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HoloAnatomy / Assets / HoloToolkit / Input / Scripts / Utilities / Interactions / TwoHandMoveLogic.cs
SURFACEBOOK2\jackwynne on 25 May 2018 5 KB v1
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.

using UnityEngine;

namespace HoloToolkit.Unity.InputModule.Utilities.Interactions
{
    /// <summary>
    /// Implements a movement logic that uses the model of angular rotations along a sphere whose 
    /// radius varies. The angle to move by is computed by looking at how much the hand changes
    /// relative to a pivot point (slightly below and in front of the head).
    /// 
    /// Usage:
    /// When a manipulation starts, call Setup.
    /// Call Update any time to update the move logic and get a new rotation for the object.
    /// </summary>
    public class TwoHandMoveLogic
    {
        #region private members
        private float handRefDistance;
        private float objRefDistance;
        private const float DistanceScale = 2f;
        private static readonly Vector3 initialMove = new Vector3(0, -0.2f, 0);
        #endregion

        /// <summary>
        /// The initial angle between the hand and the object
        /// </summary>
        private Quaternion m_gazeAngularOffset;

        /// <summary>
        /// The initial object position
        /// </summary>
        private Vector3 m_draggingPosition;

        /// <summary>
        /// Initialize system with controller/hand states- starting position and current Transform.
        /// </summary>
        /// <param name="startHandPositionMeters">starting position of Controllers/Hands which determine orientation</param>
        /// <param name="manipulationRoot">Transform of gameObject being manipulated</param>
        public void Setup(Vector3 startHandPositionMeters, Transform manipulationRoot)
        {
            var newHandPosition = startHandPositionMeters;

            // The pivot is just below and in front of the head.
            var pivotPosition = GetHandPivotPosition();

            handRefDistance = Vector3.Distance(newHandPosition, pivotPosition);
            objRefDistance = Vector3.Distance(manipulationRoot.position, pivotPosition);

            var objDirectoin = Vector3.Normalize(manipulationRoot.position - pivotPosition);
            var handDirection = Vector3.Normalize(newHandPosition - pivotPosition);

            // We transform the forward vector of the object, the direction of the object, and the direction of the hand
            // to camera space so everything is relative to the user's perspective.
            objDirectoin = CameraCache.Main.transform.InverseTransformDirection(objDirectoin);
            handDirection = CameraCache.Main.transform.InverseTransformDirection(handDirection);

            // Store the original rotation between the hand an object
            m_gazeAngularOffset = Quaternion.FromToRotation(handDirection, objDirectoin);
            m_draggingPosition = manipulationRoot.position;
        }

        /// <summary>
        /// Updates gameobject with new position information of controller/hand
        /// </summary>
        /// <param name="centroid">center of translation to be used for Manipulation</param>
        /// <param name="manipulationObjectPosition">position of gameobject to be manipulated</param>
        /// <returns> a Vector3 describing the updated current Position of the gameObject being two-hand manipulated</returns>
        public Vector3 Update(Vector3 centroid, Vector3 manipulationObjectPosition)
        {
            var newHandPosition = centroid;
            var pivotPosition = GetHandPivotPosition();

            // Compute the pivot -> hand vector in camera space
            var newHandDirection = Vector3.Normalize(newHandPosition - pivotPosition);
            newHandDirection = CameraCache.Main.transform.InverseTransformDirection(newHandDirection);

            // The direction the object should face is the current hand direction rotated by the original hand -> object rotation.
            var targetDirection = Vector3.Normalize(m_gazeAngularOffset * newHandDirection);
            targetDirection = CameraCache.Main.transform.TransformDirection(targetDirection);

            // Compute how far away the object should be based on the ratio of the current to original hand distance
            var currentHandDistance = Vector3.Magnitude(newHandPosition - pivotPosition);
            var distanceRatio = currentHandDistance / handRefDistance;
            var distanceOffset = distanceRatio > 0 ? (distanceRatio - 1f) * DistanceScale : 0;
            var targetDistance = objRefDistance + distanceOffset;

            var newPosition = pivotPosition + (targetDirection * targetDistance);

            var newDistance = Vector3.Distance(newPosition, pivotPosition);
            if (newDistance > 4f)
            {
                newPosition = pivotPosition + Vector3.Normalize(newPosition - pivotPosition) * 4f;
            }

            m_draggingPosition = newPosition;

            return m_draggingPosition;
        }

        ///<summary>
        /// gets current controller/hand position
        /// <returns>A point that is below and just in front of the head.</returns>
        ///</summary>
        public static Vector3 GetHandPivotPosition()
        {
            Vector3 pivot = CameraCache.Main.transform.position + initialMove - CameraCache.Main.transform.forward * 0.2f; // a bit lower and behind
            return pivot;
        }
    }
}