// 可視化
    public void OnDrawGizmos()
    {
        if (sprObject != null)
        {
            float   length = 0.01f;
            Vector3 top;
            Posed   socketPose = new Posed();
            Posed   plugPose   = new Posed();

            //各種Ifの取得
            PHBallJointIf ball = gameObject.GetComponent <PHBallJointBehaviour>().sprObject as PHBallJointIf;

            Transform jointtrans = gameObject.transform;
            ball.GetSocketPose(socketPose);
            socketPose = ball.GetSocketSolid().GetPose() * socketPose;
            top        = socketPose.Pos().ToVector3();
            Vec3d torque = ball.GetMotorForceN(1);
            if (torque.norm() > 100)
            {
                Quaternion q = ball.GetPosition().ToQuaternion();
                print(gameObject.name + "torque(1):" + torque + " pos:" + q.eulerAngles);
                Gizmos.color = Color.red;
                Gizmos.DrawLine(top, length * (socketPose * new Vec3d(torque.x, 0, 0)).ToVector3());
                Gizmos.color = Color.green;
                Gizmos.DrawLine(top, length * (socketPose * new Vec3d(0, torque.y, 0)).ToVector3());
                Gizmos.color = Color.blue;
                Gizmos.DrawLine(top, length * (socketPose * new Vec3d(0, 0, torque.z)).ToVector3());
            }
        }
    }
    // 可視化
    public void OnDrawGizmos()
    {
        //可動範囲(SwingDirとTwistは無視)の表示
        if (sprObject != null)
        {
            float   length = 0.1f;
            int     n      = 30;
            Vector3 top;
            Posed   socketPose = new Posed();
            Posed   plugPose   = new Posed();

            //各種Ifの取得
            PHBallJointIf          ball  = (jointObject ? jointObject : gameObject).GetComponent <PHBallJointBehaviour>().sprObject as PHBallJointIf;
            PHBallJointConeLimitIf limit = sprObject as PHBallJointConeLimitIf;

            //Limit情報の取得
            Vec2d swing    = new Vec2d(); limit.GetSwingRange(swing);
            Vec3d limitDir = limit.GetLimitDir();

            //可動範囲円の計算表示
            Transform jointtrans = (jointObject ? jointObject : gameObject).transform;
            ball.GetSocketPose(socketPose);
            socketPose = ball.GetSocketSolid().GetPose() * socketPose;
            top        = socketPose.Pos().ToVector3();
            Vec3d       bottom        = socketPose * (length * limit.GetLimitDir());
            Quaterniond Jztol         = Quaternion.FromToRotation(new Vector3(0, 0, 1), limit.GetLimitDir().ToVector3()).ToQuaterniond();
            Vec3d       swingDirBase1 = (length * (limitDir * Mathf.Cos((float)swing[1]) + Jztol * new Vec3d(1, 0, 0) * Mathf.Sin((float)swing[1])));
            Vec3d       swingDirBase2 = (length * (limitDir * Mathf.Cos((float)swing[0]) + Jztol * new Vec3d(1, 0, 0) * Mathf.Sin((float)swing[0])));
            if (limit.IsOnLimit())
            {
                Gizmos.color = Color.red;
            }
            else
            {
                Gizmos.color = Color.white;
            }
            Quaterniond rot = Quaterniond.Rot(2 * Mathf.PI / n, limitDir);
            for (int i = 0; i < n; i++)
            {
                Gizmos.DrawLine((socketPose * swingDirBase1).ToVector3(), (socketPose * (rot * swingDirBase1)).ToVector3());
                Gizmos.DrawLine((socketPose * swingDirBase2).ToVector3(), (socketPose * (rot * swingDirBase2)).ToVector3());
                Gizmos.DrawLine((socketPose * swingDirBase1).ToVector3(), (socketPose * swingDirBase2).ToVector3());
                swingDirBase1 = rot * swingDirBase1;
                swingDirBase2 = rot * swingDirBase2;
            }

            //Swing軸の表示
            ball.GetPlugPose(plugPose);
            plugPose = ball.GetPlugSolid().GetPose() * plugPose;
            Vec3d axis = plugPose * (length * new Vec3d(0, 0, 1));
            Gizmos.DrawLine(top, axis.ToVector3());
            //Gizmos.DrawLine(top, bottom);
        }
    }
Beispiel #3
0
    // ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    // MonoBehaviourのメソッド

    void FixedUpdate()
    {
        if (sprObject != null)
        {
            hiSpidar.Update(Time.fixedDeltaTime);

            if (lengthText != null)
            {
                string text = "";
                for (int i = 0; i < hiSpidar.NMotor(); i++)
                {
                    text += hiSpidar.GetMotor((uint)i).GetLength().ToString() + "\r\n";
                }
                lengthText.text = text;
            }

            if (pointer != null)
            {
                Posed pose = hiSpidar.GetPose();
                pointer.transform.position = pose.Pos().ToVector3();
                pointer.transform.rotation = pose.Ori().ToQuaternion();
            }
        }
    }
Beispiel #4
0
        // ----- ----- ----- ----- -----
        // Spr --> Unity

        public static void FromPosed(this Transform t, Posed pose)
        {
            t.position = pose.Pos().ToVector3();
            t.rotation = pose.Ori().ToQuaternion();
        }
        void OnSceneGUI()
        {
            PH1DJointLimitBehavior limit = (PH1DJointLimitBehavior)target;
            Vec2d range = limit.desc.range;

            GameObject jointObject = limit.jointObject ? limit.jointObject : limit.gameObject;
            // Hinge
            PHHingeJointBehaviour phHingeJointBehaviour = jointObject.GetComponent <PHHingeJointBehaviour>();

            if (phHingeJointBehaviour)
            {
                GameObject jointPositionObject = phHingeJointBehaviour.jointObject ? phHingeJointBehaviour.jointObject : phHingeJointBehaviour.gameObject;
                Transform  jointTransform      = jointPositionObject.transform;
                Posed      plugPose            = phHingeJointBehaviour.plugPose;
                Posed      socketPose          = phHingeJointBehaviour.socketPose;

                Vector3    plugPosition   = plugPose.Pos().ToVector3();
                Vector3    socketPosition = socketPose.Pos().ToVector3();
                Quaternion plugRot        = plugPose.Ori().ToQuaternion();
                Quaternion socketRot      = socketPose.Ori().ToQuaternion();

                Color baseColor;
                if (limit.desc.bEnabled && limit.enabled && limit.desc.range.x < limit.desc.range.y)
                {
                    if (limit.phJointLimit == null)
                    {
                        baseColor = Color.green;
                    }
                    else
                    {
                        if (limit.phJointLimit.IsOnLimit())
                        {
                            baseColor = Color.red;
                        }
                        else
                        {
                            baseColor = Color.green;
                        }
                    }
                    baseColor.a = 0.3f;
                }
                else
                {
                    baseColor = Color.white;
                }

                EditorGUI.BeginChangeCheck();

                Vector3 jointPosition = socketPosition;
                Vector3 jointAxis     = socketRot * new Vector3(0, 0, 1);

                Handles.color = baseColor;
                Vector3 rangeXHandlePos = jointPosition + Quaternion.AngleAxis((float)(range[0] * Mathf.Rad2Deg), socketRot * new Vector3(0, 0, 1)) * (socketRot * (discRadius * handDir));
                Vector3 rangeXHandleDir = Quaternion.AngleAxis((float)(range[0] * Mathf.Rad2Deg) + 90, socketRot * new Vector3(0, 0, 1)) * (socketRot * (discRadius * handDir));
                Vector3 rangeYHandlePos = jointPosition + Quaternion.AngleAxis((float)(range[1] * Mathf.Rad2Deg), socketRot * new Vector3(0, 0, 1)) * (socketRot * (discRadius * handDir));
                Vector3 rangeYHandleDir = Quaternion.AngleAxis((float)(range[1] * Mathf.Rad2Deg) + 90, socketRot * new Vector3(0, 0, 1)) * (socketRot * (discRadius * handDir));

                Handles.DrawWireDisc(jointPosition, socketRot * new Vector3(0, 0, 1), discRadius);
                Handles.DrawSolidArc(jointPosition, jointAxis, rangeXHandlePos - jointPosition, (float)(range[1] - range[0]) * Mathf.Rad2Deg, discRadius);

                Vector3 rangeX = Handles.Slider2D(rangeXHandlePos, jointAxis, rangeXHandlePos - jointPosition, rangeXHandleDir, 0.01f, Handles.CubeHandleCap, 0f);
                Vector3 rangeY = Handles.Slider2D(rangeYHandlePos, jointAxis, rangeYHandlePos - jointPosition, rangeYHandleDir, 0.01f, Handles.CubeHandleCap, 0f);

                Handles.color = Color.yellow;
                Vector3 currentHand = plugPosition + (plugRot * ((discRadius + 0.01f) * handDir));
                Handles.DrawLine(plugPosition, currentHand);

                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(limit, "Undo Limit Chnage");
                    float deltaRangeX = Vector3.SignedAngle(rangeXHandlePos - jointPosition, rangeX - jointPosition, jointAxis) * Mathf.Deg2Rad;
                    float deltaRangeY = Vector3.SignedAngle(rangeYHandlePos - jointPosition, rangeY - jointPosition, jointAxis) * Mathf.Deg2Rad;
                    limit.desc.range = new Vec2d(deltaRangeX + range[0], deltaRangeY + range[1]);
                    limit.OnValidate();
                }
            }
            // Slider
        }
        // JointのautoSetSockPlugPoseがonだという前提
        void OnSceneGUI()
        {
            PHBallJointLimitBehavior limit = (PHBallJointLimitBehavior)target;

            GameObject           jointObject          = limit.jointObject ? limit.jointObject : limit.gameObject;
            PHBallJointBehaviour phBallJointBehaviour = jointObject.GetComponent <PHBallJointBehaviour>();

            if (phBallJointBehaviour)
            {
                GameObject jointPositionObject = phBallJointBehaviour.jointObject ? phBallJointBehaviour.jointObject : phBallJointBehaviour.gameObject;
                Transform  jointTransform      = jointPositionObject.transform;
                Posed      plugPose            = phBallJointBehaviour.plugPose;
                Posed      socketPose          = phBallJointBehaviour.socketPose;

                Vector3 jointPosition = socketPose.Pos().ToVector3();
                Vector3 twistAxis     = plugPose.Ori().ToQuaternion() * new Vector3(0, 0, 1);

                //Limit情報の取得
                //Vec2d swing = new Vec2d(); limit.phJointLimit.GetSwingRange(swing);
                Vec2d swing = limit.desc.limitSwing;
                //Vec2d twist = new Vec2d(); limit.phJointLimit.GetTwistRange(twist);
                Vec2d twist    = limit.desc.limitTwist;
                Vec2i twistRap = new Vec2i((int)((twist[0] + Mathf.PI) / (2 * Mathf.PI)), (int)((twist[0] + Mathf.PI) / (2 * Mathf.PI)));
                Vec3d limitDir = limit.desc.limitDir;

                double currTwistAngle = (phBallJointBehaviour.sprObject != null) ? (phBallJointBehaviour.phBallJoint.GetAngle())[2] : 0;

                Color baseColor;

                if (limit.desc.bEnabled && limit.enabled && twist[0] < twist[1])
                {
                    if (limit.phJointLimit == null)
                    {
                        baseColor = Color.green;
                    }
                    else
                    {
                        if (limit.phJointLimit.IsOnLimit())
                        {
                            baseColor = Color.red;
                        }
                        else
                        {
                            baseColor = Color.green;
                        }
                    }
                    baseColor.a = 0.3f;
                }
                else
                {
                    baseColor = Color.white;
                }

                // 編集開始
                EditorGUI.BeginChangeCheck();

                // Swing
                // 可視化
                Vec3d       swingBaseAxis = socketPose * (length * limitDir);
                Quaterniond Jztol         = Quaternion.FromToRotation(new Vector3(0, 0, 1), limitDir.ToVector3()).ToQuaterniond();
                Vec3d       swingDirBase1 = (length * (limitDir * Mathf.Cos((float)swing[0]) + Jztol * new Vec3d(1, 0, 0) * Mathf.Sin((float)swing[0])));
                Vec3d       swingDirBase2 = (length * (limitDir * Mathf.Cos((float)swing[1]) + Jztol * new Vec3d(1, 0, 0) * Mathf.Sin((float)swing[1])));
                if (swing[0] >= swing[1])
                {
                    Handles.color = Color.white;
                }
                else
                {
                    Handles.color = baseColor;
                }
                Quaterniond rot = Quaterniond.Rot(2 * Mathf.PI / numDivision, limitDir);
                for (int i = 0; i < numDivision; i++)
                {
                    Handles.DrawLine((socketPose * swingDirBase1).ToVector3(), jointPosition);
                    Handles.DrawLine((socketPose * swingDirBase2).ToVector3(), jointPosition);
                    //Handles.DrawLine((socketPose * swingDirBase1).ToVector3(), (socketPose * swingDirBase2).ToVector3());
                    Vector3 arcNormal = Vector3.Cross(((socketPose * swingDirBase1).ToVector3() - jointPosition), ((socketPose * swingDirBase2).ToVector3() - jointPosition));
                    //Handles.DrawWireArc(jointPosition, arcNormal, (socketPose * swingDirBase1).ToVector3() - jointPosition, (float)(swing[1] - swing[0]) * Mathf.Rad2Deg, length);
                    swingDirBase1 = rot * swingDirBase1;
                    swingDirBase2 = rot * swingDirBase2;
                }
                Vec3d swingCircleCenter1 = socketPose * (length * Mathf.Cos((float)swing[0]) * limitDir);
                Vec3d swingCircleCenter2 = socketPose * (length * Mathf.Cos((float)swing[1]) * limitDir);
                Handles.DrawWireDisc(swingCircleCenter1.ToVector3(), swingBaseAxis.ToVector3() - jointPosition, length * Mathf.Abs(Mathf.Sin((float)swing[0])));
                Handles.DrawWireDisc(swingCircleCenter2.ToVector3(), swingBaseAxis.ToVector3() - jointPosition, length * Mathf.Abs(Mathf.Sin((float)swing[1])));
                Handles.DrawLine(jointPosition, swingBaseAxis.ToVector3());
                // ハンドル
                Vector3 SwingXHandlePos = (socketPose * (length * Mathf.Cos((float)swing[0]) * limitDir)).ToVector3();
                Vector3 SwingX          = Handles.Slider(SwingXHandlePos, (socketPose * limitDir).ToVector3() - SwingXHandlePos, 0.01f, Handles.ArrowHandleCap, 0f);
                Vector3 SwingYHandlePos = (socketPose * (length * Mathf.Cos((float)swing[1]) * limitDir)).ToVector3();
                Vector3 SwingY          = Handles.Slider(SwingYHandlePos, (socketPose * limitDir).ToVector3() - SwingYHandlePos, 0.01f, Handles.ArrowHandleCap, 0f);

                // Twist
                // とりあえずplugのx軸を基準とする
                // 可視化
                Vec3d currentTwistAxis = plugPose * new Vec3d(0, 0, lengthTwist);
                Handles.DrawLine(plugPose.Pos().ToVector3(), currentTwistAxis.ToVector3());
                // ハンドル
                Vector3 discCenter      = (plugPose * new Vec3d(0, 0, lengthTwist)).ToVector3();
                Vector3 discNormal      = ((plugPose * new Vec3d(0, 0, lengthTwist)) - plugPose.Pos()).ToVector3();
                Vector3 currentTwist    = ((plugPose * new Vec3d((discRadius + 0.01f) * Mathf.Cos((float)currTwistAngle), (discRadius + 0.01f) * Mathf.Sin((float)currTwistAngle), lengthTwist)).ToVector3());
                Vector3 twistXHandlePos = (plugPose * (new Vec3d(0.03 * Mathf.Cos((float)twist[0]), 0.03 * Mathf.Sin((float)twist[0]), lengthTwist))).ToVector3();
                Vector3 twistXHandleDir = (plugPose * (new Vec3d(0.03 * -Mathf.Sin((float)twist[0]), 0.03 * Mathf.Cos((float)twist[0]), 0)) - plugPose.Pos()).ToVector3();
                Vector3 twistYHandlePos = (plugPose * (new Vec3d(0.03 * Mathf.Cos((float)twist[1]), 0.03 * Mathf.Sin((float)twist[1]), lengthTwist))).ToVector3();
                Vector3 twistYHandleDir = (plugPose * (new Vec3d(0.03 * -Mathf.Sin((float)twist[1]), 0.03 * Mathf.Cos((float)twist[1]), 0)) - plugPose.Pos()).ToVector3();
                Handles.DrawWireDisc(discCenter, discNormal, discRadius);
                Handles.DrawSolidArc(discCenter, discNormal, twistXHandlePos - discCenter, (float)(twist[1] - twist[0]) * Mathf.Rad2Deg, discRadius);
                Vector3 twistX = Handles.Slider2D(twistXHandlePos, twistAxis, twistXHandlePos - discCenter, twistXHandleDir, 0.01f, Handles.CubeHandleCap, 0f);
                Vector3 twistY = Handles.Slider2D(twistYHandlePos, twistAxis, twistYHandlePos - discCenter, twistYHandleDir, 0.01f, Handles.CubeHandleCap, 0f);
                Handles.color = Color.yellow;
                Handles.DrawLine(discCenter, currentTwist);
                if (twist[0] >= twist[1])
                {
                    Handles.color = Color.white;
                }
                else
                {
                    Handles.color = baseColor;
                }

                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(limit, "Undo Limit Chnage");
                    // Swing
                    limit.desc.limitSwing = new Vec2d(Mathf.Acos((Vector3.Dot((SwingX - socketPose.Pos().ToVector3()), (swingBaseAxis.ToVector3() - socketPose.Pos().ToVector3())) > 0 ? 1 : -1) * Mathf.Max(Mathf.Min((SwingX - socketPose.Pos().ToVector3()).magnitude / length, 1), -1)),
                                                      Mathf.Acos((Vector3.Dot((SwingY - socketPose.Pos().ToVector3()), (swingBaseAxis.ToVector3() - socketPose.Pos().ToVector3())) > 0 ? 1 : -1) * Mathf.Max(Mathf.Min((SwingY - socketPose.Pos().ToVector3()).magnitude / length, 1), -1)));
                    // Twist
                    float deltaTwistX = Vector3.SignedAngle(twistXHandlePos - discCenter, twistX - discCenter, discCenter - plugPose.Pos().ToVector3()) * Mathf.Deg2Rad;
                    float deltaTwistY = Vector3.SignedAngle(twistYHandlePos - discCenter, twistY - discCenter, discCenter - plugPose.Pos().ToVector3()) * Mathf.Deg2Rad;
                    limit.desc.limitTwist = new Vec2d(deltaTwistX + twist[0], deltaTwistY + twist[1]);
                    limit.OnValidate();
                }
            }
        }