Esempio n. 1
0
        private bool CreateCable(Node node)
        {
            var nativeCable = m_tree.GetCable(node.Uuid);

            if (nativeCable == null)
            {
                Debug.LogWarning("Unable to find native instance of cable: " + node.GameObject.name +
                                 " (UUID: " + node.Uuid.str() + ")");
                return(false);
            }

            var cable = node.GameObject.GetOrCreateComponent <Cable>();
            var route = cable.Route;

            route.Clear();

            node.GameObject.GetOrCreateComponent <CableRenderer>();

            cable.RestoreLocalDataFrom(nativeCable);
            cable.RouteAlgorithm = Cable.RouteType.Identity;

            var properties = CableProperties.Create <CableProperties>().RestoreLocalDataFrom(nativeCable.getCableProperties(),
                                                                                             nativeCable.getCablePlasticity());

            properties.name  = cable.name + "_properties";
            cable.Properties = properties = FileInfo.AddOrUpdateExistingAsset(properties, AGXUnity.IO.AssetType.CableProperties);

            for (var it = nativeCable.getSegments().begin(); !it.EqualWith(nativeCable.getSegments().end()); it.inc())
            {
                var segment = it.get();
                route.Add(segment, attachment =>
                {
                    if (attachment == null || attachment.getRigidBody() == null)
                    {
                        return(FileInfo.PrefabInstance);
                    }
                    var rbNode = m_tree.GetNode(attachment.getRigidBody().getUuid());
                    if (rbNode == null)
                    {
                        Debug.LogWarning("Unable to find rigid body in cable attachment.");
                        return(FileInfo.PrefabInstance);
                    }
                    return(rbNode.GameObject);
                });
            }

            var materials = node.GetReferences(Node.NodeType.Material);

            if (materials.Length > 0)
            {
                cable.Material = materials[0].Asset as ShapeMaterial;
            }

            cable.GetComponent <CableRenderer>().InitializeRenderer();
            cable.GetComponent <CableRenderer>().Material = null;

            // Adding collision group from restored instance since the disabled pair
            // will be read from Space (cable.setEnableCollisions( foo, false ) will
            // work out of the box).
            var collisionGroups = cable.gameObject.GetOrCreateComponent <CollisionGroups>();

            collisionGroups.AddGroup(nativeCable.getUniqueId().ToString(), false);
            var referencedGroups = node.GetReferences(Node.NodeType.GroupId);

            foreach (var group in referencedGroups)
            {
                if (group.Object is string)
                {
                    collisionGroups.AddGroup(group.Object as string, false);
                }
            }

            return(true);
        }
Esempio n. 2
0
        private bool CreateRenderData(Node node)
        {
            var nativeShape = m_tree.GetShape(node.Uuid);
            var renderData  = nativeShape.getRenderData();

            if (renderData == null || !renderData.getShouldRender())
            {
                return(false);
            }

            var nativeGeometry = m_tree.GetGeometry(node.Parent.Uuid);
            var shape          = node.GameObject.GetComponent <AGXUnity.Collide.Shape>();

            var toWorld = nativeGeometry.getTransform();
            var toLocal = shape.transform.worldToLocalMatrix;

            var meshes = new Mesh[] { };

            if (renderData.getVertexArray().Count > UInt16.MaxValue)
            {
                Debug.LogWarning("Render data contains more than " +
                                 UInt16.MaxValue +
                                 " vertices. Splitting it into smaller meshes.");

                var splitter = MeshSplitter.Split(renderData.getVertexArray(),
                                                  renderData.getIndexArray(),
                                                  v => toLocal.MultiplyPoint3x4(toWorld.preMult(v).ToHandedVector3()));
                meshes = splitter.Meshes;
                for (int i = 0; i < meshes.Length; ++i)
                {
                    meshes[i].name = shape.name + "_Visual_Mesh_" + i.ToString();
                }
            }
            else
            {
                var mesh = new Mesh();
                mesh.name = shape.name + "_Visual_Mesh";

                // Assigning and converting vertices.
                // Note: RenderData vertices assumed to be given in geometry coordinates.
                mesh.SetVertices((from v
                                  in renderData.getVertexArray()
                                  select toLocal.MultiplyPoint3x4(toWorld.preMult(v).ToHandedVector3())).ToList());

                // Assigning and converting colors.
                mesh.SetColors((from c
                                in renderData.getColorArray()
                                select c.ToColor()).ToList());

                // Unsure about this one.
                mesh.SetUVs(0,
                            (from uv
                             in renderData.getTexCoordArray()
                             select uv.ToVector2()).ToList());

                // Converting counter clockwise -> clockwise.
                var triangles  = new List <int>();
                var indexArray = renderData.getIndexArray();
                for (int i = 0; i < indexArray.Count; i += 3)
                {
                    triangles.Add(Convert.ToInt32(indexArray[i + 0]));
                    triangles.Add(Convert.ToInt32(indexArray[i + 2]));
                    triangles.Add(Convert.ToInt32(indexArray[i + 1]));
                }
                mesh.SetTriangles(triangles, 0, false);

                mesh.RecalculateBounds();
                mesh.RecalculateNormals();
                mesh.RecalculateTangents();

                meshes = new Mesh[] { mesh };
            }

            var shader = Shader.Find("Standard") ?? Shader.Find("Diffuse");

            if (shader == null)
            {
                Debug.LogError("Unable to find standard shaders.");
            }

            var renderMaterial = renderData.getRenderMaterial();
            var material       = new Material(shader);

            material.name = shape.name + "_Visual_Material";

            if (renderMaterial.hasDiffuseColor())
            {
                var color = renderMaterial.getDiffuseColor().ToColor();
                color.a = 1.0f - renderMaterial.getTransparency();

                material.SetVector("_Color", color);
            }
            if (renderMaterial.hasEmissiveColor())
            {
                material.SetVector("_EmissionColor", renderMaterial.getEmissiveColor().ToColor());
            }

            material.SetFloat("_Metallic", 0.3f);
            material.SetFloat("_Glossiness", 0.8f);

            if (renderMaterial.getTransparency() > 0.0f)
            {
                material.SetBlendMode(BlendMode.Transparent);
            }

            material = FileInfo.AddOrUpdateExistingAsset(material, AGXUnity.IO.AssetType.Material);
            foreach (var mesh in meshes)
            {
                FileInfo.AddOrUpdateExistingAsset(mesh, AGXUnity.IO.AssetType.RenderMesh);
            }

            var shapeVisual = ShapeVisual.Find(shape);

            if (shapeVisual != null)
            {
                // Verify so that the meshes matches the current configuration?
            }
            else
            {
                ShapeVisual.CreateRenderData(shape, meshes, material);
            }

            return(true);
        }
Esempio n. 3
0
        private void Generate(Node node)
        {
            if (node == null)
            {
                return;
            }

            // TODO: Skip if node.GameObject != null means "use Unity configuration".

            switch (node.Type)
            {
            case Node.NodeType.Assembly:
                agx.Frame frame = m_tree.GetAssembly(node.Uuid);
                node.GameObject      = GetOrCreateGameObject(node);
                node.GameObject.name = FindName("", node.Type.ToString());

                node.GameObject.transform.position = frame.getTranslate().ToHandedVector3();
                node.GameObject.transform.rotation = frame.getRotate().ToHandedQuaternion();

                node.GameObject.GetOrCreateComponent <Assembly>();

                break;

            case Node.NodeType.RigidBody:
                agx.RigidBody nativeRb = m_tree.GetRigidBody(node.Uuid);
                node.GameObject      = GetOrCreateGameObject(node);
                node.GameObject.name = FindName(nativeRb.getName(), node.Type.ToString());


                node.GameObject.transform.position = nativeRb.getPosition().ToHandedVector3();
                node.GameObject.transform.rotation = nativeRb.getRotation().ToHandedQuaternion();

                node.GameObject.GetOrCreateComponent <RigidBody>().RestoreLocalDataFrom(nativeRb);


                break;

            case Node.NodeType.Geometry:
                // Ignoring geometries - handling Shape == Geometry.
                // The shapes are children to this node.
                break;

            case Node.NodeType.Shape:
                var nativeGeometry  = m_tree.GetGeometry(node.Parent.Uuid);
                var nativeShape     = m_tree.GetShape(node.Uuid);
                var nativeShapeType = (agxCollide.Shape.Type)nativeShape.getType();

                node.GameObject      = GetOrCreateGameObject(node);
                node.GameObject.name = FindName(nativeGeometry.getName() +
                                                "_" +
                                                nativeShapeType.ToString().ToLower().FirstCharToUpperCase(),
                                                node.Type.ToString());

                node.GameObject.transform.position = nativeShape.getTransform().getTranslate().ToHandedVector3();
                node.GameObject.transform.rotation = nativeShape.getTransform().getRotate().ToHandedQuaternion();

                if (!CreateShape(node))
                {
                    GameObject.DestroyImmediate(node.GameObject);
                }

                break;

            case Node.NodeType.Material:
                var nativeMaterial = m_tree.GetMaterial(node.Uuid);
                node.Asset      = ScriptAsset.Create <ShapeMaterial>().RestoreLocalDataFrom(nativeMaterial);
                node.Asset.name = FindName(nativeMaterial.getName(), node.Type.ToString());

                node.Asset = FileInfo.AddOrUpdateExistingAsset(node.Asset as ShapeMaterial, AGXUnity.IO.AssetType.ShapeMaterial);

                break;

            case Node.NodeType.ContactMaterial:
                var nativeContactMaterial = m_tree.GetContactMaterial(node.Uuid);
                var nativeFrictionModel   = nativeContactMaterial.getFrictionModel();

                var contactMaterial = ScriptAsset.Create <ContactMaterial>().RestoreLocalDataFrom(nativeContactMaterial);
                contactMaterial.name = FindName("ContactMaterial_" +
                                                nativeContactMaterial.getMaterial1().getName() +
                                                "_" +
                                                nativeContactMaterial.getMaterial2().getName(),
                                                node.Type.ToString());

                var materials = node.GetReferences(Node.NodeType.Material);
                if (materials.Length == 0)
                {
                    Debug.LogWarning("No materials referenced to ContactMaterial node.");
                }
                else if (materials.Length == 1)
                {
                    contactMaterial.Material1 = contactMaterial.Material2 = materials[0].Asset as ShapeMaterial;
                }
                else if (materials.Length > 1)
                {
                    contactMaterial.Material1 = materials[0].Asset as ShapeMaterial;
                    contactMaterial.Material2 = materials[1].Asset as ShapeMaterial;
                    if (materials.Length > 2)
                    {
                        Debug.LogWarning("More than two materials referenced to ContactMaterial (" + node.Asset.name + "). First two are used.");
                    }
                }

                if (nativeFrictionModel != null)
                {
                    var frictionModelAsset = ScriptAsset.Create <FrictionModel>().RestoreLocalDataFrom(nativeFrictionModel);
                    frictionModelAsset.name       = "FrictionModel_" + contactMaterial.name;
                    contactMaterial.FrictionModel = frictionModelAsset = FileInfo.AddOrUpdateExistingAsset(frictionModelAsset, AGXUnity.IO.AssetType.FrictionModel);
                }

                node.Asset = contactMaterial = FileInfo.AddOrUpdateExistingAsset(contactMaterial, AGXUnity.IO.AssetType.ContactMaterial);

                break;

            case Node.NodeType.Constraint:
                var nativeConstraint = m_tree.GetConstraint(node.Uuid);

                node.GameObject      = GetOrCreateGameObject(node);
                node.GameObject.name = FindName(nativeConstraint.getName(),
                                                "AGXUnity." + Constraint.FindType(nativeConstraint));

                if (!CreateConstraint(node))
                {
                    GameObject.DestroyImmediate(node.GameObject);
                }

                break;

            case Node.NodeType.Wire:
                var nativeWire = m_tree.GetWire(node.Uuid);

                node.GameObject      = GetOrCreateGameObject(node);
                node.GameObject.name = FindName(nativeWire.getName(), "AGXUnity.Wire");

                if (!CreateWire(node))
                {
                    GameObject.DestroyImmediate(node.GameObject);
                }

                break;

            case Node.NodeType.Cable:
                var nativeCable = m_tree.GetCable(node.Uuid);

                node.GameObject      = GetOrCreateGameObject(node);
                node.GameObject.name = FindName(nativeCable.getName(), "AGXUnity.Cable");

                if (!CreateCable(node))
                {
                    GameObject.DestroyImmediate(node.GameObject);
                }

                break;
            }

            foreach (var child in node.Children)
            {
                Generate(child);
            }
        }
Esempio n. 4
0
        private bool CreateShape(Node node)
        {
            var nativeGeometry  = m_tree.GetGeometry(node.Parent.Uuid);
            var nativeShape     = m_tree.GetShape(node.Uuid);
            var nativeShapeType = (agxCollide.Shape.Type)nativeShape.getType();

            if (nativeShapeType == agxCollide.Shape.Type.BOX)
            {
                node.GameObject.GetOrCreateComponent <AGXUnity.Collide.Box>().HalfExtents = nativeShape.asBox().getHalfExtents().ToVector3();
            }
            else if (nativeShapeType == agxCollide.Shape.Type.CYLINDER)
            {
                var cylinder = node.GameObject.GetOrCreateComponent <AGXUnity.Collide.Cylinder>();
                cylinder.Radius = Convert.ToSingle(nativeShape.asCylinder().getRadius());
                cylinder.Height = Convert.ToSingle(nativeShape.asCylinder().getHeight());
            }
            else if (nativeShapeType == agxCollide.Shape.Type.CAPSULE)
            {
                var capsule = node.GameObject.GetOrCreateComponent <AGXUnity.Collide.Capsule>();
                capsule.Radius = Convert.ToSingle(nativeShape.asCapsule().getRadius());
                capsule.Height = Convert.ToSingle(nativeShape.asCapsule().getHeight());
            }
            else if (nativeShapeType == agxCollide.Shape.Type.SPHERE)
            {
                var sphere = node.GameObject.GetOrCreateComponent <AGXUnity.Collide.Sphere>();
                sphere.Radius = Convert.ToSingle(nativeShape.asSphere().getRadius());
            }
            else if (nativeShapeType == agxCollide.Shape.Type.CONVEX ||
                     nativeShapeType == agxCollide.Shape.Type.TRIMESH ||
                     nativeShapeType == agxCollide.Shape.Type.HEIGHT_FIELD)
            {
                var mesh          = node.GameObject.GetOrCreateComponent <AGXUnity.Collide.Mesh>();
                var collisionData = nativeShape.asMesh().getMeshData();
                var nativeToWorld = nativeShape.getTransform();
                var meshToLocal   = mesh.transform.worldToLocalMatrix;

                if (collisionData.getVertices().Count > UInt16.MaxValue)
                {
                    var nativeVertices = collisionData.getVertices();
                    var nativeIndicies = collisionData.getIndices();
                    var splitter       = MeshSplitter.Split(nativeVertices,
                                                            nativeIndicies,
                                                            v =>
                                                            meshToLocal.MultiplyPoint3x4(nativeToWorld.preMult(v).ToHandedVector3()));
                    var subMeshes = splitter.Meshes;
                    for (int i = 0; i < subMeshes.Length; ++i)
                    {
                        subMeshes[i].name = "Mesh_" + mesh.name + (i == 0 ? "" : "_Sub_" + i.ToString());
                        mesh.AddSourceObject(FileInfo.AddOrUpdateExistingAsset(subMeshes[i], AGXUnity.IO.AssetType.CollisionMesh));
                    }
                }
                else
                {
                    var source = new Mesh();
                    source.name = "Mesh_" + mesh.name;

                    source.SetVertices((from v
                                        in collisionData.getVertices()
                                        select meshToLocal.MultiplyPoint3x4(nativeToWorld.preMult(v).ToHandedVector3())).ToList());

                    // Converting counter clockwise -> clockwise.
                    var triangles  = new List <int>();
                    var indexArray = collisionData.getIndices();
                    triangles.Capacity = indexArray.Count;
                    for (int i = 0; i < indexArray.Count; i += 3)
                    {
                        triangles.Add(Convert.ToInt32(indexArray[i + 0]));
                        triangles.Add(Convert.ToInt32(indexArray[i + 2]));
                        triangles.Add(Convert.ToInt32(indexArray[i + 1]));
                    }
                    source.SetTriangles(triangles, 0, false);

                    source.RecalculateBounds();
                    source.RecalculateNormals();
                    source.RecalculateTangents();

                    source = FileInfo.AddOrUpdateExistingAsset(source, AGXUnity.IO.AssetType.CollisionMesh);

                    mesh.SetSourceObject(source);
                }
            }
            else
            {
                Debug.LogWarning("Unsupported shape type: " + nativeShapeType);
                return(false);
            }

            var shape = node.GameObject.GetComponent <AGXUnity.Collide.Shape>();

            shape.gameObject.SetActive(nativeGeometry.isEnabled());
            shape.IsSensor = nativeGeometry.isSensor();

            if (nativeGeometry.getMaterial() != null)
            {
                var shapeMaterial = m_tree.GetNode(nativeGeometry.getMaterial().getUuid()).Asset as ShapeMaterial;
                if (shapeMaterial == null)
                {
                    Debug.LogWarning("Shape material from geometry: " + nativeGeometry.getName() + " isn't found in UUID database.");
                }
                shape.Material = shapeMaterial;
            }

            shape.CollisionsEnabled = nativeGeometry.getEnableCollisions();

            // Groups referenced in geometry node.
            var groups = node.Parent.GetReferences(Node.NodeType.GroupId);

            if (groups.Length > 0)
            {
                var groupsComponent = shape.gameObject.GetOrCreateComponent <CollisionGroups>();
                foreach (var group in groups)
                {
                    if (group.Object is string)
                    {
                        groupsComponent.AddGroup(group.Object as string, false);
                    }
                }
            }

            CreateRenderData(node);

            return(true);
        }
Esempio n. 5
0
        /// <summary>
        /// Trying to generate the objects given the simulation tree.
        /// Throws if something goes wrong.
        /// </summary>
        public void TryGenerate()
        {
            FileInfo.GetOrCreateDataDirectory();

            // Adding one for disabled collisions.
            int numSubProgresses = m_tree.Roots.Length + 1;

            using (var subProgress = m_progressBar.Progress("Generating: " + FileInfo.NameWithExtension, numSubProgresses)) {
                FileInfo.PrefabInstance.transform.position = Vector3.zero;
                FileInfo.PrefabInstance.transform.rotation = Quaternion.identity;
                var fileData = FileInfo.PrefabInstance.GetOrCreateComponent <AGXUnity.IO.RestoredAGXFile>();

                fileData.DataDirectoryId = FileInfo.DataDirectoryId;

                fileData.SolverSettings      = ScriptAsset.Create <SolverSettings>().RestoreLocalDataFrom(Simulation);
                fileData.SolverSettings.name = FindName("SolverSettings_" + FileInfo.Name, "SolverSettings");
                fileData.SolverSettings      = FileInfo.AddOrUpdateExistingAsset(fileData.SolverSettings, AGXUnity.IO.AssetType.Unknown);

                foreach (var root in m_tree.Roots)
                {
                    subProgress.Tick(root.Name == string.Empty ? root.Type.ToString() : root.Name);
                    Generate(root);
                    subProgress.Tack();
                }

                subProgress.Tick("Disabled collisions");
                var disabledCollisionsState = Simulation.getSpace().findDisabledCollisionsState();
                foreach (var namePair in disabledCollisionsState.getDisabledNames())
                {
                    fileData.AddDisabledPair(namePair.first, namePair.second);
                }
                foreach (var idPair in disabledCollisionsState.getDisabledIds())
                {
                    fileData.AddDisabledPair(idPair.first.ToString(), idPair.second.ToString());
                }
                foreach (var geometryPair in disabledCollisionsState.getDisabledGeometyPairs())
                {
                    if (!Tree.IsValid(geometryPair.first) || !Tree.IsValid(geometryPair.second))
                    {
                        continue;
                    }

                    var geometry1Node = m_tree.GetNode(geometryPair.first.getUuid());
                    var geometry2Node = m_tree.GetNode(geometryPair.second.getUuid());
                    if (geometry1Node == null || geometry2Node == null)
                    {
                        Debug.LogWarning("Unreferenced geometry in disabled collisions pair.");
                        continue;
                    }

                    var geometry1Id = geometry2Node.Uuid.str();
                    foreach (var shapeNode in geometry1Node.GetChildren(Node.NodeType.Shape))
                    {
                        shapeNode.GameObject.GetOrCreateComponent <CollisionGroups>().AddGroup(geometry1Id, false);
                    }
                    var geometry2Id = geometry1Node.Uuid.str();
                    foreach (var shapeNode in geometry2Node.GetChildren(Node.NodeType.Shape))
                    {
                        shapeNode.GameObject.GetOrCreateComponent <CollisionGroups>().AddGroup(geometry2Id, false);
                    }

                    fileData.AddDisabledPair(geometry1Id, geometry2Id);
                }
                subProgress.Tack();
            }
        }