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realvirtual.Fixer Class Reference

The Fixer is able to fix Mus as Subcomponents to any Gameobject where the Fixer is attached. More...

Inheritance diagram for realvirtual.Fixer:
realvirtual.BehaviorInterface realvirtual.IFix realvirtual.realvirtualBehavior realvirtual.ISignalInterface

Public Member Functions

void OnTriggerEnter (Collider other)
 
void OnTriggerExit (Collider other)
 
void CheckRelease ()
 
void Unfix (MU mu)
 
void Fix ()
 
void DeActivate (bool activate)
 
void Fix (MU mu)
 
- Public Member Functions inherited from realvirtual.BehaviorInterface
new List< BehaviorInterfaceConnectionGetConnections ()
 
new List< SignalGetSignals ()
 
- Public Member Functions inherited from realvirtual.realvirtualBehavior
void SetForceStop (bool forcestop)
 
Vector3 DirectionToVector (DIRECTION direction)
 Transfers the direction enumeration to a vector.
 
DIRECTION VectorToDirection (bool torotatoin, Vector3 vector)
 Transfers a vector to the direction enumeration.
 
float GetLocalScale (Transform thetransform, DIRECTION direction)
 
List< BehaviorInterfaceConnectionUpdateConnectionInfo ()
 
List< SignalGetConnectedSignals ()
 
void SetVisibility (bool visibility)
 Sets the visibility of this object including all subobjects.
 
List< BehaviorInterfaceConnectionGetConnections ()
 
List< SignalGetSignals ()
 
GameObject GetChildByName (string name)
 Gets a child by name.
 
List< GameObject > GetChildsByName (string name)
 Gets all child by name.
 
GameObject GetChildByNameAlsoHidden (string name)
 
List< GameObject > GetAllMeshesWithGroup (string group)
 
List< GameObject > GetAllWithGroup (string group)
 
List< GameObject > GetAllWithGroups (List< string > groups)
 
List< GameObject > GetAllMeshesWithGroups (List< string > groups)
 
List< string > GetMyGroups ()
 
List< GameObject > GetMeshesWithSameGroups ()
 
List< GameObject > GetAllWithSameGroups ()
 
MeshRenderer GetMeshRenderer ()
 Gets the mesh renderers in the childrens.
 
void SetCollider (bool enabled)
 sets the collider in all child objects
 
void ErrorMessage (string message)
 Displays an error message.
 
void ChangeConnectionMode (bool isconnected)
 
void Log (string message)
 Logs a message.
 
void Log (string message, object obj)
 Logs a message with a relation to an object.
 
void Warning (string message, object obj)
 Logs a warinng with a relation to an object.
 
void Error (string message, object obj)
 Logs an error with a relation to an object.
 
void Error (string message)
 Logs an error.
 
GameObject DebugPosition (string debugname, Vector3 position, Quaternion quaternation, float scale)
 Displays a gizmo for debugging positions.
 
void SetFreezePosition (bool enabled)
 Freezes all child components to the current poosition.
 
virtual void AwakeAlsoDeactivated ()
 
List< BehaviorInterfaceConnectionGetConnections ()
 
List< SignalGetSignals ()
 
void DeActivate (bool activate)
 
void Fix (MU mu)
 
void Unfix (MU mu)
 

Public Attributes

bool UseRayCast
 Use Raycasts instead of Box Collider for detecting parts.
 
List< string > LimitToTags
 
Vector3 RaycastDirection = new Vector3(1, 0, 0)
 Raycast direction.
 
float RayCastLength = 100
 Length of Raycast in mm.
 
List< string > RayCastLayers = new List<string>(new string[] {"rvMU","rvMUSensor",})
 Raycast Layers.
 
bool FixMU = true
 
bool AlignAndFixOnMinDistance
 true if MU should be fixed or aligned when Distance between MU and Fixer is minimum (distance is increasing again)
 
bool AlignMU
 true if pivot Points of MU and Fixer should be aligned
 
Vector3 DeltaAlign
 
string SetTagAfterFix
 
Vector3 DeltaRot
 
bool ShowStatus = true
 
float StatusOpacity = 0.2f
 true if Status of Collider or Raycast should be displayed
 
bool BlockHandingOver
 Opacity of Mesh in case of status display.
 
bool OneBitFix
 if true the fixer will not be able to hand over the MU to another fixer which is colliding with the MU
 
PLCOutputBool FixerFix
 Only controlled by Signal FixerFix - with one bit.
 
PLCOutputBool FixerRelease
 
PLCOutputBool SignalBlockHandingOver
 PLCSignal for releasing current MUs and turning Fixer off.
 
bool DebugMode = false
 
List< MUMUSEntered
 
List< MUMUSFixed
 
- Public Attributes inherited from realvirtual.BehaviorInterface
List< BehaviorInterfaceConnectionConnectionInfo = new List<BehaviorInterfaceConnection>()
 
- Public Attributes inherited from realvirtual.realvirtualBehavior
string Name
 The name of the component if it should be different from the GameObject name.
 
ActiveOnly Active
 
GameObject FromTemplate
 
realvirtualController realvirtualController
 
bool HideNonG44Components
 
bool SceneIsAdditive
 
bool ForceStop = false
 

Additional Inherited Members

- Public Types inherited from realvirtual.realvirtualBehavior
enum  ActiveOnly
 
- Static Public Member Functions inherited from realvirtual.realvirtualBehavior
static bool DirectionIsLinear (DIRECTION direction)
 Gets back if the direction is linear or a rotation.
 
- Protected Member Functions inherited from realvirtual.realvirtualBehavior
bool hidename ()
 
bool hideactiveonly ()
 
virtual void OnStop ()
 
virtual void OnStart ()
 
MU GetTopOfMu (GameObject obj)
 Gets the top of an MU component (the first MU script going up in the hierarchy)
 
void InitGame4Automation ()
 Initialiates the components and gets the reference to the realvirtualController in the scene.
 
virtual void AfterAwake ()
 
void Awake ()
 
- Properties inherited from realvirtual.ISignalInterface
GameObject gameObject [get]
 

Detailed Description

As soon as the free moving Mus are colliding or as soon as a Gripper is releasing the MUs the Fixer will fix the MU. MUs fixed by the Fixer have no Gravity and are purely kinematic.

Member Function Documentation

◆ DeActivate()

void realvirtual.Fixer.DeActivate ( bool  activate)

Implements realvirtual.IFix.

◆ Fix()

void realvirtual.Fixer.Fix ( MU  mu)

Check if currently fixed and if other Fixer is blocking Handing over

Implements realvirtual.IFix.

◆ Unfix()

void realvirtual.Fixer.Unfix ( MU  mu)

Implements realvirtual.IFix.