We have a series of VG onboarding tasks to show how to tackle different practical use cases using VirtualGrasp in a VR application. In VirtualGrasp SDK, they are packed in VirtualGrasp\Scenes\onboarding.
Task Description
Interaction behaviors wanted
- Initially the valve is a free moving physical object with Articulation Body component.
- When user grasp and moves it to a target desired position (indicated by the transparent valve), it will be assembled to this position and becomes a rotatable valve around the center.
- When user grasp the assembled valve and pull out to certain distance, the valve will become dissembled and freely movable again.
Tips for VR developers
- This task is mainly to showcase VirtualGrasp’s support on interaction with ArticulationBody.
Solution
In VirtualGrasp SDK, we packed the solution of this task in VirtualGrasp/Scenes/onboarding.
VirtualGrasp/Scenes/onboarding/VG_Onboarding.unity
//VirtualGrasp/Scenes/onboarding/Scripts/AssembleArticulationBody.cs:
using UnityEngine;
using VirtualGrasp;
using System.Collections.Generic;
/**
* AssembleArticulationBody shows as a tutorial on how to use VG to
* assemble and dissemble objects through Unity's ArticulationBody.
*/
public class AssembleArticulationBody : MonoBehaviour
{
public Transform m_newParent = null;
public Transform m_desiredPose = null;
public float m_assembleDistance = 0.05f;
public float m_disassembleDistance = 0.5f;
public ArticulationJointType m_jointType = ArticulationJointType.FixedJoint;
public bool m_matchAnchors = true;
public Vector3 m_anchorPosition = Vector3.zero;
public Vector3 m_anchorRotation = Vector3.zero;
public Vector3 m_parentAnchorPosition = Vector3.zero;
public Vector3 m_parentAnchorRotation = Vector3.zero;
private ArticulationBody m_this_ab;
private ArticulationBody m_parent_ab;
private float timeAtDisassemble = 0.0F;
private float assembleDelay = 1.0F;
void Start()
{
gameObject.TryGetComponent<ArticulationBody>(out m_this_ab);
if (m_newParent != null)
{
if(!m_newParent.TryGetComponent<ArticulationBody>(out m_parent_ab))
{
Debug.LogWarning("New parent " + m_newParent.name + " should have Articulation Body component, will add one in script");
m_parent_ab = m_newParent.gameObject.AddComponent<ArticulationBody>();
}
}
else
Debug.LogError("Need to specify assembling New Parent!");
}
void Update()
{
assembleArticulationBody();
dissembleArticluationBody();
}
void assembleArticulationBody()
{
if(m_this_ab == null || m_parent_ab == null)
{
Debug.LogError("Object do no have articulation body, so can't do articulation body based assembling!");
return;
}
if ((Time.realtimeSinceStartup - timeAtDisassemble) > assembleDelay
&& (m_desiredPose.position - transform.position).magnitude < m_assembleDistance
&& transform.parent != m_newParent)
{
m_desiredPose.gameObject.SetActive(false);
transform.SetPositionAndRotation(m_desiredPose.position, m_desiredPose.rotation);
transform.SetParent(m_newParent);
m_this_ab.jointType = m_jointType;
#if UNITY_2021_2_OR_NEWER
m_this_ab.matchAnchors = m_matchAnchors;
#else
m_this_ab.computeParentAnchor = m_matchAnchors;
#endif
m_this_ab.anchorPosition = m_anchorPosition;
m_this_ab.anchorRotation = Quaternion.Euler(m_anchorRotation);
m_this_ab.parentAnchorPosition = m_parentAnchorPosition;
m_this_ab.parentAnchorRotation = Quaternion.Euler(m_parentAnchorRotation);
}
}
void dissembleArticluationBody()
{
foreach (VG_HandStatus hand in VG_Controller.GetHands())
{
if (hand.m_selectedObject == transform && hand.IsHolding() && transform.parent == m_newParent)
{
VG_Controller.GetSensorPose(hand.m_avatarID, hand.m_side, out Vector3 sensor_pos, out Quaternion sensor_rot);
if ((sensor_pos - hand.m_hand.position).magnitude > m_disassembleDistance )
{
m_desiredPose.gameObject.SetActive(true);
transform.SetParent(m_newParent.parent);
timeAtDisassemble = Time.realtimeSinceStartup;
}
}
}
}
}