Esempio n. 1
0
        public static Ray traceRay(Vector3 rayDirection, ARRaytracer.OpticalSystem optics, RuntimeGizmoDrawer drawer = null)
        {
            //Debug.Log(optics.eyePosition.ToString("G3"));
            Vector3 sphereSpaceRayOrigin    = optics.worldToSphereSpace.MultiplyPoint(optics.eyePosition);
            Vector3 sphereSpaceRayDirection = (optics.worldToSphereSpace.MultiplyPoint(optics.eyePosition + rayDirection) - sphereSpaceRayOrigin);

            sphereSpaceRayDirection = sphereSpaceRayDirection / sphereSpaceRayDirection.magnitude;
            float intersectionTime = ARRaytracer.intersectLineSphere(sphereSpaceRayOrigin, sphereSpaceRayDirection, Vector3.zero, 0.5f * 0.5f, false);

            if (intersectionTime < 0f)
            {
                Debug.Log("bad ray....");
                return(new Ray());
            }
            Vector3 sphereSpaceIntersection = sphereSpaceRayOrigin + (intersectionTime * sphereSpaceRayDirection);

            //Ellipsoid  Normals
            Vector3 sphereSpaceNormal = -sphereSpaceIntersection / sphereSpaceIntersection.magnitude;

            sphereSpaceNormal = new Vector3(
                sphereSpaceNormal.x / Mathf.Pow(optics.ellipseMinorAxis / 2f, 2f),
                sphereSpaceNormal.y / Mathf.Pow(optics.ellipseMinorAxis / 2f, 2f),
                sphereSpaceNormal.z / Mathf.Pow(optics.ellipseMajorAxis / 2f, 2f));
            sphereSpaceNormal /= sphereSpaceNormal.magnitude;

            Vector3 worldSpaceIntersection = optics.sphereToWorldSpace.MultiplyPoint(sphereSpaceIntersection);
            Vector3 worldSpaceNormal       = optics.sphereToWorldSpace.MultiplyVector(sphereSpaceNormal);

            worldSpaceNormal /= worldSpaceNormal.magnitude;

            Ray firstBounce = new Ray(worldSpaceIntersection, Vector3.Reflect(rayDirection, worldSpaceNormal));

            if (drawer != null)
            {
                //float halfDistance = constantDistance - Vector3.Distance(optics.eyePosition, firstBounce.origin);
                drawer.DrawLine(optics.eyePosition, firstBounce.origin);
                drawer.DrawLine(firstBounce.origin, firstBounce.origin + (firstBounce.direction * 0.5f));
                //drawer.DrawSphere(firstBounce.origin + (firstBounce.direction * halfDistance), 0.001f);
            }

            // we just need the first bounce
            return(firstBounce);
        }
Esempio n. 2
0
        public void OnDrawRuntimeGizmos(RuntimeGizmoDrawer drawer)
        {
            Quaternion beginningRot = transform.rotation;

            if (curFocalPoint.ContainsNaN())
            {
                curFocalPoint = Vector3.zero;
            }

            averagedInterSectionPoints = new List <Vector3>();

            ARRaytracer.OpticalSystem optics = raytracer.optics;

            curDrawing = 0;
            for (float yRot = -30f; yRot < 30f; yRot += 5f)
            {
                for (float xRot = -20f; xRot < 70f; xRot += 5f)
                {
                    //for (float yRot = -0f; yRot < 25f; yRot += 5f) {
                    //  for (float xRot = 5f; xRot < 35f; xRot += 5f) {
                    List <Ray> intersectRayList = new List <Ray>();

                    for (float i = 0f; i < 91; i += 90)
                    {
                        transform.rotation = Quaternion.Euler(0, 0, i);// Quaternion.Euler(xRot, yRot, i);
                        Vector3 convergencePoint = transform.position + ((Vector3.forward) +
                                                                         (Vector3.up * -xRot * 0.01f) + (Vector3.right * yRot * 0.01f)) * focalDistance;

                        optics.eyePosition = transform.position + (transform.right * 0.001f);
                        Ray firstBounceRay = traceRay((convergencePoint - optics.eyePosition).normalized, optics, whichToDraw == curDrawing ? drawer : null);
                        intersectRayList.Add(firstBounceRay);

                        transform.rotation = Quaternion.Euler(0, 0, i + 180f); //Quaternion.Euler(xRot, yRot, i+180f);
                        optics.eyePosition = transform.position + (transform.right * 0.001f);
                        firstBounceRay     = traceRay((convergencePoint - optics.eyePosition).normalized, optics, whichToDraw == curDrawing ? drawer : null);
                        intersectRayList.Add(firstBounceRay);
                    }

                    Vector3 intersectSum = Vector3.zero;
                    int     numPoints    = 0;

                    for (int i = 0; i < (intersectRayList.Count - 1); i += 2)
                    {
                        Vector3 tmp = Fit.ClosestPointOnRayToRay(intersectRayList[i], intersectRayList[i + 1]);
                        drawer.color = i == 0 ? LeapColor.coral : LeapColor.forest;
                        drawer.DrawSphere(tmp, 0.0005f);
                        intersectSum += tmp;

                        numPoints++;
                    }

                    Vector3 ptAverage = intersectSum / numPoints;
                    averagedInterSectionPoints.Add(ptAverage);

                    /*for (int i = 0; i < (intersectRayList.Count - 1); i += 2) {
                     * Vector3 tmp = ClosestPointOnRayToRay(intersectRayList[i], intersectRayList[i + 1]);
                     * drawer.color = LeapColor.red;
                     * drawer.DrawLine(tmp, ptAverage);
                     * }*/

                    //Debug.Log("Average: " + ptAverage);
                    curDrawing++;
                }
            }

            optics.eyePosition = raytracer.eyePerspective.transform.position;

            //drawer.color = LeapColor.periwinkle;
            //for (int i = 0; i < averagedInterSectionPoints.Count; i++) drawer.DrawSphere(averagedInterSectionPoints[i], .0005f);

            Vector3 position = Vector3.zero; Vector3 normal = Vector3.zero;

            Fit.Plane(averagedInterSectionPoints, out position, out normal, 200, drawer);
            newScreen.position = Vector3.ProjectOnPlane(newScreen.position - position, normal) + position;
            newScreen.rotation = Quaternion.FromToRotation(newScreen.forward, normal) * newScreen.rotation;

            //log the continous fit to the console
            ///Debug.Log("Position is " + position + "  normal is " + normal);
            transform.rotation = beginningRot;

            Vector2 CornerOneUV   = ARRaytracer.DisplayUVToRenderUV(new Vector2(0f, 0f), optics, 80);
            Vector2 CornerTwoUV   = ARRaytracer.DisplayUVToRenderUV(new Vector2(1f, 0f), optics, 80);
            Vector2 CornerThreeUV = ARRaytracer.DisplayUVToRenderUV(new Vector2(0f, 1f), optics, 80);
            Vector2 CornerFourUV  = ARRaytracer.DisplayUVToRenderUV(new Vector2(1f, 1f), optics, 80);

            drawer.matrix = Matrix4x4.identity;
            traceRay(ARRaytracer.ViewportPointToRayDirection(new Vector3(CornerOneUV.x, CornerOneUV.y, 1f),
                                                             raytracer.eyePerspective.transform.position, optics.clipToWorld), optics, drawer);
            traceRay(ARRaytracer.ViewportPointToRayDirection(new Vector3(CornerTwoUV.x, CornerTwoUV.y, 1f),
                                                             raytracer.eyePerspective.transform.position, optics.clipToWorld), optics, drawer);
            traceRay(ARRaytracer.ViewportPointToRayDirection(new Vector3(CornerThreeUV.x, CornerThreeUV.y, 1f),
                                                             raytracer.eyePerspective.transform.position, optics.clipToWorld), optics, drawer);
            traceRay(ARRaytracer.ViewportPointToRayDirection(new Vector3(CornerFourUV.x, CornerFourUV.y, 1f),
                                                             raytracer.eyePerspective.transform.position, optics.clipToWorld), optics, drawer);
        }