltip("Camera used for screen ray-casting. This is usually the main camera.")]
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public Camera screenCamera; |
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[Tooltip("GUI-Text used to display information messages.")]
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public GUIText infoGuiText; |
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[Tooltip("Interaction manager instance, used to detect hand interactions. If left empty, it will be the first interaction manager found in the scene.")]
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public InteractionManager interactionManager; |
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// hand interaction variables |
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//private bool isLeftHandDrag = false; |
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private InteractionManager.HandEventType lastHandEvent = InteractionManager.HandEventType.None; |
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// currently dragged object and its parameters |
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private GameObject draggedObject; |
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//private float draggedObjectDepth; |
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private Vector3 draggedObjectOffset; |
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private Material draggedObjectMaterial; |
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private float draggedNormalZ; |
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// initial objects' positions and rotations (used for resetting objects) |
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private Vector3[] initialObjPos; |
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private Quaternion[] initialObjRot; |
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// normalized and pixel position of the cursor |
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private Vector3 screenNormalPos = Vector3.zero; |
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private Vector3 screenPixelPos = Vector3.zero; |
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private Vector3 newObjectPos = Vector3.zero; |
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// choose whether to use gravity or not |
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public void SetUseGravity(bool bUseGravity) |
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{
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this.useGravity = bUseGravity; |
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} |
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// request resetting of the draggable objects |
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public void RequestObjectReset() |
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{
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resetObjects = true; |
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} |
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void Start() |
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{
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// by default set the main-camera to be screen-camera |
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if (screenCamera == null) |
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{
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screenCamera = Camera.main; |
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} |
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// save the initial positions and rotations of the objects |
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initialObjPos = new Vector3[draggableObjects.Length]; |
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initialObjRot = new Quaternion[draggableObjects.Length]; |
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for(int i = 0; i < draggableObjects.Length; i++) |
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{
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initialObjPos[i] = screenCamera ? screenCamera.transform.InverseTransformPoint(draggableObjects[i].transform.position) : draggableObjects[i].transform.position; |
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initialObjRot[i] = screenCamera ? Quaternion.Inverse(screenCamera.transform.rotation) * draggableObjects[i].transform.rotation : draggableObjects[i].transform.rotation; |
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} |
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// get the interaction manager instance |
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if(interactionManager == null) |
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{
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interactionManager = InteractionManager.Instance; |
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} |
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} |
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void Update() |
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{
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if(interactionManager != null && interactionManager.IsInteractionInited()) |
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{
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if(resetObjects && draggedObject == null) |
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{
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// reset the objects as needed |
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resetObjects = false; |
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ResetObjects (); |
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} |
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if(draggedObject == null) |
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{
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// check if there is an underlying object to be selected |
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if(lastHandEvent == InteractionManager.HandEventType.Grip && screenNormalPos != Vector3.zero) |
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{
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// convert the normalized screen pos to pixel pos |
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screenNormalPos = interactionManager.IsLeftHandPrimary() ? interactionManager.GetLeftHandScreenPos() : interactionManager.GetRightHandScreenPos(); |
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screenPixelPos.x = (int)(screenNormalPos.x * (screenCamera ? screenCamera.pixelWidth : Screen.width)); |
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screenPixelPos.y = (int)(screenNormalPos.y * (screenCamera ? screenCamera.pixelHeight : Screen.height)); |
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Ray ray = screenCamera ? screenCamera.ScreenPointToRay(screenPixelPos) : new Ray(); |
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// check if there is an underlying objects |
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RaycastHit hit; |
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if(Physics.Raycast(ray, out hit)) |
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{
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foreach(GameObject obj in draggableObjects) |
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{
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if(hit.collider.gameObject == obj) |
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{
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// an object was hit by the ray. select it and start drgging |
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draggedObject = obj; |
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draggedObjectOffset = hit.point - draggedObject.transform.position; |
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draggedObjectOffset.z = 0; // don't change z-pos |
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draggedNormalZ = (minZ + screenNormalPos.z * (maxZ - minZ)) - |
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draggedObject.transform.position.z; // start from the initial hand-z |
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// set selection material |
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draggedObjectMaterial = draggedObject.GetComponent<Renderer>().material; |
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draggedObject.GetComponent<Renderer>().material = selectedObjectMaterial; |
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// stop using gravity while dragging object |
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draggedObject.GetComponent<Rigidbody>().useGravity = false; |
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break; |
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} |
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} |
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} |
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} |
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} |
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else |
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{
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// continue dragging the object |
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screenNormalPos = interactionManager.IsLeftHandPrimary() ? interactionManager.GetLeftHandScreenPos() : interactionManager.GetRightHandScreenPos(); |
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// convert the normalized screen pos to 3D-world pos |
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screenPixelPos.x = (int)(screenNormalPos.x * (screenCamera ? screenCamera.pixelWidth : Screen.width)); |
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screenPixelPos.y = (int)(screenNormalPos.y * (screenCamera ? screenCamera.pixelHeight : Screen.height)); |
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//screenPixelPos.z = screenNormalPos.z + draggedObjectDepth; |
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screenPixelPos.z = (minZ + screenNormalPos.z * (maxZ - minZ)) - draggedNormalZ - |
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(screenCamera ? screenCamera.transform.position.z : 0f); |
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newObjectPos = screenCamera.ScreenToWorldPoint(screenPixelPos) - draggedObjectOffset; |
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draggedObject.transform.position = Vector3.Lerp(draggedObject.transform.position, newObjectPos, dragSpeed * Time.deltaTime); |
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// check if the object (hand grip) was released |
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bool isReleased = lastHandEvent == InteractionManager.HandEventType.Release; |
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if(isReleased) |
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{
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// restore the object's material and stop dragging the object |
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draggedObject.GetComponent<Renderer>().material = draggedObjectMaterial; |
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if(useGravity) |
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{
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// add gravity to the object |
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draggedObject.GetComponent<Rigidbody>().useGravity = true; |
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} |
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draggedObject = null; |
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} |
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} |
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} |
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} |
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void OnGUI() |
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{
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if(infoGuiText != null && interactionManager != null && interactionManager.IsInteractionInited()) |
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{
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string sInfo = string.Empty; |
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long userID = interactionManager.GetUserID(); |
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if(userID != 0) |
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{
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if(draggedObject != null) |
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sInfo = "Dragging the " + draggedObject.name + " around."; |
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else |
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sInfo = "Please grab and drag an object around."; |
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} |
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else |
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{
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KinectManager kinectManager = KinectManager.Instance; |
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if(kinectManager && kinectManager.IsInitialized()) |
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{
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sInfo = "Waiting for Users..."; |
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} |
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else |
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{
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sInfo = "Kinect is not initialized. Check the log for details."; |
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} |
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} |
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infoGuiText.text = sInfo; |
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} |
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} |
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// reset positions and rotations of the objects |
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private void ResetObjects() |
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{
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for(int i = 0; i < draggableObjects.Length; i++) |
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{
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draggableObjects[i].GetComponent<Rigidbody>().useGravity = false; |
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draggableObjects[i].GetComponent<Rigidbody>().velocity = Vector3.zero; |
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draggableObjects[i].transform.position = screenCamera ? screenCamera.transform.TransformPoint(initialObjPos[i]) : initialObjPos[i]; |
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draggableObjects[i].transform.rotation = screenCamera ? screenCamera.transform.rotation * initialObjRot[i] : initialObjRot[i]; |
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} |
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} |
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public void HandGripDetected(long userId, int userIndex, bool isRightHand, bool isHandInteracting, Vector3 handScreenPos) |
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{
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if (!isHandInteracting || !interactionManager) |
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return; |
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if (userId != interactionManager.GetUserID()) |
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return; |
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lastHandEvent = InteractionManager.HandEventType.Grip; |
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//isLeftHandDrag = !isRightHand; |
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screenNormalPos = handScreenPos; |
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} |
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public void HandReleaseDetected(long userId, int userIndex, bool isRightHand, bool isHandInteracting, Vector3 handScreenPos) |
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{
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if (!isHandInteracting || !interactionManager) |
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return; |
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if (userId != interactionManager.GetUserID()) |
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return; |
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lastHandEvent = InteractionManager.HandEventType.Release; |
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//isLeftHandDrag = !isRightHand; |
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screenNormalPos = handScreenPos; |
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} |
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public bool HandClickDetected(long userId, int userIndex, bool isRightHand, Vector3 handScreenPos) |
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{
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return true; |
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} |
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} |