Esempio n. 1
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    public override bool Simulate(StoryboardData data, StoryboardNode currentNode, StoryboardNode nextNode, SimulationTargetData targetData)
    {
        Vector3    finalPosition = Vector3.zero;
        Quaternion finalRotation = Quaternion.identity;

        int counter = 0;

        while (counter < data.m_implementationTimeout)
        {
            Vector3 onSphere1 = targetData.m_targetPosition + Random.onUnitSphere * m_radiusLB;
            Vector3 onSphere2 = targetData.m_targetPosition + Random.onUnitSphere * m_radiusUB;
            finalPosition = Vector3.Lerp(onSphere1, onSphere2, Random.value);
            finalRotation = Quaternion.LookRotation(targetData.m_targetPosition - finalPosition);

            if (CheckVisibility(data, currentNode, finalPosition, finalRotation, targetData))
            {
                SetSimulationData(currentNode, finalPosition, finalRotation, data.m_defaultFOV);
                return(true);
            }
            counter++;
        }

        SetSimulationData(currentNode, finalPosition, finalRotation, data.m_defaultFOV);
        return(false);
    }
Esempio n. 2
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 public override bool Simulate(StoryboardData data, StoryboardNode currentNode, StoryboardNode nextNode, SimulationTargetData targetData)
 {
     return(true);
 }
Esempio n. 3
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    public override bool Simulate(StoryboardData data, StoryboardNode currentNode, StoryboardNode nextNode, SimulationTargetData targetData)
    {
        Vector3    finalPosition = Vector3.zero;
        Quaternion finalRotation = Quaternion.identity;

        int counter = 0;

        while (counter < data.m_implementationTimeout)
        {
            float distance            = Random.Range(m_distanceLB, m_distanceUB);
            float directionMultiplier = m_fixedDirection ? (m_isRight ? 1.0f : -1.0f) : ((Random.Range(0.0f, 1.0f) < 0.5f) ? -1.0f : 1.0f);
            finalPosition = targetData.m_targetPosition + targetData.m_targetRight * directionMultiplier * distance;
            finalRotation = Quaternion.LookRotation(targetData.m_targetPosition - finalPosition);

            if (CheckVisibility(data, currentNode, finalPosition, finalRotation, targetData))
            {
                SetSimulationData(currentNode, finalPosition, finalRotation, data.m_defaultFOV);
                return(true);
            }
            counter++;
        }

        SetSimulationData(currentNode, finalPosition, finalRotation, data.m_defaultFOV);
        return(false);
    }
    protected bool CheckVisibility(StoryboardData data, StoryboardNode currentnode, Vector3 finalPosition, Quaternion finalRotation, SimulationTargetData targetData)
    {
        ProxySet proxySet = data.m_proxySets[currentnode.m_index];

        if (proxySet.CheckIfContains(finalPosition))
        {
            return(false);
        }

        RaycastHit hit;
        Vector3    dir = (targetData.m_targetPosition - finalPosition);

        if (Physics.SphereCast(finalPosition, data.m_visibilityCapsuleRadius, dir.normalized, out hit, dir.magnitude))
        {
            if (targetData.m_target != null && hit.transform == targetData.m_target)
            {
                return(true);
            }
            else if (targetData.m_target != null && hit.transform != targetData.m_target)
            {
                return(Vector3.Distance(hit.point, targetData.m_target.position) < data.m_visibilityContactThreshold);
            }
            else if (targetData.m_target == null)
            {
                return(Vector3.Distance(hit.point, targetData.m_targetPosition) < data.m_visibilityContactThreshold);
            }
            else
            {
                return(false);
            }
        }
        return(true);
    }
 public abstract bool Simulate(StoryboardData data, StoryboardNode currentNode, StoryboardNode nextNode, SimulationTargetData targetData);
Esempio n. 6
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    public bool Simulate(StoryboardWindow window, Transform cameraTransform, StoryboardData data, TimelineAsset timeline, PlayableDirector playable,
                         ref int simulatedMarkerCount, string debugPositioning, string debugLook, string debugTrack, string debugFX, RenderTexture rt, bool simulateAll, int simulatedIndex = -1)
    {
        StoryboardNode previousNode = simulateAll ? null : (simulatedIndex == 0 ? null : data.m_nodes[simulatedIndex - 1]);

        int iStart = simulateAll ? 0 : simulatedIndex;
        int iEnd   = simulateAll ? data.m_nodes.Count : simulatedIndex + 1;

        for (int i = iStart; i < iEnd; i++)
        {
            StoryboardNode currentNode = data.m_nodes[i];

            if (currentNode.m_isLocked)
            {
                previousNode = currentNode;
                simulatedMarkerCount++;
                continue;
            }

            // Calculate target position
            SimulationTargetData targetData = new SimulationTargetData();
            targetData.m_target         = null;
            targetData.m_targetForward  = Vector3.forward;
            targetData.m_targetRight    = Vector3.right;
            targetData.m_targetUp       = Vector3.up;
            targetData.m_targetPosition = Vector3.zero;

            for (int j = 0; j < currentNode.m_marker.m_targets.Length; j++)
            {
                var objects = Resources.FindObjectsOfTypeAll <StoryboardTarget>().Where(obj => obj.gameObject.name == currentNode.m_marker.m_targets[j]);

                if (objects.Count <StoryboardTarget>() > 1)
                {
                    Debug.LogError("Multiple storyboard targets with the same name is found. Please make sure each target has a unique name to avoid any confusions.");
                    currentNode.m_simulationData = null;
                    data.m_nodes.Clear();
                    return(false);
                }

                GameObject go = GameObject.Find(currentNode.m_marker.m_targets[j]);

                if (go == null)
                {
                    Debug.LogError("The target " + currentNode.m_marker.m_targets[j] + " could not be found, aborting simulation.");
                    currentNode.m_simulationData = null;
                    data.m_nodes.Clear();
                    return(false);
                }

                targetData.m_targetPosition += go.transform.position;

                if (currentNode.m_marker.m_targets.Length == 1)
                {
                    targetData.m_target         = go.transform;
                    targetData.m_targetPosition = targetData.m_target.position;
                    targetData.m_targetForward  = targetData.m_target.forward;
                    targetData.m_targetRight    = targetData.m_target.right;
                    targetData.m_targetUp       = targetData.m_target.up;
                }
            }

            // Finalize target position as mid point.
            targetData.m_targetPosition /= currentNode.m_marker.m_targets.Length;

            StoryboardDirectorData      dirData = data.m_directorData;
            DecisionTechniquePreference pref    = data.m_decisionTechnique;
            float          dramThresh           = data.m_dramatizationThreshold;
            float          paceThresh           = data.m_paceThreshold;
            bool           useFX = data.m_useFX;
            bool           simulationSuccessful = false;
            int            timeoutCounter       = 0;
            StoryboardNode nextNode             = i < data.m_nodes.Count - 1 ? data.m_nodes[i + 1] : null;

            while (!simulationSuccessful && timeoutCounter < data.m_techniqueTimeout)
            {
                currentNode.m_positioningTechnique = GetTechnique("Positioning", previousNode, currentNode, dirData, pref, dramThresh, paceThresh, useFX);
                currentNode.m_simulationData       = new SimulationData();
                simulationSuccessful = currentNode.m_positioningTechnique.m_implementation.Simulate(data, currentNode, nextNode, targetData);
                timeoutCounter++;
            }

            // Set simulation's target data.
            currentNode.m_simulationData.m_targetData = targetData;


            //currentNode.m_lookTechnique = GetTechnique("Look", previousNode, currentNode, dirData, pref, dramThresh, paceThresh, useFX);
            //currentNode.m_trackTechnique = GetTechnique("Track", previousNode, currentNode, dirData, pref, dramThresh, paceThresh, useFX);
            //currentNode.m_fxTechnique = GetTechnique("FX", previousNode, currentNode, dirData, pref, dramThresh, paceThresh, useFX);

            // D E B U G
            if (debugPositioning != "")
            {
                currentNode.m_trackTechnique = data.m_directorData.m_categories[0].m_techniques.Find(o => o.m_title.CompareTo(debugPositioning) == 0);
            }
            if (debugLook != "")
            {
                currentNode.m_lookTechnique = data.m_directorData.m_categories[1].m_techniques.Find(o => o.m_title.CompareTo(debugLook) == 0);
            }
            if (debugTrack != "")
            {
                currentNode.m_trackTechnique = data.m_directorData.m_categories[2].m_techniques.Find(o => o.m_title.CompareTo(debugTrack) == 0);
            }
            if (debugFX != "")
            {
                currentNode.m_fxTechnique = data.m_directorData.m_categories[3].m_techniques.Find(o => o.m_title.CompareTo(debugFX) == 0);
            }

            ApplySimulationPropertiesToCamera(currentNode.m_simulationData, cameraTransform);
            currentNode.m_simulationData.m_snapshots.Add(TakeCameraSnapshot(cameraTransform.GetComponent <Camera>(), rt));

            previousNode = currentNode;
            simulatedMarkerCount++;
            targetData = null;
        }

        // Make sure we reset back the playable.
        playable.time = 0.0;
        playable.Evaluate();
        window.OnSimulationEnd();
        return(true);
    }
Esempio n. 7
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    public override bool Simulate(StoryboardData data, StoryboardNode currentNode, StoryboardNode nextNode, SimulationTargetData targetData)
    {
        float      distance      = 0.0f;
        Vector3    fwPosition    = Vector3.zero;
        Vector3    rightPosition = Vector3.zero;
        Vector3    leftPosition  = Vector3.zero;
        Vector3    upPosition    = Vector3.zero;
        Vector3    downPosition  = Vector3.zero;
        Vector3    finalPosition = Vector3.zero;
        Quaternion finalRotation = Quaternion.identity;

        int counter = 0;

        while (counter < data.m_implementationTimeout)
        {
            float t = Random.Range(-m_xArc, m_xArc);
            distance      = Random.Range(m_distanceLB, m_distanceUB);
            fwPosition    = targetData.m_targetPosition + targetData.m_targetForward * distance;
            rightPosition = targetData.m_targetPosition + targetData.m_targetRight * distance;
            leftPosition  = targetData.m_targetPosition + -targetData.m_targetRight * distance;
            upPosition    = targetData.m_targetPosition + targetData.m_targetUp * distance;
            downPosition  = targetData.m_targetPosition + -targetData.m_targetUp * distance;
            finalPosition = fwPosition;

            if (t > 0)
            {
                finalPosition = MathUtility.SampleParabola(fwPosition, leftPosition, m_arcHeight, t, Quaternion.LookRotation(leftPosition - finalPosition) * Vector3.right);
            }
            else
            {
                finalPosition = MathUtility.SampleParabola(fwPosition, rightPosition, m_arcHeight, -t, Quaternion.LookRotation(rightPosition - finalPosition) * Vector3.left);
            }

            t = Random.Range(-m_yArc, m_yArc);

            if (t > 0)
            {
                finalPosition = MathUtility.SampleParabola(finalPosition, upPosition, m_arcHeight, t, Quaternion.LookRotation(upPosition - finalPosition) * Vector3.up);
            }
            else
            {
                finalPosition = MathUtility.SampleParabola(finalPosition, downPosition, m_arcHeight, -t, Quaternion.LookRotation(downPosition - finalPosition) * Vector3.down);
            }

            finalRotation = Quaternion.LookRotation(targetData.m_targetPosition - finalPosition);

            if (CheckVisibility(data, currentNode, finalPosition, finalRotation, targetData))
            {
                SetSimulationData(currentNode, finalPosition, finalRotation, data.m_defaultFOV);
                return(true);
            }

            counter++;
        }

        SetSimulationData(currentNode, finalPosition, finalRotation, data.m_defaultFOV);
        return(false);
    }