view Orchestland/Assets/LeapMotion/Widgets/Scripts/Physics/LeapPhysicsBase.cs @ 1:f7675884f2a1

Add Orchestland project
author Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
date Fri, 17 Jul 2015 23:09:20 +0900
parents
children
line wrap: on
line source

´╗┐using System;
using UnityEngine;

namespace LMWidgets
{
  public enum LeapPhysicsState
  {
    Interacting, // Responsible for moving the widgets with the fingers
    Reflecting, // Responsible for reflecting widget information and simulating the physics
    Disabled // State in  which the widget is disabled
  }

  /// <summary>
  /// Base class for physics. 
  /// Handles state changes between Interacting and Reflecting.
  /// </summary>
  public abstract class LeapPhysicsBase : MonoBehaviour
  {
    protected event EventHandler<LMWidgets.EventArg<LeapPhysicsState>> StateChangeHandler;

    private LeapPhysicsState m_state = LeapPhysicsState.Reflecting; // Don't set this directly. Use accessor.
    protected GameObject m_target = null;
    protected Vector3 m_pivot = Vector3.zero;
    protected Vector3 m_targetPivot = Vector3.zero;

    /// <summary>
    /// Represents the current Physics state.
    /// </summary>
    /// <remarks>
    /// Use this property to set the state rather than the m_state field so that proper events and functions are called on changes.
    /// Chaning the property will also call onInteractionEnabled and onInteractionDisabled as appropritate.
    /// </remarks>
    protected LeapPhysicsState State { 
      get {
        return m_state; 
      }
      set {

        // Call enabled and disabled functions as appropriate.
        if ( m_state != LeapPhysicsState.Disabled && value == LeapPhysicsState.Disabled ) { 
          onInteractionDisabled();
        }
        else if ( m_state == LeapPhysicsState.Disabled && value != LeapPhysicsState.Disabled ) {
          onInteractionEnabled();
        }

        m_state = value; // Update underlying value

        // Fire changed event
        EventHandler<LMWidgets.EventArg<LeapPhysicsState>> handler = StateChangeHandler;
        if ( handler != null ) { handler(this, new EventArg<LeapPhysicsState>(State)); }
      }
    }

    /// <summary>
    /// Represents whether the widget is enabled or disabled.
    /// </summary>
    public bool Interactable {
      get { 
        return !(State == LeapPhysicsState.Disabled);
      }
      set {
        if (State == LeapPhysicsState.Disabled && value == true ) {
          State = LeapPhysicsState.Reflecting;
        }
        else if (State != LeapPhysicsState.Disabled && value == false) {
          State = LeapPhysicsState.Disabled;
        }
      }
    }

    // Apply the physics interactions when the hand is no longer interacting with the object
    protected abstract void ApplyPhysics();
    // Apply interactions with the objects
    protected abstract void ApplyInteractions();
    // Apply constraints for the object (e.g. Constrain movements along a specific axis)
    protected abstract void ApplyConstraints();

    /// <summary>
    /// Called when widget becomes interactable.
    /// </summary>
    /// <remarks>
    /// Implement this function to handle changes to the widget when interaction is enabled (ie. starting an enable animation)
    /// </remarks>
    protected virtual void onInteractionEnabled() {}
    /// <summary>
    /// Called when widget becomes non-interactable.
    /// </summary>
    /// <remarks>
    /// Implement this function to handle changes to the widget when interaction is disabled (ie. starting a disable animation)
    /// </remarks>
    protected virtual void onInteractionDisabled() {}

    /// <summary>
    /// Resets the pivots
    /// </summary>
    protected virtual void ResetPivots()
    {
      m_pivot = transform.localPosition;
      if (m_target != null)
        m_targetPivot = transform.parent.InverseTransformPoint(m_target.transform.position);
    }

    /// <summary>
    /// Returns true or false by checking if "HandModel" exits in the parent of the collider
    /// </summary>
    /// <param name="collider"></param>
    /// <returns></returns>
    private bool IsHand(Collider collider)
    {
      return collider.transform.parent && collider.transform.parent.parent && collider.transform.parent.parent.GetComponent<HandModel>();
    }

    /// <summary>
    /// Change the state of the physics to "Interacting" if no other hands were interacting and if the collider is a hand
    /// </summary>
    /// <param name="collider"></param>
    protected virtual void OnTriggerEnter(Collider collider)
    {
      if (m_target == null && IsHand(collider) && State != LeapPhysicsState.Disabled)
      {
        State = LeapPhysicsState.Interacting;
        m_target = collider.gameObject;
        ResetPivots();
      }
    }

    /// <summary>
    /// Change the state of the physics to "Reflecting" if the object exiting is the hand
    /// </summary>
    /// <param name="collider"></param>
    protected virtual void OnTriggerExit(Collider collider)
    {
      // TODO: Use interpolation to determine if the hand should still continue interacting with the widget to solve low-FPS
      // TODO(cont): It should solve low-FPS or fast hand movement problems
      if (collider.gameObject == m_target)
      {
        State = LeapPhysicsState.Reflecting;
        m_target = null;
      }
    }

    protected virtual void Awake()
    {
      if (GetComponent<Collider>() == null)
      {
        Debug.LogWarning("This Widget lacks a collider. Will not function as expected.");
      }
    }

    protected virtual void FixedUpdate() 
    {
      if (m_target == null && State == LeapPhysicsState.Interacting)
      {
        State = LeapPhysicsState.Reflecting;
      }

      switch (State)
      {
        case LeapPhysicsState.Interacting:
          ApplyInteractions();
          break;
        case LeapPhysicsState.Reflecting:
          ApplyPhysics();
          break;
        case LeapPhysicsState.Disabled:
          break;
        default:
          break;
      }
      ApplyConstraints();
    }
  }
}