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using System.Collections ;
using System.Collections.Generic ;
using UnityEngine ;
namespace BNG {
/// <summary>
/// An example hand controller that sets animation values depending on Grabber state
/// </summary>
public class HandController : MonoBehaviour {
[Tooltip("HandController parent will be set to this on Start if specified")]
public Transform HandAnchor ;
[Tooltip("If true, this transform will be parented to HandAnchor and it's position / rotation set to 0,0,0.")]
public bool ResetHandAnchorPosition = true ;
public Animator HandAnimator ;
[Tooltip("(Optional) If specified, this HandPoser can be used when setting poses retrieved from a grabbed Grabbable.")]
public HandPoser handPoser ;
[Tooltip("(Optional) If specified, this AutoPoser component can be used when if set on the Grabbable, or if AutoPose is set to true")]
public AutoPoser autoPoser ;
// We can use the HandPoseBlender to blend between an open and closed hand pose, using controller inputs such as grip and trigger as the blend values
HandPoseBlender poseBlender ;
[Tooltip("How to handle the hand when nothing is being grabbed / idle. Ex : Can use an Animator to control the hand via blending, a HandPoser to control via blend states, AutoPoser to continually auto pose while nothing is being held, or 'None' if you want to handle the idle state yourself.")]
public HandPoserType IdlePoseType = HandPoserType . HandPoser ;
[Tooltip("If true, the idle hand pose will be determined by the connected Valve Index Controller's finger tracking. Requires the SteamVR SDK. Make sure IdlePoseType is set to 'HandPoser'")]
public bool UseIndexFingerTracking = true ;
/// <summary>
/// How fast to Lerp the Layer Animations
/// </summary>
[Tooltip("How fast to Lerp the Layer Animations")]
public float HandAnimationSpeed = 20f ;
[Tooltip("Check the state of this grabber to determine animation state. If null, a child Grabber component will be used.")]
public Grabber grabber ;
[Header("Shown for Debug : ")]
/// <summary>
/// 0 = Open Hand, 1 = Full Grip
/// </summary>
public float GripAmount ;
private float _prevGrip ;
/// <summary>
/// 0 = Index Curled in, 1 = Pointing Finger
/// </summary>
public float PointAmount ;
private float _prevPoint ;
/// <summary>
/// 0 = Thumb Down, 1 = Thumbs Up
/// </summary>
public float ThumbAmount ;
private float _prevThumb ;
// Raw input values
private bool _thumbIsNear = false ;
private bool _indexIsNear = false ;
private float _triggerValue = 0f ;
private float _gripValue = 0f ;
public int PoseId ;
ControllerOffsetHelper offset ;
InputBridge input ;
Rigidbody rigid ;
Transform offsetTransform ;
Vector3 offsetPosition {
get {
if ( offset ) {
return offset . OffsetPosition ;
}
return Vector3 . zero ;
}
}
Vector3 offsetRotation {
get {
if ( offset ) {
return offset . OffsetRotation ;
}
return Vector3 . zero ;
}
}
void Start ( ) {
rigid = GetComponent < Rigidbody > ( ) ;
offset = GetComponent < ControllerOffsetHelper > ( ) ;
offsetTransform = new GameObject ( "OffsetHelper" ) . transform ;
offsetTransform . parent = transform ;
if ( HandAnchor ) {
transform . parent = HandAnchor ;
offsetTransform . parent = HandAnchor ;
if ( ResetHandAnchorPosition ) {
transform . localPosition = offsetPosition ;
transform . localEulerAngles = offsetRotation ;
}
}
if ( grabber = = null ) {
grabber = GetComponentInChildren < Grabber > ( ) ;
}
// Subscribe to grab / release events
if ( grabber ! = null ) {
grabber . onAfterGrabEvent . AddListener ( OnGrabberGrabbed ) ;
grabber . onReleaseEvent . AddListener ( OnGrabberReleased ) ;
}
// Try getting child animator
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//SetHandAnimator();
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input = InputBridge . Instance ;
}
public void Update ( ) {
CheckForGrabChange ( ) ;
// Set Hand state according to InputBridge
UpdateFromInputs ( ) ;
// Holding something - update the appropriate component
if ( HoldingObject ( ) ) {
UpdateHeldObjectState ( ) ;
}
else {
UpdateIdleState ( ) ;
}
}
public virtual void UpdateHeldObjectState ( ) {
// Holding Animator Grabbable
if ( IsAnimatorGrabbable ( ) ) {
UpdateAnimimationStates ( ) ;
}
// Holding Hand Poser Grabbable
else if ( IsHandPoserGrabbable ( ) ) {
UpdateHandPoser ( ) ;
}
// Holding Auto Poser Grabbable
else if ( IsAutoPoserGrabbable ( ) ) {
//EnableAutoPoser();
}
}
public virtual void UpdateIdleState ( ) {
// Not holding something - update the idle state
if ( IdlePoseType = = HandPoserType . Animator ) {
UpdateAnimimationStates ( ) ;
}
else if ( IdlePoseType = = HandPoserType . HandPoser ) {
//UpdateHandPoser();
UpdateHandPoserIdleState ( ) ;
}
else if ( IdlePoseType = = HandPoserType . AutoPoser ) {
EnableAutoPoser ( true ) ;
}
}
public GameObject PreviousHeldObject ;
public virtual bool HoldingObject ( ) {
if ( grabber ! = null & & grabber . HeldGrabbable ! = null ) {
return true ;
}
return false ;
}
public virtual void CheckForGrabChange ( ) {
if ( grabber ! = null ) {
// Check for null object but no animator enabled
if ( grabber . HeldGrabbable = = null & & PreviousHeldObject ! = null ) {
OnGrabDrop ( ) ;
}
else if ( grabber . HeldGrabbable ! = null & & ! GameObject . ReferenceEquals ( grabber . HeldGrabbable . gameObject , PreviousHeldObject ) ) {
OnGrabChange ( grabber . HeldGrabbable . gameObject ) ;
}
}
}
public virtual void OnGrabChange ( GameObject newlyHeldObject ) {
// Update Component state if the held object has changed
if ( HoldingObject ( ) ) {
// Switch components based on held object properties
// Animator
if ( grabber . HeldGrabbable . handPoseType = = HandPoseType . AnimatorID ) {
EnableHandAnimator ( ) ;
}
// Auto Poser - Once
else if ( grabber . HeldGrabbable . handPoseType = = HandPoseType . AutoPoseOnce ) {
EnableAutoPoser ( false ) ;
}
// Auto Poser - Continuous
else if ( grabber . HeldGrabbable . handPoseType = = HandPoseType . AutoPoseContinuous ) {
EnableAutoPoser ( true ) ;
}
// Hand Poser
else if ( grabber . HeldGrabbable . handPoseType = = HandPoseType . HandPose ) {
// If we have a valid hand pose use it, otherwise fall back to a default closed pose
if ( grabber . HeldGrabbable . SelectedHandPose ! = null ) {
EnableHandPoser ( ) ;
// Make sure blender isn't active
if ( poseBlender ! = null ) {
poseBlender . UpdatePose = false ;
}
if ( handPoser ! = null ) {
handPoser . CurrentPose = grabber . HeldGrabbable . SelectedHandPose ;
}
}
else {
// Debug.Log("No Selected Hand Pose was found.");
}
}
}
PreviousHeldObject = newlyHeldObject ;
}
/// <summary>
/// Dropped our held item - nothing currently in our hands
/// </summary>
public virtual void OnGrabDrop ( ) {
// Should we use auto pose when nothing in the hand?
if ( IdlePoseType = = HandPoserType . AutoPoser ) {
EnableAutoPoser ( true ) ;
}
else if ( IdlePoseType = = HandPoserType . HandPoser ) {
DisableAutoPoser ( ) ;
}
else if ( IdlePoseType = = HandPoserType . Animator ) {
DisablePoseBlender ( ) ;
EnableHandAnimator ( ) ;
DisableAutoPoser ( ) ;
}
PreviousHeldObject = null ;
}
public virtual void SetHandAnimator ( ) {
if ( HandAnimator = = null | | ! HandAnimator . gameObject . activeInHierarchy ) {
HandAnimator = GetComponentInChildren < Animator > ( ) ;
}
}
/// <summary>
/// Update GripAmount, PointAmount, and ThumbAmount based raw input from InputBridge
/// </summary>
public virtual void UpdateFromInputs ( ) {
// Grabber may have been deactivated
if ( grabber = = null | | ! grabber . isActiveAndEnabled ) {
grabber = GetComponentInChildren < Grabber > ( ) ;
GripAmount = 0 ;
PointAmount = 0 ;
ThumbAmount = 0 ;
return ;
}
// Update raw values based on hand side
if ( grabber . HandSide = = ControllerHand . Left ) {
_indexIsNear = input . LeftTriggerNear ;
_thumbIsNear = input . LeftThumbNear ;
_triggerValue = input . LeftTrigger ;
_gripValue = input . LeftGrip ;
}
else if ( grabber . HandSide = = ControllerHand . Right ) {
_indexIsNear = input . RightTriggerNear ;
_thumbIsNear = input . RightThumbNear ;
_triggerValue = input . RightTrigger ;
_gripValue = input . RightGrip ;
}
// Massage raw values to get a better value set the animator can use
GripAmount = _gripValue ;
ThumbAmount = _thumbIsNear ? 0 : 1 ;
// Point Amount can vary depending on if touching or our input source
PointAmount = 1 - _triggerValue ; // Range between 0 and 1. 1 == Finger all the way out
PointAmount * = InputBridge . Instance . InputSource = = XRInputSource . SteamVR ? 0.25F : 0.5F ; // Reduce the amount our finger points out if Oculus or XRInput
// If not near the trigger, point finger all the way out
if ( input . SupportsIndexTouch & & _indexIsNear = = false & & PointAmount ! = 0 ) {
PointAmount = 1f ;
}
// Does not support touch, stick finger out as if pointing if no trigger found
else if ( ! input . SupportsIndexTouch & & _triggerValue = = 0 ) {
PointAmount = 1 ;
}
}
public bool DoUpdateAnimationStates = true ;
public bool DoUpdateHandPoser = true ;
public virtual void UpdateAnimimationStates ( )
{
if ( DoUpdateAnimationStates = = false ) {
return ;
}
// Enable Animator if it was disabled by the hand poser
if ( IsAnimatorGrabbable ( ) & & ! HandAnimator . isActiveAndEnabled ) {
EnableHandAnimator ( ) ;
}
// Update Hand Animator info
if ( HandAnimator ! = null & & HandAnimator . isActiveAndEnabled & & HandAnimator . runtimeAnimatorController ! = null ) {
_prevGrip = Mathf . Lerp ( _prevGrip , GripAmount , Time . deltaTime * HandAnimationSpeed ) ;
_prevThumb = Mathf . Lerp ( _prevThumb , ThumbAmount , Time . deltaTime * HandAnimationSpeed ) ;
_prevPoint = Mathf . Lerp ( _prevPoint , PointAmount , Time . deltaTime * HandAnimationSpeed ) ;
// 0 = Hands Open, 1 = Grip closes
HandAnimator . SetFloat ( "Flex" , _prevGrip ) ;
HandAnimator . SetLayerWeight ( 1 , _prevThumb ) ;
//// 0 = pointer finger inwards, 1 = pointing out
//// Point is played as a blend
//// Near trigger? Push finger down a bit
HandAnimator . SetLayerWeight ( 2 , _prevPoint ) ;
// Should we use a custom hand pose?
if ( grabber ! = null & & grabber . HeldGrabbable ! = null ) {
HandAnimator . SetLayerWeight ( 0 , 0 ) ;
HandAnimator . SetLayerWeight ( 1 , 0 ) ;
HandAnimator . SetLayerWeight ( 2 , 0 ) ;
PoseId = ( int ) grabber . HeldGrabbable . CustomHandPose ;
if ( grabber . HeldGrabbable . ActiveGrabPoint ! = null ) {
// Default Grip to 1 when holding an item
HandAnimator . SetLayerWeight ( 0 , 1 ) ;
HandAnimator . SetFloat ( "Flex" , 1 ) ;
// Get the Min / Max of our finger blends if set by the user
// This allows a pose to blend between states
// Index Finger
setAnimatorBlend ( grabber . HeldGrabbable . ActiveGrabPoint . IndexBlendMin , grabber . HeldGrabbable . ActiveGrabPoint . IndexBlendMax , PointAmount , 2 ) ;
// Thumb
setAnimatorBlend ( grabber . HeldGrabbable . ActiveGrabPoint . ThumbBlendMin , grabber . HeldGrabbable . ActiveGrabPoint . ThumbBlendMax , ThumbAmount , 1 ) ;
}
else {
// Force everything to grab if we're holding something
if ( grabber . HoldingItem ) {
GripAmount = 1 ;
PointAmount = 0 ;
ThumbAmount = 0 ;
}
}
HandAnimator . SetInteger ( "Pose" , PoseId ) ;
}
else {
HandAnimator . SetInteger ( "Pose" , 0 ) ;
}
}
}
void setAnimatorBlend ( float min , float max , float input , int animationLayer ) {
HandAnimator . SetLayerWeight ( animationLayer , min + ( input ) * max - min ) ;
}
/// <summary>
/// Returns true if there is a valid animator and the held grabbable is set to use an Animation ID
/// </summary>
/// <returns></returns>
public virtual bool IsAnimatorGrabbable ( ) {
return HandAnimator ! = null & & grabber ! = null & & grabber . HeldGrabbable ! = null & & grabber . HeldGrabbable . handPoseType = = HandPoseType . AnimatorID ;
}
public virtual void UpdateHandPoser ( ) {
if ( DoUpdateHandPoser = = false ) {
return ;
}
// HandPoser may have changed - check for new component
if ( handPoser = = null | | ! handPoser . isActiveAndEnabled ) {
handPoser = GetComponentInChildren < HandPoser > ( ) ;
}
// Bail early if missing any info
if ( handPoser = = null | | grabber = = null | | grabber . HeldGrabbable = = null | | grabber . HeldGrabbable . handPoseType ! = HandPoseType . HandPose ) {
return ;
}
// Make sure blending isn't active
if ( poseBlender ! = null & & poseBlender . UpdatePose ) {
poseBlender . UpdatePose = false ;
}
// Update hand pose if changed
if ( handPoser . CurrentPose = = null | | handPoser . CurrentPose ! = grabber . HeldGrabbable . SelectedHandPose ) {
UpdateCurrentHandPose ( ) ;
}
}
public virtual bool IsHandPoserGrabbable ( ) {
return handPoser ! = null & & grabber ! = null & & grabber . HeldGrabbable ! = null & & grabber . HeldGrabbable . handPoseType = = HandPoseType . HandPose ;
}
public virtual void UpdateHandPoserIdleState ( ) {
// Makde sure animator isn't firing while we do our idle state
DisableHandAnimator ( ) ;
// Check if we need to set up the pose blender
if ( ! SetupPoseBlender ( ) ) {
// If Pose Blender couldn't be setup we should just exit
return ;
}
// Make sure poseBlender updates the pose
poseBlender . UpdatePose = true ;
// Check for Valve Index Knuckles finger tracking
if ( UseIndexFingerTracking & & InputBridge . Instance . IsValveIndexController ) {
UpdateIndexFingerBlending ( ) ;
return ;
}
// Update pose blender depending on inputs from controller
// Thumb near can be counted as 'thumbTouch', primaryTouch, secondaryTouch, or primary2DAxisTouch (such as on knuckles controller)
poseBlender . ThumbValue = Mathf . Lerp ( poseBlender . ThumbValue , _thumbIsNear ? 1 : 0 , Time . deltaTime * handPoser . AnimationSpeed ) ;
// Use Trigger for Index Finger
float targetIndexValue = _triggerValue ;
// If the index finger is on the trigger we can bring the finger in a bit
if ( targetIndexValue < 0.1f & & _indexIsNear ) {
targetIndexValue = 0.1f ;
}
poseBlender . IndexValue = Mathf . Lerp ( poseBlender . IndexValue , targetIndexValue , Time . deltaTime * handPoser . AnimationSpeed ) ;
// Grip
poseBlender . GripValue = _gripValue ;
}
public virtual void UpdateIndexFingerBlending ( ) {
#if STEAM_VR_SDK
if ( grabber . HandSide = = ControllerHand . Left ) {
poseBlender . IndexValue = InputBridge . Instance . LeftIndexCurl ;
poseBlender . ThumbValue = InputBridge . Instance . LeftThumbCurl ;
poseBlender . MiddleValue = InputBridge . Instance . LeftMiddleCurl ;
poseBlender . RingValue = InputBridge . Instance . LeftRingCurl ;
poseBlender . PinkyValue = InputBridge . Instance . LeftPinkyCurl ;
}
else if ( grabber . HandSide = = ControllerHand . Right ) {
poseBlender . IndexValue = InputBridge . Instance . RightIndexCurl ;
poseBlender . ThumbValue = InputBridge . Instance . RightThumbCurl ;
poseBlender . MiddleValue = InputBridge . Instance . RightMiddleCurl ;
poseBlender . RingValue = InputBridge . Instance . RightRingCurl ;
poseBlender . PinkyValue = InputBridge . Instance . RightPinkyCurl ;
}
#endif
}
public virtual bool SetupPoseBlender ( ) {
// Make sure we have a valid handPoser to work with
if ( handPoser = = null | | ! handPoser . isActiveAndEnabled ) {
handPoser = GetComponentInChildren < HandPoser > ( false ) ;
}
// No HandPoser is found, we should just exit
if ( handPoser = = null ) {
return false ;
// Debug.Log("Adding Hand Poser to " + transform.name);
// handPoser = this.gameObject.AddComponent<HandPoser>();
}
// If no pose blender is found, add it and set it up so we can use it in Update()
if ( poseBlender = = null | | ! poseBlender . isActiveAndEnabled ) {
poseBlender = GetComponentInChildren < HandPoseBlender > ( ) ;
}
// If no pose blender is found, add it and set it up so we can use it in Update()
if ( poseBlender = = null ) {
if ( handPoser ! = null ) {
poseBlender = handPoser . gameObject . AddComponent < HandPoseBlender > ( ) ;
}
else {
poseBlender = this . gameObject . AddComponent < HandPoseBlender > ( ) ;
}
// Don't update pose in Update since we will be controlling this ourselves
poseBlender . UpdatePose = false ;
// Set up the blend to use some default poses
poseBlender . Pose1 = GetDefaultOpenPose ( ) ;
poseBlender . Pose2 = GetDefaultClosedPose ( ) ;
}
return true ;
}
public virtual HandPose GetDefaultOpenPose ( ) {
return Resources . Load < HandPose > ( "Open" ) ;
}
public virtual HandPose GetDefaultClosedPose ( ) {
return Resources . Load < HandPose > ( "Closed" ) ;
}
public virtual void EnableHandPoser ( ) {
// Disable the hand animator if we have a valid hand pose to use
if ( handPoser ! = null ) {
// Just need to make sure animator isn't enabled
DisableHandAnimator ( ) ;
}
}
public virtual void EnableAutoPoser ( bool continuous ) {
// Check if AutoPoser was set
if ( autoPoser = = null | | ! autoPoser . gameObject . activeInHierarchy ) {
if ( handPoser ! = null ) {
autoPoser = handPoser . GetComponent < AutoPoser > ( ) ;
}
// Check for active children
else {
autoPoser = GetComponentInChildren < AutoPoser > ( false ) ;
}
}
// Do the auto pose
if ( autoPoser ! = null ) {
autoPoser . UpdateContinuously = continuous ;
if ( ! continuous ) {
autoPoser . UpdateAutoPoseOnce ( ) ;
}
DisableHandAnimator ( ) ;
// Disable pose blending updates
DisablePoseBlender ( ) ;
}
}
public virtual void DisablePoseBlender ( ) {
if ( poseBlender ! = null ) {
poseBlender . UpdatePose = false ;
}
}
public virtual void DisableAutoPoser ( ) {
if ( autoPoser ! = null ) {
autoPoser . UpdateContinuously = false ;
}
}
public virtual bool IsAutoPoserGrabbable ( ) {
return autoPoser ! = null & & grabber ! = null & & grabber . HeldGrabbable ! = null & & ( grabber . HeldGrabbable . handPoseType = = HandPoseType . AutoPoseOnce | | grabber . HeldGrabbable . handPoseType = = HandPoseType . AutoPoseContinuous ) ;
}
public virtual void EnableHandAnimator ( ) {
if ( HandAnimator ! = null & & HandAnimator . enabled = = false ) {
HandAnimator . enabled = true ;
}
// If using a hand poser reset the currennt pose so it can be set again later
if ( handPoser ! = null ) {
handPoser . CurrentPose = null ;
}
}
public virtual void DisableHandAnimator ( ) {
if ( HandAnimator ! = null & & HandAnimator . enabled ) {
HandAnimator . enabled = false ;
}
}
public virtual void OnGrabberGrabbed ( Grabbable grabbed ) {
// Set the Hand Pose on our component
if ( grabbed . SelectedHandPose ! = null ) {
UpdateCurrentHandPose ( ) ;
}
else if ( grabbed . handPoseType = = HandPoseType . HandPose & & grabbed . SelectedHandPose = = null ) {
// Debug.Log("No HandPose selected for object '" + grabbed.transform.name + "'. Falling back to default hand pose.");
// Fall back to the closed pose if no selected hand pose was found
grabbed . SelectedHandPose = GetDefaultClosedPose ( ) ;
UpdateCurrentHandPose ( ) ;
}
}
public virtual void UpdateCurrentHandPose ( ) {
if ( handPoser ! = null ) {
// Update the pose
handPoser . CurrentPose = grabber . HeldGrabbable . SelectedHandPose ;
handPoser . OnPoseChanged ( ) ;
}
}
public virtual void OnGrabberReleased ( Grabbable released ) {
OnGrabDrop ( ) ;
}
}
public enum HandPoserType {
HandPoser ,
Animator ,
AutoPoser ,
None
}
}