//! //! Use this for initialization //! void Start() { if (transform.childCount > 0) { lightTarget = transform.GetChild(0); if (lightTarget != null) { sourceLight = lightTarget.GetComponent <Light>(); } } if (sourceLight) { target = this.transform; initialLightColor = sourceLight.color; initialLightColor.a = 0.25f; initialLightIntensity = sourceLight.intensity; if (sourceLight.type == LightType.Directional) { isDirectionalLight = true; lightGeo = lightTarget.Find("Arrow"); } else if (sourceLight.type == LightType.Spot) { isSpotLight = true; initialLightRange = sourceLight.range; initialSpotAngle = sourceLight.spotAngle; lightGeo = lightTarget.Find("Cone"); } else if (sourceLight.type == LightType.Point) { isPointLight = true; initialLightRange = sourceLight.range; lightGeo = lightTarget.Find("Sphere"); } } else { target = this.transform; } //initalize cached references serverAdapter = GameObject.Find("ServerAdapter").GetComponent <ServerAdapter>(); //cache Reference to animation data animData = AnimationData.Data; //update initial parameters initialPosition = target.position; initialRotation = target.rotation; initialScale = target.localScale; lastPosition = initialPosition; lastRotation = initialRotation; //generate colliding volumes if (generateBoxCollider) { //calculate bounds bounds = new Bounds(Vector3.zero, Vector3.zero); bool hasBounds = false; Renderer[] renderers = this.gameObject.GetComponentsInChildren <Renderer>(); foreach (Renderer render in renderers) { if (!sceneLoader.isEditable(render.gameObject) || render.gameObject == this.gameObject) { if (hasBounds) { bounds.Encapsulate(render.bounds); } else { bounds = render.bounds; hasBounds = true; } } } BoxCollider col = this.gameObject.AddComponent <BoxCollider>(); // TODO: temporary col.isTrigger = true; // not interacting if (sourceLight) { // BoxCollider col_lightquad = lightTarget.FindChild("LightQuad").GetComponent<BoxCollider>(); // col.size = col_lightquad.size; // col.center = col_lightquad.center; col.isTrigger = true; // not interacting LightIcon iconScript = lightTarget.Find("LightQuad").GetComponent <LightIcon>(); iconScript.TargetCollider = col; iconScript.TargetScale = target.lossyScale; // target.localScale; } else { col.center = new Vector3((bounds.center.x - this.transform.position.x) / this.transform.lossyScale.x, (bounds.center.y - this.transform.position.y) / this.transform.lossyScale.y, (bounds.center.z - this.transform.position.z) / this.transform.lossyScale.z); col.size = new Vector3(bounds.size.x / this.transform.lossyScale.x, bounds.size.y / this.transform.lossyScale.y, bounds.size.z / this.transform.lossyScale.z); col.material = new PhysicMaterial(); col.material.bounciness = 1.0f; } //target.position = initialPosition; // target.localScale = initialScale; // target.rotation = initialRotation; } if (!isDirectionalLight && !isPointLight && !isSpotLight && this.name != "camera") { this.gameObject.AddComponent <Rigidbody>(); this.gameObject.GetComponent <Rigidbody>().mass = 100.0f; this.gameObject.GetComponent <Rigidbody>().drag = 2.5f; // TODO: temporary this.gameObject.GetComponent <Rigidbody>().useGravity = false; } // get animator object to trigger mocap anims animatorObject = transform.GetComponent <AnimatorObject>(); if (animatorObject == null) { animatorObject = transform.parent.GetComponent <AnimatorObject>(); } }
//! //! Use this for initialization //! protected void Start() { target = this.transform; isPhysicsActive = false; serverAdapter = GameObject.Find("ServerAdapter").GetComponent <ServerAdapter>(); #if !SCENE_HOST animationController = GameObject.Find("AnimationController").GetComponent <AnimationController>(); mainController = GameObject.Find("MainController").GetComponent <MainController>(); sceneLoader = GameObject.Find("SceneAdapter").GetComponent <SceneLoader>(); //cache Reference to animation data animData = AnimationData.Data; #endif //update initial parameters initialPosition = target.localPosition; initialRotation = target.localRotation; initialScale = target.localScale; lastPosition = initialPosition; lastRotation = initialRotation; InvokeRepeating("checkUpdate", 0.0f, updateIntervall); if (gameObject.GetComponent <Animator>()) { isAnimatedCharacter = true; } //generate colliding volumes if (generateBoxCollider) { //calculate bounds bounds = new Bounds(Vector3.zero, Vector3.zero); bool isSkinned = false; bool hasBounds = false; Renderer[] renderers = this.gameObject.GetComponentsInChildren <Renderer>(true); foreach (Renderer renderer in renderers) { if (!sceneLoader.isEditable(renderer.gameObject) || renderer.gameObject == this.gameObject) { if (hasBounds) { if (typeof(SkinnedMeshRenderer) == renderer.GetType()) { bounds.Encapsulate(((SkinnedMeshRenderer)renderer).localBounds); isSkinned = true; } else { bounds.Encapsulate(renderer.bounds); } } else { if (typeof(SkinnedMeshRenderer) == renderer.GetType()) { bounds = ((SkinnedMeshRenderer)renderer).localBounds; isSkinned = true; } else { bounds = renderer.bounds; } hasBounds = true; } } } boxCollider = this.gameObject.AddComponent <BoxCollider>(); #if !SCENE_HOST if (this is SceneObjectCamera) { boxCollider.enabled = mainController.showCam; } #endif // col.isTrigger = true; // not interacting if ((this is SceneObject) && !(this is SceneObjectLight)) { if (isSkinned) { boxCollider.center = bounds.center; boxCollider.size = bounds.size; } else { boxCollider.center = new Vector3((bounds.center.x - this.transform.position.x) / this.transform.lossyScale.x, (bounds.center.y - this.transform.position.y) / this.transform.lossyScale.y, (bounds.center.z - this.transform.position.z) / this.transform.lossyScale.z); boxCollider.size = new Vector3(bounds.size.x / this.transform.lossyScale.x, bounds.size.y / this.transform.lossyScale.y, bounds.size.z / this.transform.lossyScale.z); } boxCollider.material = new PhysicMaterial(); boxCollider.material.bounciness = 1.0f; } } if (this is SceneObject) { rigidbody = this.gameObject.AddComponent <Rigidbody>(); rigidbody.mass = 100f; rigidbody.drag = 2.5f; // TODO: temporary rigidbody.useGravity = true; rigidbody.isKinematic = true; globalKinematic = true; } #if !SCENE_HOST //Initalize animation loading if animation available AnimationSerializer asScript = target.gameObject.AddComponent <AnimationSerializer>(); if (asScript.loadData()) { //register the object in the animation Controller GameObject.Find("AnimationController").GetComponent <AnimationController>().registerAnimatedObject(gameObject.GetComponent <SceneObject>()); gameObject.GetComponent <SceneObject>().setKinematic(true, false); updateAnimationCurves(); } isPlayingAnimation = false; #endif }