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&690914847 MeshRenderer: m_ObjectHideFlags: 0 @@ -4565,7 +4659,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -4573,7 +4669,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -4597,10 +4693,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.0254, y: 0.024145951, z: 0.0254} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 939702849} m_RootOrder: 3 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914850 MeshRenderer: m_ObjectHideFlags: 0 @@ -4616,7 +4712,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -4624,7 +4722,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -4648,10 +4746,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.0254, y: 0.024145951, z: 0.0254} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 939702849} m_RootOrder: 2 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914853 MeshRenderer: m_ObjectHideFlags: 0 @@ -4667,7 +4765,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -4675,7 +4775,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -4699,10 +4799,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.0254, y: 0.024145951, z: 0.0254} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 939702849} m_RootOrder: 1 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914856 MeshRenderer: m_ObjectHideFlags: 0 @@ -4718,7 +4818,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -4726,7 +4828,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -4750,10 +4852,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.0254, y: 0.024145951, z: 0.0254} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 939702849} m_RootOrder: 0 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914859 MeshRenderer: m_ObjectHideFlags: 0 @@ -4769,7 +4871,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -4777,7 +4881,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -4801,10 +4905,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.2698512, y: 1.856585, z: 0.050821755} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 1298788326} m_RootOrder: 7 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914862 MeshRenderer: m_ObjectHideFlags: 0 @@ -4820,7 +4924,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -4828,7 +4934,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -4852,10 +4958,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -0.01640929, y: 1.9038328, z: -0.03879537} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 1298788326} m_RootOrder: 6 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914865 MeshRenderer: m_ObjectHideFlags: 0 @@ -4871,7 +4977,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -4879,7 +4987,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -4903,10 +5011,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.20008123, y: 1.8274887, z: -0.26361135} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 1298788326} m_RootOrder: 5 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914868 MeshRenderer: m_ObjectHideFlags: 0 @@ -4922,7 +5030,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -4930,7 +5040,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -4954,10 +5064,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.18623646, y: 1.6283288, z: -0.6358901} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 1298788326} m_RootOrder: 4 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914871 MeshRenderer: m_ObjectHideFlags: 0 @@ -4973,7 +5083,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -4981,7 +5093,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -5005,10 +5117,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.084230125, y: 1.7887328, z: -0.41424045} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 1298788326} m_RootOrder: 3 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914874 MeshRenderer: m_ObjectHideFlags: 0 @@ -5024,7 +5136,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -5032,7 +5146,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -5056,10 +5170,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.41009584, y: 1.6731461, z: -0.43599007} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 1298788326} m_RootOrder: 2 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914877 MeshRenderer: m_ObjectHideFlags: 0 @@ -5075,7 +5189,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -5083,7 +5199,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -5107,10 +5223,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.33157814, y: 1.7313942, z: -0.4937851} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 1298788326} m_RootOrder: 1 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914880 MeshRenderer: m_ObjectHideFlags: 0 @@ -5126,7 +5242,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -5134,7 +5252,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -5158,10 +5276,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.101514734, y: 1.9052131, z: -0.16421005} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 1298788326} m_RootOrder: 0 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914883 MeshRenderer: m_ObjectHideFlags: 0 @@ -5177,7 +5295,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -5185,7 +5305,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -5209,10 +5329,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.0254, y: 0.024145951, z: 0.0254} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 621785702} m_RootOrder: 6 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914886 MeshRenderer: m_ObjectHideFlags: 0 @@ -5228,7 +5348,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -5236,7 +5358,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -5260,10 +5382,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.0254, y: 0.024145951, z: 0.0254} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 621785702} m_RootOrder: 5 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914889 MeshRenderer: m_ObjectHideFlags: 0 @@ -5279,7 +5401,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -5287,7 +5411,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -5311,10 +5435,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.0254, y: 0.024145951, z: 0.0254} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 621785702} m_RootOrder: 4 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914892 MeshRenderer: m_ObjectHideFlags: 0 @@ -5330,7 +5454,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -5338,7 +5464,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -5362,10 +5488,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.0254, y: 0.024145951, z: 0.0254} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 621785702} m_RootOrder: 3 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914895 MeshRenderer: m_ObjectHideFlags: 0 @@ -5381,7 +5507,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_Materials: - {fileID: 2100000, guid: 502b9a6622e73ac4aa01368c88c14b0f, type: 2} - m_SubsetIndices: + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 m_StaticBatchRoot: {fileID: 0} m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} @@ -5389,7 +5517,7 @@ MeshRenderer: m_PreserveUVs: 0 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 - m_SelectedWireframeHidden: 0 + m_SelectedEditorRenderState: 3 m_MinimumChartSize: 4 m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 @@ -5413,10 +5541,10 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.0254, y: 0.024145951, z: 0.0254} m_LocalScale: {x: 1, y: 1, z: 1} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_Children: [] m_Father: {fileID: 621785702} m_RootOrder: 2 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!23 &690914898 MeshRenderer: 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a/Assets/NewtonVR/Example/Prefabs/NVRLinearMappingExample.prefab.meta b/Assets/NewtonVR/Example/Prefabs/NVRLinearMappingExample.prefab.meta new file mode 100644 index 00000000..20d058db --- /dev/null +++ b/Assets/NewtonVR/Example/Prefabs/NVRLinearMappingExample.prefab.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 41ce01493bec4d74598ddc2dbe80a99c +timeCreated: 1486328171 +licenseType: Pro +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NewtonVR/NVRCircularDrive.cs b/Assets/NewtonVR/NVRCircularDrive.cs new file mode 100644 index 00000000..256ca9e4 --- /dev/null +++ b/Assets/NewtonVR/NVRCircularDrive.cs @@ -0,0 +1,662 @@ +using UnityEngine; +using UnityEngine.Events; +using System.Collections; +using NewtonVR; + +namespace NewtonVR +{ + // Adapted from SteamVR InteractionSystem + // + // NOTE: This class in SteamVR 1.2.0 was very broken. Rotation axes only worked + // in global space and did not respect initial starting rotation of the + // object this component was on. Limits were also busted and once you hit + // one you could almost never leave it. + // + // NOTE: Additional support was added to allow for: + // - angleForMaxValue: Allow configuration of wheel rotations -> mapping value. + // - Momentum on release like LinearDrive + // - Update rotation if the linear mapping is changed externally to this driver. + // + //======= Copyright (c) Valve Corporation, All rights reserved. =============== + // + // Purpose: Interactable that can be used to move in a circular motion + // + //============================================================================= + public class NVRCircularDrive : NVRInteractable + { + public enum Axis_t + { + XAxis, + YAxis, + ZAxis + }; + + [Header("Circular Drive")] + + [Tooltip( "The axis around which the circular drive will rotate in local space" )] + public Axis_t axisOfRotation = Axis_t.XAxis; + + [Tooltip( "A LinearMapping component to drive, if not specified one will be dynamically added to this GameObject" )] + public NVRLinearMapping linearMapping; + + public bool maintainMomentum = false; + public float momentumDampRate = 5f; + public float momentumBounceMultiplier = 0.55f; + + [Tooltip("Angle required to hit the max value. For instance if you wanted two full revolutions of this object to set linearMapping.value to 1, you would use 720 as your value.")] + public float angleForMaxValue = 360f; + + [HeaderAttribute( "Limited Rotation" )] + [Tooltip( "If true, the rotation will be limited to [minAngle, maxAngle], if false, the rotation is unlimited" )] + public bool limited = false; + public Vector2 frozenDistanceMinMaxThreshold = new Vector2( 0.1f, 0.2f ); + public UnityEvent onFrozenDistanceThreshold; + + [HeaderAttribute( "Limited Rotation Min" )] + [Tooltip( "If limited is true, the specifies the lower limit, otherwise value is unused" )] + public float minAngle = -45.0f; + [Tooltip( "If limited, set whether drive will freeze its angle when the min angle is reached" )] + public bool freezeOnMin = false; + [Tooltip( "If limited, event invoked when minAngle is reached" )] + public UnityEvent onMinAngle; + + [HeaderAttribute( "Limited Rotation Max" )] + [Tooltip( "If limited is true, the specifies the upper limit, otherwise value is unused" )] + public float maxAngle = 45.0f; + [Tooltip( "If limited, set whether drive will freeze its angle when the max angle is reached" )] + public bool freezeOnMax = false; + [Tooltip( "If limited, event invoked when maxAngle is reached" )] + public UnityEvent onMaxAngle; + + [Tooltip( "If limited is true, this forces the starting angle to be startAngle, clamped to [minAngle, maxAngle]" )] + public bool forceStart = false; + [Tooltip( "If limited is true and forceStart is true, the starting angle will be this, clamped to [minAngle, maxAngle]" )] + public float startAngle = 0.0f; + + [Tooltip( "If true, the transform of the GameObject this component is on will be rotated accordingly" )] + public bool rotateGameObject = true; + + [Header("Debug")] + + [Tooltip( "If true, the path of the Hand (red) and the projected value (green) will be drawn" )] + public bool debugPath = false; + [Tooltip( "If debugPath is true, this is the maximum number of GameObjects to create to draw the path" )] + public int dbgPathLimit = 50; + + [Tooltip( "The output angle value of the drive in degrees, unlimited will increase or decrease without bound, take the 360 modulus to find number of rotations" )] + public float outAngle; + + private Quaternion start; + + private Vector3 worldPlaneNormal = new Vector3( 1.0f, 0.0f, 0.0f ); + private Vector3 localPlaneNormal = new Vector3( 1.0f, 0.0f, 0.0f ); + + private Vector3 lastHandProjected; + + private float outAngleMultiplier; + + private Vector3 detachPoint; + + private float lastValue = float.NaN; + + private float angleVelocity = 0f; + private int numOutputAngleSamples = 5; + private float[] outputAngleSamples; + private int sampleCount; + + private Color red = new Color( 1.0f, 0.0f, 0.0f ); + private Color green = new Color( 0.0f, 1.0f, 0.0f ); + + private GameObject[] dbgHandObjects; + private GameObject[] dbgProjObjects; + private GameObject dbgObjectsParent; + private GameObject dbgAttachPoint; + private int dbgObjectCount = 0; + private int dbgObjectIndex = 0; + + private GameObject InitialAttachPoint; + + // If the drive is limited as is at min/max, angles greater than this are ignored + private float minMaxAngularThreshold = 5.0f; + + private bool frozen = false; + private float frozenAngle = 0.0f; + private Vector3 frozenHandWorldPos = new Vector3( 0.0f, 0.0f, 0.0f ); + private Vector2 frozenSqDistanceMinMaxThreshold = new Vector2( 0.0f, 0.0f ); + + //------------------------------------------------- + private void Freeze( Vector3 handPos) + { + frozen = true; + frozenAngle = outAngle; + frozenHandWorldPos = handPos; //hand.transform.position; //hand.hoverSphereTransform.position; + frozenSqDistanceMinMaxThreshold.x = frozenDistanceMinMaxThreshold.x * frozenDistanceMinMaxThreshold.x; + frozenSqDistanceMinMaxThreshold.y = frozenDistanceMinMaxThreshold.y * frozenDistanceMinMaxThreshold.y; + } + + + //------------------------------------------------- + public void UnFreeze() + { + frozen = false; + frozenHandWorldPos.Set( 0.0f, 0.0f, 0.0f ); + } + + protected override void Awake() + { + base.Awake(); + + outputAngleSamples = new float[numOutputAngleSamples]; + + outAngleMultiplier = 360.0f / angleForMaxValue; + + DisableKinematicOnAttach = false; + EnableKinematicOnDetach = true; + EnableGravityOnDetach = false; + } + + //------------------------------------------------- + protected override void Start() + { + base.Start(); + + if ( linearMapping == null ) + { + linearMapping = GetComponent(); + } + + if ( linearMapping == null ) + { + linearMapping = gameObject.AddComponent(); + } + + worldPlaneNormal = new Vector3( 0.0f, 0.0f, 0.0f ); + worldPlaneNormal[(int)axisOfRotation] = 1.0f; + + localPlaneNormal = worldPlaneNormal; + + start = Quaternion.Euler( + axisOfRotation != Axis_t.XAxis || true ? transform.localEulerAngles[0] : 0f, + axisOfRotation != Axis_t.YAxis || true ? transform.localEulerAngles[1] : 0f, + axisOfRotation != Axis_t.ZAxis || true ? transform.localEulerAngles[2] : 0f + ); + + if ( transform.parent ) + { + worldPlaneNormal = transform.TransformDirection(worldPlaneNormal); + } + else + { + worldPlaneNormal = transform.TransformDirection(worldPlaneNormal); + localPlaneNormal = worldPlaneNormal; + } + + if ( limited ) + { + outAngle = 0.0f; + + if ( forceStart ) + { + outAngle = Mathf.Clamp( startAngle, minAngle, maxAngle ); + } + } + else + { + outAngle = 0.0f; + } + + UpdateAll(); + } + + //------------------------------------------------- + private IEnumerator HapticPulses( NVRHand controller, float flMagnitude, int nCount ) + { + if ( controller != null ) + { + var wait = new WaitForSeconds(0.01f); + + int nRangeMax = (int)RemapNumberClamped( flMagnitude, 0.0f, 1.0f, 100.0f, 900.0f ); + nCount = Mathf.Clamp( nCount, 1, 10 ); + + for ( ushort i = 0; i < nCount; ++i ) + { + ushort duration = (ushort)Random.Range( 100, nRangeMax ); + controller.TriggerHapticPulse( duration ); + yield return wait; + } + } + } + + public override void BeginInteraction(NVRHand hand) + { + base.BeginInteraction(hand); + + InitialAttachPoint = new GameObject(string.Format("[{0}] InitialAttachPoint", this.gameObject.name)); + InitialAttachPoint.transform.position = hand.transform.position; + InitialAttachPoint.transform.rotation = hand.transform.rotation; + InitialAttachPoint.transform.localScale = Vector3.one * 0.25f; + InitialAttachPoint.transform.parent = this.transform; + + lastHandProjected = ComputeToTransformProjected( hand.transform.position ); //.hoverSphereTransform ); + + sampleCount = 0; + angleVelocity = 0f; + detachPoint = Vector3.zero; + + ComputeAngle( hand.transform.position, hand ); + UpdateAll(); + } + + public override void InteractingUpdate(NVRHand hand) + { + ComputeAngle( hand.transform.position, hand ); + UpdateAll(); + } + + public override void EndInteraction() + { + var hand = AttachedHand; + + base.EndInteraction(); + + if (maintainMomentum) { + CalculateOutputAngleVelocity(); + + //Debug.LogFormat("outputAngleVelocity: {0}", angleVelocity); + + // Remember where the hand detached + var plane = new Vector3( 0.0f, 0.0f, 0.0f ); + plane[(int)axisOfRotation] = 1.0f; + + detachPoint = Vector3.ProjectOnPlane( + transform.InverseTransformPoint(hand.transform.position), + plane); + } + + if (InitialAttachPoint != null) { + Destroy(InitialAttachPoint); + } + } + + protected override void Update() + { + base.Update(); + + if (IsAttached) { + return; + } + + if (maintainMomentum && angleVelocity != 0f && lastValue == linearMapping.value) { + var angleDelta = angleVelocity * Time.deltaTime; + + SetOutputAngleFromSignedAngleDelta(angleDelta, transform.TransformPoint(detachPoint)); + + UpdateAll(); + + lastValue = linearMapping.value; + + angleVelocity = Mathf.Lerp(angleVelocity, 0.0f, momentumDampRate * Time.deltaTime); + + var absAngleVelocity = Mathf.Abs(angleVelocity); + + if (absAngleVelocity < 0.05f || frozen) { + angleVelocity = 0f; + } + else if (!frozen && + limited && + (outAngle <= minAngle || outAngle >= maxAngle) && + absAngleVelocity > 0.2f) { + // elastic-ish bounceback + angleVelocity = -angleVelocity * momentumBounceMultiplier; + } + } + else if (rotateGameObject && lastValue != linearMapping.value) { + angleVelocity = 0f; + + if (limited) { + outAngle = Mathf.Lerp(minAngle, maxAngle, linearMapping.value); + } + else { + outAngle = Mathf.Lerp(0f, 360f * outAngleMultiplier, linearMapping.value); + } + + UpdateGameObject(); + + lastValue = linearMapping.value; + } + } + + //------------------------------------------------- + private Vector3 ComputeToTransformProjected( Vector3 xForm ) + { + Vector3 toTransform = ( xForm - transform.position ).normalized; + Vector3 toTransformProjected = new Vector3( 0.0f, 0.0f, 0.0f ); + + // Need a non-zero distance from the hand to the center of the CircularDrive + if ( toTransform.sqrMagnitude > 0.0f ) + { + toTransformProjected = Vector3.ProjectOnPlane( toTransform, worldPlaneNormal ).normalized; + } + else + { + Debug.LogFormat( "The collider needs to be a minimum distance away from the CircularDrive GameObject {0}", gameObject.ToString() ); + Debug.Assert( false, string.Format( "The collider needs to be a minimum distance away from the CircularDrive GameObject {0}", gameObject.ToString() ) ); + } + + #if UNITY_EDITOR + if ( debugPath && dbgPathLimit > 0 ) + { + DrawDebugPath( xForm, toTransformProjected ); + } + #endif + + return toTransformProjected; + } + + + //------------------------------------------------- + private void DrawDebugPath( Vector3 xForm, Vector3 toTransformProjected ) + { + #if !UNITY_EDITOR + return; + #else + if ( dbgObjectCount == 0 ) + { + dbgObjectsParent = new GameObject( "Circular Drive Debug" ); + dbgHandObjects = new GameObject[dbgPathLimit]; + dbgProjObjects = new GameObject[dbgPathLimit]; + dbgObjectCount = dbgPathLimit; + dbgObjectIndex = 0; + + dbgAttachPoint = GameObject.CreatePrimitive(PrimitiveType.Sphere); + dbgAttachPoint.transform.SetParent( dbgObjectsParent.transform ); + dbgAttachPoint.transform.localScale = new Vector3( 0.008f, 0.008f, 0.008f ); + dbgAttachPoint.gameObject.GetComponent().material.color = Color.black; + } + + if (InitialAttachPoint != null) { + dbgAttachPoint.transform.position = InitialAttachPoint.transform.position; + } + else { + dbgAttachPoint.transform.position = transform.TransformPoint(detachPoint); + } + + //Actual path + GameObject gSphere = null; + + if ( dbgHandObjects[dbgObjectIndex] ) + { + gSphere = dbgHandObjects[dbgObjectIndex]; + } + else + { + gSphere = GameObject.CreatePrimitive( PrimitiveType.Sphere ); + gSphere.transform.SetParent( dbgObjectsParent.transform ); + dbgHandObjects[dbgObjectIndex] = gSphere; + } + + gSphere.name = string.Format( "actual_{0}", (int)( ( 1.0f - red.r ) * 10.0f ) ); + gSphere.transform.position = xForm; + gSphere.transform.rotation = Quaternion.Euler( 0.0f, 0.0f, 0.0f ); + gSphere.transform.localScale = new Vector3( 0.004f, 0.004f, 0.004f ); + gSphere.gameObject.GetComponent().material.color = red; + + if ( red.r > 0.1f ) + { + red.r -= 0.1f; + } + else + { + red.r = 1.0f; + } + + //Projected path + gSphere = null; + + if ( dbgProjObjects[dbgObjectIndex] ) + { + gSphere = dbgProjObjects[dbgObjectIndex]; + } + else + { + gSphere = GameObject.CreatePrimitive( PrimitiveType.Sphere ); + gSphere.transform.SetParent( dbgObjectsParent.transform ); + dbgProjObjects[dbgObjectIndex] = gSphere; + } + + gSphere.name = string.Format( "projed_{0}", (int)( ( 1.0f - green.g ) * 10.0f ) ); + gSphere.transform.position = transform.position + toTransformProjected * 0.25f; + gSphere.transform.rotation = Quaternion.Euler( 0.0f, 0.0f, 0.0f ); + gSphere.transform.localScale = new Vector3( 0.004f, 0.004f, 0.004f ); + gSphere.gameObject.GetComponent().material.color = green; + + if ( green.g > 0.1f ) + { + green.g -= 0.1f; + } + else + { + green.g = 1.0f; + } + + dbgObjectIndex = ( dbgObjectIndex + 1 ) % dbgObjectCount; + #endif + } + + + //------------------------------------------------- + // Updates the LinearMapping value from the angle + //------------------------------------------------- + private void UpdateLinearMapping() + { + if ( limited ) + { + // Map it to a [0, 1] value + linearMapping.value = Mathf.Clamp01(( outAngle - minAngle ) / ( maxAngle - minAngle )); + } + else + { + // Normalize to [0, 1] based on 360 degree windings + float flTmp = outAngle / 360.0f * outAngleMultiplier; + linearMapping.value = Mathf.Clamp01(flTmp - Mathf.Floor( flTmp )); + } + + #if UNITY_EDITOR + UpdateDebugText(); + #endif + } + + + //------------------------------------------------- + // Updates the LinearMapping value from the angle + //------------------------------------------------- + private void UpdateGameObject() + { + if ( rotateGameObject ) + { + //transform.localRotation = start * Quaternion.AngleAxis( outAngle, localPlaneNormal ); + + if (transform.parent == null) { + transform.localRotation = Quaternion.AngleAxis( outAngle, localPlaneNormal ) * start; + } + else { + transform.localRotation = start * Quaternion.AngleAxis( outAngle, localPlaneNormal ); + } + } + } + + //------------------------------------------------- + // Updates the Debug TextMesh with the linear mapping value and the angle + //------------------------------------------------- + private void UpdateDebugText() + { + /* + NOTE: Disabled this... + if ( debugText ) + { + debugText.text = string.Format( "Linear: {0}\nAngle: {1}\n", linearMapping.value, outAngle ); + } + */ + } + + + //------------------------------------------------- + // Updates the Debug TextMesh with the linear mapping value and the angle + //------------------------------------------------- + private void UpdateAll() + { + UpdateLinearMapping(); + UpdateGameObject(); + #if UNITY_EDITOR + UpdateDebugText(); + #endif + } + + + //------------------------------------------------- + // Computes the angle to rotate the game object based on the change in the transform + //------------------------------------------------- + private void ComputeAngle( Vector3 worldPosition, NVRHand hand = null) + { + Vector3 toHandProjected = ComputeToTransformProjected( worldPosition ); //hand.hoverSphereTransform ); + + if ( !toHandProjected.Equals( lastHandProjected ) ) + { + float absAngleDelta = Vector3.Angle( lastHandProjected, toHandProjected ); + + if ( absAngleDelta > 0.0f ) + { + if ( frozen ) + { + //float frozenSqDist = ( hand.hoverSphereTransform.position - frozenHandWorldPos ).sqrMagnitude; + float frozenSqDist = ( worldPosition - frozenHandWorldPos ).sqrMagnitude; + if ( frozenSqDist > frozenSqDistanceMinMaxThreshold.x ) + { + outAngle = frozenAngle + Random.Range( -1.0f, 1.0f ); + + float magnitude = RemapNumberClamped( frozenSqDist, frozenSqDistanceMinMaxThreshold.x, frozenSqDistanceMinMaxThreshold.y, 0.0f, 1.0f ); + if ( magnitude > 0 ) + { + StartCoroutine( HapticPulses( hand, magnitude, 10 ) ); + } + else + { + StartCoroutine( HapticPulses( hand, 0.5f, 10 ) ); + } + + if ( frozenSqDist >= frozenSqDistanceMinMaxThreshold.y ) + { + onFrozenDistanceThreshold.Invoke(); + } + } + } + else + { + Vector3 cross = Vector3.Cross( lastHandProjected, toHandProjected ).normalized; + float dot = Vector3.Dot( worldPlaneNormal, cross ); + + float signedAngleDelta = absAngleDelta; + + if ( dot < 0.0f ) + { + signedAngleDelta = -signedAngleDelta; + } + + SetOutputAngleFromSignedAngleDelta(signedAngleDelta, hand.transform.position); + + lastHandProjected = toHandProjected; + } + } + } + } + + private void SetOutputAngleFromSignedAngleDelta(float signedAngleDelta, Vector3 handPos) + { + if ( limited ) + { + outputAngleSamples[sampleCount % outputAngleSamples.Length] = signedAngleDelta / Time.deltaTime; + sampleCount++; + + float absAngleDelta = Mathf.Abs(signedAngleDelta); + float angleTmp = Mathf.Clamp( outAngle + signedAngleDelta, minAngle, maxAngle ); + + //Debug.LogFormat("{1} limited angleTmp: {0}, absAngleDelta: {3}, signedAngleDelta: {2}", angleTmp, Time.frameCount, signedAngleDelta, absAngleDelta); + + if ( outAngle == minAngle ) + { + if ( angleTmp > minAngle && absAngleDelta < minMaxAngularThreshold ) + { + outAngle = angleTmp; + } + } + else if ( outAngle == maxAngle ) + { + if ( angleTmp < maxAngle && absAngleDelta < minMaxAngularThreshold ) + { + outAngle = angleTmp; + } + } + else if ( angleTmp == minAngle ) + { + outAngle = angleTmp; + onMinAngle.Invoke(); + if ( freezeOnMin ) + { + Freeze( handPos ); + } + } + else if ( angleTmp == maxAngle ) + { + outAngle = angleTmp; + onMaxAngle.Invoke(); + if ( freezeOnMax ) + { + Freeze( handPos ); + } + } + else + { + outAngle = angleTmp; + } + } + else + { + outAngle += signedAngleDelta; + } + } + + private void CalculateOutputAngleVelocity() + { + // No velocity if we are at limits + if (limited && (outAngle <= minAngle || outAngle >= maxAngle)) { + angleVelocity = 0f; + return; + } + + //Compute the mapping change rate + angleVelocity = 0.0f; + int count = Mathf.Min( sampleCount, outputAngleSamples.Length ); + if ( count != 0) + { + for ( int i = 0; i < count; ++i ) + { + angleVelocity += outputAngleSamples[i]; + } + angleVelocity /= count; + } + + lastValue = linearMapping.value; + } + + public static float RemapNumber( float num, float low1, float high1, float low2, float high2 ) + { + return low2 + ( num - low1 ) * ( high2 - low2 ) / ( high1 - low1 ); + } + + //------------------------------------------------- + public static float RemapNumberClamped( float num, float low1, float high1, float low2, float high2 ) + { + return Mathf.Clamp( RemapNumber( num, low1, high1, low2, high2 ), Mathf.Min( low2, high2 ), Mathf.Max( low2, high2 ) ); + } + } +} diff --git a/Assets/NewtonVR/NVRCircularDrive.cs.meta b/Assets/NewtonVR/NVRCircularDrive.cs.meta new file mode 100644 index 00000000..a5c89f63 --- /dev/null +++ b/Assets/NewtonVR/NVRCircularDrive.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d2172402b280698488a1a8edc8895433 +timeCreated: 1486326251 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NewtonVR/NVRHapticRack.cs b/Assets/NewtonVR/NVRHapticRack.cs new file mode 100644 index 00000000..1180de98 --- /dev/null +++ b/Assets/NewtonVR/NVRHapticRack.cs @@ -0,0 +1,75 @@ +using UnityEngine; +using UnityEngine.Events; +using System.Collections; + +namespace NewtonVR +{ + // Adapted from SteamVR InteractionSystem + // + //======= Copyright (c) Valve Corporation, All rights reserved. =============== + // + // Purpose: Triggers haptic pulses based on a linear mapping + // + //============================================================================= + public class NVRHapticRack : MonoBehaviour + { + [Tooltip(" The interactable this rack tracks. If no hand is attached no haptics will be triggered.")] + public NVRInteractable interactable; + + [Tooltip( "The linear mapping driving the haptic rack" )] + public NVRLinearMapping linearMapping; + + [Tooltip( "The number of haptic pulses evenly distributed along the mapping" )] + public int teethCount = 128; + + [Tooltip( "Minimum duration of the haptic pulse" )] + public int minimumPulseDuration = 500; + + [Tooltip( "Maximum duration of the haptic pulse" )] + public int maximumPulseDuration = 900; + + [Tooltip( "This event is triggered every time a haptic pulse is made" )] + public UnityEvent onPulse; + + private int previousToothIndex = -1; + + //------------------------------------------------- + void Awake() + { + if ( linearMapping == null ) + { + linearMapping = GetComponent(); + } + + if (interactable == null) + { + interactable = GetComponent(); + } + } + + //------------------------------------------------- + private void Update() + { + int currentToothIndex = Mathf.RoundToInt( linearMapping.value * teethCount - 0.5f ); + if ( currentToothIndex != previousToothIndex ) + { + Pulse(); + previousToothIndex = currentToothIndex; + } + } + + + //------------------------------------------------- + private void Pulse() + { + if (interactable != null && interactable.IsAttached) + { + ushort duration = (ushort)Random.Range( minimumPulseDuration, maximumPulseDuration + 1 ); + interactable.AttachedHand.TriggerHapticPulse(duration); + + onPulse.Invoke(); + } + } + } +} + diff --git a/Assets/NewtonVR/NVRHapticRack.cs.meta b/Assets/NewtonVR/NVRHapticRack.cs.meta new file mode 100644 index 00000000..78c7ebbe --- /dev/null +++ b/Assets/NewtonVR/NVRHapticRack.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 971ee1458ccf5894ca4b86072a0ffc6f +timeCreated: 1486325772 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NewtonVR/NVRLinearAnimator.cs b/Assets/NewtonVR/NVRLinearAnimator.cs new file mode 100644 index 00000000..7a7ce01f --- /dev/null +++ b/Assets/NewtonVR/NVRLinearAnimator.cs @@ -0,0 +1,51 @@ +using UnityEngine; +using System.Collections; + +namespace NewtonVR +{ + // Adapted from SteamVR InteractionSystem + // + // NOTE: SteamVR version enables/disables animator when mapping value remains + // unchanged. I removed this because it sends the animated object back + // to its origin transform when enabled=false. + // + //======= Copyright (c) Valve Corporation, All rights reserved. =============== + // + // Purpose: Animator whose speed is set based on a linear mapping + // + //============================================================================= + public class NVRLinearAnimator : MonoBehaviour + { + public NVRLinearMapping linearMapping; + public Animator animator; + + private float currentLinearMapping = float.NaN; + + //------------------------------------------------- + void Awake() + { + if ( animator == null ) + { + animator = GetComponent(); + } + + animator.speed = 0.0f; + + if ( linearMapping == null ) + { + linearMapping = GetComponent(); + } + } + + + //------------------------------------------------- + void Update() + { + if ( currentLinearMapping != linearMapping.value ) + { + currentLinearMapping = linearMapping.value; + animator.Play( 0, 0, currentLinearMapping ); + } + } + } +} diff --git a/Assets/NewtonVR/NVRLinearAnimator.cs.meta b/Assets/NewtonVR/NVRLinearAnimator.cs.meta new file mode 100644 index 00000000..e6a8a3a1 --- /dev/null +++ b/Assets/NewtonVR/NVRLinearAnimator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 048a743507a2a3f438e1a7d623b52146 +timeCreated: 1486325352 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NewtonVR/NVRLinearDisplacement.cs b/Assets/NewtonVR/NVRLinearDisplacement.cs new file mode 100644 index 00000000..2cc96673 --- /dev/null +++ b/Assets/NewtonVR/NVRLinearDisplacement.cs @@ -0,0 +1,62 @@ +using UnityEngine; +using System.Collections; + +namespace NewtonVR +{ + // Adapted from SteamVR InteractionSystem + // + //======= Copyright (c) Valve Corporation, All rights reserved. =============== + // + // Purpose: Move the position of this object based on a linear mapping + // + //============================================================================= + public class NVRLinearDisplacement : MonoBehaviour + { + public NVRLinearMapping linearMapping; + public Vector3 displacement; + public float speed = Mathf.Infinity; + public float dampTime = 0.2f; + + private Vector3 initialPosition; + private Vector3 currentVelocity; + private bool useSpeed; + + private void Awake() + { + useSpeed = speed < Mathf.Infinity; + } + + //------------------------------------------------- + private void Start() + { + initialPosition = transform.localPosition; + + if ( linearMapping == null ) + { + linearMapping = GetComponent(); + } + } + + + //------------------------------------------------- + private void Update() + { + if (linearMapping == null) { + return; + } + + if (!useSpeed) { + transform.localPosition = initialPosition + linearMapping.value * displacement; + } + else { + var targetPosition = initialPosition + linearMapping.value * displacement; + + transform.localPosition = Vector3.SmoothDamp( + transform.localPosition, targetPosition, + ref currentVelocity, + dampTime, speed, + Time.deltaTime); + } + } + } +} diff --git a/Assets/NewtonVR/NVRLinearDisplacement.cs.meta b/Assets/NewtonVR/NVRLinearDisplacement.cs.meta new file mode 100644 index 00000000..f511197a --- /dev/null +++ b/Assets/NewtonVR/NVRLinearDisplacement.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b675f5751679f7042b408666f65d5142 +timeCreated: 1486323609 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NewtonVR/NVRLinearDrive.cs b/Assets/NewtonVR/NVRLinearDrive.cs new file mode 100644 index 00000000..93ff34ec --- /dev/null +++ b/Assets/NewtonVR/NVRLinearDrive.cs @@ -0,0 +1,183 @@ +using UnityEngine; +using System.Collections; + +namespace NewtonVR +{ + // Adapted from SteamVR InteractionSystem + // + // Enhancements: + // - If another class modifies the LinearMapping this class references and + // repositionGameObject is set to true, the position will be updated to + // track the changing values of the mapping. + // + //======= Copyright (c) Valve Corporation, All rights reserved. =============== + // + // Purpose: Drives a linear mapping based on position between 2 positions + // + //============================================================================= + public class NVRLinearDrive : NVRInteractable + { + [Space] + [Header("Linear Drive")] + + public Transform startPosition; + public Transform endPosition; + public Transform grabPoint; + public NVRLinearMapping linearMapping; + public bool repositionGameObject = true; + public bool maintainMomentum = true; + public float momentumDampenRate = 5.0f; + public bool startsSnappedToMapping = false; + + private float initialMappingOffset; + private int numMappingChangeSamples = 5; + private float[] mappingChangeSamples; + private float prevMapping = 0.0f; + private float mappingChangeRate; + private int sampleCount = 0; + private float lastValue = float.NaN; + + //------------------------------------------------- + protected override void Awake() + { + base.Awake(); + mappingChangeSamples = new float[numMappingChangeSamples]; + + DisableKinematicOnAttach = false; + EnableKinematicOnDetach = true; + EnableGravityOnDetach = false; + + if (grabPoint == null) { + grabPoint = transform; + } + } + + + //------------------------------------------------- + protected override void Start() + { + base.Start(); + + if ( linearMapping == null ) + { + linearMapping = GetComponent(); + } + + if ( linearMapping == null ) + { + linearMapping = gameObject.AddComponent(); + } + + if ( repositionGameObject ) + { + if (startsSnappedToMapping) + { + // Snap to where the mapping is now and not the other way around + transform.position = Vector3.Lerp( startPosition.position, endPosition.position, linearMapping.value ); + } + else { + UpdateLinearMapping( transform ); + } + } + } + + public override void BeginInteraction(NVRHand hand) + { + base.BeginInteraction(hand); + + initialMappingOffset = linearMapping.value - CalculateLinearMapping( hand.transform ); + sampleCount = 0; + mappingChangeRate = 0.0f; + } + + public override void EndInteraction() + { + base.EndInteraction(); + + CalculateMappingChangeRate(); + } + + public override void InteractingUpdate(NVRHand hand) + { + UpdateLinearMapping(hand.transform); + } + + //------------------------------------------------- + private void CalculateMappingChangeRate() + { + //Compute the mapping change rate + mappingChangeRate = 0.0f; + int mappingSamplesCount = Mathf.Min( sampleCount, mappingChangeSamples.Length ); + if ( mappingSamplesCount != 0 ) + { + for ( int i = 0; i < mappingSamplesCount; ++i ) + { + mappingChangeRate += mappingChangeSamples[i]; + } + mappingChangeRate /= mappingSamplesCount; + } + } + + + //------------------------------------------------- + private void UpdateLinearMapping( Transform tr ) + { + prevMapping = linearMapping.value; + linearMapping.value = Mathf.Clamp01( initialMappingOffset + CalculateLinearMapping( tr ) ); + + mappingChangeSamples[sampleCount % mappingChangeSamples.Length] = ( 1.0f / Time.deltaTime ) * ( linearMapping.value - prevMapping ); + sampleCount++; + + if ( repositionGameObject ) + { + transform.position = Vector3.Lerp( startPosition.position, endPosition.position, linearMapping.value ); + } + } + + + //------------------------------------------------- + private float CalculateLinearMapping( Transform tr ) + { + Vector3 direction = endPosition.position - startPosition.position; + float length = direction.magnitude; + direction.Normalize(); + + Vector3 displacement = tr.position - startPosition.position; + + return Vector3.Dot( displacement, direction ) / length; + } + + + //------------------------------------------------- + protected override void Update() + { + base.Update(); + + if (!IsAttached) + { + if ( maintainMomentum && mappingChangeRate != 0.0f ) + { + //Dampen the mapping change rate and apply it to the mapping + mappingChangeRate = Mathf.Lerp( mappingChangeRate, 0.0f, momentumDampenRate * Time.deltaTime ); + linearMapping.value = Mathf.Clamp01( linearMapping.value + ( mappingChangeRate * Time.deltaTime ) ); + + if (Mathf.Abs(mappingChangeRate) < 0.05f) + { + mappingChangeRate = 0f; + } + + if ( repositionGameObject ) + { + transform.position = Vector3.Lerp( startPosition.position, endPosition.position, linearMapping.value ); + } + } + else if (repositionGameObject && lastValue != linearMapping.value) + { + // Keep in sync with anyone else who modifies the mapping + transform.position = Vector3.Lerp( startPosition.position, endPosition.position, linearMapping.value ); + lastValue = linearMapping.value; + } + } + } + } +} diff --git a/Assets/NewtonVR/NVRLinearDrive.cs.meta b/Assets/NewtonVR/NVRLinearDrive.cs.meta new file mode 100644 index 00000000..33fc2b1e --- /dev/null +++ b/Assets/NewtonVR/NVRLinearDrive.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 123fcac0415360046a00767b3b238ddf +timeCreated: 1486323609 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NewtonVR/NVRLinearInverter.cs b/Assets/NewtonVR/NVRLinearInverter.cs new file mode 100644 index 00000000..65dd77d0 --- /dev/null +++ b/Assets/NewtonVR/NVRLinearInverter.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace NewtonVR +{ + // This class is not part of SteamVR InteractionSystem. It can be used to invert the + // output of a linear mapping. + public class NVRLinearInverter : MonoBehaviour + { + public NVRLinearMapping source; + public NVRLinearMapping invertedDestination; + + // Update is called once per frame + private void Update () + { + invertedDestination.value = Mathf.Clamp01(1f - source.value); + } + } +} diff --git a/Assets/NewtonVR/NVRLinearInverter.cs.meta b/Assets/NewtonVR/NVRLinearInverter.cs.meta new file mode 100644 index 00000000..dbaa43aa --- /dev/null +++ b/Assets/NewtonVR/NVRLinearInverter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6935fa60563dea747b3af2f9978e66f8 +timeCreated: 1486325352 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NewtonVR/NVRLinearMapping.cs b/Assets/NewtonVR/NVRLinearMapping.cs new file mode 100644 index 00000000..24827341 --- /dev/null +++ b/Assets/NewtonVR/NVRLinearMapping.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +namespace NewtonVR +{ + // Adapted from SteamVR InteractionSystem + // + //======= Copyright (c) Valve Corporation, All rights reserved. =============== + // + // Purpose: Drives a linear mapping based on position between 2 positions + // + //============================================================================= + public class NVRLinearMapping : MonoBehaviour + { + public float value; + } +} diff --git a/Assets/NewtonVR/NVRLinearMapping.cs.meta b/Assets/NewtonVR/NVRLinearMapping.cs.meta new file mode 100644 index 00000000..011532b3 --- /dev/null +++ b/Assets/NewtonVR/NVRLinearMapping.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0727ac6aa530fee4b89bd2d99df891c2 +timeCreated: 1486323609 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: