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realvirtual.Grip Class Reference
Grip is used for fixing MUs to components which are moved by Drives. More...
Inheritance diagram for realvirtual.Grip:

Public Member Functions | |
void | DeActivate (bool activate) |
Picks the GameObject obj. More... | |
void | Fix (MU mu) |
Picks the GameObject obj. More... | |
void | Unfix (MU mu) |
Places the GameObject obj. More... | |
void | Pick () |
Picks al objects collding with the Sensor. | |
void | Place () |
Places all objects. | |
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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< BehaviorInterfaceConnection > | UpdateConnectionInfo () |
List< Signal > | GetConnectedSignals () |
void | SetVisibility (bool visibility) |
Sets the visibility of this object including all subobjects. | |
List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
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 () |
void | DeActivate (bool activate) |
void | Fix (MU mu) |
void | Unfix (MU mu) |
Public Attributes | |
Sensor | PartToGrip |
Identifies the MU to be gripped. | |
bool | DirectlyGrip = false |
If set to true the MU is directly gripped when Sensor PartToGrip detects a Part. | |
GameObject | PickAlignWithObject |
If not null the MUs are aligned with this object before picking. | |
GameObject | PlaceAlignWithObject |
If not null the MUs are aligned with this object after placing. | |
UnityEngine.Joint | ConnectToJoint |
Sensor | PickBasedOnSensor |
Picking is started when this sensor is occupied (optional) | |
Drive_Cylinder | PickBasedOnCylinder |
Picking is stared when Cylinder is Max or Min (optional) | |
bool | PickOnCylinderMax |
Picking is started when Cylinderis Max. | |
bool | NoPhysicsWhenPlaced = false |
Object remains kinematic (no phyisics) when placed. | |
bool | PlaceLoadOnMU = false |
When placing the components they should be loaded onto an MU as subcomponent. | |
Sensor | PlaceLoadOnMUSensor |
Sensor defining the MU where the picked MUs should be loaded to. | |
bool | PickObjects = false |
true for picking MUs identified by the sensor. | |
bool | PlaceObjects = false |
//!< true for placing the loaded MUs. | |
EventMUGrip | EventMUGrip |
Unity event which is called for MU grip and ungrip. On grip it passes MU and true. On ungrip it passes MU and false. | |
bool | OneBitControl = false |
If true the grip is controlled by one bit. If false the grip is controlled by two bits. | |
PLCOutputBool | SignalPick |
PLCOutputBool | SignalPlace |
List< GameObject > | PickedMUs |
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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 | |
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enum | ActiveOnly |
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static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
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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 () |
Detailed Description
The MUs can be gripped as Sub-Components or with Rigid Bodies.
Member Function Documentation
◆ DeActivate()
void realvirtual.Grip.DeActivate | ( | bool | activate | ) |
Implements realvirtual.IFix.
◆ Fix()
void realvirtual.Grip.Fix | ( | MU | mu | ) |
Implements realvirtual.IFix.
◆ Unfix()
void realvirtual.Grip.Unfix | ( | MU | mu | ) |
Implements realvirtual.IFix.