Merge branch 'marlon' into Noah
* marlon: final merged project marlon + chrigi working sweet and smooth <3 backup before merge with chrigi final marlon scene before merge with christoph newest working version marlon 10.0 sheesh newest version marlon almost perfect version! # Conflicts: # Assets/Assets/00_Shared/05_Scripts/SceneChanger.asset # Assets/Samples/XR Interaction Toolkit/2.0.3/Starter Assets/XRI Default Input Actions.inputactions # ProjectSettings/ProjectSettings.asset # ProjectSettings/TagManager.assetNoah
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@ -0,0 +1,141 @@
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||||||
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using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.XR;
|
||||||
|
using UnityEngine.XR.Interaction.Toolkit;
|
||||||
|
using TMPro; // Add the TextMesh Pro namespace to access the various functions.
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
public class HandAnim : MonoBehaviour
|
||||||
|
{
|
||||||
|
private XRController controller = null;
|
||||||
|
public Animator m_animator = null;
|
||||||
|
|
||||||
|
public const string ANIM_LAYER_NAME_POINT = "Point Layer";
|
||||||
|
public const string ANIM_LAYER_NAME_THUMB = "Thumb Layer";
|
||||||
|
public const string ANIM_PARAM_NAME_FLEX = "Flex";
|
||||||
|
public const string ANIM_PARAM_NAME_POSE = "Pose";
|
||||||
|
|
||||||
|
private int m_animLayerIndexThumb = -1;
|
||||||
|
private int m_animLayerIndexPoint = -1;
|
||||||
|
private int m_animParamIndexFlex = -1;
|
||||||
|
private int m_animParamIndexPose = -1;
|
||||||
|
private Collider[] m_colliders = null;
|
||||||
|
|
||||||
|
public float anim_frames = 4f;
|
||||||
|
private float grip_state = 0f;
|
||||||
|
private float trigger_state = 0f;
|
||||||
|
private float triggerCap_state = 0f;
|
||||||
|
private float thumbCap_state = 0f;
|
||||||
|
|
||||||
|
private void Awake(){
|
||||||
|
// animator =
|
||||||
|
// controller = gameObject.GetComponentInParent<ActionBasedController>();
|
||||||
|
// Debug.Log(controller.gameObject.name);
|
||||||
|
}
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
m_colliders = this.GetComponentsInChildren<Collider>().Where(childCollider => !childCollider.isTrigger).ToArray();
|
||||||
|
for (int i = 0; i < m_colliders.Length; ++i)
|
||||||
|
{
|
||||||
|
Collider collider = m_colliders[i];
|
||||||
|
// collider.transform.localScale = new Vector3(COLLIDER_SCALE_MIN, COLLIDER_SCALE_MIN, COLLIDER_SCALE_MIN);
|
||||||
|
collider.enabled = true;
|
||||||
|
}
|
||||||
|
m_animLayerIndexPoint = m_animator.GetLayerIndex(ANIM_LAYER_NAME_POINT);
|
||||||
|
m_animLayerIndexThumb = m_animator.GetLayerIndex(ANIM_LAYER_NAME_THUMB);
|
||||||
|
m_animParamIndexFlex = Animator.StringToHash(ANIM_PARAM_NAME_FLEX);
|
||||||
|
m_animParamIndexPose = Animator.StringToHash(ANIM_PARAM_NAME_POSE);
|
||||||
|
|
||||||
|
grip_state = 0;
|
||||||
|
trigger_state = 1;
|
||||||
|
triggerCap_state = 1;
|
||||||
|
thumbCap_state = 1;
|
||||||
|
m_animator.SetFloat(m_animParamIndexFlex, grip_state);
|
||||||
|
m_animator.SetFloat("Pinch", trigger_state);
|
||||||
|
m_animator.SetLayerWeight(m_animLayerIndexPoint, 1f-triggerCap_state);
|
||||||
|
m_animator.SetLayerWeight(m_animLayerIndexThumb, 1f-thumbCap_state);
|
||||||
|
|
||||||
|
// var inputDevices = new List<UnityEngine.XR.InputDevice>();
|
||||||
|
// UnityEngine.XR.InputDevices.GetDevices(inputDevices);
|
||||||
|
//
|
||||||
|
// foreach (var device in inputDevices)
|
||||||
|
// {
|
||||||
|
// Debug.Log(string.Format("Device found with name '{0}' and role '{1}'", device.name, device.role.ToString()));
|
||||||
|
// solutionText.SetText(string.Format("Device found with name '{0}' and role '{1}'", device.name, device.role.ToString()));
|
||||||
|
//
|
||||||
|
// }
|
||||||
|
}
|
||||||
|
|
||||||
|
public void normalPose(float value) {
|
||||||
|
grip_state = value-1;
|
||||||
|
trigger_state = value;
|
||||||
|
triggerCap_state = value;
|
||||||
|
thumbCap_state = value;
|
||||||
|
m_animator.SetFloat(m_animParamIndexFlex, grip_state);
|
||||||
|
m_animator.SetFloat("Pinch", trigger_state);
|
||||||
|
m_animator.SetLayerWeight(m_animLayerIndexPoint, 1f-triggerCap_state);
|
||||||
|
m_animator.SetLayerWeight(m_animLayerIndexThumb, 1f-thumbCap_state);
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public void SetPose(float value)
|
||||||
|
{
|
||||||
|
grip_state = value;
|
||||||
|
trigger_state = 0;
|
||||||
|
triggerCap_state = 0;
|
||||||
|
thumbCap_state = value;
|
||||||
|
m_animator.SetFloat(m_animParamIndexFlex, grip_state);
|
||||||
|
m_animator.SetFloat("Pinch", trigger_state);
|
||||||
|
m_animator.SetLayerWeight(m_animLayerIndexPoint, 1f-triggerCap_state);
|
||||||
|
m_animator.SetLayerWeight(m_animLayerIndexThumb, 1f-thumbCap_state);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
// void Update()
|
||||||
|
// {
|
||||||
|
|
||||||
|
/*
|
||||||
|
if (controller.inputDevice.TryGetFeatureValue(CommonUsages.grip, out float gripTarget)){
|
||||||
|
// solutionText.SetText(gripValue.ToString());
|
||||||
|
float grip_state_delta = gripTarget - grip_state;
|
||||||
|
if (grip_state_delta > 0f){ grip_state = Mathf.Clamp(grip_state + 1/anim_frames, 0f, gripTarget);
|
||||||
|
}else if (grip_state_delta < 0f){grip_state = Mathf.Clamp(grip_state - 1/anim_frames, gripTarget, 1f);
|
||||||
|
}else{ grip_state = gripTarget;}
|
||||||
|
|
||||||
|
m_animator.SetFloat(m_animParamIndexFlex, grip_state);
|
||||||
|
}
|
||||||
|
if (controller.inputDevice.TryGetFeatureValue(CommonUsages.trigger, out float triggerTarget)){
|
||||||
|
|
||||||
|
float trigger_state_delta = triggerTarget - trigger_state;
|
||||||
|
if (trigger_state_delta > 0f){ trigger_state = Mathf.Clamp(trigger_state + 1/anim_frames, 0f, triggerTarget);
|
||||||
|
}else if (trigger_state_delta < 0f){trigger_state = Mathf.Clamp(trigger_state - 1/anim_frames, triggerTarget, 1f);
|
||||||
|
}else{ trigger_state = triggerTarget;}
|
||||||
|
|
||||||
|
m_animator.SetFloat("Pinch", trigger_state);
|
||||||
|
}
|
||||||
|
if (controller.inputDevice.TryGetFeatureValue(CommonUsages.indexTouch, out float triggerCapTarget)){
|
||||||
|
float triggerCap_state_delta = triggerCapTarget - triggerCap_state;
|
||||||
|
if (triggerCap_state_delta > 0f){ triggerCap_state = Mathf.Clamp(triggerCap_state + 1/anim_frames, 0f, triggerCapTarget);
|
||||||
|
}else if (triggerCap_state_delta < 0f){triggerCap_state = Mathf.Clamp(triggerCap_state - 1/anim_frames, triggerCapTarget, 1f);
|
||||||
|
}else{ triggerCap_state = triggerCapTarget;}
|
||||||
|
m_animator.SetLayerWeight(m_animLayerIndexPoint, 1f-triggerCap_state);
|
||||||
|
}
|
||||||
|
if (controller.inputDevice.TryGetFeatureValue(CommonUsages.thumbTouch, out float thumbCapTarget)){
|
||||||
|
float thumbCap_state_delta = thumbCapTarget - thumbCap_state;
|
||||||
|
if (thumbCap_state_delta > 0f){ thumbCap_state = Mathf.Clamp(thumbCap_state + 1/anim_frames, 0f, thumbCapTarget);
|
||||||
|
}else if (thumbCap_state_delta < 0f){thumbCap_state = Mathf.Clamp(thumbCap_state - 1/anim_frames, thumbCapTarget, 1f);
|
||||||
|
}else{ thumbCap_state = thumbCapTarget;}
|
||||||
|
m_animator.SetLayerWeight(m_animLayerIndexThumb, 1f-thumbCap_state);
|
||||||
|
}
|
||||||
|
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
// }
|
||||||
|
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|
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@ -0,0 +1,39 @@
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||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.XR.Interaction.Toolkit;
|
||||||
|
|
||||||
|
public class hapticInteractable : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Range(0,1)]
|
||||||
|
public float intensity;
|
||||||
|
public float duration;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TriggerHaptic(BaseInteractionEventArgs eventArgs)
|
||||||
|
{
|
||||||
|
if(eventArgs.interactorObject is XRBaseControllerInteractor controllerInteractor)
|
||||||
|
{
|
||||||
|
TriggerHaptic(controllerInteractor.xrController);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TriggerHaptic(XRBaseController controller)
|
||||||
|
{
|
||||||
|
if(intensity>0)
|
||||||
|
controller.SendHapticImpulse(intensity, duration);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void vibrate(float value)
|
||||||
|
{
|
||||||
|
Debug.Log("Wert: " + value);
|
||||||
|
if(intensity>0)
|
||||||
|
gameObject.GetComponent<XRBaseController>().SendHapticImpulse(intensity, value);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
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