public TransformGizmoChange change; // [TODO] shouldn't be using gizmo change for this? public GrabInfo(Cockpit cockpit, TransformableSO so, Frame3f handF) { this.cockpit = cockpit; this.so = so; this.startHandF = handF; this.startObjFW = so.GetLocalFrame(CoordSpace.WorldCoords); this.startObjRelF = this.startHandF.ToFrame(this.startObjFW); this.stickDelta = Vector2f.Zero; change = new TransformGizmoChange() { parentSO = new WeakReference(so), parentBefore = so.GetLocalFrame(CoordSpace.SceneCoords), parentScaleBefore = so.GetLocalScale() }; }
public static void TranslateInFrame(TransformableSO so, Vector3f translate, CoordSpace eSpace = CoordSpace.ObjectCoords) { Frame3f f = so.GetLocalFrame(eSpace); f.Origin += translate; so.SetLocalFrame(f, eSpace); }
/// <summary> /// input objectF is in Object (local) coords of so, apply all intermediate /// transforms to get it to Scene coords /// </summary> public static Frame3f ObjectToScene(TransformableSO so, Frame3f objectF) { Frame3f sceneF = objectF; TransformableSO curSO = so; while (curSO != null) { Frame3f curF = curSO.GetLocalFrame(CoordSpace.ObjectCoords); Vector3f scale = curSO.GetLocalScale(); Util.gDevAssert(IsUniformScale(scale)); sceneF.Scale(scale); sceneF = curF.FromFrame(sceneF); SOParent parent = curSO.Parent; if (parent is FScene) { return(sceneF); } curSO = (parent as TransformableSO); } if (curSO == null) { DebugUtil.Error("SceneTransforms.TransformTo: found null parent SO!"); } return(sceneF); }
void update_source() { TransformableSO from = Source as TransformableSO; Frame3f FrameS = from.GetLocalFrame(CoordSpace.SceneCoords); TransformableSO to = Target as TransformableSO; relativeF = SceneTransforms.SceneToObject(to, FrameS); }
public static void EmitTransform(this SceneSerializer s, IOutputStream o, TransformableSO so) { o.BeginStruct(IOStrings.TransformStruct); Frame3f f = so.GetLocalFrame(CoordSpace.ObjectCoords); o.AddAttribute(IOStrings.APosition, f.Origin); o.AddAttribute(IOStrings.AOrientation, f.Rotation); o.AddAttribute(IOStrings.AScale, so.RootGameObject.transform.localScale); o.EndStruct(); }
public void Connect(TransformableSO source, TransformableSO target) { //this.source = source; this.target = target; Frame3f sourceW = source.GetLocalFrame(CoordSpace.WorldCoords); this.SetLocalFrame(sourceW, CoordSpace.WorldCoords); target.RootGameObject.transform.SetParent(gameObject.transform, true); increment_timestamp(); }
// extracts MeshFilter object from input GameObject and passes it to a custom constructor // function MakeSOFunc (if null, creates basic MeshSO). Then optionally adds to Scene, // preserving existing 3D position if desired (default true) public static TransformableSO ImportExistingUnityMesh(GameObject go, FScene scene, bool bAddToScene = true, bool bKeepWorldPosition = true, bool bRecenterFrame = true, Func <Mesh, SOMaterial, TransformableSO> MakeSOFunc = null) { MeshFilter meshF = go.GetComponent <MeshFilter>(); if (meshF == null) { throw new Exception("SceneUtil.ImportExistingUnityMesh: gameObject is not a mesh!!"); } Vector3f scale = go.GetLocalScale(); Mesh useMesh = meshF.mesh; // makes a copy AxisAlignedBox3f bounds = useMesh.bounds; // bounds.Center is wrt local frame of input go // ie offset from origin in local coordinates // if we want to move frame to center of mesh, we have to re-center it at origin // in local coordinates if (bRecenterFrame) { UnityUtil.TranslateMesh(useMesh, -bounds.Center.x, -bounds.Center.y, -bounds.Center.z); useMesh.RecalculateBounds(); } TransformableSO newSO = (MakeSOFunc != null) ? MakeSOFunc(useMesh, scene.DefaultMeshSOMaterial) : new MeshSO().Create(useMesh, scene.DefaultMeshSOMaterial); if (bAddToScene) { scene.AddSceneObject(newSO, false); } if (bKeepWorldPosition) { // compute world rotation/location. If we re-centered the mesh, we need // to offset by the transform we applied above in local coordinates // (hence we have to rotate & scale) if (go.transform.parent != null) { throw new Exception("UnitySceneUtil.ImportExistingUnityMesh: Not handling case where GO has a parent transform"); } Frame3f goFrameW = UnityUtil.GetGameObjectFrame(go, CoordSpace.WorldCoords); Vector3f originW = goFrameW.Origin; if (bRecenterFrame) { originW += goFrameW.Rotation * (scale * bounds.Center); // offset initial frame to be at center of mesh } // convert world frame and offset to scene coordinates Frame3f goFrameS = scene.ToSceneFrame(goFrameW); Vector3f boundsCenterS = scene.ToSceneP(originW); // translate new object to position in scene Frame3f curF = newSO.GetLocalFrame(CoordSpace.SceneCoords); curF.Origin += boundsCenterS; newSO.SetLocalFrame(curF, CoordSpace.SceneCoords); // apply rotation (around current origin) curF = newSO.GetLocalFrame(CoordSpace.SceneCoords); curF.RotateAround(curF.Origin, goFrameS.Rotation); newSO.SetLocalFrame(curF, CoordSpace.SceneCoords); // apply local scale newSO.SetLocalScale(scale); } return(newSO); }
// extracts all MeshFilter objects from input GameObject and appends them, then passes to // function MakeSOFunc (if null, creates basic MeshSO). Then optionally adds to Scene, // preserving existing 3D position if desired (default true) public static TransformableSO ImportExistingUnityGO(GameObject go, FScene scene, bool bAddToScene = true, bool bKeepWorldPosition = true, bool bRecenterFrame = true, Func <DMesh3, SOMaterial, TransformableSO> MakeSOFunc = null) { List <MeshFilter> filters = new List <MeshFilter>(); List <GameObject> children = new List <GameObject>() { go }; UnityUtil.CollectAllChildren(go, children); foreach (var cgo in children) { if (cgo.GetComponent <MeshFilter>() != null) { filters.Add(cgo.GetComponent <MeshFilter>()); } } if (filters.Count == 0) { throw new Exception("SceneUtil.ImportExistingUnityGO: no meshes!!"); } DMesh3 CombineMesh = new DMesh3(MeshComponents.VertexNormals | MeshComponents.VertexColors); MeshEditor editor = new MeshEditor(CombineMesh); int gid = 0; foreach (MeshFilter mesh in filters) { fMesh uMesh = new fMesh(mesh.sharedMesh); using (var imesh = uMesh.CreateCachedIMesh()) { editor.AppendMesh(imesh, ++gid); } } Vector3f scale = go.GetLocalScale(); AxisAlignedBox3d bounds = CombineMesh.CachedBounds; // bounds.Center is wrt local frame of input go // ie offset from origin in local coordinates // if we want to move frame to center of mesh, we have to re-center it at origin // in local coordinates if (bRecenterFrame) { MeshTransforms.Translate(CombineMesh, -bounds.Center.x, -bounds.Center.y, -bounds.Center.z); } TransformableSO newSO = (MakeSOFunc != null) ? MakeSOFunc(CombineMesh, scene.DefaultMeshSOMaterial) : new DMeshSO().Create(CombineMesh, scene.DefaultMeshSOMaterial); if (bAddToScene) { scene.AddSceneObject(newSO, false); } if (bKeepWorldPosition) { // compute world rotation/location. If we re-centered the mesh, we need // to offset by the transform we applied above in local coordinates // (hence we have to rotate & scale) if (go.transform.parent != null) { throw new Exception("UnitySceneUtil.ImportExistingUnityGO: Not handling case where GO has a parent transform"); } Frame3f goFrameW = UnityUtil.GetGameObjectFrame(go, CoordSpace.WorldCoords); Vector3f originW = goFrameW.Origin; if (bRecenterFrame) { originW += goFrameW.Rotation * (scale * (Vector3f)bounds.Center); // offset initial frame to be at center of mesh } // convert world frame and offset to scene coordinates Frame3f goFrameS = scene.ToSceneFrame(goFrameW); Vector3f boundsCenterS = scene.ToSceneP(originW); // translate new object to position in scene Frame3f curF = newSO.GetLocalFrame(CoordSpace.SceneCoords); curF.Origin += boundsCenterS; newSO.SetLocalFrame(curF, CoordSpace.SceneCoords); // apply rotation (around current origin) curF = newSO.GetLocalFrame(CoordSpace.SceneCoords); curF.RotateAround(curF.Origin, goFrameS.Rotation); newSO.SetLocalFrame(curF, CoordSpace.SceneCoords); // apply local scale newSO.SetLocalScale(scale); } return(newSO); }