Start Page » DragonScript Scripting Language » Behavior Elements: Quick and Easy Development » ECBehaviorGrabber
Behavior adding support to grab an ECBehaviorGrabSpot.
Grab spots are typically used for physics interaction like VR hand use but can be used also with mouse interaction. The actual grabbing interaction, exact grab location and orientation as well as attaching logic is handled by other behaviors using listening. This behavior also tracks if what grab spot an actor is grabbing. Hence at most one grab spot can be grabbed by this behavior at each time.
Elements able to be grabbed have to use the ECBehaviorGrabSpot behavior. Both the grab spot and the grabber have to persist the other behavior. During restoring no notifications are triggered this way.
To detect grab spots a touch sensor is added with a default sphere shape. By default the touch sensor is disabled and has to be enabled if the game logic allows grabbing. The collision filter category is set to BaseGameApp.CollisionFilterBit.trigger and the collision filter mask is set to BaseGameApp.CollisionFilterBit.dynamic.
This behavior can be added multiple times to an element. Use the behavior identifier to tell them apart.
Element class properties have the prefix grabber. or grabber(id). if id is not empty.
Shape of collider used to detect grab spots.
<string name='grabber(right).shape'>box:extends,0.1,0.1,0.1</string>
Attach position relative to parent element or bone.
<vector name='grabber(right).attach.position' x='0' y='0' z='0.1'/>
Attach orientation in euler degrees relative to parent element or bone.
<vector name='grabber(right).attach.rotation' x='-45' y='0' z='0'/>
Name of bone to attach to or empty string to attach to the parent element.
<string name='grabber(right).attach.bone'>attach hand.r</string>
This behavior does require other behaviors.
Saves these parameters:
Since DragonScript Module Version 1.9
The following example creates an element class with support to test what element the player is pointing at:
class MyElement extends BehaviorElementClass public var ECBehaviorVRPlayspace vrPlayspace public var ECBehaviorVRHand vrHandRight public var ECBehaviorVRHand vrHandLeft public var ECBehaviorGrabber vrRightHandGrabber public var ECBehaviorGrabber vrLeftHandGrabber public func new() // Create playspace vrPlayspace = ECBehaviorVRPlayspace.new(this) // Create hand controllers. The InputDeviceType indicates what device type // to monitor. vrRightHand and vrLeftHand can exist only once vrHandRight = ECBehaviorVRHand.new(this, vrPlayspace, InputDeviceType.vrRightHand, "right") vrHandLeft = ECBehaviorVRHand.new(this, vrPlayspace, InputDeviceType.vrLeftHand, "left") // Create grabbers for each hand vrRightHandGrabber = ECBehaviorGrabber.new(this, vrRightHand, "right") vrLeftHandGrabber = ECBehaviorGrabber.new(this, vrLeftHand, "left") end end
The BaseVRActorClass provides full VR support including ECBehaviorGrabber for both hands.