public override void OnDrawRuntimeGizmos(RuntimeGizmos.RuntimeGizmoDrawer drawer)
        {
            base.OnDrawRuntimeGizmos(drawer);

            // Grasp Point
            float graspAmount = 0F;

            if (graspAxisOverride != null)
            {
                graspAmount = graspAxisOverride();
            }
            else
            {
                try {
                    graspAmount = Input.GetAxis(graspButtonAxis);
                }
                catch (ArgumentException) { }
            }

            drawer.color = Color.Lerp(GizmoColors.GraspPoint, Color.white, graspAmount);
            drawer.DrawWireSphere(GetGraspPoint(), maxGraspDistance);

            // Nearest graspable object
            if (_closestGraspableObject != null)
            {
                drawer.color = Color.Lerp(GizmoColors.Graspable, Color.white, Mathf.Sin(Time.time * 2 * Mathf.PI * 2F));
                drawer.DrawWireSphere(_closestGraspableObject.rigidbody.position, maxGraspDistance * 0.75F);
            }
        }
        public static void DrawPose(this RuntimeGizmos.RuntimeGizmoDrawer drawer,
                                    Pose pose, float radius = 0.10f,
                                    bool drawCube           = false)
        {
            drawer.PushMatrix();

            drawer.matrix = Matrix4x4.TRS(pose.position, pose.rotation, Vector3.one);

            var origColor = drawer.color;

            //drawer.DrawWireSphere(Vector3.zero, radius);
            if (drawCube)
            {
                drawer.DrawCube(Vector3.zero, Vector3.one * radius * 0.3f);
            }
            drawer.DrawPosition(Vector3.zero, radius * 2);

            drawer.color = origColor;

            drawer.PopMatrix();
        }
Beispiel #3
0
        public static void DrawPoseSpline(this RuntimeGizmos.RuntimeGizmoDrawer drawer,
                                          HermitePoseSpline spline,
                                          Color?color          = null,
                                          float poseGizmoScale = 0.02f,
                                          int splineResolution = 32,
                                          int drawPosePeriod   = 8,
                                          bool drawPoses       = true,
                                          bool drawSegments    = true)
        {
            if (!color.HasValue)
            {
                color = LeapColor.brown.WithAlpha(0.4f);
            }
            drawer.color = color.Value;

            var tWidth = spline.maxT - spline.minT;

            Vector3?prevPos = null;
            int     counter = 0;
            float   tStep   = (1f / splineResolution) * tWidth;

            for (float t = spline.minT; t <= spline.minT + tWidth; t += tStep)
            {
                var pose = spline.PoseAt(t);

                if (counter % drawPosePeriod == 0 && drawPoses)
                {
                    drawer.DrawPose(pose, 0.02f);
                }

                if (prevPos.HasValue && drawSegments)
                {
                    drawer.DrawLine(prevPos.Value, pose.position);
                }

                prevPos = pose.position;
                counter++;
            }
        }
 public static void DrawRay(this RuntimeGizmos.RuntimeGizmoDrawer drawer,
                            Vector3 position, Vector3 direction)
 {
     drawer.DrawLine(position, position + direction);
 }
Beispiel #5
0
        public static void FillPolyMesh(this IPositionSpline spline,
                                        PolyMesh polyMesh,
                                        Matrix4x4?applyTransform = null,
                                        float?startT             = null, float?endT = null,
                                        int?numSegments          = null,
                                        float[] radii            = null,
                                        float?radius             = null,
                                        bool drawDebug           = false)
        {
            float minT, maxT;
            int   effNumSegments;
            //bool useRadiusArr = false;
            //float[] effRadii;
            float     effRadius;
            bool      useTransform;
            Matrix4x4 transform;

            RuntimeGizmos.RuntimeGizmoDrawer drawer = null;
            if (drawDebug)
            {
                RuntimeGizmos.RuntimeGizmoManager.TryGetGizmoDrawer(out drawer);
            }

            // Assign parameters based on optional inputs
            {
                minT = spline.minT;
                if (startT.HasValue)
                {
                    minT = startT.Value;
                }

                maxT = spline.maxT;
                if (endT.HasValue)
                {
                    maxT = endT.Value;
                }

                effNumSegments = 32;
                if (numSegments.HasValue)
                {
                    effNumSegments = numSegments.Value;
                    effNumSegments = Mathf.Max(1, effNumSegments);
                }

                //useRadiusArr = false;
                effRadius = 0.02f;
                if (radius.HasValue)
                {
                    effRadius = radius.Value;
                }

                //effRadii = null;
                //if (radii != null) {
                //  useRadiusArr = true;
                //  effRadii = radii;
                //}

                useTransform = false;
                transform    = Matrix4x4.identity;
                if (applyTransform.HasValue)
                {
                    useTransform = true;
                    transform    = applyTransform.Value;
                }
            }

            // Multiple passes through the spline data will construct all the positions and
            // orientations we need to build the mesh.
            polyMesh.Clear();
            var     crossSection = new CircularCrossSection(effRadius, 16);
            float   tStep        = (maxT - minT) / effNumSegments;
            Vector3 position     = Vector3.zero;
            Vector3 dPosition    = Vector3.zero;
            Vector3?tangent      = null;

            var positions = Pool <List <Vector3> > .Spawn();

            positions.Clear();
            var normals = Pool <List <Vector3> > .Spawn(); // to start, normals contain velocities,

            normals.Clear();                               // but zero velocities are filtered out.
            var binormals = Pool <List <Vector3> > .Spawn();

            binormals.Clear();
            var crossSection0Positions = Pool <List <Vector3> > .Spawn();

            crossSection0Positions.Clear();
            var crossSection1Positions = Pool <List <Vector3> > .Spawn();

            crossSection1Positions.Clear();
            try {
                // Construct a rough list of positions and normals for each cross section. Some
                // of the normals may be zero, so we'll have to fix those.
                for (int i = 0; i <= effNumSegments; i++)
                {
                    var t = minT + i * tStep;

                    spline.ValueAndDerivativeAt(t, out position, out dPosition);

                    if (useTransform)
                    {
                        positions.Add(transform.MultiplyPoint3x4(position));
                        normals.Add(transform.MultiplyVector(dPosition).normalized);
                    }
                    else
                    {
                        positions.Add(position);
                        normals.Add(dPosition.normalized);
                    }

                    if (!tangent.HasValue && dPosition.sqrMagnitude > 0.001f * 0.001f)
                    {
                        tangent = (transform * dPosition.WithW(1)).ToVector3().normalized.Perpendicular();
                    }
                }

                // In case we never got a non-zero velocity, try to construct a tangent based on
                // delta positions.
                if (!tangent.HasValue)
                {
                    if (positions[0] == positions[1])
                    {
                        // No spline mesh possible; there's no non-zero length segment.
                        return;
                    }
                    else
                    {
                        var delta = positions[1] - positions[0];

                        // Very specific case: Two points, each with zero velocity, use delta for
                        // normals
                        if (positions.Count == 2)
                        {
                            normals[0] = delta; normals[1] = delta;
                        }

                        tangent = delta.Perpendicular();
                    }
                }

                // Try to propagate non-zero normals into any "zero" normals.
                for (int i = 0; i <= effNumSegments; i++)
                {
                    if (normals[i].sqrMagnitude < 0.00001f)
                    {
                        if (i == 0)
                        {
                            normals[i] = normals[i + 1];
                        }
                        else if (i == effNumSegments)
                        {
                            normals[i] = normals[i - 1];
                        }
                        else
                        {
                            normals[i] = Vector3.Slerp(normals[i - 1], normals[i + 1], 0.5f);
                        }
                    }

                    if (normals[i].sqrMagnitude < 0.00001f)
                    {
                        // OK, we tried, but we still have zero normals. Error and fail.
                        throw new System.InvalidOperationException(
                                  "Unable to build non-zero normals for this spline during PolyMesh "
                                  + "construction");
                    }
                }

                // With a set of normals and a starting tangent vector, we can construct all the
                // binormals we need to have an orientation and position for every cross-section.
                Vector3?lastNormal   = null;
                Vector3?lastBinormal = null;
                for (int i = 0; i <= effNumSegments; i++)
                {
                    var     normal = normals[i];
                    Vector3 binormal;
                    if (!lastBinormal.HasValue)
                    {
                        binormal = Vector3.Cross(normal, tangent.Value);
                    }
                    else
                    {
                        var rotFromLastNormal = Quaternion.FromToRotation(lastNormal.Value, normal);

                        binormal = rotFromLastNormal * lastBinormal.Value;
                    }
                    binormals.Add(binormal);

                    lastNormal   = normal;
                    lastBinormal = binormal;
                }

                // With positions, normals, and binormals for every cross section, add positions
                // and polygons for each cross section and their connections to the PolyMesh.
                int cs0Idx = -1, cs1Idx = -1;
                for (int i = 0; i + 1 <= effNumSegments; i++)
                {
                    var pose0 = new Pose(positions[i],
                                         Quaternion.LookRotation(normals[i], binormals[i]));
                    var pose1 = new Pose(positions[i + 1],
                                         Quaternion.LookRotation(normals[i + 1], binormals[i + 1]));

                    if (drawDebug)
                    {
                        drawer.PushMatrix();
                        drawer.matrix = transform.inverse;

                        drawer.color = LeapColor.blue;
                        drawer.DrawRay(pose0.position, normals[i] * 0.2f);

                        drawer.color = LeapColor.red;
                        drawer.DrawRay(pose0.position, binormals[i] * 0.2f);

                        drawer.PopMatrix();
                    }

                    bool addFirstPositions = i == 0;

                    // Add positions from Cross Section definition to reused buffers.
                    if (addFirstPositions)
                    {
                        crossSection.FillPositions(crossSection0Positions, pose0);
                    }
                    crossSection.FillPositions(crossSection1Positions, pose1);

                    // Add positions from buffers into the PolyMesh.
                    if (addFirstPositions)
                    {
                        cs0Idx = polyMesh.positions.Count;
                        polyMesh.AddPositions(crossSection0Positions);
                    }
                    cs1Idx = polyMesh.positions.Count;
                    polyMesh.AddPositions(crossSection1Positions);

                    // Add polygons to connect one cross section in the PolyMesh to the other.
                    crossSection.AddConnectingPolygons(polyMesh, cs0Idx, cs1Idx);

                    Utils.Swap(ref crossSection0Positions, ref crossSection1Positions);
                    cs0Idx = cs1Idx;
                }
            }
            finally {
                positions.Clear();
                Pool <List <Vector3> > .Recycle(positions);

                normals.Clear();
                Pool <List <Vector3> > .Recycle(normals);

                binormals.Clear();
                Pool <List <Vector3> > .Recycle(binormals);

                crossSection0Positions.Clear();
                Pool <List <Vector3> > .Recycle(crossSection0Positions);

                crossSection1Positions.Clear();
                Pool <List <Vector3> > .Recycle(crossSection1Positions);
            }
        }