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
- We want to assemble a set of objects (wrenches in this example) into a chain connected through VG joint (used cone joint with free motion in this example), while able to freely determine who is parent and who is child.
Solution
In VirtualGrasp SDK, we packed the solution of this task in VirtualGrasp/Scenes/onboarding see Task7_wrench_chain_assemble.
VirtualGrasp/Scenes/onboarding/VG_Onboarding.unity
//VirtualGrasp/Scenes/onboarding/Scripts/ChainAssembleVGArticulation.cs:
using System.Collections.Generic;
using UnityEngine;
using VirtualGrasp;
public class ChainAssembleVGArticulation : MonoBehaviour
{
[Tooltip("Threshold to assemble when object articulation anchor to anchor target distance is smaller than this value.")]
public float m_assembleDistance = 0.02f;
[Tooltip("Threshold to disassemble when sensor hand position to grasped hand position is bigger than this value.")]
public float m_disassembleDistance = 0.2f;
[Tooltip("The VG Articulation of constrained (non-FLOATING) joint type to switch to when assemble an object.")]
public VG_Articulation m_assembleArticulation = null;
[Tooltip("The target anchor position the anchor in Assemble Articulation of another object should be matched to.")]
public Transform m_anchorTarget = null;
[Tooltip("If provided give disassemble sound effect.")]
public AudioSource m_disassembleSoundEffect;
[Tooltip("If provided give assemble sound effect.")]
public AudioSource m_assembleSoundEffect;
private float m_timeAtDisassemble = 0.0F;
private float m_assembleDelay = 1.0F;
private List<Transform> m_chainParts = new List<Transform>();
private Transform m_oldChainPartsParent = null;
// Start is called before the first frame update
void Start()
{
VG_Controller.OnGraspTriggered.AddListener((status) => {
if (status.m_selectedObject == null)
Debug.LogError("OnGraspTriggered but selected object null!");
});
if(m_assembleArticulation == null)
{
VG_Debug.LogError("Has to assign an Assemble Articulation on " + this.transform.name);
return;
}
if(m_assembleArticulation.m_type == VG_JointType.FLOATING)
{
VG_Debug.LogError("Assemble Articulation should be of a constrained joint type, can not be FLOATING on " + this.transform.name);
return;
}
foreach (ChainAssembleVGArticulation assemble in new List<ChainAssembleVGArticulation>(FindObjectsOfType<ChainAssembleVGArticulation>()))
{
if (m_oldChainPartsParent == null)
m_oldChainPartsParent = assemble.transform.parent;
m_chainParts.Add(assemble.transform);
}
}
// Update is called once per frame
void Update()
{
assembleByJointChange();
dessembleByJointChange();
}
void assembleByJointChange()
{
// If this object is already assembled, so joint type is not floating anymore then skip
VG_JointType jointType;
if (VG_Controller.GetObjectJointType(this.transform, false, out jointType) == VG_ReturnCode.SUCCESS
&& jointType != VG_JointType.FLOATING)
return;
// Try to connect this object to others that as part of the chain
foreach (Transform part in m_chainParts)
{
if (part == transform)
continue;
if ((Time.realtimeSinceStartup - m_timeAtDisassemble) <= m_assembleDelay)
continue;
// Anchor position on this transform
Vector3 anchorPos = m_assembleArticulation && m_assembleArticulation.m_anchor ?
m_assembleArticulation.m_anchor.position : transform.position;
// Target part's link position
part.gameObject.TryGetComponent<ChainAssembleVGArticulation>(out ChainAssembleVGArticulation part_assemble);
Vector3 anchorTargetPos = part_assemble.m_anchorTarget.position;
Vector3 offset = anchorTargetPos - anchorPos;
if (offset.magnitude >= m_assembleDistance)
continue;
this.transform.SetPositionAndRotation(this.transform.position + offset, this.transform.rotation);
this.transform.SetParent(part);
VG_ReturnCode ret = VG_Controller.ChangeObjectJoint(transform, m_assembleArticulation);
if (ret != VG_ReturnCode.SUCCESS)
{
VG_Debug.LogError("Failed to ChangeObjectJoint() on " + transform.name + " with return code " + ret);
continue;
}
m_assembleSoundEffect?.Play();
}
}
void dessembleByJointChange()
{
foreach (VG_HandStatus hand in VG_Controller.GetHands())
{
VG_JointType jointType;
if (hand.m_selectedObject == transform && hand.IsHolding()
&& VG_Controller.GetObjectJointType(transform, false, out jointType) == VG_ReturnCode.SUCCESS
&& jointType != VG_JointType.FLOATING)
{
VG_Controller.GetSensorPose(hand.m_avatarID, hand.m_side, out Vector3 sensor_pos, out Quaternion sensor_rot);
float jointState = 0.0f;
if (jointType == VG_JointType.REVOLUTE)
VG_Controller.GetObjectJointState(transform, out jointState);
if (jointState == 0.0f && (sensor_pos - hand.m_hand.position).magnitude > m_disassembleDistance)
{
transform.SetParent(m_oldChainPartsParent);
VG_ReturnCode ret = VG_Controller.RecoverObjectJoint(transform);
if (ret != VG_ReturnCode.SUCCESS)
VG_Debug.LogError("Failed to RecoverObjectJoint() on " + transform.name + " with return code " + ret);
m_timeAtDisassemble = Time.realtimeSinceStartup;
m_disassembleSoundEffect?.Play();
}
}
}
}
}
is the script showing how to use API function ChangeObjectJoint and RecoverObjectJoint to attach and unattach wrenches to and from each other to form a chain.